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Csa Unit 2 Store Management Project Planning Guide

CSA Project unit 2

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0% found this document useful (0 votes)
101 views10 pages

Csa Unit 2 Store Management Project Planning Guide

CSA Project unit 2

Uploaded by

muktip0210
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
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CSA Unit 2 Project

Name(s) __________________________________________________ Period _______ Date _____________________

Store Management Project Planning Guide

You are opening a new business in your community! Businesses often need programs to manage the products
and services they offer and track orders and requests from customers. Your goal is to create a store
management system for your business.

Project Requirements
Use your knowledge of object-oriented programming and class structure and design to create your store
management system:

● Create a class hierarchy – Develop a superclass that represents a product or service your business
offers and one or more subclasses that extend the superclass to represent more specific types of
products or services.

● Declare instance variables – Declare instance variables in the superclass that are shared with the
subclasses and instance variables in the subclasses that are not shared with the superclass.

● Write constructors – Write no-argument and parameterized constructors in the superclass and
subclasses. Subclass constructors use the super keyword to call the superclass constructor.

● Implement accessor and mutator methods – Write accessor and mutator methods for instance
variables that should be accessible and/or modifiable from outside of the class.

● Implement a toString() method – Write toString() methods in the superclass and subclasses that
return information about the state of an object.

Optional Features
● Use the this keyword – Use the this keyword to refer to the current object's instance variables
and/or to call another constructor in the class.

● Incorporate user interaction – Use methods in the Scanner class to obtain user input to interact with
your store management system.

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Project Rubric
Category Extensive Evidence Convincing Evidence Limited Evidence No Evidence

Object-Oriented Develops a superclass that Develops a superclass that Develops more than one Develops a class that
Programming represents a product or represents a product or class that represents a represents a product or
service the business offers. service the business offers. product or service the service the business offers.
business offers but does not
AND AND use inheritance to create
subclasses from a
Develops more than one Develops one subclass that superclass.
subclass that extends the extends the superclass to
superclass to represent more represent more specific types
specific types of products or of products or services.
services.

Instance Variables Declares relevant private Declares private instance Declares relevant instance Does not declare relevant
instance variables with variables with appropriate variables in each class. instance variables in any
appropriate data types and data types in the superclass classes.
names in the superclass that that are shared with the OR
are shared with subclasses. subclass, but not all instance
variables are relevant to the Declares relevant instance
AND program. variables in the superclass
and subclasses, but the
Declares relevant private AND instance variables have
instance variables with public access or are not
appropriate data types and Declares relevant private appropriate data types.
names in the subclasses that instance variables with
are not shared with the appropriate data types in the
superclass. subclass that are not shared
with the superclass, but not
all instance variables are
relevant to the program.

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Category Extensive Evidence Convincing Evidence Limited Evidence No Evidence

Constructors Writes a no-argument and Writes a no-argument and a Writes a no-argument or Does not write a constructor
more than one parameterized parameterized constructor in parameterized constructor in in any classes.
constructor in the superclass. the superclass. a class.

AND AND

Writes a no-argument and Writes a no-argument and a


more than one parameterized parameterized constructor in
constructor in the subclasses the subclass that calls the
that call the superclass superclass constructor as
constructor as appropriate appropriate using the super
using the super keyword. keyword.

Accessor and Mutator Writes accessor methods for Writes accessor methods for Writes accessor and mutator Does not write accessor or
Methods instance variables that should all instance variables in each methods for instance mutator methods in any
be accessible from outside of class. variables in a class. classes.
the class.
AND OR
AND
Writes mutator methods for all Writes accessor or mutator
Writes mutator methods for instance variables in each methods for instance
instance variables that should class. variables in the superclass
be modifiable from outside of but not the subclasses.
the class.

toString() Method Writes a toString() method Writes a toString() method Writes a toString() method Does not write a toString()
in the superclass. in the superclass. in a class. method in any classes.

AND AND

Writes a toString() method Writes a toString() method


in the subclasses that include in the subclass but does not
the superclass toString() include the superclass
method. toString() method.

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Step 1: Choose your business
Choose an idea for your business. Summarize it and identify the superclass and one or more subclasses.

Business:

Superclass:

Subclasses:

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Step 2: Create UML diagrams for your classes
Software engineers often use UML
diagrams (Unified Modeling Language) to
represent the classes in a program.

A UML diagram for a class is a rectangle that


is divided into three sections: the first section
for the name of the class, the second section
for its instance variables, and the third
section for its methods.

Create a UML diagram for your superclass


and subclasses.

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(Optional) Step 3: Decide how users will interact with
your store management system
Plan how users will interact with your store management system. Identify any methods you may need to
implement, and write pseudocode for it below.

Users should be able to:

Pseudocode for __________________________________________________ method

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Day 1 Reflection
What did you accomplish today?

What do you need to do next?

What obstacles are in your way?

Day 2: Software Engineers


How are you being a problem-solver while you are working on your project?

How are you being creative while you are working on your project?

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Prioritize Updates and Changes
Software engineers constantly update and change their code to reflect different priorities. They may have
limited time, money, or resources to make every possible change they may want. Similarly, you have limited
time to update your code to implement the feedback you received from the code review.

Follow the steps to create a prioritized worklist to help you focus on completing what is most important first.
You might not get through every item on this list, and that's okay!

Steps to Prioritize Updates and Changes


1. List each change or update that needs to be made based on the feedback from your code review.

2. In the Priority column, indicate which item you will complete first (#1), second (#2), third (#3), and so
on until you have numbered each item on your list.

3. If you want, rewrite your list so that it is in priority order.

4. Complete one item at a time, starting with Priority #1. Cross it off when you finish, then move on to the
next item on your list!

Priority # Update or Change Notes

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Day 2 Reflection
What did you accomplish today?

What do you need to do next?

What obstacles are in your way?

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End of Project Reflection
Describe your project.

What are two things about your project that you are proud of?

Describe something you would improve or do differently if you had an opportunity to change something about
your project.

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