Unit 6 - Software Design and Development LESSON 7 CODE STRUCTURES
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1 Unit 6 - Software Design and Development LESSON 7 CODE STRUCTURES
2 Previously Key features of programming languages Software Development Lifecycle Design models Iterative Prototyping Agile ASD, FDD, DSDM, RAD, Scrum, XP Sequential Waterfall Spiral(?)
3 Summary of software design Principles of software design. Software development life cycle. 1. Requirements. 2. Specification. 3. Design. 4. Code. 5. Test. 6. Support.
4 What is covered in this session Software design (cont d) 1. Code. 2. Test. 3. Support. Software structures
5 SDLC - Coding Coding starts following the design Development progresses in line with the design.
6 SDLC - Testing All code should be tested. Testing is done by: the developer (unit testing), the end users. End users usually complete questionnaires on whether the program(s) actually meet the business requirements.
7 SDLC - Support Once a program/system is deployed into the production environment it has to be supported by several classes of people. Developers for bug fixing. Users for business suitability and change. Database administrators (if applicable). IT support staff, for deployment and infrastructure.
8 SDLC Support, Task 20 Research these roles and write a brief paragraph stating their main responsibilities. 1. Systems Analyst. 2. Analyst/programmer. 3. Tester. 4. IT Support. 5. Database administrator.
9 Software structures functions, procedures, classes and objects; abstraction of data; pre-defined code. readability e.g. comments, appropriate names for variables, indentation; quality of code e.g. efficiency. reliability, robustness, usability, portability, maintainability.
10 Procedures Procedures functions sub-routines. Allow the reuse of the same code in various parts of the programs, and at various points of its execution.
11 Procedures In Microsoft.net languages there are 4 types of procedure. Event procedures. Sub procedures. Function procedures. Property procedures.
12 Task 21 Programming challenge Lab08 contains a set of requirements for a simple Guess the number game. Analyse the requirements write the program. Sample code and hints are provided in Lab08.
13 Software structures example code to review Procedures. Sub-routines. Functions. Events. Built in functions. (Pre-defined code) Random etc
14 GuessANumber example 1. Sub-routines 1. Private Sub Generate_Number() et al. 2. Private Sub Reset_Controls() 2. Functions Function PayEmployee() End Function 3. Events 1. Private Sub btnstart_click 2. Private Sub btntry_click 4. Built in functions. 1. intmynumber = RandomClass.Next(0, 100)
15 Software structures EDP. Procedural. Object orientated programming. OOP.
16 The three pillars of OOP 1. Data encapsulation. 2. Inheritance, 3. Polymorphism. Classes and Objects. The class in OOP is a program building block which provides a template for the creation of objects.
17 Three Pillars explained polymorphism refers to a programming language's ability to process objects differently depending on their data type or class. More specifically, it is the ability to redefine methods for derived classes. inheritance enables new objects to take on the properties of existing objects. Sub-class or derived class inherit from base class or superclass. Encapsulation (n Java) is a mechanism of wrapping the data (variables) and code acting on the data (methods) together as a single unit. In encapsulation, the variables of a class will be hidden from other classes, and can be accessed only through the methods of their current class. Also called data hiding.
18 OOP Structures Objects generally represent: physical things, like customers books, conceptual things an order loan. OOP involves linking the data and the methods (functions) together in the object. Classes and objects are the basic building blocks of OOP
19 OOP structures Task 22 Create a simple OOP program to manage books in a library. Follow Lab 10
20 Summary Some code structures Procedures Functions Sub-routines OOP
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