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Module 4 Ste Computer Programming Switch Case Statement

This document is a self-learning module for Grade 10 Computer Programming, focusing on the Switch...Case statement. It provides an introduction to control statements, explains the syntax and rules for writing Switch...Case statements, and includes activities for practice and assessment. The module emphasizes the importance of understanding these concepts for effective programming and includes guidance for both learners and facilitators.

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saksakpare
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© © All Rights Reserved
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0% found this document useful (0 votes)
18 views

Module 4 Ste Computer Programming Switch Case Statement

This document is a self-learning module for Grade 10 Computer Programming, focusing on the Switch...Case statement. It provides an introduction to control statements, explains the syntax and rules for writing Switch...Case statements, and includes activities for practice and assessment. The module emphasizes the importance of understanding these concepts for effective programming and includes guidance for both learners and facilitators.

Uploaded by

saksakpare
Copyright
© © All Rights Reserved
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 13

10

Computer
Programming
Quarter III – Module 4:
SWITCH ... CASE STATEMENT

"Designed by macrovector / Freepik"


Computer Programming – Grade 10
Self-Learning Module
First Edition, 2020

Republic Act 8293, section 176 states that: No copyright shall subsist in any work
of the Government of the Philippines. However, prior approval of the government agency or
office wherein the work is created shall be necessary for exploitation of such work for profit.
Such agency or office may, among other things, impose as a condition the payment of
royalties.

Borrowed materials (i.e., songs, stories, poems, pictures, photos, brand names,
trademarks, etc.) included in this module are owned by their respective copyright holders.
Every effort has been exerted to locate and seek permission to use these materials from
their respective copyright owners. The publisher and authors do not represent nor claim
ownership over them.

Published by the Department of Education – Regional Office VIII


Regional Director: Ramir B. Uytico EdD, CESO IV
Assistant Regional Director: Arnulfo M. Balane, CESO V

Development Team of the Module


Writers: Maricar C. Yturriaga Catarman National High School
Language Editors:
Content Editors: Ma. April E. Estigoy, Pambujan National High School
Illustrator: James Mark D. Acebuche, Magtaon Elementary School
Layout Artist:
Management Team:
Rosemarie M. Guino EdD, OIC – Chief, CLMD
Ryan R. Tiu EdD, EPS, CLMD – Science
Joy B. Bihag, EPS, CLMD – LRMS
Alex Rejuso, Ph.D, Chief, CID
Emily Adrayan, Ed.D, EPS, CID – Science
Isagani Licas, EPS, CID - LRMS

Printed in the Philippines by ________________________

Department of Education – Regional Office VIII

Office Address: Government Center, Candahug, Palo, Leyte

Telefax: 053 - 3233156


E-mail Address: [email protected].
Introductory Message
This Self-Learning Module (SLM) is prepared so that you, our dear learners,
can continue your studies and learn while at home. Activities, questions,
directions, exercises, and discussions are carefully stated for you to understand
each lesson.

Each SLM is composed of different parts. Each part shall guide you step-
by-step as you discover and understand the lesson prepared for you.

At the end of each module, you need to answer the test to self-check your
learning. Answer keys are provided for each activity and test. We trust that you
will be honest in using these.

In addition to the material in the main text, Notes to the Teacher are also
provided to our facilitators and parents for strategies and reminders on how they
can best help you on your home-based learning.

Please use this module with care. Do not put unnecessary marks on any
part of this SLM. Use a separate sheet of paper in answering the exercises and
tests. And read the instructions carefully before performing each task.

If you have any questions in using this SLM or any difficulty in answering
the tasks in this module, do not hesitate to consult your teacher or facilitator.

Thank you.

Q2_STE_Computer_Programming_ Module 4 Page 1 of 13


For the learner:

Welcome to the Computer Programming 10 Self–Learning Module 3 on Switch..


Case Statement!

The hand is one of the most symbolized part of the human body. It is often used
to depict skill, action, and purpose. Through our hands we may learn, create, and
accomplish. Hence, the hand in this learning resource signifies that you as a
learner is capable and empowered to successfully achieve the relevant
competencies and skills at your own pace and time. Your academic success lies
in your own hands!

This module was designed to provide you with fun and meaningful opportunities
for guided and independent learning at your own pace and time. You will be
enabled to process the contents of the learning resource while being an active
learner.

