UNIT NO. & TITLE: No. 1 Programming
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Unit 20. Advance Programming
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UNIT NO. & TITLE: Unit 20. Advance Programming
QUALIFICATION: BTEC HND Level 5 Computing
YEAR: 2020-2021
PREPARED BY: Kunwar Singh
REPORT
ASSESSOR NAME: Mrs Pinky Gaud
SUBMITTED ON:
1
, Index
No. Topic Page No.
1. LO1: Examine the key components related to the 3-19
object-oriented programming paradigm, analysing
design pattern types.
P1: Examine the characteristics of the object- 3-8
oriented paradigm as well as the various class
relationships.
M1: Determine a design pattern from each of the 9-19
creational, structural and behavioural pattern types.
2. LO2: Design a series of UML class diagrams. 20-26
P2: Design and build class diagrams using UML tool. 20-21
M2: Define class diagrams for specific design 22-26
patterns using UML tool.
3. LO3: Implement code applying design patterns. 27-40
P3: Build an application derived from the UML 27-31
class.
M3: Develop a code that implements a design pattern 32-40
for a given purpose.
4. LO4: Investigate scenarios with respect to design 41-46
patterns.
P4: Discuss a range of design patterns with relevant 41-43
examples of creational, structural and behavioural
pattern types.
M4: Reconcile the most appropriate design pattern 44-46
from a range with a series of given scenarios.
5. Reference 47
2
,LO1: Examine the key components related to the object-oriented
programming paradigm, analysing design pattern types.
P1: Examine the characteristics of the object-oriented paradigm
as well as the various class relationships.
Object Oriented Paradigm: Object-oriented paradigm is often associate with
imperative programming, but, in practice, both functional and object-oriented
paradigms can coexist.
Object-oriented programming is based on four fundamental principle which are
as follow:
• Encapsulation:
It means the binding of attributed and the behaviour. As the main
structure of this is to keep properties and behaviour of an object in one
place as it can be easily maintaining and extend. It also provides a
mechanism to hide unnecessary details from the user.
3
, • Abstraction:
It basically provides a mechanism that exposes what an object does and
hides how the object does what it’s supposed to do.
Example: If we want to drive a bike, we need not need to know how to
engines work or how fluid going in the engine, but we need to know the
behaviour of the bike.
4
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