Event Driven Computer Programming

EDP – Introduction

Event Driven Programming H3A4 04 Session Topics What is EDP? DOM elements Outcomes Development stages

EDP – Session 1

Event Driven Programming H3A4 04 Session Topics Development Methodologies Software Design Coding Testing Session Title:

EDP – Session 2

Event Driven Programming H3A4 04 Session Topics Mind maps Pseudocode Flow charts Summary Session Title:

EDP – Session 3 Example: Floppy Bat Game

Event Driven Programming H3A4 04 Session Topics Floppy Bat game Performance Requirements Video example Play

EDP – Session 4 Brief: Quiz Game

Event Driven Programming H3A4 04 Session Topics Quiz game Performance Requirements Video example Play and

EDP Session 4 – notes

Task summary You will need the following: Initial Planning – Task Analysis. What, in your

EDP – Session 5

Event Driven Programming H3A4 04 Session Topics Coding the program Interface   Session Title: Session

EDP – Session 5 – notes

Example code for this stage. Javascript Programming – Quiz Game Javascript Modals – layout structure

EDP – Session 6

Event Driven Programming H3A4 04 Session Topics Adding the question logic Incrementing the score  

EDP – Session 6 – notes

Adding the javascript logic. Before completing this stage of development it is vital that the

What is it?

In computer programming, event-driven programming is a programming paradigm in which the flow of the program is determined by events such as user actions (mouse clicks, key presses), sensor outputs, or message passing from other programs or threads. Event-driven programming is the dominant paradigm used in graphical user interfaces and other applications (e.g., JavaScript web applications) that are centered on performing certain actions in response to user input.

Source = https://en.wikipedia.org/wiki/Event-driven_programming

Unit purpose

This Unit is designed to develop a broad knowledge of the concepts, principles, boundaries and scope of software development using an event driven programming language.

These will be reinforced by developing the practical skills required in using the structures and features of an event driven event driven programming language in the creation of software solutions to problems.

Outcomes

Learners who complete this Unit will be able to:

  1. Use programming techniques to develop program modules.
  2. Implement a solution from design.
  3. Test the completed product.
  4. Create technical and user documentation.

Outcomes and assessment standards

Learning Outcome 1

Implement a software design using event driven programming

1.1 Identify the screen components and data and file structures required to implement a given design

1.2 Select, declare and initialise variable and data structure types and sizes to implement design
1.3 Select and assign properties to screen components to implement design requirements.
1.4 Select and associate events (including parameter passing) to screen components to implement design requirements.
1.5 Implement event handling using control structures to meet the design algorithms.
1.6 Select and declare file structures to meet design file storage requirements.
1.7 Select and use standard input/output commands to implement design requirements.
1.8 Make effective use of operators and predefined functions.
1.9 Make effective use of an Integrated Development Environment (IDE) including code and screen templates.

Learning Outcome 2

Refine an event driven program to improve quality.

2.1 Use an agreed standard for naming, comments and code layout.
2.2 Define user functions to replace repeating code sequences.
2.3 Implement data validation for inputs.
2.4 Identify and implement opportunities for error handling and reporting.

Learning Outcome 3

Test the operation of an event driven program.

3.1 Make effective use of the debugging facilities available in the IDE.
3.2 Prepare a test strategy.
3.3 Select suitable test data and determine expected test results.
3.4 Record actual test results to enable comparison with expected results.
3.5 Analyse actual test results against expected results to identify discrepancies.
3.6 Investigate test discrepancies to identify and rectify their
causes.

Learning Outcome 4

Document an event driven program.

4.1 Create on-screen help to assist the users of a computer program.
4.2 Create documentation for the support and maintenance of a computer program.