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Luke Barnes

Student ID :S0510054

Task 1
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The software Development Life cycle

Luke Barnes

Student ID :S0510054
Gather user requirements

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This refers exactly to what it says. The programmer must find out exactly what the user wants before they begin to code an application. This could mean things such as which operating system the user will be running on, which key features they will need to use and how easy it will be for them to use. The importance of this stage is that a programmer must learn precisely what is required from the user, so that they can create to specification and build what is required of them. This way the cost is managed effectively as the programmer can select and recommend, thus fitting the user requirements. It is up to the programmer to find out what the program should and shouldnt do. This really means that the most important features will be placed first with other, less important ones put on a lower priority Create specification This means that the programmer will need to understand what they are designing the system for. An example of this would be a cinema. So, if the programmer would need to focus on different aspects of the program to say, a bank. It would need to focus on calculating prices and available seats. Also will the program need to interface with other devices. Is it replacing a manually operated system or on older software? It should be user friendly as in a busy period many tickets will be sold and it will need to process them quickly. Also a decision will need to made about things such as the platform the software will be operating on, (Meaning web based, desktop or handheld device). So, if a handheld device were the example, it should run smoothly and within the capabilities of the device (i.e., for example for use on a Samsung Galaxy S; it should match the layout and look good on the Super AMOLED 4 inch Touch screen).

Luke Barnes

Student ID :S0510054

Create Design The essential point of the design is to provide the interface that the user will see. For example:
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In this example we see the buttons that the end user will press and the spaces where image files will display. After the specification and requirements are known the programmer will have to come up with a design that represents all the requirements. It must incorporate The interface such as the designs that users will see when using the program and the way information is presented to the user General structure how procedures will relate to each other once broken up. How data will be stored things such as filing structures and variables used Detailed design how each of these procedures will carry out their work

1. 2. 3. 4.

The programmer will also need to choose a design cycle

The Waterfall Method - this is where the process of the program flows downwards which focuses on quality rather than quantity. This method can be slower than others and was developed from a hardware oriented model into software. Spiral - This is a completely different approach to the other methods as when using a spiral method the program can be altered at any time during the design phase. It can be costly and complicated as it incorporates both design and prototype stages into one to help advantages of top-down and bottom-up concepts. RAD (Rapid Application Design) - This means that the design will be made as quickly as possible and then modified tested and generally improved at a later date. This differs to the waterfall method which focuses on getting it right first time. However this method is more suited to a project with a restricted time scale.

Luke Barnes

Student ID :S0510054

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Write Program This is when the code is created. By this this stage the programmer should have created pseudo code, a storyboard and a flowchart. (Examples below are in relation to a lottery program) Pseudo code 1. Generate number between 1 -49 2. Has the number been picked already Go to one Otherwise add to array Go to 3 3. Have six numbers been generated Y - Go to 4 N - Go to 1 4. Create a Boolean called Haveswapshappened =true 5. While Haveswapshappened Haveswapshappened = false For each number in array Check lowest is first If not Swap Haveswapshappened =true Flowchart

Luke Barnes

Student ID :S0510054

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Storyboard Lottery! 1

Title Label 4 Number Labels

Generate!!
6

Generate button

Sort

Sort Button

When a programmer begins the coding section of code it will most likely include...

Functions this is when a value is returned to the user i.e. display to user Below is a code example of function

Procedures the focus is of procedure is to break down a programming task into a collection of data structures and subroutines, whereas in object oriented programming it is to break down a programming task into objects.

Luke Barnes

Student ID :S0510054
Person Name D.O.B Gender +getna me +Getdob +getgen der +talk

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Classes and Objects When code is broken down in to chunks. This is when an object (in this form known as a class), takes its attributes from another. (Known as the parent, super or base class). When this happens the derived class is known as the sub or derived class. These inherit the distinguishing features (such as algorithms) from the parent class. For example:
Englis h +new

In this diagram we see that the sub-class (below) has inherited from the parent class in that it is defined as person. This means that automatically it has a name, a D.O.B (Date of Birth) and a gender. This saves the programmer from having to re-write the code to reflect this, and so we see inheritance of these features. The Form we see here is known as single inheritance. This is when the derived class is derived from only one parent class.

Luke Barnes Below is a code example of a class

Student ID :S0510054

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Luke Barnes

Student ID :S0510054

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Variables variables are found within classes. They are named so because it is possible to change them within OOP. For example in the diagram found under classes and objects a variable would be Name.

It is important to maintain a good standard of code when creating a program as it will make sure little will go wrong. However, should something happen it ensures that it will be easier to read by someone other than the original programmer which will also help maintainability. To give the code better readability and make it easier to understand the programmer can use such methods as commenting frequently and in detail to explain how something is working, (discussed below), and indentation . Test Programs This is when the program is implemented. The programmer will run the program through to check for errors and see how the system performs. It should be reliable, strong, user friendly and easy to maintain. Reliability the program should perform consistently well and not be prone to crashing. Strong it should be well coded and effective enough to operate smoothly on a regular basis with such methods as camel casing User friendly it should be easy for inexperienced users to operate and look good Easy to maintain it should have comments to explain to other programmers how it is operating and be clearly laid out (i.e. indentation)

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