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Programming

This chapter discusses problem analysis and control structures in programming, emphasizing the importance of identifying inputs, processes, and outputs for effective problem-solving. It introduces various control structures, including sequence and selection, and provides examples of their application in programming scenarios. Additionally, it highlights the use of mobile and smart devices, showcasing their specific functions and applications.

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Fawaza Fazlan
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0% found this document useful (0 votes)
2 views16 pages

Programming

This chapter discusses problem analysis and control structures in programming, emphasizing the importance of identifying inputs, processes, and outputs for effective problem-solving. It introduces various control structures, including sequence and selection, and provides examples of their application in programming scenarios. Additionally, it highlights the use of mobile and smart devices, showcasing their specific functions and applications.

Uploaded by

Fawaza Fazlan
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© © All Rights Reserved
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This chapter will cover the following: Analyzing problems Control structures Providing solutions to day-to-day problems Developing programs using sequence and selection control structures Applications of mobile and smart devices. Sep Problem analysis Analyzing a problem involves dividing the problem into smaller segments of the problem and examine. This will make it easier to solve the problem. For example, let us consider an invoice issued by a stationery shop. To calculate the price (amount) of each item, number of items and unit price are required. The items required to prepare the invoice, are called input. Calculating the total price for each item and the value of total bill is known as processing. Price (amount) for each item and total bill value are known as output. Hence, let us analyze the above bill and identify input, process and output. Item 200 pages: 80 pages ‘Carbon pens Input: Item description, number of items, unit price Process: For an item purchased; Amount = number of items * unit price Total bill = total price (amount) of all items purchased Output Amount to be paid In order to develop a computer program, itis essential to identify the inputs, process and outputs by analyzing a problem. (see figure 4.1) ——— Figure 4.1: Problem Analysis ‘Note - The S| needs analyzing before developing computer (eal When analyze a problem, it is possible to identify inputs, process and outputs. Example 1 Problem: Find the year of birth when a person’s National Identity Card number is given. nATGSdaa National Identity Card number Select the first two digits in the identity card number Year of birth mn Example 2 Problem: Find the cost of purchasing five pens. | <——————=—> Input: Price of a pen ZA Process: Calculating cost LE (total = price of a pen * 5) Total amount Figure 42: Pens [> Control structures A control structure is a block in a program that analyses variables and chooses a direction of flow of the program. control structures You have learnt in chapter five of Grade 7 book that there are three types of control structures as sequence, selection and repetition. Note - In inputs and outputs are denoted by the symbol the processes are by symbol 2. rts If the steps are carried out one after the other from the beginning to the end ina particular consecutive order, it is called a sequence. The flowchart and the Scratch program below is equivalent to the Example 2in page 40. when licked ES Boies Pee to price perpen *@ ery Toul sno eee ‘Scratch program 1: find the cost of S pens when the unit price is provided Flowchart 1: finding cost of five pens The price of the pen is shown by the price_per_pen variable and the amount to be paid is shown by the Total variable, ra Selection decides which step(s) are executed depending on whether a condition of an algorithm is satisfied or not, For example, consider a rainy day. If it rains students are asked to go to the library. If it docs not rain, students are asked to go to the playground. The decision box in flowcharts, is used to ¥U show the selection control structure (‘See Figure 4.3). Ifthe condition is true, it is directed towards "Yes", If it is false, it is directed towards "No. The following symbol is used To indicate the decision making; Yes No Figure 4.3 : Control structure Figure 4.4: Decision on whether its a rainy day or not Example 1] Indicate the above example in a flowchart, Flow chart 2 : Going to the playground or the library according to the weather condition Example 2 ] Making decisions when playing Snakes and Ladders Game Snakes and Ladders is a popular game that can be played by an individual or by a group of players. In this game, there are number of boxes from beginning (1) to end (36). Each ladder and snake has two boxes connected at ends (Refer figure 4.5). Each time the dice is tossed, the following instructions are to be followed; 1. Check the number shown on the top face of dice. 2. Shift the counter to face by the number shown on Figure 4.5: Snakes and: the top face of the dice. Ladders Board 3. If the counter reaches the bottom of a ladder, move it = to reach the top of the ladder. e y oe 4. If the counter reaches the head of the snake, move ei" down to where the tail is. counter dice ‘One has to follow these conditions and reach square 36 to become the winner. Given below is the flowchart relevant to the above example. c= [a] [eee] Flowchart 3 : Snakes and Ladders game For free distribution Example 3 ] Consider a scenario where 10 marks are awarded to the correct answer. Before marks are awarded, it must be checked whether the answer is correct or wrong. If the answer is correct, 10 marks are awarded. Incorrect answers are awarded no marks. The above scenario can be represented by the following flowchart and control structures (Refer to Flowchart 4). Flowchart 4 : Offering/Not offering marks for correctincorrect answer Txample4] Considering the scenario of finding the larger number from two unequal numbers. ‘Two numbers are given as input, Then the two numbers are compared. If the first is greater than the second, the output shows as the first number is greater. Otherwise, the output shows as the second number is greater (Refer to flowchart). Yes No [SowR wearin 8] [Siow Bs weacrtan8] Flowchart 5 : Finding greater number jon control structure in [> Selection control structures Seratch is an Open Source Visual Programming Language produced to make programming easier to learn, Games, music, animations, interactive stories, etc. can be created using Seratch, Basic knowledge about Scratch was provided in the Grade 7 