Parallel activity for programming 1
Parallel activity for programming 1
Objective:
The goal of this project is to create a simple Java application that demonstrates understanding of basic
programming concepts such as variables, control flow, functions, and object-oriented programming
(OOP) principles.
Project Requirements:
1. Application Description:
o Develop a simple Java application (e.g., a calculator, a simple game, or a utility program).
o Variables: Use at least three different types of variables (e.g., int, double, String, etc.).
o Control Structures: Include at least one if-else statement and one loop (for or while).
o Functions/Methods: Use at least two custom methods (one should return a value, and
one should be void).
o Object-Oriented Programming (OOP): Create at least one class with attributes and
methods.
o Basic Error Handling: Implement error handling for at least one potential user input
error using try-catch.
3. User Interaction:
o The program should prompt the user for input and display appropriate output.
o Ensure that the input is validated, and the program handles invalid data gracefully.
o Follow proper naming conventions (camelCase for variables and methods, PascalCase for
classes).
Deliverables:
o Instructions for the user (if any additional steps are needed).
3. Screenshots: Provide screenshots showing the program running, including inputs and outputs.
Grading Rubric:
Needs
Excellent (90- Satisfactory (50-
Criteria Good (75-89%) Improvement Points
100%) 74%)
(0-49%)
The program
The program
meets all The program The program
meets most
requirements, runs meets all does not meet
Application requirements but
without errors, requirements and requirements or /40
Functionality has minor errors or
and includes extra runs with minimal has major
incomplete
features or errors. errors.
features.
creativity.
Custom methods
Effective use of Basic use of Little to no use
used, but minor
custom methods; methods, with of methods, or
Functions/Methods issues with /20
well-organized and some redundancy code is
organization or
reusable code. or inefficiency. disorganized.
reusability.
Correct use of
Classes and OOP Basic use of classes
classes and OOP
principles used, and OOP, with Little or no use
principles;
OOP Concepts but some room for of classes or /10
attributes and
organizational or improvement in OOP principles.
methods are
structural issues. structure.
logically organized.
Needs
Excellent (90- Satisfactory (50-
Criteria Good (75-89%) Improvement Points
100%) 74%)
(0-49%)
Code is well-
Limited
documented with Code has sufficient Code is poorly
Code documentation or
clear comments documentation documented or
Documentation & inconsistent /10
and follows and mostly follows difficult to
Quality naming
naming conventions. understand.
conventions.
conventions.
Start with planning: outline the logic and structure of your program before writing code.
Test as you go: run your program frequently to catch and fix errors early.
Review your code: ensure that it is clear, well-documented, and follows best practices.