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Advanced Programming Assignment

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Advanced Programming Assignment

 Advanced Programming Assignment

Submission Format:

The submission is in the form of an individual written report. This should be written in a concise, formal business style using single spacing and font size 12. You are required to make use of headings, paragraphs and subsections as appropriate, and all work must be supported with research and referenced using the Harvard referencing system. Please also provide a bibliography using the Harvard referencing system. The recommended word limit is 4,000 words. For more information with regards to submission criteria, please refer to your Module Handbook.

Unit Learning Outcomes:

By the end of this unit students will be able to:

LO1. Examine the key components related to the object-orientated programming paradigm, analysing design pattern types.

LO2. Design a series of UML class diagrams.

LO3. Implement code applying design patterns.

LO4 Investigate scenarios with respect to design patterns.


 

Assignment Brief and Guidance:

You are recently hired by ZedSmart as a Junior Programmer under the trainee apprenticeship program. You have been approached by your line manager who wants you to take lead on demonstrating object oriented programming aspects using a simple game prototype for seven year olds. He wants you to show leadership and logic to your approach on basic object orientated design approaches to making thissimple game, therefore he has allocated some set tasks.

 

Activity one –Examine the key components related to the object-orientated programming paradigm, analysing design pattern types.

 

You are to write a report on key components related to object orientated programming paradigms including design analysis and pattern types. In this report you must highlight key programming methodologies such as

·        Computational Thinking,

·        Encapsulation,

·        Polymorphism,

·        Constructors and destructors,

·        sub objects,

·        abstracts and concrete methods,

·        Interface and redefinition,

·        Containers and generics.

This report must also include a base knowledge on class relationships such as

1.      Generalisation, Inheritance, Realisations, Dependency’s, Aggregation and Composition.

2.      Determine the design patterns from each of the creational, structural and behavioural pattern types

3.      Analyse the relationship between OOP paradigm and the design patterns

Activity two - Design a series of UML class diagrams

 

Continue with your report and create a UML class diagrams based on your game concept. You are to design three UML diagrams including:

•Class Diagram • Use Case Diagram • Sequence Diagram

Once completed you will also need to identify possible situations where design patterns would be beneficial and then develop the UML diagrams reflecting the design patterns.Include a relationship between the actual OOP paradigm and its corresponding design pattern in this report.

Activity three – Implement code applying design patterns

You have been asked to implement your game prototype using Python code. You will need to develop the code based on the solution you proposed in the UML diagrams. You need to use an IDE to develop the application that implements few examples of creational, structural and behavioural design patterns. 

Evaluate the use of design patterns for the given purpose. Discuss trade- offs / consequences by applying design patterns.

Activity four – Investigate scenarios with respect to design patterns

Finally you are to investigate other game scenarios (Asteroids, Tetris and Pacman) to demonstrate design patterns, you must continue to write your report discussing a range of design patterns with relevant examples of creational, structural and behavioural pattern types. Reconcile the appropriate design patterns and critically evaluate these patterns against a range of scenarios with justification of your choices.

 

 

 

 

Learning Outcomes and Assessment Criteria:

Learning Outcome

Pass

Merit

Distinction

LO1 Examine the key components related to the object orientated programming paradigm, analysing design pattern types

P1 Examine the characteristics of the object-orientated paradigm as well as the various class relationships.

M1 Determine a design pattern from each of the creational, structural and behavioural pattern types.

D1 Analyse the relationship between the object-orientated paradigm and design patterns.

 

 

LO2 Design a series of UML class diagrams

P2 Design and build class diagrams using a UML tool.

M2 Define class diagrams for specific design patterns using a UML tool.

D2 Analyse how class diagrams can be derived from a given code scenario using a UML tool.

LO3 Implement code applying design patterns

P3 Build an application derived from UML class diagrams.

M3 Develop code that implements a design pattern for a given purpose

D3 Evaluate the use of design patterns for the given purpose specified in M3.

LO4 Investigate scenarios with respect to design patterns

P4 Discuss a range of design patterns with relevant examples of creational, structural and behavioural pattern types.

M4 Reconcile the most appropriate design pattern from a range with a series of given scenarios.

D4 Critically evaluate a range of design patterns against the range of given scenarios with justification of your choices.

 

Advanced Programming Assignment, advanced programming techniques, , advanced programming rmit, advanced programming concepts, advanced programming algorithms, advanced apex programming

 



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