textbook. ‘Two types of selection control structures can be use\ programs; in developing Scratch 1. IF... THEN instructions block 2. IF... THEN... ELSE instructions block Table 1 : Selection control structures For free distribution (Comparison blocks ‘There are instances where a decision has to be taken after comparing two values in programming. The decision is taken after comparing the two values; whether one value is greater/smaller/equal than other value. Instruction blocks shown in the following table are used to compare values. These blocks output "True” or "False" after comparison, ‘Table 2 : Comparison blocks ap cE Check whether the value on the left is greater than the one CEE) False on the right ( Refer to workbook for Activity 4. ) Instruction with logical blocks The following instruction blocks are used to combine comparison instruction blocks. There are three types of logical blocks as follows; 1, AND == 3. NOT. ec» Table 3 : Logical blocks If the expression is false, the output is true. If the expression is true, the output is false, -3-1 Developing Scratch program with selection control Baga ties Example 1] Display current balance after a withdrawal from an account with Rs.5000/= In withdrawing money from an account, the current balance is first checked Money is released only if the current balance is greater than the amount requested. The amount withdrawn is deducted from the current balance (Refer to Flowchart 6 and Seratch program 2). oe Etc tamer reqs Boe Rn Seratch program 2 : Display account balance Flowchart 6 : Display account balance Example 2] Display whether an input number is odd or even. Mathematical operator MOD is used to determine the remainder when a number is divided by another. For example, 13 MOD 5S is 3. When 13 is divided by 5, the remainder is 3. Accordingly, ifa number is divided by 2 and the remainder equals 0, itis an even number. If the remainder is 1, itis an odd number. eT Bed enter number ee ens Ferg even number say EERE Scratch program 3 : Test whether a ‘number is even fodd Flowchart 7: Text whether a number is even’ odd Example 3] The number of characters in a password is one of indicators of strength. If the number of characters is less than 8, it is a weak password. Ifit is more than 8, itis a strong password (see Flowchart 8 and Scratch program 4), Seratch programming 4 : Display whether a password is weak or strong Flowchart 8 : Display whether a passwords is weak or strong. For free distribution The Scratch program for Snakes and Ladders game is given below; (Refer to Seratch programs 5) EZ] Whats the vale ofthe upward face ofthe dee Ba eae a x ed BE tac anannetononst ver? EROS | az: Tic corer nic rp crac nate Eek « Ee FJ see dorset tm ottenake Scratch program 5 : Snakes and Ladder game Analysis of the program Click on fatto start, First, display "Toss the dice", yen Ask "What is the value?" and get the answer. Assign the value obtained in step 03 above to the variable. we Declare 4 seconds to bring the counter forward according to the value of the dice, 6. Obtain "Yes" or "No" answer for the question, "Did it land at bottom of ladder?" 7. If the answer is "Yes", then move the counter to the square at the top of the ladder. 8. Display, "Did the counter come to the head of a snake?" 9. If the answer is "Yes", then move the counter to snake's tail. Refer to workbook for Activities in 4.6, 4.7, 4.8 and 4.9 Oman eu muatcate (Mobile and smart devices Various applications are available for mobile and smart devices. These applications usually carry out tasks accurately and efficiently. Each mobile and smart device is developed for a specific function and they can be used according to the user requirements (See Figure 4.6). ‘Smart watch Smart TV Tablet Smart camera / Smart phone Figure 4.6 : Examples of mobile and smart devices Smart sunglasses egy Drone camera Tablets and laptops are widely used as general purpose machines. Other devices are meant for a specific functions. Therefore, it is necessary to determine whether the selected mobile device suits the intended purpose. ry Table 4 : Smart devices and applications Mobile device Examples of use Laptop computer Asa mobile device for general computer applications Tablet computer To surf the Internet and to take photos, ete. Smart mobile phone Telephone conversations, SMS and MMS messaging, taking photos, recording audio and video clips, surfing Internet, sending e-mails, etc. Smart television Managing and recording television programmes, e-mail and Internet, Smart camera Taking photos, recording audio/video clips and sending them to other smart devices Smart wristwatch Displays time, sends SMS, sets alarm, accesses the Internet, ete. Mobile spectacles Watch scenery in 3D form, listen to audio, taking photos, record video clips, etc. Drone camera A remotely controlled, mini helicopter used to obtain aerial pictures or videos Applications of mobile and smart devices | Many application software for mobile and smart devices are available on the Internet. Some application software can be downloaded free of charge while others have to be purchased. These downloaded software can be used after installing in the smart devices. The following shows some examples for application software for mobile and smart devices. (See Figure 4.7) Sky map Road map. Compass ‘Language translator Voice recorder eg Chess Game Dictionary Figure 4.7 : Examples of the applications of mobile and smart devices Table S : Mobile and smart devices and their uses Smart device Examples of use ‘Compass finds the orientation Route map directs using GPS (finding routes), finds distance between two places, identifies traffic, ete. ‘Sky map. points the smart device towards a star or planet on the sky and see the details such as name, location, ete. QR Code Reader | obtains information by scanning the QR code Language translator _| translates text in one language to another ‘Chess game computer play as the opponent of Game Sinhala dictionary __| finds English term for Sinhala Tape recorder records and playback sound ( Refer to workbook for the Activity 4.10 ) For: Ee Computer programs are developed to accept input, process data and produce output. Generally, the algorithm is written first and then the algorithm is converted to a program. There are three types of control structures that can be used in an algorithm; 1. Sequence 2. Selection 3, Repetition A sequence follows steps in the algorithm the one after the other. In selection, the program selects the cause of action based on whether condition is satisfied or not. Scratch programming uses "if then" and "if then else” control structures for selection. Scratch uses three types of comparison blocks. GD GD Ca Scratch uses three types of logical blocks. The "Repetition" control structures, will be taught in a future lesson.

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