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OOP - Assignment 1 Brief
OOP - Assignment 1 Brief
Issue Date
Submission Date
- stdId: The student ID of the form like GTxxxxx or GCxxxxx (x: is a digit)
- stdName: Student name
- stdDoB: Student date of birth
- stdEmail: Student email
- stdAddress: Student address
- stdBatch: The batch (class) of the student
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1. Manage Students
2. Manage Lecturers
3. Exit
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Please choose:
When user selects 1, the program will display submenu for managing
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3. Search students
4. Delete students
5. Update student
=======================
Please choose:
When user selects 2, the program will display submenu for managing
lecturers:
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3. Search lecturers
4. Delete lecturers
5. Update lecturer
=======================
Please choose:
When user chooses 2, the program will list all the students/lecturers to
the screen, each student/lecturer in a row and student’s/lecturer’s data
fields are separated by ‘|’.
Submission
Students are expected to submit hard copy of assignment
requirements
In addition to the above PASS criteria, this assignment gives you the opportunity to submit
evidence in order to achieve the following MERIT and DISTINCTION grades
Indicative
Grade Descriptor Contextualization
characteristic/s
M1 Determine a design pattern from
each of the creational, structural and
behavioural pattern types.
M2 Define class diagrams for specific
design patterns using a UML tool.
D1 Analyse the relationship between the
object-orientated paradigm and
design patterns.
D2 Define/refine class diagrams derived
from a given code scenario using a
UML tool.
Internal
Signature Date
Verifier 1
Internal
Signature Date
Verifier 2
1.1 Object/Class
A cat, for example, is an object with the color yellow and the eat() function, which
performs the action of eating.
The Cat class, for example, is unique to cat objects (which include color attributes and an
eat function).
1.2 Abstraction
- In Java, abstraction is a characteristic that does not represent concreteness, but rather
names the problem. It's a technique that hides the object's inner workings and just shows
the user the important aspects. When a person uses the phone to send a message, for
example, he will enter the message content, recipient information, and then hit the send
button. He has no idea what is going on within the sending process when he starts
sending the message; all he knows is that the message has been successfully sent to
the receiver.
1.3 Encapsulation
- Encapsulation is simply the process of integrating a group of related data with a set of
functions/methods that operate on that data, the "package," into a single "class." Objects
are instances of classes, and a class is a formula for creating such objects.
1.4. Inheritance
-
1.6 Abstract classes
1.7 Interfaces