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AP CSA - LIBRARY
walqaydi
Created on March 4, 2023
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Transcript
E-LIBRARY
WE PRESENT TO YOU OUR
DONE BY: WADEEMA ALQAYDI, AMNA AlAIDAROUS, SARA ALAMERI OUR SPONSOR: ONLINE GDB ;)
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CONTENT LIBRARY:
THE CODE EXPLAINED:
USER'S MANUAL:
INTRODUCTION
LOG IN/SIGN UP
THE CODE
STUDENT/TEACHER PORTAL
METHODS
BOOKSHELF
FEATURES
GAME
THE CODE EXPLAINED:
ABOuT OUR CODE:
- HOW IS OUR CODE USEFUL/BENEFICIAL:We tried to the best of our abilities to develop an easy code for the user's usage, yet it varies with many features. We hope that our code is beneficial for academic usage and or even personal usage as well. Our aim in developing this program is to ease the usage for the users, so they can find books from the comfort of their homes. We are considering expanding our code to become a trusted resource for the students in ADNOC Schools SAN. To encourage reading.
- WHAT MAKES OUR CODE DIFFERENT:Our group worked collabrotavly together to develop a program integrating all the knowledge we were introduced to in the past couple of months. This code includes everything we learned so far in our academic journey in AP CSA.
THE CODE EXPLAINED:
THE CODE:
- USE OF ARRAY AND ARRAYLIST:In our code, we used Arrays instead of Arraylists, for the reason that our array materials are limited to a couple of elements, thus using arrays will not only ease the coding process, yet it will refrain from complexity and errors.
- STRUCTURE: As for our code's structure, we agreed on using inheritance since many of the other classes in our code have similar attributes and methods. This, in addition to making it neat for any other programmer that needs to alter the code.
- WHAT IS THE DIFFERENCE BETWEEN AN ARRAY AND AN ARRAYLIST?
- WHAT IS POLYMORPHISM?
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THE CODE EXPLAINED:
METHODS:
For the explenation of each method, please choose the number of the method, from the boxes below:
- WHAT METHODS ARE USED IN OUR CODE:Due to our code's structure methods are fundamental, therefore we have implemented some methods that help us with the task, some of the main methods in our code are: 1- getShelf(): 9- getBookSpace(): 2- getMenu(): 10- getAuthor(): 3- getGradeBook(): 11- getUser(): 4- getGoal(): 5- getReview(): 6- getGame(): 7- getRec(): 8- getBook():
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THE CODE EXPLAINED:
UNIQUE FEATURES:
- AGE APPROPRIATE BOOKS: our code also sets an age limit for a student user, as part of the signing up procedure, the user is asked for his/her age, this will inform the code that this user has an age limit, and is only able to access specific books (Example: a user signs up, her age is 9, she will be automatically be selected books from the elementary stage) -TEACHERS FOR ALL GRADES: our code enables teachers to access all the books in the library, in addition to that, the teacher is able to select a grade level, to be displayed with all the books for this grade only (Example: Mrs. Manal wants to find a book for her daughter in grade 1, she will select grade 1, and all the books for grade 1 students will appear for her to select from).
We have many unique features in our code. Some of the features that our codes have are:- SETTING GOALS: our code enables student users to set a goal for their selves to finish their desired book in the time they set (Example: a user wants to finish reading his/her book within 3 days, they should read # pages per day)
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USER'S MANUAL:
After successful login, we then ask the user if they are a student or teacher using another Scanner input, and use if-else statements to display a welcome message based on their input. If the input is either "student" or "teacher". Finally, we use an if-else statement to display the message based on whether the login was successful or not. "You are now logged in!" or is asked to sign up and make a new account.
LOG IN/SIGN UP:
In this code, we used ArrayLists instead of arrays to store the valid usernames and passwords. We then use a Scanner object to read in the user's input for both the username and password. We then use a for loop to go through the ArrayLists and check if the username and password entered by the user match any of the valid pairs. If a match is found, we set the Loginworks variable to true to break out of the code.
USER'S MANUAL:
STUDENT'S PORTAL:
TEACHER'S PORTAL:
In our code, a user can be a student user. Student users have different features than teacher users. - Student users have an age-appropriate book finder, this enables the user to read books for his/her level. - Student users have a goal-setting area, where he/she can choose amongst the recommended books for his/her age, and start reading them depending on the goal they set themselves to.
In our code, a user can also be a teacher. Teacher users also have unique features accessible for their usage only. - Teacher users are able to find books for any specific grade-level they intend to find appropriate books for.
- Having unique accessible features intended for specific users only is a great way to make the developed program user-friendly.
USER'S MANUAL:
BOOKSHELF:
Our aim from all of this is one, to encourage reading for all users from all ages, and two, to make it as relaxing and easy for them. By adding a bookshelf feature we thought this might add a sence of confot to the user. In the end our developed code, has the tendancy to only print out numbers and special character, therefore we tried as much as possible to make if more like a real library for the user.
- WHAT IS THE BOOKSHELF IN OUR CODE, AND WHAT IS IT USED FOR?To add a little bit of experience and personalization to the user, we added a bookshelf for the user to personalize, they can add, remove, and even read a book. Another feature in our code is: - SET YOUR GOAL: To encourage users to read, we made a method that enables the user to set him/her self a goal to finish a book of their choice.
USER'S MANUAL:
game - wordle:
- HOW CAN A GAME BE BENEFICIAL IN OUR LIBRARY CODE? WORDLE is a web-based game created by a software engineer; we implemented the main rules of the game to our code and came up with a similar game to engage the users. By adding a game such as WORDLE to our code, we intend to educate and entertain users with their English skills. Playing games like Wordle allows us to use the brain for dynamic activities rather than something passive.
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