TOT 3 UNIVERSITY OF CANBERRA INTRODUCTION TO INFORMATION TECHNOLOGY (4478/8936) ASSESSEMENT 4: Completing the Journey UNIVERSITY OF CANBERRA I Instructions The sequence of assessments will test your knowledge and skills in writing an application software for a task, understanding the business rules of a particular problem coding these in a computer program, developing a graphical user interface, and reading data from a text file from a disk. As such, the assignments will require you to integrate and synthesise what you will be learning each week in this unit, in order to design and create a proper working solution This fourth assignment finally completes your journey in learning how to code. Once again, you will be using your topic and code developed in assessments 2 and 3. The challenge involves handle exceptions in your Assignment 3 code, as well as creating a Graphical user interface to replace the shell menu created in the same Assignment 3. This fourth assessment requires you to: 1. implement in your code exception handling. You need to do this adding extra code into your already completed Assignment 3 submission. Marks will be allocated according to Section III of this document Bear in mind that you must use the error handler according to the exceptions to be captured. Using the construct Try-Except only will not attract any marks 2. Produce a Graphical user interface following the process shown in Part Il of this document 3. You must preserve all the elements previously developed in your code (see marks distribution.) Il Developing a Graphical User Interface (GUI) Stage 2 Astronaut Mess Centre Destinations Max Tool Weights Crew: 100k Moon Tool Weights Available ve Mars le Mission Specialist: 190 Ceca Total Mass Mediplus Merry 1.37 Average In your Assignment 3 shell-based menu, user's inputs and outputs are not very satisfactory from the human computer interaction and usability point of view. Thus, your task is now to design and
2 OT 3 UNIVERSITY OF CANBERRA INTRODUCTION TO INFORMATION TECHNOLOGY (4478/8936) ASSESSEMENT 4: Completing the Journey UNIVERSITY OF CANBERRA implement a Graphical User interface (GUI) using buttons and labels that provide an easy to use interface. Please note that you should use the same code completed in your Assignment 3, but in a different module (that is, just copy your Assignment 3 code and paste it into a new module called Assignment_4_GUI. Reusing code is an important part of software development!!! You have a great degree of freedom in what GUI elements you choose and how you would like to design the layout of your GUI. What matters is the functionality of the design and that the user can input the required data in a sensible fashion. However, some elements are compulsory, as we need to assess your understanding of performing a suitable GUI (see marks distribution). III Marks distribution NOTE: You DO NOT need to update Background and Business Rules elements completed in Assignment 3 into your Assignment 4. However, marks still will be allocated as part of your final grade. 1 Background: A background about the context of your topic POS MARES 11 Business Rules (based on the S-steps solving-problems process) TOTAL IS MARES 1. Identify your inputs. 10. MARS 2. Identify the goal or objective (related to the output) AS MARES 3. Create a list of tasks to achieve your objective. 10. MARES 4. Develop a hand written solution. 10. MARES 5. Assess (test) your solution. 10.5 MARIS 6. A flowchart is included.105 MARS 7. Pseudocode is included. 10. MAS III Exception handling TOTAL 20 MARES) • All inputs (input functions) in the code are handled with suitable exceptions, including handlers (not just Try-Except construct) (10 marks] • 1 calls to .txt files are handled using exceptions [10 marks] • An explanation (through a comment in the same code) is given about the exception implemented for instance, # "KeyError" used as an unacceptable string could be entered by the user) [10 marks) IV Graphical User Interface (GUI) TOTAL MARES) Your GUI application must allow a user to input various data elements. To this end, your GUI must: • Use the Grid element is marks] • Add tabel elements throughout your GUI. [5 marks) • Use the Background Colour property. 15 marks] • Allow a user to select choices from an either list box, drop-down menu, or scroll-down menu element. [10 marks)
UNIVERSITY OF CANBERRA INTRODUCTION TO INFORMATION TECHNOLOGY (4478/8936) ASSESSEMENT 4: Completing the Journey UNIVERSITY OF CANBERRA Allow a user to input the data using an entry widget. [10 marks) • Output data using an entry widget. [5 marks] • Allow a user to click on a Calculate button that triggers any calculation. (4 marks] Allow a user to press an Exit or Quit button to properly close the program. [3 marks) Marks are also allocated as follows: • GUI Design. Is it simple to use and easy to understand? (5 marks] • Program is written using well-defined functions. (S marks] • Program code layout. Separate blocks of code by a blank line.[2 marks] • The program must have an introduction (about the module, not the topic). Check style against the Python style guide attached below. [2 marks] • Business rules are met. That is your code solves the problem you are proposing (or at least contributes to its solution). [5 marks]
TOT 3 UNIVERSITY OF CANBERRA INTRODUCTION TO INFORMATION TECHNOLOGY (4478/8936) ASSESSEMENT 4: Completing the Journey UN
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TOT 3 UNIVERSITY OF CANBERRA INTRODUCTION TO INFORMATION TECHNOLOGY (4478/8936) ASSESSEMENT 4: Completing the Journey UN
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