Introduction to Programming

Slides:



Advertisements
Similar presentations
Algorithms An algorithm is a finite sequence of instructions, logic, an explicit step-by-step procedure for solving a problem. Specific algorithms sometimes.
Advertisements

Introduction to Flowcharting
Introduction to Flowcharting
PSEUDOCODE & FLOW CHART
Chapter 1 - An Introduction to Computers and Problem Solving
Introduction to Flowcharting
Introduction to Flowcharting A Supplement to Starting Out with C++, 4th Edition by Tony Gaddis Published by Addison-Wesley.
Chapter 2- Visual Basic Schneider1 Chapter 2 Problem Solving.
Computer Programming Rattapoom Waranusast Department of Electrical and Computer Engineering Faculty of Engineering, Naresuan University.
ITEC113 Algorithms and Programming Techniques
Chapter 2- Visual Basic Schneider
Chapter 2: Input, Processing, and Output
Programming Logic and Design, Introductory, Fourth Edition1 Understanding Computer Components and Operations (continued) A program must be free of syntax.
Chapter 1 Program Design
Developing logic (Examples on algorithm and flowchart)
Chapter 2- Visual Basic Schneider1 Chapter 2 Problem Solving.
Chapter 3 Planning Your Solution
The Program Design Phases
Algorithm & Flowchart.
Chapter 1 Pseudocode & Flowcharts
CSC103: Introduction to Computer and Programming
Flow Charting. Goals Create Algorithms using Flow Charting procedures. Distinguish between Flow Charting and Pseudocode. Top-Down Design Bottom-up Design.
1 Introduction to Flowcharting. 2 Writing a program Defining the problem –Write down what the program will do Planning –Write down the steps, draw a flowchart.
1 Introduction to Flowcharting. 2 Writing a program Defining the problem –Write down what the program will do Planning –Write down the steps, draw a flowchart.
Describe the Program Development Cycle. Program Development Cycle The program development cycle is a series of steps programmers use to build computer.
(C)opyright 2000 Scott/Jones Publishers Introduction to Flowcharting.
How Are Computers Programmed? CPS120: Introduction to Computer Science Lecture 5.
Chapter Topics 2.1 Designing a Program 2.2 Output, Input, and Variables 2.3 Variable Assignment and Calculations 2.4 Variable Declarations and Data Types.
1 Introduction to Flowcharting Computer Science Principles ASFA.
Chapter 2- Visual Basic Schneider1 Chapter 2 Problem Solving.
Learning Objective To be able to… Understand flow chart symbols Complete and correct flow chart algorithms Create a program based on a flow chart.
Chapter 2- Visual Basic Schneider1 Chapter 2 Problem Solving.
CSE 110: Programming Language I Matin Saad Abdullah UB 404.
Algorithms and Flowcharts
ALGORITHMS AND FLOWCHARTS
GC101 Introduction to computers and programs
Amalan Kejuruteraan Sem /2014
Introduction to Programming / chapter 3 / COM1022
Introduction to Flowcharting
Chapter 2: Input, Processing, and Output
Chapter 2- Visual Basic Schneider
System Design.
Introduction to Computing
Introduction to Flowcharting
Lecture 2 Introduction to Programming
Chapter Topics 2.1 Designing a Program 2.2 Output, Input, and Variables 2.3 Variable Assignment and Calculations 2.4 Variable Declarations and Data Types.
Numbering System TODAY AND TOMORROW 11th Edition
2.0 Problem Solving PROGRAM DESIGN
Introduction to Flowcharting
Chapter 1 Pseudocode & Flowcharts
Unit# 9: Computer Program Development
Lecture Notes 8/24/04 (part 2)
Chapter 2- Visual Basic Schneider
Chapter 1 Pseudocode & Flowcharts
Introduction to Algorithms and Programming
CSC128 FUNDAMENTALS OF COMPUTER PROBLEM SOLVING
Chapter 2- Visual Basic Schneider
ME 142 Engineering Computation I
Flowcharts and Pseudocode
Click to add Text Computers & Instructions. Computers are given instructions in the form of computer programs that are created through the development.
CSC 110 PROGRAMMING LOGIC CHAPTER 2
Introduction to Programming
Developing a Program.
Chapter 2: Input, Processing, and Output
Basic Concepts of Algorithm
Introduction to Flowcharting
CSC 110 PROGRAMMING LOGIC CHAPTER 2
Chapter 1 Pseudocode & Flowcharts
WRITING AN ALGORITHM, PSEUDOCODE, AND FLOWCHART LESSON 2.
Introduction to Flowcharts
Presentation transcript:

Introduction to Programming

Systems Development Life Cycle The Systems Development Life Cycle is the big picture of creating an information system that handles a major task (referred to as an application). The applications usually consist of many programs. There are thousands of applications that use an information system created just to help solve a business problem.

Computer professionals that are in charge of creating applications often have the job title of System Analyst.

System Development Life Cycle

Program Design Program Design consists of the steps a programmer should do before they start coding the program in a specific language. These steps when properly documented will make the completed program easier for other programmers to maintain in the future.

Understanding the purpose of a program usually involves understanding its: Inputs Processing Outputs

There are several methods or tools for planning the logic of a program There are several methods or tools for planning the logic of a program. They include: flowcharting, hierarchy or structure charts, pseudocode, HIPO, Nassi-Schneiderman charts, Warnier-Orr diagrams, etc.

Pseudocode is one method of designing or planning a program Pseudocode is one method of designing or planning a program. Pseudo means false, thus pseudocode means false code. A better translation would be the word fake or imitation. Pseudocode is fake (not the real thing). It looks like (imitates) real code but it is NOT real code. It uses English statements to describe what a program is to accomplish. It is fake because no complier exists that will translate the pseudocode to any machine language. Pseudocode is used for documenting the program or module design (also known as the algorithm).

Example 1: Outline using Pseudocode Input display a message asking the user to enter the first age get the first age from the keyboard display a message asking the user to enter the second age get the second age from the keyboard Processing calculate the answer by adding the two ages together and dividing by two Output display the answer on the screen pause so the user can see the answer

Example 2: Pseudocode using an IPO Outline for Painting a Rectangular Building Input display a message asking user for the length of the building get the length from the keyboard display a message asking user for the width of the building get the width from the keyboard display a message asking user for the height of the building get the height from the keyboard display a message asking user for the price per gallon of paint get the price per gallon of paint from the keyboard display a message asking user for the sq ft coverage of a gallon of paint get the sq ft coverage of a gallon of paint from the keyboard

Processing calculate the total area of the building by: multiplying the length by height by 2 then multiply the width by height by 2 then add the two results together calculate the number of gallons of paint needed by: dividing the total area by the coverage per gallon then round up to the next whole gallon calculate the total cost of the paint by: multiplying the total gallons needed by the price of one gallon of paint Output display the number of gallons needed on the monitor display the total cost of the paint on the monitor pause so the user can see the answer

A flowchart is a type of diagram that represents an algorithm, workflow or process. The flowchart shows the steps as boxes of various kinds, and their order by connecting the boxes with arrows.

Flowcharting Symbols Terminal The rounded rectangles, or terminal points, indicate the flowchart's starting and ending points. Flow Lines The default flow is left to right and top to bottom (the same way you read English). To save time arrowheads are often only drawn when the flow lines go contrary the normal.

Flowcharting Symbols Input/Output The parallelograms designate input or output operations. Process The rectangle depicts a process such as a mathematical computation, or a variable assignment.

Decision The diamond is used to represent the true/false statement being tested in a decision symbol.