CP5046/CP5047 ICT Project Individual Report Checklist v3.0 Please make sure before submission you avoid making the following very common mistakes. Referencing: please use APA 6th edition as per JCU...

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the topic i decided is design patterns


CP5046/CP5047 ICT Project Individual Report Checklist v3.0 Please make sure before submission you avoid making the following very common mistakes. Referencing: please use APA 6th edition as per JCU Library policy · list of web links should not be presented as reference list · in-text references should be present, as well as list of references at the end · figures/images/graphs/tables should be referenced · one's previous own work should be referenced · in-text citation i.e. (Smith, 2014) should be added before the full stop of the relevant sentence  · APA format should be respected at all times English and Grammar: please check with a language advisor and proofread your report (see Brett or a language adviser on level 2) · Avoid 1st and 2nd person sentences (i.e. "You can read next...", "demonstrated here by me...") · Avoid using spoken English (Facebook style), use academic formal language · Avoid grammar issues: i.e. inappropriate verb tenses Report formatting: please use JCU Library’s guidelines as given in class · needed: table of contents linking to correct page numbers (you can generate table of contents using Word tool) · page numbers should be inserted · be consistent about formatting across the report ie don’t use different fonts in same level content · have an abstract, don’t use it as a report introduction, this is a report summary · have a cover page · label images/graphs/tables (you can use Word tools here) · use Times New Roman size 12 with 1.5 line spacing and spacing between paragraphs · divide blocks of text into paragraphs and avoid blocks of text which make your report difficult to read Content: · have an introduction with details of your project, topic, purpose of research, background or methods used for research · use argument construction and linking ideas; paraphrasing is a must if the ideas are not your own, yet you cannot write your report only by paraphrasing sources; your report is a story written by you as how the research and learning helped you make progress on the project · conclusions are needed, here you evaluate the work done and if you have achieved your goals; think of ideas for future research or work · new concepts or topics should not be introduced in conclusion Research report marking sheet Criteria Exemplary (9, 10) Good (7, 8) Satisfactory (5, 6) Limited (2, 3, 4) Very Limited (0, 1) Abstract 10% - Excellent summary of contents containing problem statement, approach, and result Exhibits aspects of exemplary (left) and satisfactory (right) - Satisfactory summary of contents containing some of problem statement, approach, and result Exhibits aspects of satisfactory (left) and very limited (right) - No or very limited abstract Content (research) 30% - Identifies, explains and prioritises key issues in a complex IT related situations, drawing upon relevant theory and real or hypothetical examples. - Demonstrates clear mastery of the material in the topic area, and shows excellent ability to synthesise and abstract knowledge - Identifies and explains key issues in a routine IT related situations. - Demonstrates moderate mastery of the material in the topic area, and shows moderate ability to synthesise and abstract knowledge - Demonstrates little mastery of the material in the topic area, and shows no ability to synthesise and abstract knowledge Case study (implementation) 30% - Excellent application of research and concepts to progress work on project - Excellent alternatives generated and problem solving skills used - Satisfactory application of research and concepts to progress work on project - Satisfactory alternatives generated and problem solving skills used - Minimal application of research and concepts to progress work on project or missing - Minimum alternatives generated and problem solving skills used or missing Conclusions 10% - Excellent evaluation of own research and implementation - Excellent conclusions regarding future work - Satisfactory evaluation of own research and implementation - Satisfactory conclusions regarding future work - Evaluation of own research and implementation missing or is minimal - No conclusions or directions for future work Readability 5% - Excellent use of English and grammar, using only formal academic 3rd person writing - Excellent progression of topics - A highly conventional academic writing style, including the use of appropriate terminology and unbiased language - Satisfactory use of English and grammar - Satisfactory progression of topics - A largely conventional academic writing style, including the use of appropriate terminology and unbiased language - Unsatisfactory writing skills - Unsatisfactory progression of topics - Unclear explanation for all concepts Structure 10% - Highly appropriate structure and professional format, according to the genre/text type and task requirements, including clear attention to word length limit, and effective use of sections, paragraphs and/or links - Professional report format, including cover page, table of contents, page numbers, labelled images - Largely appropriate structure and format, according to the genre/text type and task requirements, including attention to word length limit, and use of sections, paragraphs and/or links - Report presentation is satisfactory - Inappropriate structure and format, according to the genre/text type and task requirements, with no/limited attention to word length limit, and use of sections, paragraphs and/or links - Report is not presentable and does not look professional Referencing 5% - Adheres to APA referencing convention in in-text citation, presentation of tables/figures and reference list, with next-to-no errors - Mostly adheres to IEEE/APA/Harvard referencing conventions in in-text citation, presentation of tables/figures and reference list, with some errors - No referencing or very limited use of references
Answered Same DayMay 19, 2021CP5046

Answer To: CP5046/CP5047 ICT Project Individual Report Checklist v3.0 Please make sure before submission you...

