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Programming Logic Program Design. Objectives Steps in program development Algorithms and Pseudocode Data Activity: Alice program.

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Presentation on theme: "Programming Logic Program Design. Objectives Steps in program development Algorithms and Pseudocode Data Activity: Alice program."— Presentation transcript:

1 Programming Logic Program Design

2 Objectives Steps in program development Algorithms and Pseudocode Data Activity: Alice program

3 Programming Development of a solution to an identified problem, and the setting up of a related series of instructions that, when directed through computer hardware, will produce the desired results.

4 Steps in development of a program 1.Define the problem 2.Outline the solution 3.Develop outline into algorithm 4.Test the algorithm 5.Code in a programming language 6.Run the program 7.Document the program

5 Algorithm Simple terms: a recipe Set of detailed, unambiguous and ordered instructions to produce desired output from a given input. Simple English

6 Pseudocode Ways to represent algorithms Concentrate on logic Conventions: –Use simple English –Separate lines –Keywords, indentation to signify control structure –Top to bottom

7 Keywords Receive information –Read: input from file or record –Get: user input Output –Print: output to printer –Write: written to file –Display/Put: to screen

8 Program Data Variable: store a particular data item –Character, integer –Value changes Constant: data item that remain same Data Types: 1.Integer 3, -5, 1000 2.Character –‘A’, ‘b’, ‘$’ 3.Boolean –True or false –Control flag

9 Program data (Continued) Data Structures –Data items or/and data structure 1.Record: data items with relationship to one another Student record 2.File: collection of related records. –Student file 3.Array: data structure made up of data items with same data type and are accessed by same name –Student scores 4.String: collection of characters, fixed or variable –Student name

10 Class, Object, Method Class: –the abstract characteristics of a thing –White Rabbit Object: –A particular instance of the class –A single rabbit Method: –An object’s abilities or behaviors –Turning the rabbit’s head

11 Programming Implementation in Alice

12 Program Style Change program display styles in Preferences How to access Preferences dialog box –Click the Edit menu –Click the Preferences choice Selecting a display style in Preferences dialog –Click next to “display my program” in General tab –Select a style Style recommended for course: Java Style in Color

13 Program Style (continued)

14 Adding Objects to Alice Class: blueprint for an object How to populate Alice world with objects –Click Add Objects button in world window –Locate class specifying the object in the Alice Gallery –Right-click class and select “Add instance to world” Objects in sample world: aliceLiddell and whiteRabbit Naming conventions for objects and classes –Class: capitalize all words; e.g., AliceLiddell –Object: capitalize all but first word; e.g., aliceLiddell Objects can be renamed from the object tree

15 Adding Objects to Alice (continued)

16 Accessing Object Subparts Bounding box: encloses any Alice object Impact of selecting an object in the object tree –Bounding box is drawn around object in world window –Details area adapts to the selected object First action to program: Alice turns head to user First set of programming steps –Select + sign next to aliceLiddell in object tree –Select + sign next to neck subpart –Select head (bounding box is drawn, details change) –Drag doInOrder control to top of editing window

17 Accessing Object Subparts (continued)

18

19 Sending Messages Programs rely on sending messages to objects Method: behavior-producing message Programming Alice’s head to turn –Select Alice Liddell’s head in the object tree –Scan through the methods in the details area –Click on pointAt() –Drag pointAt() to the editing area and drop it –Specify camera as the target

20 Sending Messages (continued)

21 Testing and Debugging Bug: error interfering with normal program functions Debugging: process of removing program bugs Click the Play button to test Alice Liddell application –Alice Liddell’s head will turn toward the user

22 Testing and Debugging (continued)

23 Coding the Other Actions say() message –Displays dialog for an object –Text can be customized by selecting other… Task: complete first Alice Liddell application –Add Alice Liddell’s initial greeting –Point the white rabbit to the user –Have Alice Liddell introduce herself –Have the white rabbit introduce himself Customize messages by selecting from more… –Example: adjust fontSize of message text to 30

24 Coding the Other Actions (continued)

25 Statements Statement: a line or control structure in a program Computer program is a collection of statements Basic format of a line in a program –object.message(value); more... Control structures manage other statements –Example: doInOrder contains other statements

26 The Final Action Sequential execution –Actions are performed consecutively –Example: actions executed in doInOrder structures Simultaneous execution –Actions are performed in parallel –Example: actions performed in doTogether structure Finishing the first program –Add doTogether control structure to application –Send say( )to aliceLiddell and whiteRabbit –Message value: Welcome to our world

27 The Final Action (continued)

28 Final Testing First set of actions are performed separately Final actions are performed simultaneously

29 Final Testing (continued)

30 Questions


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