0% found this document useful (0 votes)
10 views37 pages

Chapter 1 an Overview of Computers and Programming

Chapter 1 of 'Programming Logic and Design' provides an overview of computer systems, programming logic, and the program development cycle. It covers essential concepts such as hardware and software, pseudocode, flowcharts, and the importance of avoiding logical errors and infinite loops. The chapter emphasizes the use of programming environments and the evolution of programming models, highlighting procedural and object-oriented programming.

Uploaded by

shilomiagbay
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
0% found this document useful (0 votes)
10 views37 pages

Chapter 1 an Overview of Computers and Programming

Chapter 1 of 'Programming Logic and Design' provides an overview of computer systems, programming logic, and the program development cycle. It covers essential concepts such as hardware and software, pseudocode, flowcharts, and the importance of avoiding logical errors and infinite loops. The chapter emphasizes the use of programming environments and the evolution of programming models, highlighting procedural and object-oriented programming.

Uploaded by

shilomiagbay
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
Download as pdf or txt
You are on page 1/ 37

Programming Logic and Design

Ninth Edition

Chapter 1
An Overview of Computers and
Programming

Programming Logic and Design, Ninth Edition 1


Objectives
In this chapter, you will learn about:
• Computer systems
• Simple program logic
• The steps involved in the program development cycle
• Pseudocode statements and flowchart symbols
• Using a sentinel value to end a program
• Programming and user environments
• The evolution of programming models

Programming Logic and Design, Ninth Edition 2


Understanding Computer Systems
• Computer system
– Combination of all the components required to process
and store data using a computer
• Hardware
– Equipment associated with a computer
• Software
– Computer instructions that tells the hardware what to do
– Programs
• Instructions written by programmers
– Programming
• Writing software instructions

Programming Logic and Design Ninth Edition 3


Understanding Computer Systems (continued -1)

– Application software such as word processing,


spreadsheets, payroll and inventory, even games, app
– System software such as operating systems like Windows,
Linux, or UNIX, Google Android and Apple IOS
• Computer hardware and software accomplish three
major operations
– Input
• Data items such as text, numbers, images, and sound
– Processing
• Calculations and comparisons performed by the central processing
unit (CPU)

Programming Logic and Design, Ninth Edition 4


Understanding Computer Systems (continued -2)

– Output
• Resulting information that is sent to a printer,
a monitor, or storage devices after processing
• A cloud based device is accessed through the Internet
• Programming language
– Used to write computer instructions called program code
– Writing instructions is called coding the program
– Examples
• Visual Basic, C#, C++, or Java
• Syntax
– Rules governing word usage and punctuation
– Mistakes in a language’s usage are syntax errors
Programming Logic and Design, Ninth Edition 5
Understanding Computer Systems (continued -3)

• Computer memory
– Computer’s temporary, internal storage – random access memory (RAM)
– Volatile memory – lost when the power is off
• Permanent storage devices
– Nonvolatile memory
• Compiler or interpreter
– Translates source code into machine language (binary language)
statements called object code
– Checks for syntax errors
• Program executes or runs
– Input will be accepted, some processing will occur, and results will be
output

Programming Logic and Design, Ninth Edition 6


Understanding Simple Program Logic
• Programs with syntax errors cannot execute
• Logical errors
– Errors in program logic produce incorrect output
• Logic of the computer program
– Sequence of specific instructions in specific order
• Variable
– Named memory location whose value can vary

Programming Logic and Design, Ninth Edition 7


Understanding the Program
Development Cycle
• Program development cycle
– Understand the problem
– Plan the logic
– Code the program
– Use software (a compiler or interpreter) to translate the
program into machine language
– Test the program
– Put the program into production
– Maintain the program

Programming Logic and Design, Ninth Edition 8


Understanding the Program
Development Cycle (continued -1)

Programming Logic and Design, Ninth Edition 9


Understanding the Problem
• One of the most difficult aspects of programming
• Users or end users
– People for whom a program is written
• Documentation
– All supporting paperwork for a program

Programming Logic and Design, Ninth Edition 10


Planning the Logic
• Plan the steps of the program and what they include
• An algorithm is the sequence of steps or rules you
follow to solve a problem
• Most common planning tools
– Flowcharts
– Pseudocode
• Desk-checking
– Walking through a program’s logic on paper before you
actually write the program

Programming Logic and Design, Ninth Edition 11


Coding the Program
• Hundreds of programming languages available
– Choose based on features
– Similar in their basic capabilities
• Coding is easier than the planning step
• Experienced programmers can successfully combine
logic planning and program coding in one step

Programming Logic and Design, Ninth Edition 12


Using Software to Translate the
Program into Machine Language
• Translator program
– Compiler or interpreter
– Changes the programmer’s English-like high-level
programming language into the low-level machine
language
• Syntax error
– Misuse of a language’s grammar rules
– Programmer corrects listed syntax errors
– Might need to recompile the code several times

Programming Logic and Design, Ninth Edition 13


Using Software to Translate the Program
into Machine Language (continued -1)

Programming Logic and Design, Ninth Edition 14


Testing the Program
• Logical error
– Results when a syntactically correct statement, but the
wrong one for the current context, is used
• Test
– Execute the program with some sample data to see
whether the results are logically correct
• Debugging is the process of finding and correcting
program errors
• Programs should be tested with many sets of data

