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JAVA

JAVA. Coursework (the same for 2A and 2B). Fundamental Information. The coursework is 30 marks in your O’Level = 15% of the exam Must be word processed Length dose not impress examiners . Allocation of marks.

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JAVA

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  1. JAVA Coursework (the same for 2A and 2B)

  2. Fundamental Information • The coursework is 30 marks in your O’Level = 15% of the exam • Must be word processed • Length dose not impress examiners

  3. Allocation of marks • 26 marks = The program which MUST be done in java and NO other programming language • 4 marks = The layout which MUST be done using Microsoft Word and NO other application

  4. Programming Section JAVA

  5. The Program • Specifying what the program should perform • Formulating an explanation of the program using pseudo-code or flow charts • Implementing the program in Java • Testing the program with suitable data • Writing documentation both program and user instructions

  6. Specifications • The program must make use of; • Input and output statements • Assignment expressions • Sequential execution • Conditional execution • Looping construct • Simple objects

  7. Documentation • The documentation must be made up of; • What task the program will be performing. This mush include input and output requirements • A description of the program • A description of special features of the program • Proof of testing (test printouts, screen shots, photos ect…) • Instructions on how to run the program • Self evaluation of the program

  8. Marks Break Down Each part of your coursework with marks

  9. Definition of the Problem • A short description of the purpose of the problem being solves [2] • A statement of the results required [2] • Details of any inputs required [2] [6]

  10. The Solution of the Problem • A flowchart/pseudo-code of the algorithm [4] • Computer listing of the program [4] • Details of any special design features (ex. good user interface) [4] [12]

  11. Running the Program • Evidence that the solution works [2] • Details of test data [2] [4]

  12. User Instructions • How to load and run the program [2] [2]

  13. Conclusion • Limitations with the program and possible improvements you could have made [2] [2]

  14. Presentation The actual layout of the Coursework

  15. Layout and Presentation • A total of 4 marks • Table of contents and titles for each section • Use of Microsoft Word functions • Use of tables • Use of headers and footers • User of bulleted or numbered lists

  16. Coursework Ideas Some ideas to get you thinking

  17. Class Marks • The entry of different class marks, • Find the sum, of the class marks, • Finding the average class mark, • Finding the lowest grade, • Finding the highest grade, • Finding marks above average, • Finding marks below average.

  18. Payroll • The entry of employee details • The entry of fixed rates (Income tax, National Insurance, allowances, deductions), • The entry of number of hours worked • The entry of overtime hours • The program should calculate the pay slips showing all the details mentioned above

  19. Educational Quiz • An array can be used to hold a question and answer., • The program will display the question • The user enters a reply • If the reply is correct then one mark is awarded, • If not the correct answer is displayed’ • A menu may be used to select one topic e.g. a quiz on capital cities, science, sports etc.

  20. Telephone Directory • Stores names and their related telephone numbers • A town can also be held in an array • User can search for a name and the program will output the telephone number and the town • A menu can be used to output the whole list or searching by a particular town.

  21. Hangman • The program displays underscores according to the number of letters in a word that the user has to guess, • If the letter guessed is correct then program displays the letter in its position in the word, • If not a part of the Hangman diagram is displayed until the word is guessed or the man is hanged, • A number of attempts can be set without the use of drawing the Hangman for simpler programs.

  22. A simple Game • You can be creative by moving a simple object on the screen and either try to avoid obstacles or move another object to catch up with the moving object.

  23. Another Program • You may wish to create a unique program that has not been mentioned above.

  24. Introducing Java Page181 -198

  25. Help • These few pages of the book help us get an idea what the programming part of our coursework must be like • You will also find sample flow charts which you could use to help build your own.

  26. Programs • The book also helps in building the following coursework • The telephone Directory • A Computer Aided Learning Quiz • A payroll application, • Class marks

  27. The plan • As a class we could decide on one coursework to work on in class so I could come round to help you when ever you need • The documentation will be done at home but every week you must show me your progress

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