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Programming Lecture 02-03

The document outlines the fundamentals of computer programming, focusing on problem-solving techniques and basic concepts such as data types, variables, constants, and operators. It details a six-step process for effective problem-solving, including identifying the problem, understanding it, listing alternative solutions, selecting the best solution, creating instructions, and evaluating the solution. Additionally, it provides guidelines for naming variables and constants, as well as an overview of different types of operators used in programming.

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mr.problemsldr
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0% found this document useful (0 votes)
11 views

Programming Lecture 02-03

The document outlines the fundamentals of computer programming, focusing on problem-solving techniques and basic concepts such as data types, variables, constants, and operators. It details a six-step process for effective problem-solving, including identifying the problem, understanding it, listing alternative solutions, selecting the best solution, creating instructions, and evaluating the solution. Additionally, it provides guidelines for naming variables and constants, as well as an overview of different types of operators used in programming.

Uploaded by

mr.problemsldr
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Lecture – 02

Computer Programming
Second Semester
Contents
• Problem solving (LL 04)
• Six steps towards problem solution (LL 04)
• Basic problem solving concepts (LL 04)
• Data types (LL 04)
• Data literals(LL 04)
• Variables (LL 04)
• Constants (LL 04)
• Rules for naming variable and constant (LL 04)
• Operators (LL 02)
LL 02 = Learning Level 02 – Understanding, LL 04 = Learning Level 04 – Analysis
2
Problem Solving

3
Problem Solving
• In every day life people make decisions to solve many problems.

• If a bad decision is made, time and resources are wasted.

• So it is important that people know how to make decisions well.

4
Six Steps Towards Problem Solution
• There are six steps to follow to ensure the best decision:

List
Understand Identify Select the
Identify the instruction Evaluate
the alternative best
problem to solve the solution
problem solutions solution
problem

5
Step 01: Identify the problem

6
Step 01: Identify the problem
• The first step towards solving a problem is to identify the problem.

• If you don’t know what the problem is, you cannot solve it.

• In a classroom situation, most problems have been identified for you and
given to you in the form of written assignments or problems out of a book.
However, when you are doing problem solving outside the classroom, you
need to make sure you identify the problem before you start solving it.

7
Step 02: Understand the problem

8
Step 02: Understand the problem
• You must understand what is involved in the problem before you can
continue toward the solution.

• You cannot solve a problem if you do not know the subject.

• For example, to solve a problem involving average of numbers, you must


know how to calculate average; to solve a problem of trigonometry, you
must know trigonometry.

9
Step 03: Identify alternative solutions

10
Step 03: Identify alternative solutions
• A single problem can be solved in many different ways.

• Identify and list all the possible solutions to the problem.

• For example there are multiple ways to sort the numbers as:
• Insertion sort
• Selection sort
• Bubble sort

11
Step 04: Select the best solution

12
Step 04: Select the best solution

• Analyze and identify the pros and cons of every alternative solution.

• Choose the solution that is optimal and best matches with your
requirements.

• For example out of all the sorting options you choose bubble sort as your
best solution.

13
Step 05: List instructions to solve problem

14
Step 05: List instructions to solve problem

• Write down general step by step procedure to solve the problem.

• For example to solve problem of calculating average of three numbers:


• Step 01 : Ask numbers a, b, and c from the user
• Step 02 : Add a, b, c and store result in sum
• Step 03 : Divide sum by 3 and store result in avg
• Step 04 : Display avg

15
Step 06: Evaluate the solution

16
Step 06: Evaluate the solution
• Finally evaluate and test the solution, means to check its result to see if it is
correct and satisfies the needs.

• For example, when a person needs a pen to write a letter, buying him marker
may be a correct solution, but it may not be very satisfactory.

• If the result is either incorrect or unsatisfactory, then the problem solver


must review the list of instructions to see that they are correct or start the
process all over again.

17
Basic Problem Solving Concepts

18
Data Types

19
Data Types
• Every problem involves some sort of data in it.
• The data can be:
• Numbers
• Integers (e.g. 24, 5874, -547)
• Floating (e.g. 45.214, 0.2547, -658.748)
• Characters (e.g. ‘a’, ‘f’, ‘#’, ‘?’, ‘!’, ‘w’)
• String (e.g. “mehran”, “computer”, “MUET CSE”)
• Logical (e.g. True and False, Yes and No, 0 and 1)

• The type of data is known as data type of that data item.

20
Data Types
Data Item Example Value Data Type
Age of a person 35 Integer
Current year 2014 Integer
Radius of circle 27.58 Floating
Value of PI 3.14159 Floating
A vowel e Character
A key on keyboard ? Character
Person’s name Ali Asghar String
Address of an office Department of CSE-MUET String
Is 1st number greater than 2nd ? True or T or Yes or 1 Logical
Is 7 less than 5 ? False or F or No or 0 Logical

21
Do it yourself
Data Types
Data Item Example Value Data Type
Number of students
Brand name of smartphone
Is 5 an even number?
Count of cars in parking
Speed of a car
Your grade in result
Is 13 a prime number ?
Title of book chapter
Percentage of marks
Option in MCQ

22
Data Literals

• A fixed value that any data type can take is called as literal.
• A number literal is always written without quotes. (15, 68, 25.14, 578.14)
• A character literal is always written in single quotes. (‘a’, ‘f’, ‘#’, ‘?’, ‘!’)
• An string literal is always written in double quotes. (“mehran”, “computer”)
• An logical literal is always written without quotes. (True, False, T, F, Yes, No, 1, 0)

