Chapter One: 1.1 Introduction To Programming
Chapter One: 1.1 Introduction To Programming
Chapter One: 1.1 Introduction To Programming
A Computer is an electronic device that accepts data, performs computations, and makes logical
decisions according to instructions that have been given to it; then produces meaningful information in a
form that is useful to the user. In current world we live in, computers are almost used in all walks of life
for different purposes. They have been deployed to solve different real life problems, from the simplest
game playing up to the complex nuclear energy production. Computers are important and widely used in
our society because they are cost-effective aids to problem solving in business, government, industry,
education, etc.
In order to solve a given problem, computers must be given the correct instruction about how they can
solve it. The terms computer programs, software programs, or just programs are the instructions that
tells the computer what to do. Computer requires programs to function, and a computer programs does
nothing unless its instructions are executed by a CPU. Computer programming (often shortened to
programming or coding) is the process of writing, testing, debugging/troubleshooting, and maintaining
the source code of computer programs. Writing computer programs means writing instructions, that will
make the computer follow and run a program based on those instructions. Each instruction is relatively
simple, yet because of the computer's speed, it is able to run millions of instructions in a second. A
computer program usually consists of two elements:
Data – characteristics
Code – action
Computer programs (also know as source code) is often written by professionals known as Computer
Programmers (simply programmers). Source code is written in one of programming languages. A
programming language is an artificial language that can be used to control the behavior of a machine,
particularly a computer. Programming languages, like natural language (such as Amharic), are defined by
syntactic and semantic rules which describe their structure and meaning respectively. The syntax of a
language describes the possible combinations of symbols that form a syntactically correct program. The
meaning given to a combination of symbols is handled by semantics. Many programming languages have
some form of written specification of their syntax and semantics; some are defined only by an official
implementation. In general, programming languages allow humans to communicate instructions to
machines.
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Available programming languages come in a variety of forms and types. Thousands of different
programming languages have been developed, used, and discarded. Programming languages can be
divided in to two major categories: low-level and high-level languages.
Low-level languages
Computers only understand one language and that is binary language or the language of 1s and 0s. Binary
language is also known as machine language, one of low-level languages. In the initial years of computer
programming, all the instructions were given in binary form. Although the computer easily understood
these programs, it proved too difficult for a normal human being to remember all the instructions in the
form of 0s and 1s. Therefore, computers remained mystery to a common person until other languages such
as assembly language was developed, which were easier to learn and understand. Assembly language
correspondences symbolic instructions and executable machine codes and was created to use letters
(called mnemonics) to each machine language instructions to make it easier to remember or write. For
example:
ADD A, B – adds two numbers in memory location A and B
Assembly language is nothing more than a symbolic representation of machine code, which allows
symbolic designation of memory locations. However, no matter how close assembly language is to
machine code, computers still cannot understand it. The assembly language must be translated to machine
code by a separate program called assembler. The machine instruction created by the assembler from the
original program (source code) is called object code. Thus assembly languages are unique to a specific
computer (machine). Assemblers are written for each unique machine language.
High-level languages
Although programming in assembly language is not as difficult and error prone as stringing together ones
and zeros, it is slow and cumbersome. In addition it is hardware specific. The lack of portability between
different computers led to the development of high-level languages—so called because they permitted a
programmer to ignore many low-level details of the computer's hardware. Further, it was recognized that
the closer the syntax, rules, and mnemonics of the programming language could be to "natural language"
the less likely it became that the programmer would inadvertently introduce errors (called "bugs") into the
program. High-level languages are more English-like and, therefore, make it easier for programmers to
"think" in the programming language. High-level languages also require translation to machine language
before execution. This translation is accomplished by either a compiler or an interpreter. Compilers
translate the entire source code program before execution. Interpreters translate source code programs one
line at a time. Interpreters are more interactive than compilers. FORTRAN (FORmula TRANslator),
BASIC (Bingers All Purpose Symbolic Instruction Code), PASCAL, C, C++, Java are some examples of
high-level languages.
The question of which language is best is one that consumes a lot of time and energy among computer
professionals. Every language has its strengths and weaknesses. For example, FORTRAN is a particularly
good language for processing numerical data, but it does not lend itself very well to organizing large
programs. Pascal is very good for writing well-structured and readable programs, but it is not as flexible as
the C programming language. C++ embodies powerful object-oriented features
As might be expected in a dynamic and evolving field, there is no single standard for classifying
programming languages. Another most fundamental ways programming languages are characterized
(categorized) is by programming paradigm. A programming paradigm provides the programmer's view
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of code execution. The most influential paradigms are examined in the next three sections, in approximate
chronological order.
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The programmer uses programming language to communicate the logic of the
solution to the computer.
Before a program is written, the programmer must clearly understand what data are to be used, the desired
result, and the procedure to be used to produce the result. The procedure, or solution, selected is referred
to as an algorithm. An algorithm is defined as a step-by-step sequence of instructions that must terminate
and describe how the data is to be processed to produce the desired outputs. Simply, algorithm is a
sequence of instructions. Algorithms are a fundamental part of computing. There are three commonly used
tools to help to document program logic (the algorithm). These are flowcharts, structured chart, and
Pseudocode. We will use the three methods here. Generally, flowcharts work well for small problems but
Pseudocode is used for larger problems.