Kuldeep answered on May 22 2021
147 Votes
Design Patterns
Design Patterns
Design Patterns    May 22    2019    
    
Contents
Introduction    3
Design Patterns    3
Case Study    8
Conclusion    12
References    14
Introduction
Design patterns are terms used in software engineering and are generally reusable solutions for common problems in software design. The basic concepts of design patterns existed in the software engineering industry from the beginning, but they were not really so formalized. Design patterns are now an important part of software development and have been around for a long time. The design pattern is beneficial for a variety of reasons. They are proven solutions that industry veterans have tried and tested. They are a reliable way to solve problems in a
widely accepted way and reflect the experience and insights of industry-leading developers to help define them. The pattern also makes your code more reusable and readable, while greatly speeding up the development process. Design patterns are by no means a complete solution. They only provide us with a solution or solution to the problem (Berdun, Amandi & Campo, 2011).
Design Patterns
In software engineering, design samples are a general fix for common problems in software design. Design models are not a complete design that can be converted to real-time code. There is a description or template that explains how to solve problems that are used in many different situations. Design samples can speed up the development process by providing testing, proven development, and replication. Effective software design needs to consider issues that are not visible in the future. Recycling design patterns help prevent micro-problems that can cause major problems and improve the readability of code for familiar programmers and architects. Often, only people know how to use certain software design techniques for a particular problem. It is difficult to apply to these broad technologies. The design sample provides a general solution; it is documented in one format and does not require certain things related to a particular problem. In addition, the samples allow developers to easily communicate using software, famous names for interactive software interaction. The common design samples can be improved from time to time, so they can be made stronger than the latest design techniques with the need for computer language patterns or insufficient driving skills. Under the ideal factory, a concept should not be copied, but should be referred only. But instead of copying something else, there is no "pattern" in the label and the catalog. The design patterns have a high degree of study and some argue that the concept must be done more seriously. Oops in 1999, four gangs (subject to their full support) were subject to the trial, in which they were given "accusations" of numerous crimes against computer science. The "conv" of the "Jurors" present at the time of the trial was "convicted". Some authors accuse that design specimens are not significantly different for other intangible reasons and existing events in the programming area are unnecessary to describe new vocabulary (borrowed from architecture community). The model-view-controller is referred to as a reflection of "pattern" which has long been the concept of "design pattern" for many years. It is further said that design specimens were used in the form of Alexander's sample language as the primary contributor to the community; Most of the literature is often ignored. The design specimens are used to represent some of the appropriate practices made by experienced object-oriented software developers. A design sample systematically gives the name, inspiration, and clarity of the general design that fixes the recurring the design problem in an object-oriented system. It also describes the description, solution, solution, and effect of the problem. It gives implementation signals and examples (Berdun, Amandi & Campo, 2011).
Categories of Design Patterns: The design patterns are usually divided into main categories.
1. Create design patterns: As the name suggests, these patterns are used to handle object creation mechanisms. The creation mode basically solves the problem by controlling the creation process of the object.
2. Structural design patterns: These patterns are related to class as well as object composition. They help build or refactor one or more components without affecting the entire system. In other words, they help to get new features without tampering with existing features.
3. Behavioral design patterns: These patterns involve improving communication between different objects.
Constructor Pattern:
This is a class-based creative design pattern. A constructor is a special function that can be used to instantiate a new object using the methods and properties defined by the function. It is not one of the classic design patterns. In fact, it is more like a basic language structure than a pattern in most object-oriented languages. But in JavaScript, objects can be created dynamically without any constructor or "class" definition. Therefore, I think it is important to lay the foundation for other models for this simple model. The constructor pattern is one of the most common patterns in JavaScript for creating new objects of a given type. In this example, we define a Hero class that contains properties such as name and special Ability and methods like get Details (Bonfè, Fantuzzi & Secchi, 2013).
Factory Pattern
Factory mode is another class-based creation mode. Here, we provide a generic interface that delegates the responsibility of object instantiation to its subclasses. This pattern is often used when we need to manage or manipulate different collections of objects that have many similar characteristics. In this example, we created a factory class called BallFactory that takes a method that accepts parameters and delegates the object instantiation responsibility to the corresponding class based on the parameters. If the type parameter is "soccer" or "soccer", the object instantiation is handled by the Football class, but if it is "basketball", the object instantiation is handled by the Basketball class.
Prototype Pattern
This mode is an object-based creation design pattern. Here, we use a "skeleton" of an existing object to create or instantiate a new object. This pattern is especially important and useful for JavaScript because it uses prototypal inheritance rather than classic object-oriented inheritance. Therefore, it takes advantage of JavaScript and has native support. In this example, we have a car object, we use it as a prototype, create another object myCar with JavaScript's Object.create property, and define an additional property owner on the new object.
Singleton Pattern
Singleton is a special creation design pattern that can only exist as an instance of a class. It works as follows - if there is no instance of the singleton class, a new example is created and returned, but if the instance already present, reference to the existing instance is returned. A perfect example of real life is mongoose. It utilizes the singleton mode. In this example, we have a Singleton Database class. First, we create an object mongo by calling the Database class...
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