23
Data Literals
Data Literal Type of Literal
“Ali” String
‘b’ Character
25.2 Floating
“87.5” String
‘4’ Character
4 Integer
4.0 Floating
“true” String
false Logical
“mehran” String

24
Variables
• In programming, a variable is the memory (RAM) location that can store the
data temporary.
• Every program uses some sort of data and each data item is stored
temporarily in the variables.
• Every variable has:
• Name
• Data type
• Value

25
Variables
radius
• The name of the variable is called as the identifier.
25.5
• Consider two of the examples.
• In first example, we have a variable whose name is radius,
its data types is floating and its value is 25.5. option

• In second example, we have a variable whose name is b


option, its data type is character and its value is b.

26
Variables

• The data type of the variable defines that what type of the data will be
stored in a variable.

• Once the data type of variable is defined, it cannot hold any value of other
data type.

• The value of the variable is changeable but its data type is not.

27
Constants

• In programming, a constant is a variable whose value remains fixed through


out the program.

• In certain programs some sort of data remains unchangeable through out


the program, hence we use constants to stored that data so that it can not be
altered.

28
Constants
PI

• Consider three of the examples.


3.141
• In first example, we have a constant whose name is PI, its
data types is floating and its value is 3.141.

E
• In second example, we have a constant whose name is E
(Euler’s number), its data type is floating and its value is
2.718
2.718.

29
Constants

SPEEDOFLIGHT

• In third example, we have a constant whose name is


SPEEDOFLIGHT, its data types is floating and its value 3E8
is 3 x 108.

30
Difference between Variables and Constant in C Program
Variables Constants
It is a variable that stores data type It is similar to a variable and cannot be
value in a program. changed during program execution.

It is a variable that can be changed after It is a fixed variable that cannot be


defining the variable in a program changed after defining the variable in a
program.
The value of a variable can change In constants, the value cannot be
depending on the conditions. changed.
Typically, it uses int, float, char, string, It can be express in two ways: #define
double, etc. data types in a program. pre-processor and the const keyword.

Example: int a = 5; float radius = 5.2; Example: const int Len = 5;


char 'A'; #define PI 3.14

30
Rules for naming Variables and Constants
• The name of any variable for constant is called as identifier.
• There are certain rules to follow when setting the identifier.

• Rule 1: May contain letters (A-Z, a-z), digits (0-9) or an underscore sign.
• Rule 2: It must start with letter or underscore sign.
• Rule 3: Should not contain any space in between.
• Rule 4: Should not be like any keyword of language like, int, cout, float.
• Rule 5: It is case sensitive i.e. radius is not same as Radius or RADIUS.

31
Rules for naming Variables and Constants
• Rule 6: Must be unique i.e. no any two variables have same identifier.
• Rule 7: Must be relevant i.e. var1 is inappropriate identifier to store the area
of circle, use area of area_circle instead.
• Rule 8: The identifier for constant is written with all capital letters. i.e. PI,
SPEEDOFLIGHT, E etc.

32
Rules for naming Variables and Constants
Identifier Valid/Invalid Remarks
first_number Valid
first number Invalid Must not contain space in between
number_1 Valid
1st_number Invalid Must start with a letter or underscore sign
first# Invalid Must not contain invalid character $
int Invalid Must not be like keyword
firstNumber Valid
int_first_number Valid
first_number_$ Invalid Must not contain invalid character #
1st_# Invalid Must start with a letter or underscore sign
Must not contain invalid character #

33
Do it yourself
Rules for naming Variables and Constants
Identifier Valid/Invalid Remarks
number of items
#_of_items
price/item
number_items
itemCount
item#Price
itemPrice_1
5_itemPrice
ITEM_PRICE
$_per_item

34
Operators

• Computer performs several operations on the data. The operations are


represented by symbols known as operators.

• Operands are the data on which the operation is performed.

• Operand may be constant or stored in one of the variable.

35
Operators
• Example 1: a + b
• + is the operator
• a and b are the operands
• Both a and b are variables

• Example 1: 2 * length
• * is the operator
• 2 and length are the operands
• 2 is constant and length is a variable

36
Arithmetic Operators

Operator Symbol Example Operation Resultant

Addition + 10 + 26 36
Subtraction - 10 - 8 2

Multiplication * 4 * 20 80
Division / 25/5 5

Remainder/Modulus % 13 % 5 3

Power ^ 2^4 16

37
Relational Operators

Operator Symbol Example Operation Resultant

Greater Than > 5>6 false


Less Than < 10 < 15 true

Greater Than or Equals To >= 41 >= 90 true


Less Than or Equals To <= 16 <=16 true

Equals To == 15 == 19 false

Not Equals To != 14 != 80 true

38
Logical Operators
Operator Symbol Example Operation Resultant

AND & true & true true


true & false false
false & true false
false & false false
OR ¦ true ¦ true true
true ¦ false true
false ¦ true true
false ¦ false false
NOT ! ! true false
! false true

39
Logical Operators (AND)

A B A&B

True True True

True False False

False True False

False False False

40
Logical Operators (OR)

A B A¦B

True True True

True False True

False True True

False False False

41
Logical Operators (NOT)

A !A

True False

False True

42

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