0% found this document useful (0 votes)
15 views7 pages

Event Driven (Midterm Reviewer)

The document covers the Software Development Lifecycle (SDLC) and Event-Driven Programming principles, detailing phases such as planning, analysis, design, implementation, testing, and deployment. It also discusses graphical user interfaces (GUIs), design principles, and the .NET framework alongside C# programming fundamentals, emphasizing the importance of data types, variables, and modularity. Key concepts include event handling, parameter passing, and guidelines for effective programming in C#.

Uploaded by

annemaylee547
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
15 views7 pages

Event Driven (Midterm Reviewer)

The document covers the Software Development Lifecycle (SDLC) and Event-Driven Programming principles, detailing phases such as planning, analysis, design, implementation, testing, and deployment. It also discusses graphical user interfaces (GUIs), design principles, and the .NET framework alongside C# programming fundamentals, emphasizing the importance of data types, variables, and modularity. Key concepts include event handling, parameter passing, and guidelines for effective programming in C#.

Uploaded by

annemaylee547
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 7

LESSON 1

SDLC software development lifecycle is an integral part of software development process knowledge and
followed by developers. also, SDLC is manipulated to reduce the cost of software development and to improve
quality. SDLC also helps in reducing the time for software development
models of SDLC including the waterfall model, spiral model, and the agile model
1. Planning. In this phase, the information needed are identified, gathered and examined. . These needs
can then be prioritized and translated into a plan.
2. Analysis. In this phase special tools help the analyst make requirement determinations. Diagrams are
being created in this phase such as Class Diagram, USE CASE, Activity Diagram, etc.
3. Design. In this phase of SDLC analyst uses the information collected earlier to accomplish the logical
design of the information system.
There are two kinds of design documents developed in this phase:
High-Level Design (HLD)
• Brief description and name of each module
• An outline about the functionality of every module
• Interface relationship and dependencies between modules
• Database tables identified along with their key elements
• Complete architecture diagrams along with technology details
Low-Level Design(LLD)
• Functional logic of the modules
• Database tables, which include type and size
• Complete detail of the interface
• Addresses all types of dependency issues
• Listing of error messages
• Complete input and outputs for every module
4. Implementation. In this phase, developers start build the entire system by writing code using the
chosen programming language.
5. Testing. Before a company can run the system, it must be tested. It is much less costly to catch
problems before the system is signed over the users . Some of the testing is completed by programmers
alone, some of it by system analyst in conjunction with programmers.
6. Deployment & Maintenance. This is the last phase of system development. The analyst helps to
implement the information system.

LESSON 2
Event driven programming is the programming paradigm in the field of computer science.
Event-driven programming is currently the default paradigm in software engineering
Principles of Event-Driven Programming
• A set of functions that handle events. Depending on the implementation these can be blocking or non-
blocking.
• A mechanism for binding the registered functions to events.
• The main loop which constantly polls for new events and calls the matching event handler(s) when a
registered event is received.
Features of Event Driven Programs:
• Service oriented
Service oriented is a programming paradigm that is used to write programs that are made for services.
• Time driven
Time driven in event driven programming is a paradigm, it is code that runs on a time trigger, this could be
a piece of code that runs at a specific time, which could be once a week or whenever a program is
launched, this means it is a pre-set task.
• Event Handlers
Event handler is a function or method that takes place when a certain event happens, they are executed in
response to a certain event that takes place, for example this could be on a button, when a button is clicked
the code is ran, if the button is clicked again after that it will run again, this is an event handler.
• Trigger functions:
Trigger functions decide what code is ran when a specific event occurs, they are used to choose when
event handlers are ran for the event that occurs, most applications have a trigger function for each event
that is likely to occur.
• Events(Mouse, keyboard and user interface):

For the events within a program to happen, they need to be triggered, this is when the user interacts with
an object, which may be a button getting clicked by a mouse, events can be triggered in many different
ways, it can be with the mouse, due to movement, left clicking, right clicking or scrolling, the keyboard can
also be used to set off events, this can be from pressing certain keys, holding down certain keys or from
something being typed into the keyboard.
• Pre-defined functions:
A pre-defined function is a function that is built into the programming language. C# provides some pre-
defined methods such as Main ()
• Local variables:
A local variable is a variable that is declared within a method, that variable will only be used by the method
where it is mentioned, other methods will not use it.
• A local variable, in C#, is a type of variable declared by local variable declaration at the beginning of a
block the variable is intended to be local to. A local variable is a type of variable that can be used where the
scope and extent of the variable is within the method or statement block in which it is declared.
• Global variables:
A global variable is a variable that can be used in every part of a program, java doesn’t use global variables
as it can make a program harder to control and can make it harder to manage variables.
A global variable is a variable accessible anywhere, for example a field "counter" type integer. The global
variable can be accessed from any function or class within the namespace.
• Parameter passing:
Parameter passing is used by a function, it allows a value to be passed through a program, it can be used
for many things, including an alarm or finding a certain character at a certain position, though on an alarm,
the event doesn’t take place until a certain time has come, this is due to events.
Parameters are means of passing values to a method.
There are four different ways of passing parameters to a method in C# which are as:

1. Value
2. Ref (reference)
3. Out (reference)
4. Params (parameter arrays)
Passing parameter by value By default, parameters are passed by value. In this method a duplicate copy is
made and sent to the called function.
Passing parameter by ref: Passing parameters by ref uses the address of the actual parameters to the
formal parameters. It requires ref keyword in front of variables to identify in both actual and formal
parameters.
Passing parameter by out Like reference parameters, output parameters don't create a new storage
location and are passed by reference. It requires out keyword in front of variables to identify in both actual
and formal parameters.
Passing parameter by param (parameter arrays) Params parameters "params" parameter is a very useful
feature in C#. It is used when we don't know the number of parameters will be passed to the called
method. Param can accept multiple values or "params" should be a single dimensional or a jagged array.