This module has the following parts and corresponding icons:

This will give you an idea of the skills or


Explore
competencies you are expected to learn in the
module. A brief drill or review to help you link
the current lesson with the previous one. The
new lesson will also be introduced to you in
various ways such as a story, a song, a poem,
a problem opener, an activity, or a situation.
This section provides a brief discussion of the
Learn
lesson. This aims to help you discover and
understand new concepts and skills.

What’s More This comprises activities for independent


practice to solidify your understanding and
skills of the topic. You may check the answers
to the exercises using the Answer Key at the
end of the module.
This includes questions or blank
Apply sentence/paragraph to be filled into process
what you learned from the lesson.

Assess This is a task which aims to evaluate your


level of mastery in achieving the learning
competency.
This contains answers to all activities in the
Answer Key module.

This contains the learner’s reflection. Learners


Reflect
are encouraged to think about the lessons
particularly the parts that went well (they
have understood) and the parts that were
weak (they have difficulty) and write about it
briefly. Learners can share their thoughts and

Q2_STE_Computer_Programming_ Module 4 Page 2 of 13


feeling about the lessons.

At the end of this module you will also find:


References This is a list of all sources used in
developing this module.
The following are some reminders in using this module:

1. Use the module with care. Do not put unnecessary mark/s on any part of
the module. Use a separate sheet of paper in answering the
exercises.
2. Read the instruction carefully before doing each task.
3. Observe honesty and integrity in doing the tasks and checking your
answers.
4. Finish the task at hand before proceeding to the next.
5. Return this module to your teacher/facilitator once you are through with it.
If you encounter any difficulty in answering the tasks in this module, do not
hesitate to consult your teacher or facilitator. Always bear in mind that you
are not alone.

We hope that through this material, you will experience meaningful learning
and gain deep understanding of the relevant competencies. You can do it!

Q2_STE_Computer_Programming_ Module 4 Page 3 of 13


Explore

Introduction:

Control statements halt the program execution from going to the next
sequential statement and can shift the execution to another statement, which
need not be the next statement in the sequential order. They assist us in making
programmed decisions and processing the information as necessary.

After going through this module, you are expected to:

Apply the control statement using the Switch… Case in a program.

Sub-Task:
a. Understand Switch . . . Case statements;
b. Discuss the general rules for writing Switch . . . Case statement;
c. Write a simple program that applies Switch . . . Case statements.

Q2_STE_Computer_Programming_ Module 4 Page 4 of 13


PRE-ASSESSMENT
I. TRUE or FALSE. Write TRUE when the statement is correct; write FALSE
when the statement is an error. Write your answers on a separate paper.
1. The last of the statements under each Case would usually be a
“Break” or “Exit”.
2. Each Case statement includes a number of statements.
3. Some programming languages do not allow a range of values
with a special syntax.
4. The Switch case consists of a switching variable defined by the
loop keyword.
5. Most programming languages require a statement to denote the
end of the Switch ... Case statements
6. There would be a number of cases based on the value of the
variable.
7. The Case keyword is usually followed by a word, which can either
be numeric or character data.

8. The statements in the Case and Default statements can be action


statements or branching statements.

9. Generally, expressions are not allowed in the Case statements,


but exceptions can always arise.

10. The last case for this statement would be the Default
statement,

Q2_STE_Computer_Programming_ Module 4 Page 5 of 13


Learn

In your previous lesson, we studied about the if… else statements.

This statement is the most useful control statement for programmed


decision making.
The If statement makes use of a relational or logical expression to make
the decision. At a minimum one relational expression is essential for an If
statement. In some programming languages, the entire If ... Then ... Else ...
statement is written on the same line. But in most programming languages,
the If statement spans across multiple lines.

Now we are going to study about Switch… Case Statements.

The activity shows four (4) pictures, you have to guess what the pictures meaning
or symbolises in one word.

Q2_STE_Computer_Programming_ Module 4 Page 6 of 13


What is a Switch… Case Statements
A Switch ... Case statement is a control statement in which control is
switched to a practically unlimited number of branches based on the value of a
single variable. Each value of the switching variable would be branched off to a
specified set of statements. When the value of the variable does not match any
of the defined cases, the control is switched off to a set of statements defined
under a special case, “default.” Default is part of the Switch ... Case statement.

The syntax of the Switch ... Case statement is as follows:

Switch <Variable>
Case a
Statement
Statement
Case b
Statement
Statement
Case n
Statement
Statement
Default
Statement
Statement
Endcase

In the earlier statement, a, b, and n are the values for the variable
specified in the Switch statement.

