Beginner's Guide to Programming Logic, Introductory PDF

Summary

This document is an introductory guide to programming logic, covering fundamental concepts such as computer systems, hardware, software, and programming languages. It explores the programming development cycle, including understanding the problem, planning the logic, coding, translating, testing, and maintaining a program. The document emphasizes the importance of logical errors and syntax errors.

Full Transcript

About the Presentations The presentations cover the objectives found in the opening of each chapter. All chapter objectives are listed in the beginning of each presentation. You may customize the presentations to fit your class needs. Some figures from the chapters are includ...

About the Presentations The presentations cover the objectives found in the opening of each chapter. All chapter objectives are listed in the beginning of each presentation. You may customize the presentations to fit your class needs. Some figures from the chapters are included. A complete set of images from the book can be found on the Instructor Resources disc. 1 A Beginner’s Guide to Programming Logic, Introductory Chapter 1 An Overview of Computers and Programming Objectives In this chapter, you will learn about: Computer systems Simple program logic The steps involved in the program development cycle Pseudocode statements and flowchart symbols Using a sentinel value to end a program Programming and user environments The evolution of programming models A Beginner's Guide to Programming Logic, Introductory 3 Understanding Computer Systems Computer system – Combination of all the components required to process and store data using a computer Hardware – Equipment associated with a computer Software – Computer instructions – Tell the hardware what to do – Programs Instructions written by programmers A Beginner's Guide to Programming Logic, Introductory 4 Understanding Computer Systems (continued) Programming – Writing software instructions Computer hardware and software accomplish three major operations – Input Data items enter computer – Processing By central processing unit (CPU) – Output A Beginner's Guide to Programming Logic, Introductory 5 Understanding Computer Systems (continued) Programming language – Use to write computer instructions – Examples Visual Basic, C#, C++, or Java Syntax – Rules governing its word usage and punctuation Computer memory – Computer’s temporary, internal storage – Volatile A Beginner's Guide to Programming Logic, Introductory 6 Understanding Computer Systems (continued) Permanent storage devices – Nonvolatile Compiler or an interpreter – Translates program code into machine language (binary language) – Checks for syntax errors Program executes or runs – Input will be accepted, some processing will occur, and results will be output A Beginner's Guide to Programming Logic, Introductory 7 Understanding Simple Program Logic Program with syntax errors cannot execute Logical errors – Errors in program logic – Produce incorrect output as a result Logic of the computer program – Sequence of specific instructions in specific order Variable – Named memory location whose value can vary A Beginner's Guide to Programming Logic, Introductory 8 Understanding the Program Development Cycle Program development cycle – Understand the problem – Plan the logic – Code the program – Use software (a compiler or interpreter) to translate the program into machine language – Test the program – Put the program into production – Maintain the program A Beginner's Guide to Programming Logic, Introductory 9 Understanding the Program Development Cycle (continued) Figure 1-1 The program development cycle A Beginner's Guide to Programming Logic, Introductory 10 Understanding the Problem One of the most difficult aspects of programming Users or end users – People for whom program is written Documentation – Supporting paperwork for a program A Beginner's Guide to Programming Logic, Introductory 11 Planning the Logic Heart of the programming process Most common planning tools – Flowcharts – Pseudocode Desk-checking – Walking through a program’s logic on paper before you actually write the program A Beginner's Guide to Programming Logic, Introductory 12 Coding the Program Hundreds of programming languages are available – Choose based on features – Alike in their basic capabilities Easier than planning step A Beginner's Guide to Programming Logic, Introductory 13 Using Software to Translate the Program into Machine Language Translator program – Compiler or interpreter – Changes the programmer’s English-like high-level programming language into the low-level machine language Syntax error – Misuse of a language’s grammar rules – Programmer corrects listed syntax errors – Might need to recompile the code several times A Beginner's Guide to Programming Logic, Introductory 14 Using Software to Translate the Program into Machine Language (continued) Figure 1-2 Creating an executable program A Beginner's Guide to Programming Logic, Introductory 15 Testing the Program Logical error – Use a syntactically correct statement but use the wrong one for the current context Test – Execute the program with some sample data to see whether the results are logically correct Programs should be tested with many sets of data A Beginner's Guide to Programming Logic, Introductory 16 Putting the Program into Production Process depends on program’s purpose – May take several months Conversion – Entire set of actions an organization must take to switch over to using a new program or set of programs A Beginner's Guide to Programming Logic, Introductory 17 Maintaining the Program Maintenance – Making changes after program