Programming Logic and Design, Ninth Edition 15


Putting the Program into Production
• Process depends on program’s purpose
– May take several months
• Conversion
– The entire set of actions an organization must take to
switch over to using a new program or set of programs

Programming Logic and Design, Ninth Edition 16


Maintaining the Program
• Maintenance
– Making changes after the program is put into production
• Common first programming job
– Maintaining previously written programs
• Make changes to existing programs
– Repeat the development cycle

Programming Logic and Design, Ninth Edition 17


Using Pseudocode Statements
and Flowchart Symbols
• Pseudocode
– English-like representation of the logical steps it takes to
solve a problem
• Flowchart
– Pictorial representation of the logical steps it takes to solve
a problem

Programming Logic and Design, Ninth Edition 18


Writing Pseudocode
• Pseudocode representation of a number-doubling
problem
start
input myNumber
set myAnswer = myNumber * 2
output myAnswer
stop

Programming Logic and Design, Ninth Edition 19


Pseudocode Standards
• Programs begin with the word start and end with the
word stop; these two words are always aligned
• Whenever a module name is used, it is followed by a
set of parentheses
• Modules begin with the module name and end with
return. The module name and return are always
aligned
• Each program statement performs one action—for
example, input, processing, or output

Programming Logic and Design, Ninth Edition 20


Pseudocode Standards (continued -1)

• Program statements are indented a few spaces more


than the word start or the module name
• Each program statement appears on a single line if
possible. When this is not possible, continuation
lines are indented
• Program statements begin with lowercase letters
• No punctuation is used to end statements

Programming Logic and Design, Ninth Edition 21


Drawing Flowcharts
• Create a flowchart
– Draw geometric shapes that contain the individual
statements
– Connect shapes with arrows
• Input symbol
– Indicates input operation
– Parallelogram
• Processing symbol
– Contains processing statements
such as arithmetic
– Rectangle
Programming Logic and Design, Ninth Edition 22
Drawing Flowcharts (continued -1)

• Output symbol
– Represents output statements
– Parallelogram
• Flowlines
– Arrows that connect steps
• Terminal symbols
– Start/stop symbols
– Shaped like a racetrack
– Also called lozenges

Programming Logic and Design, Ninth Edition 23


Drawing Flowcharts (continued -2)

Programming Logic and Design, Ninth Edition 24


Repeating Instructions
• Program in Figure 1-7 only works for one number
• Not feasible to run the program over and over
10,000 times
• Not feasible to add 10,000 lines of code to a
program
• Create a loop (repetition of a series of steps) instead
• Avoid an infinite loop (repeating flow of logic that
never ends)

Programming Logic and Design, Ninth Edition 25


Repeating Instructions (continued -1)

Programming Logic and Design, Ninth Edition 26


Repeating Instructions (continued -2)

Programming Logic and Design, Ninth Edition 27


Using a Sentinel Value to End
a Program
• Making a decision
– Testing a value
– Decision symbol
• Diamond shape
• Dummy value
– Data-entry value that the user will never need
– Sentinel value
• eof (“end of file”)
– Marker at the end of a file that automatically acts as a
sentinel

Programming Logic and Design, Ninth Edition 28


Using a Sentinel Value to End
a Program (continued -1)

Programming Logic and Design, Ninth Edition 29


Understanding Programming
and User Environments
• Understanding Programming Environments
– Text Editor is used to create simple text files
– Integrated development environment (IDE) provides an
editor, compiler, and other programming tools
• Microsoft Visual Studio IDE
• Understanding User Environments
– Command line is a location on your computer screen at
which you type text entries to communicate with the
computer’s operating system
– A graphical user interface, or GUI (pronounced gooey),
allows users to interact with a program in a graphical
environment
Programming Logic and Design, Ninth Edition 30
Understanding Programming
Environments

Programming Logic and Design, Ninth Edition 31


Understanding Programming
Environments (continued -1)

Programming Logic and Design, Ninth Edition 32


Understanding User Environments

Programming Logic and Design, Ninth Edition 33


Understanding User Environments (continued -1)

Programming Logic and Design, Ninth Edition 34


Understanding the Evolution
of Programming Models
• People have been writing modern computer
programs since the 1940s
• Newer programming languages
– Look much more like natural language
– Are easier to use
– Create self-contained modules or program segments that
can be pieced together in a variety of ways

Programming Logic and Design, Ninth Edition 35


Understanding the Evolution
of Programming Models (continued -1)

• Major models or paradigms used by programmers


– Procedural programming
• Focuses on the procedures that programmers
create
– Object-oriented programming
• Focuses on objects, or “things,” and describes
their features (or attributes) and their
behaviors

Programming Logic and Design, Ninth Edition 36


Summary
• Hardware and software accomplish input,
processing, and output
• Logic must be developed correctly
• Logical errors are much more difficult to locate than
syntax errors
• Use flowcharts and pseudocode to plan the logic
• Avoid infinite loops by testing for a sentinel value
• Use a text editor or an IDE to enter your program
statements

Programming Logic and Design, Ninth Edition 37

You might also like