Develop applications with graphical user-interfaces

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Reference no: EM133044602

CO4403 Object Oriented Software Development - University of Central Lancashire

Development Task

Learning outcome 1: Explain and use key programming constructs to create correct and efficient programs
Learning outcome 2: Design, and implement Object-Oriented programs
Learning outcome 3: Develop applications with graphical user-interfaces

1. Design Part

Write your full name down the ‘A' column in the table below one character in each row omitting spaces and punctuation. If your full name is not long enough just repeat it. The combination of column A and B give you the names of classes and methods to use in your assignment. For example, if your name was ‘Daniel ...' this would give you DParentClass, aChild1Class, nChild2Class etc

A

B

Description

 

ParentClass

Parent Class, stores an array of type String and an array of type double

 

Child1Class

Child Class 1 inherits from Parent Class, stores an array of type String

 

Child2Class

Child Class 2 inherits from Parent Class, stores an array of type int

 

PMethod

Public method in Parent Class, 3x int as parameters, returns a String

 

PMethod

Public method in Parent Class, 2x String as parameters, returns an int

 

C1Method1

Public method in Child Class 1, 3x float as parameters, returns a long

 

C1Method2

Public method in Child Class 1, 3x String as parameters, returns a float

 

C1Method3

Private method in Child Class 1, 2x double as parameters, returns a long

 

C2Method1

Public method in Child Class 2, 2x boolean as parameters, returns a String

 

C2Method2

Private method in Child Class 2, 4x array as parameters, returns a ArrayList

 

C2Method3

Public method in Child Class 2, 2x ArrayList as parameters, returns an int

Using the information from the table above hand-draw a UML Class diagram on paper, ensure that:
• you use the correct notation for relationships between classes,
• class names are correct,
• method names are correct,
• method parameters/return types are correct,
• class instance variables are correct,
• variables are named appropriately,
• access modifiers are shown where appropriate, you are free to choose which modifier to apply where this is not mentioned in the table above.

You do not need to include class constructors in your UML diagram. Take a photo of your UML diagram and submit it through Blackboard along with the table above.

2. Development Part

You need to work through the following series of tasks in order; your mark will depend on your progress and the quality of the work you have done. You only need to submit your finished code after you have completed all tasks.

Task 1: Implement the UML Class diagram you have created in Java code. Ensure the classes are in separate files.

Task 2: Create a driver program that creates instances of all classes, calls all methods with appropriate parameters, and outputs the results to the console.

Task 3: Add code into each method to act on the parameters and use them to generate an appropriate return value using your knowledge of the Java language. You need to decide how to do this based on the parameters and return type of a method. For example, if given ‘3x String as parameters, returns a double' you could convert all Strings to doubles (using Double.parseDouble or similar) and then return the highest.

Task 4: Add constructor methods to each of the 3 classes and use them to initialize instance variables.

Task 5: Extend Task 3 so the class instance variables are acted upon (i.e. data added and retrieved) in at least one method in each class.

Task 6: Ensure your driver program demonstrates that you have completed all the tasks, particularly that the methods act on given parameters (Task 3) and that methods act upon class instance variables (Task 5).
You will be expected to submit your entire source code (and Eclipse project). Your code must be commented, and you must include a separate document of references to any resources you used in the development of your application (books, web sites, forums etc).

3. Video Demo Part

Once your development is complete you must create a video demonstration which explains and justifies how you implemented Task 3 and Task 5 using the output of your driver program (or User Interface if you attempt part 4) to demonstrates that your code works successfully. This should be a screen capture video with voice-over of your explanation. This demo must be no longer than 5 minutes.

The video demo is critical part of the assignment where you show how you have met the marking criteria. Please ensure that both the audio and visuals are clear in your video. Your video file must be submitted in a format that can be accessed easily by your marker.

4. User Interface (UI) and File IO Part

Create a User Interface in SWING based on the material covered on the module. Do not use Java FX and do not use any GUI builder tools. This should include three JFrames, one must be menu which is displayed when the program starts with JButtons for three options: 1) Test Child1Class 2) Test Child2Class, 3) Exit. For options 1 and 2 you need to display a JFrame that provides a way for a user to test all three of the methods shown in the table in the design part ie for each there should be appropriate JTextFields for the user to input the data to be passed into the methods as parameters, a ‘Test' button which if clicked calls the method (having converted the parameters in the JTextFields to appropriate types) and show the result on the user interface. Every time a test is carried out you should log to a file called TestLog.txt a new line beginning with a timestamp (current date and time), the method that was tested, the parameters passed in and the output generated. If you have completed this part of the assignment then show your user interface instead of your driver program in the video demo.

Attachment:- Object Oriented Software Development.rar

Reference no: EM133044602

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