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Programming Fundamentals II

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0% found this document useful (0 votes)
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Programming Fundamentals II

Copyright
© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 24

1-1

PROGRAMMING
FUNDAMENTALS II

DR. F. O. BOATENG
Contents 1-2

2.1 Designing a Program


2.2 Output, Input, and Variables
2.3 Variable Assignment and Calculations
2.4 Variable Declarations and Data Types
2.5 Named Constants
2.6 Hand Tracing a Program
2.7 Documenting a Program
2.8 Designing Your First Program
2.1 Designing a 1-3

Program
1. The first step in programming is
designing – flowcharts and
pseudocode help with this process.
2. Next, the code is written.
3. All code must be cleared of all syntax
errors.
4. After the executable is created, it can be
checked for logic errors.
5. If logic errors exist, the program must be
debugged.
2.1 Designing a 1-4

Program
 The purpose of Programming Logic and
Design is to focus on Flowcharts and
Pseudocode.
 The design is the foundation of a good
program.

Figure 2-1 The program development cycle


2.1 Designing a 1-5

Program
Two steps in designing a program
1. Understand the tasks that the program is
to perform.
• Learning what the customer wants.
2. Determine the steps that must be taken
to perform the task.
• Create an algorithm, or step-by-step directions
to solve the problem.
• Use flowcharts and/or pseudocode to solve.
2.1 Designing a 1-6

Program
Pseudocode
 Fake code used as a model for programs
 No syntax rules
 Well written pseudocode can be easily
translated to actual code
Display “Enter the number of hours”
Input hours
Display “Enter the hourly pay rate”
Input payRate
Set grossPay = hours * payRate
Display “The gross pay is $”, grossPay
2.1 Designing a 1-7

Program
Flowcharts Figure 2.2 Flowchart for the

pay calculating program


 A diagram that
graphically depicts the
steps that take place in
a program
Terminator used for start and

stop
Parallelogram used for

input and output

Rectangle used for

processes
2.2 Output, Input, and 1-8

Variables
 Output – data that is generated and
displayed
 Input – data that a program receives
 Variables– named storage locations in
memory for data

Computer programs typically follow 3 steps


1. Input is received
2. Some process is performed on the input
3. Output is produced
2.2 Output, Input, and 1-9

Variables
 Display is the keyword to show output to
the screen
 Sequence – lines execute in the order they
appear
 String Literals – a sequence of characters

Figure 2-5 Output of Program 2-1


Figure 2-4 The statements execute in order
2.2 Output, Input, and 1-10

Variables
 Input is the keyword to take values from
the user of the program
 It is usually stored in variables
2.2 Output, Input, and 1-11

Variables
 Programmers can define variable names
following certain rules
1. Must be one word, no spaces
2. Generally, punctuation characters are
avoided
3. Generally, the first character cannot be a
number
4. Name a variable something that
indicates what may be stored in it
 camelCase is popular naming convention
2.3 Variable Assignment & 1-12

Calculations
 Variable
assignment does not always have to
come from user input, it can also be set
through an assignment statement
 Set price = 20
2.3 Variable Assignment & 1-13

Calculations
 Calculations are performed using math
operators
 The expression is normally stored in variables
 Set sale = price – discount

Table 2-1 Common math operators


2.4 Variable Declarations & 1-14

Data Types
A variable declaration includes a variable’s
name and a variable’s data type
 Data Type – defines the type of data you
intend to store in a variable
• Integer – stores only whole numbers
• Real – stores whole or decimal numbers
• String – any series of characters
 Declare Real grossPay
2.4 Variable Declarations & 1-15

Data Types
 Forsafety and to avoid logic errors,
variables should be initialized to 0 or some
other value
2.5 Named Constants 1-16

A named constant is a name that


represents a value that cannot be changed
• Makes programs more self explanatory
• If a change to the value occurs, it only
has to be modified in one place
 Constant Real INTEREST_RATE = 0.069
2.6 Hand Tracing a Program 1-17

 Handtracing is a simple debugging


process for locating hard to find errors in a
program
 Involvescreating a chart with a column
for each variable, and a row for each line
of code
Figure 2-15 Program with the hand trace chart completed
2.7 Documenting a Program 1-18

 External documentation describes


aspects of the program for the user,
sometimes written by a technical writer
 Internal documentation explains how
parts of the program works for the
programmer, also known as comments
// comments are often distinguished within
// the program with line comments
2.8 Designing Your First 1-19

Program
 Calculate the batting average for any
player

Batting Average = Hits ÷ Times at Bat

 Determine what is required for each phase


of the program:
1.What must be read as input?
2.What will be done with the input?
3.What will be the output?
2.8 Designing Your First 1-20

Program
1. Input is received.
• The number of hits
• The number of times at bat
2. Some process is performed on the input.
• Calculate the batting average
• Divide the number of hits by the number
of times at bat
3. Output is produced.
• The player’s batting average
2.8 Designing Your First 1-21

Program
2.8 Designing Your First 1-22

Program
Figure 2-17 Flowchart for program 2-15
2.8 Designing Your First
Program
1-23

Summary
 Input
• Determine data needed for input
• Choose variables to store the input
 Process
• Determine calculations to be performed
• Choose variables to store the calculations
 Output
• Determine what output the program will
display
• Usually the results of the program’s
calculations
1-24

THANK
YOU

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