Rules for writing the Switch ... Case statement:

1. The Switch case consists of a switching variable defined by the


Switch keyword.

2. There would be a number of cases based on the value of the


variable. Each value is defined by the Case keyword.

3. The Case keyword is usually followed by a constant, which can


either be numeric or character data.

4. Some programming languages allow a range of values with a special


syntax.

5. Generally, expressions are not allowed in the Case statements, but


exceptions can always arise.

Q2_STE_Computer_Programming_ Module 4 Page 7 of 13


6. Each Case statement includes a number of statements. There is no
restriction on the number of statements that can be under a Case
statement.

7. The last case for this statement would be the Default statement,
which specifies the action to be taken when the value of the
variable does not match any value specified in all the Case
statements.

8. The statements in the Case and Default statements can be action


statements or branching statements.

9. Most programming languages require a statement to denote the


end of the Switch ... Case statements. Some would define a
keyword, such as Endcase. Some programming languages, such as
in the C-family, just use a closing curly brace “}” to denote the
ending of the Switch ... Case statement.

10. The last of the statements under each Case would usually be a
“Break” or “Exit” statement. It would be usually the only word in
that statement. The execution of Break (or Exit) statement would
take the execution to the statement that immediately follows the
Endcase statement.

The total set of statements, beginning with the first Case


statement and ending with the Endcase (or its equivalent)
statement, are usually called the Switch Block. The statements in
each of the Case statements are usually called the Case Block.

Utility of Switch ... Case Statement

Switch ... Case statement is used when there is a need for making a
decision based on one condition that can have multiple outcomes. We use If
statement when the decision has one or two possible outcomes. When the
possible outcomes are numerous, we use Switch ... Case statements. When
converting from numbers to strings, this statement comes in handy. Switch ...
Case statements also come in handy when we are developing software packages
such as MS-Word, where in the character being typed in can lead to any one of a
variety of different actions.

Precautions for Using Switch ... Case Statement

It is essential to use the Break (or Exit) statement at the end of the
statements in every Case block. Most often, programmers tend to neglect the
Break statement in the last block of Case statements. It is also common to forget
the Break statement in the Default block of statements. Break forces the
execution to go outside the Switch block of statements. While writing computer
programs, we need to remember that the program will certainly undergo
modification or enhancement. We are likely to add a Case block after the last
Case block, in which case the absence of the Break statement can cause havoc.

Q2_STE_Computer_Programming_ Module 4 Page 8 of 13


Another mistake programmers often commit is forgetting to include the
Default block. They possibly think that all possible outcomes of the decision
scenario are covered, but real life is so weird that it can throw up incredible
values at the programs resulting in unexpected aborts. So, it is essential to
include the Default block in every Switch ... Case statement.

Dataflow of a Switch… Case Statements.

Usually the conversion of numbers to strings of characters or vice versa is


achieved by a Switch ... Case statement. Let us consider an example for
converting month number to month name:

Switch MonthNumber
Case 1
MonthString = “January”
Break
Case 2
MonthString = “February”
Break
Case 3
MonthString = “March”
Break
Case 4
MonthString = “April”
Break
Case 5
MonthString = “May”
Break
Case 6
MonthString = “June”
Break
Case 7
MonthString = “July”

Q2_STE_Computer_Programming_ Module 4 Page 9 of 13


Break
Case 8
MonthString = “August”
Break
Case 9
MonthString = “September”
Break
Case 10
MonthString = “October”
Break
Case 11
MonthString = “November”
Break
Case 12
MonthString = “December”
Break
Default
MonthString = “Unclassified”
Break
Endcase

Output:
Enter month number: 4
Month name is: April

References

Chemuturi, M. (2019). Computer Programming for Beginners: A step-by-step


guide. Taylor and Francis Group. Pages 76 – 79.
Flowchart.

https://beginnersbook.com/2017/08/java-switch-case/

Q2_STE_Computer_Programming_ Module 4 Page 10 of


13
For inquiries or feedback, please write or call:

Department of Education – Regional Office VIII – Curriculum and Learning


Management Division (CLMD) - Learning Resources Management Section (LRMS)

Government Center, Candahug, Palo, Leyte, 6501

Telefax: (053) 323-3156; 323-3854; 824-4627

Email Address: *[email protected]


*[email protected] *[email protected]

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