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Introduction to Programming Lesson 1 Objectives Skills/Concepts Understanding Computer Programming MTA Exam Objectives Understand computer storage and data types (1.1) Understanding Decision Structures Understand computer decision structures (1.2) Understanding Repetition Structures Identify the app...
Introduction to Programming Lesson 1 Objectives Skills/Concepts Understanding Computer Programming MTA Exam Objectives Understand computer storage and data types (1.1) Understanding Decision Structures Understand computer decision structures (1.2) Understanding Repetition Structures Identify the appropriate method for handling repetition (1.3) Understanding Exception Handling Understand error handling (1.4) Algorithms Algorithm refers to a method for solving problems. Common techniques for representing an algorithms: – Flowchart Flowcharts and Decision Tables – More Decision Tables. precise than natural Less formal and easier to use than languages programming languages Flowcharts A flowchart is a graphical representation of an algorithm. Common Flowchart Symbols Start or end of an algorithm Process or computational operation Input or out operation Decision making operation Direction of the flow of control Flowchart Example A flowchart that compares two numbers: Start Input x Input y No X > y? Yes Output x Stop Output y Decision Table Useful for large number of conditions Compact and readable format A decision table to calculating discount: Quantity < 10 Y N N N Quantity < 50 Y Y N N Quantity < 100 Y Y Y N Discount 5% 10% 15% 20% Introducing C# Microsoft.NET Framework – An Execution Environment – Reusable Class Libraries – Language Compilers The C# Programming Language – – – – Part of the.NET Framework High-level Language Program needs to be compiled before they can be executed. Case sensitive Structure of a C# Program Elements of a C# Program Select common elements of a C# program: Data Types Types of data in a program. Common data types are int (integers), char (single character value), float (floating point values). Variables Provides temporary storage during program execution. int number = 10; Constants Data fields whose value cannot be modified. const int i = 10; Arrays A collection of items in which each item can be accessed by a unique index. int[] numbers = { 1, 2, 3, 4, 5 }; Operators Symbols that specify which operation to perform on operands before returning a result. Methods Methods are code blocks containing a series of statements. Methods can receive input via arguments and can return a value to the caller. Decision Structures The if Statement The if-else Statement The switch Statement The if Statement The if statement will execute a given sequence of statements only if the corresponding Boolean expression evaluates to true. The if-else Statement The if-else statement allows your program to perform one action if the Boolean expression evaluates to true and a different action if the Boolean expression evaluates to false. The switch Statement The switch statement allows multi-way branching. In many cases, using a switch statement can simplify a complex combination of if-else statements. Repetition Structures The while Loop The do-while Loop The for Loop The foreach Loop Recursion The while Loop The while loop repeatedly executes a block of statements until a specified Boolean expression evaluates to false. The do-while Loop The do-while loop repeatedly executes a block of statements until a specified Boolean expression evaluates to false. The do-while loop tests the condition at the bottom of the loop. The for Loop The for loop combines the three elements of iteration—the initialization expression, the termination condition expression, and the counting expression—into a more readable code. The foreach Loop The foreach loop is an enhanced version of the for loop for iterating through collections such as arrays and lists. Recursion Recursion is a programming technique that causes a method to call itself in order to compute a result. Exception Handling An exception is an unexpected error condition that occurs during program execution. When exception occurs, the runtime creates an exception object and “throws” it. Unless you “catch” the exception, the program execution will terminate. Exceptions are an object of the System.Exception class or one of its derived classes. – Example: DivideByZeroException exception object is thrown when the program attempts to divide by zero. – Example: FileNotFoundException exception object is throws when the program cannot find a given file. Unhandled Exceptions What happens when the file c:\data.txt is not found in this code? Handling Exceptions with try-catch Place the code that throws the exceptions inside a try block. Place the code that handles an exception inside a catch block. You can have more than one catch blocks for each try block. Each catch block handles a specific exception type. A try block must have at least a catch block or a finally block associated with it. Exception Handling Sample The finally Block The finally block is used in association with the try block. The finally block is always executed regardless of whether an exception is thrown. The finally block is often used to write clean-up code. try-catch-finally Example Recap Algorithms – Flowchart, decision table C# Programming Language – Variables, constants, data types, arrays, operators, methods Decision Structures – if, if-else, switch Repetition Structures – while, do-while, for, foreach, recursion Exception Handling – try-catch, try-finally, try-catch