is put into production Common first programming job – Maintaining previously written programs Make changes to existing programs – Repeat the development cycle A Beginner's Guide to Programming Logic, Introductory 18 Using Pseudocode Statements and Flowchart Symbols Pseudocode – English-like representation of the logical steps it takes to solve a problem Flowchart – Pictorial representation of the logical steps it takes to solve a problem A Beginner's Guide to Programming Logic, Introductory 19 Writing Pseudocode Pseudocode representation of a number-doubling problem start input myNumber set myAnswer = myNumber * 2 output myAnswer stop A Beginner's Guide to Programming Logic, Introductory 20 Writing Pseudocode (continued) Programmers preface their pseudocode with a beginning statement like start and end it with a terminating statement like stop Flexible because it is a planning tool A Beginner's Guide to Programming Logic, Introductory 21 Drawing Flowcharts Create a flowchart – Draw geometric shapes that contain the individual statements – Connect shapes with arrows Input symbol – Indicates input operation – Parallelogram Processing symbol – Processing statements such as arithmetic – Rectangle A Beginner's Guide to Programming Logic, Introductory 22 Drawing Flowcharts (continued) Output symbol – Represents output statements – Parallelogram Flowlines – Arrows that connect steps Terminal symbols – Start/stop symbols – Shaped like a racetrack – Also called lozenge A Beginner's Guide to Programming Logic, Introductory 23 Drawing Flowcharts (continued) Figure 1-6 Flowchart and pseudocode of program that doubles a number A Beginner's Guide to Programming Logic, Introductory 24 Repeating Instructions After the flowchart or pseudocode has been developed, the programmer only needs to: – Buy a computer – Buy a language compiler – Learn a programming language – Code the program – Attempt to compile it – Fix the syntax errors – Compile it again – Test it with several sets of data – Put it into production A Beginner's Guide to Programming Logic, Introductory 25 Repeating Instructions (continued) Loop – Repetition of a series of steps Infinite loop – Repeating flow of logic with no end A Beginner's Guide to Programming Logic, Introductory 26 Repeating Instructions (continued) Figure 1-8 Flowchart of infinite number-doubling program A Beginner's Guide to Programming Logic, Introductory 27 Using a Sentinel Value to End a Program Making a decision – Testing a value – Decision symbol Diamond shape Dummy value – Data-entry value that the user will never need – Sentinel value eof (“end of file”) – Marker at the end of a file that automatically acts as a sentinel A Beginner's Guide to Programming Logic, Introductory 28 Using a Sentinel Value to End a Program (continued) Figure 1-9 Flowchart of number-doubling program with sentinel value of 0 A Beginner's Guide to Programming Logic, Introductory 29 Using a Sentinel Value to End a Program (continued) Figure 1-10 Flowchart using eof A Beginner's Guide to Programming Logic, Introductory 30 Understanding Programming and User Environments Many options for programming and user environments A Beginner's Guide to Programming Logic, Introductory 31 Understanding Programming Environments Use a keyboard to type program statements into an editor – Plain text editor Similar to a word processor but without as many features – Text editor that is part of an integrated development environment (IDE) Software package that provides an editor, compiler, and other programming tools A Beginner's Guide to Programming Logic, Introductory 32 Understanding Programming Environments (continued) Figure 1-12 A C# number-doubling program in Visual Studio A Beginner's Guide to Programming Logic, Introductory 33 Understanding User Environments Command line – Location on your computer screen at which you type text entries to communicate with the computer’s operating system Graphical user interface (GUI) – Allows users to interact with a program in a graphical environment A Beginner's Guide to Programming Logic, Introductory 34 Understanding User Environments (continued) Figure 1-13 Executing a number-doubling program in a command-line environment A Beginner's Guide to Programming Logic, Introductory 35 Understanding User Environments (continued) Figure 1-14 Executing a number-doubling program in a GUI environment A Beginner's Guide to Programming Logic, Introductory 36 Understanding the Evolution of Programming Models People have been writing modern computer programs since the 1940s Newer programming languages – Look much more like natural language – Easier to use – Create self-contained modules or program segments that can be pieced together in a variety of ways A Beginner's Guide to Programming Logic, Introductory 37 Understanding the Evolution of Programming Models (continued) Major models or paradigms used by programmers – Procedural programming Focuses on the procedures that programmers create – Object-oriented programming Focuses on objects, or “things,” and describes their features (or attributes) and their behaviors – Major difference Focus the programmer takes during the earliest planning stages of a project A Beginner's Guide to Programming Logic, Introductory 38 Summary Computer programming – Requires specific syntax – Must develop correct logic Programmer’s job – Understanding the problem, planning the logic, coding the program, translating the program into machine language, testing the program, putting the program into production, and maintaining it Procedural and object-oriented programmers approach problems differently A Beginner's Guide to Programming Logic, Introductory 39

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