• Modularity: Modularity is modules that have been spread out into different parts of a program to carry
out tasks one after the other, each module works separate and independently from the others.
• Interface: A module may publicly provide and require a set of components.
• Encapsulation: A module may hide or make abstract some of its components.
• Independence: A module should depend only on the interfaces of its dependencies.
• Procedures: Procedures are small programs that are known as sub-programs, procedures can be used to
avoid repetition when creating a program.
• Programming libraries: There are many different programming libraries, they contain pre-compiled
routines, this can be source code, data files, script, templates, fonts or code form.
• Event driven programming for simplicity of programming and ease of development: Event driven
programming can be a lot easier and simple to use and to program as it is very visual, when creating things
such as buttons simply just select it, place it onto a form and then just add code to the button so it has
some use to the program.
Examples of Languages that use event driven programming: Visual basic, Java or C#
MODULE 2
LESSON 1:
The graphical user interface (GUI), popularized by Microsoft Windows, is an interactive visual interface
rather than a command or text-only interface. The interactive interface tools are visually represented as
windows, icons, menus, and a pointer device, which collectively are known as WIMP.
GUI is the most common and well-known user interface for computers and some earlier mobile devices like
mobile phones and laptops.
C# has all the features of any powerful, modern language. In C#, the most rapid and convenient way to
create your user interface is to do so visually, using the Windows Forms Designer and Toolbox.
A control is a component on a form used to display information or accept user input. The Control class
provides the base functionality for all controls that are displayed on a Form.
Lesson2: GUI Design Principles
1. Place users in control of the interface
• Good UIs instill a sense of control in their users. Keeping users in control makes them comfortable;
they will learn quickly and gain a fast sense of mastery.
• Make actions reversible – be forgiving
• Create an easy-to-navigate interface
• Provide informative feedback – be acknowledging
• Show the visibility of system status
• Accommodate users with different skill levels
2. Make it comfortable to interact with a product
• Eliminate all elements that are not helping your users
• Don’t ask users for data they’ve already entered
• Avoid jargon and system-oriented terms
• Apply Fitts’s Law to interactive elements- Fitts Law states that the time to acquire a target is a function
of the distance to and size of the target. This means that it’s better to design large targets for important
functions (big buttons are easier to interact with).
• Design accessible interfaces
• Use real-world metaphors
• Engineer for errors
• Protect a user’s work
3. Reduce cognitive load
• Chunking for sequences of information or actions
• Reduce the number of actions required to complete a task
• Recognition over recall
• Promote visual clarity
4. Make user interfaces consistent
• Visual consistency (style)
• Functional consistency (behavior)
• Consistent with user expectations
INTRO TO .NET FRAMEWORK AND C# PROGRAMMING
• .Net is a framework used to develop various software applications
• This product was designed and developed by Microsoft around 1990
• The class libraries present in this framework is known as FCL - Framework Class Library
• Execution takes place in environment called CLR - Common Language Runtime
• .Net Framework suppors 60+ PL

• C# (pronounced C Sharp) is new technology that is much powerful and easy to learn. It consists of
thousands of prebuilt classes and interfaces that lets programmer to write powerful code in very less
time.
BASIC GUIDELINE
• Must check proper opening and closing of curly braces {}.
• Your program should be properly nested.
• Press F5 to execute your program.
• If you get exception, press Ctrl+F5 to stop execution.
• If you encounter infinite loop press Ctrl+C to break execution.
• Press F11 continuously to see how your program executes.
• Use comments in every significant line of code.
C# LANGUAGE FUNDAMENTALS
First C# Code
• Each program requires three important steps to do work. It is Input, Process, and Output. It is the basic
concept of almost all the programming language. It is also known as I-P-O cycle. The program requires
some input from the user. Next, the program processes the input with the programming language and
finally shows the output.

It is a string variable that stores value input by the user. A variable is a symbolic name of special data types
that are used to store the value in memory temporarily.
Console.WriteLine("Please Enter Your Good Name");

• It is used for displaying message on console


name = Console.ReadLine();

• It is used for displaying message on console.


• Variables and data types are basic requirements of any programming language. C# is a strongly
typed language, it means each object and variable must be declared with a type.

• A data type is categorized with value type and reference type. int and char is the value type data
type where object is the reference type data type.

• Identifiers: A name for a class, variable, function, method or any other user0defined entity is called
an identifier

• C# is a strongly typed language. It means, that you cannot use variable without data types.
• Data types tell the compiler that which type of data is used for processing. Such as if you want
to work with string value then you will have to assign string type variable to work with.
• C# provides two types of data types: Value types and Reference types.
• In C#, the Value Data Types will directly store the variable value in memory and it will also
accept both signed and unsigned literals.
• A variable refers to the memory address. When you create variable, it creates holds space in the
memory that is used for storing temporary data. As you know about c# data types, each data
type has predefined size.
• The Reference Data Types will contain a memory address of variable value because the
reference types won’t store the variable value directly in memory. The built-in reference types
are string, object.
• Object : In C#, all types, predefined and user-defined, reference types and value types, inherit
directly or indirectly from Object.
• When a variable of a value type is converted to object, it’s called boxing. When a variable of
type object is converted to a value type, it’s called unboxing. Its type name is System.Object.

You might also like