1.2.1 Pseudocode
Pseudocode (derived from pseudo and code) is a compact and informal high-level description of a
computer algorithm that uses the structural conventions of programming languages, but typically omits
detailes such as subroutines, variables declarations and system-specific syntax. The programming
language is augmented with natural language descriptions of the details, where convenient, or with
compact mathematical notation. The purpose of using pseudocode is that it may be easier for humans to
read than conventional programming languages, and that it may be a compact and environment-
independent generic description of the key principles of an algorithm. No standard for pseudocode syntax
exists, as a program in pseudocode is not an executable program. As the name suggests, pseudocode
generally does not actually obey the synatx rules of any particular language; there is no systematic
standard form, although any particular writer will generally borrow the appearance of a particular
language.
The programming process is a complicated one. You must first understand the program specifications, of
course, Then you need to organize your thoughts and create the program. This is a difficult task when the
program is not trivial (i.e. easy). You must break the main tasks that must be accomplished into smaller
ones in order to be able to eventually write fully developed code. Writing pseudocode will save you time
later during the construction & testing phase of a program's development.
Example:
Write a program that obtains two integer numbers from the user. It will print out the sum of
those numbers.
Pseudocode:
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1.2.2 Structured Charts
Structured chart depicts the logical functions to the solution of the problem using a chart. It provides an
overview that confirms the solution to the problem without excessive consideration to detail. It is high-
level in nature.
Example: Write a program that asks the user to enter a temperature reading in centigrade and then prints
the equivalent Fahrenheit value.
CelsusToFarh
(main func)
centigard Fahrenheit
centigard
Fahrenheit
InPutCen CalcFar OutPutFar
1.2.3 Flowchart
A flowchart (also spelled flow-chart and flow chart) is a schematic representation of an algorithm or a
process . The advantage of flowchart is it doesn’t depend on any particular programming language, so
that it can used, to translate an algorithm to more than one programming language. Flowchart uses
different symbols (geometrical shapes) to represent different processes. The
following table shows some of the common symbols.
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Example 1: - Draw flow chart of an algorithm to add two numbers and display their result.
Algorithm description
Read the rules of the two numbers (A and B)
Add A and B
Assign the sum of A and B to C
Display the result ( c)
The flow chart is:
Start
Read A, B
C= A+B
Print C
End
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Example 2: Write an algorithm description and draw a flow chart to check a number is negative or not.
Algorithm description.
1/ Read a number x
2/ If x is less than zero write a message negative
else write a message not negative
Example 3: - Write the algorithmic description and draw a flow chart to find the
following sum.
Sum = 1+2+3+…. + 50
Algorithmic description
1. Initialize sum too and counter to 1
1.1. If the counter is less than or equal to 50
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2. Write sum
The Systems Development Life Cycle (SDLC) is a conceptual model used in project management that
describes the stages involved in a computer system development project from an initial feasibility study
through maintenance of the completed application. The phases of SDLC is discussed below briefly.
The first step is to identify a need for the new system. This will include determining whether a business
problem or opportunity exists, conducting a feasibility study to determine if the proposed solution is cost
effective, and developing a project plan.
This process may involve end users who come up with an idea for improving their work or may only
involve IS people. Ideally, the process occurs in tandem with a review of the organization's strategic plan
to ensure that IT is being used to help the organization achieve its strategic objectives. Management may
need to approve concept ideas before any money is budgeted for its development.
A preliminary analysis, determining the nature and scope of the problems to be solved is carried out.
Possible solutions are proposed, describing the cost and benefits. Finally, a preliminary plan for decision
making is produced.
The process of developing a large information system can be very costly, and the investigation stage may
require a preliminary study called a feasibility study, which includes e.g. the following components:
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a. Organizational Feasibility
How well the proposed system supports the strategic objectives of the organization.
b. Economic Feasibility
Cost savings
Increased revenue
Decreased investment
Increased profits
c. Technical Feasibility
Hardware, software, and network capability, reliability, and availability
d. Operational Feasibility
End user acceptance
Management support
Customer, supplier, and government requirements
End users must be involved in this process to ensure that the new system will function adequately and
meets their needs and expectations.
The created system design, but must reviewed by users to ensure the design meets users' needs.
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1.3.5 Implementation
The real code is written here. Systems implementation is the construction of the new system and its
delivery into production or day-to-day operation.The key to understanding the implementation phase is to
realize that there is a lot more to be done than programming. Implementation requires programming, but it
also requires database creation and population, and network installation and testing. You also need to
make sure the people are taken care of with effective training and documentation. Finally, if you expect
your development skills to improve over time, you need to conduct a review of the lessons learned.
1.3.8 Maintenance
What happens during the rest of the software's life: changes, correction, additions, moves to a different
computing platform and more. This, the least glamorous and perhaps most important step of all, goes on
seemingly forever.
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