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Intro To Programming

This document provides an overview of computer programming including: - Definitions of programs, programming languages, and what programmers do - Categories of programming languages like high-level and low-level - The program development life cycle which includes problem definition, planning the solution, coding, testing/debugging, and documenting It also provides examples of using algorithms, pseudocode, and flowcharts to solve the problem of counting the number of times a name occurs in a list.
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© Attribution Non-Commercial (BY-NC)
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0% found this document useful (0 votes)
47 views

Intro To Programming

This document provides an overview of computer programming including: - Definitions of programs, programming languages, and what programmers do - Categories of programming languages like high-level and low-level - The program development life cycle which includes problem definition, planning the solution, coding, testing/debugging, and documenting It also provides examples of using algorithms, pseudocode, and flowcharts to solve the problem of counting the number of times a name occurs in a list.
Copyright
© Attribution Non-Commercial (BY-NC)
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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PROGRAMMING 1-

(ITFLO2C)

Prepared by:Jocelyn M. Tanay-Lipata


Overview of Computer Programming Language

PROGRAM
– a set of step by step
instruction that directs the
computer to do the task
you want it to do and to
produce the result wanted.
Programming Language
 Standardized
COMMUNICATION technique
for expressing INSTRUCTIONS
to a computer.
 Set of COMMANDS that is
formulated by the user and
executed by the computer.
Categories of Programming Language

HIGH-LEVEL
•- A Programming Language
that is more USER-
FRIENDLY

- PLATFORM-

INDEPENDENT

- Ex: Java, C, C++, Basic,


• Fortran
Categories of Programming Language

LOW-LEVEL
•- Assembly languages are
similar to machine
languages, but they are
much easier to program
because they allow
programmer to substitute
names for numbers.
What Programmers Do?
 Makes / executes programs.
 Converts problems and solution to
computer instruction.
 Prepares instruction of program, runs,
tests and debug the program
 Write a report on the program
 Helps the user develop new program to solve
problems.
Click icon to add picture

Widescreen Pictures
Pictures can also be presented more dramatically in widescreen.
The Program Development Life
Cycle
Testing the
Problem
Coding
Planning &the
Solution
Definition
Program
Debugging

D
oc
u
m
en
ti
ng
th
e
Pr
og
ra
m
The Program Development Life
Cycle
Problem Definition

 The problem must be well and clearly


defined first in terms of its input and output
requirements.

Sample Problem:
“Create a program that will determine the
number of times a name occurs in a list”
The Program Development Life
Cycle
Program Requirement:
Determine the number of times a name occurs in a list
Input:
list of name, name to look for
Process:
count the number of times the name occurred
Output:
the NUMBER of times the name occurs in a list
The Program Development Life
Cycle
Planning the Solution

 Select the best method for solving the problem.


 Algorithm/ Pseudocode
-A clear and unambiguous specification of the steps
needed to solve a problem. It may be expressed in
Human language.
The Program Development Life
Cycle
Planning the Solution

 Flowcharting

-A graphic representation of an algorithm,


often used in the design phase of programming
to work out the logical flow of a program.
Sample Problem:
“Create a program that will determine the
number of times a name occurs in a list”

Solve the Problem using the following method:


a. Algorithm
b. Pseudocode
c. Flowchart
a. Algorithm
1. Get the List of Names
2. Get the name to look for, lets call this the keyName.
3. Compare the keyName to each of the name in the list.
4. If the keyName is the same with a name in the list, add
1 to the count.
5. If all the names have been compared, output the result.
b. Pseudocode
Let nameList = List of Names
Let keyName = the name to be sought
Let count = 0
For each in the nameList do the following:
If name = = keyName
count = count + 1
Display count
START

c. Flowchat
Get
nameList

Get
keyNam
e

STOP count = 0

NO YES
Display More Name =
count names? keyName?
YES
NO count = count + 1
Flowcharting
Flowcharting

The Connector Symbol represents the exit to, or entry


from, another part of the same flowchart. It is usually used to
break a flow line that will be continued elsewhere. It's a
good idea to reference page numbers for easy location of
connectors.

Offpage Connector Symbols are used to indicate the


flowchart continues on another page. Often, the page number
is placed in the shape for easy reference.
Flowcharting
Flowcharting

GUIDELINES IN FLOWCHARTING
1. In drawing a proper flowchart, all necessary requirements should
be listed out in logical order.

2. The flowchart should be clear, neat and easy to follow. There


should not be any room for ambiguity in understanding the
flowchart.

3. The usual direction of the flow of a procedure or system is from left


to right or top to bottom.

.
Flowcharting

4. Only one flow line


should come out from
a process symbol

OR
Flowcharting

5. Only one flow line should enter a decision


symbol, but two or three flow lines, one for each
possible answer, should leave the decision symbol.
Flowcharting

6. Only one flow line is


used in conjunction with
terminal symbol.
Flowcharting

7. If the flowchart becomes complex, it is better to use connector


symbols to reduce the number of flow lines. Avoid the intersection
of flow lines if you want to make it more effective and better
way of communication.

8. Ensure that the flowchart has a logical start and finish.

9. It is useful to test the validity of the flowchart by passing


through it With a simple test data.
The Program Development Life
Cycle
Coding the Program

 Prepare the set of instructions


for the program to execute
The Program Development Life
Cycle
Testing & Debugging

 Performs testing if the


program
always performs its task
without failure
 Directs, locates & correct bugs
by running the program
The Program Development Life
Cycle
Documenting the Program

 Write up the full specifications


for other program user.
 Used to make program
readable by other
programmers.
Group Dynamics:
Solve the given problem by using the ff. methods:
a. Algorithm/pseudocode
b. Flowchart

Group 1 – Baking a Cake


Group 2 - Growing a Plant
Group 3 – Playing Basketball
Group 4 – Enrolling in a Universiity

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