0% found this document useful (0 votes)
3 views5 pages

Preparation Notes Chapter - Developing Applications – Visual Studio

The document provides an overview of developing applications using Visual Studio, covering key concepts such as variables, data types, control structures, and user interface design. It explains the importance of private and public variables, decision-making statements, loops, and mouse events in programming. Additionally, it emphasizes the significance of creating good user interfaces and the process of debugging and error handling in application development.

Uploaded by

Ibrahim Ibrahim
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)
3 views5 pages

Preparation Notes Chapter - Developing Applications – Visual Studio

The document provides an overview of developing applications using Visual Studio, covering key concepts such as variables, data types, control structures, and user interface design. It explains the importance of private and public variables, decision-making statements, loops, and mouse events in programming. Additionally, it emphasizes the significance of creating good user interfaces and the process of debugging and error handling in application development.

Uploaded by

Ibrahim Ibrahim
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/ 5

Computing Preparation Handouts Class 8T

Chapter - Developing Applications – Visual Studio

Developing Applications – Visual Studio

Visual Studio is a software development environment used to create various types of applications, including desktop, web,
and mobile applications. It provides a range of tools and features to write, edit, debug, and deploy code efficiently.

First Visual Basic Program:

A first Visual Basic program is typically a simple application created to understand


the basics of programming. It usually involves displaying a message or performing a
simple calculation. You start with something simple, maybe making it say "Hello" on
the screen or doing some basic math. It's your first step into the world of
programming.

Variables:

Variables are containers used to store data in a computer program. They can hold different types of information, such as
numbers, text, or logical values.

Example: A = 2,

B = “TCS”.

Private and Public Variables:

Private variables are accessible only within the module or class where they are declared. Public variables, on the other
hand, can be accessed from any part of the program. For Example: Think of private variables like your personal diary - only
you can read and write in it. Public variables, on the other hand, are like a notice board where everyone can see and change
what's written on it.

Declaring a Private Variable:

Declaring a private variable involves specifying its name and data type within the scope of a module or class using the
Private keyword.
For Example: Declaring a private variable is like putting a label on a box and saying, "This box is mine, and only I can use it."
We do this so that other parts of the program don't accidentally mess with what's inside our box.

 The 1st and the 2nd line of code are where we have
declared the variables with its data type which is
an integer in this case.
• In the 3rd and 4th lines, we have declared the value
of a variable. In this case, we are taking the user
input from the textbox.
• In the 5th line, our code adds the two variables and
puts the sum as text into Label1.
Computing Preparation Handouts Class 8T

Common Data Types:

Common data types in Visual Basic include Integer (whole numbers), Double (decimal numbers), String (text), Boolean
(true/false), and Date (date and time). Data types are like different categories of things we can put in our boxes.

Declaring a Public Variable:

Declaring a public variable involves specifying its


name and data type using the Public keyword,
making it accessible from any part of the program,
Declaration of a public variable is like putting a sign
on a box that says, "Anyone can use this box!" It
means that other parts of the program can see and
use the information stored in that box.

Use decisions and repetitions:

Decisions and repetitions are essential in programming to control the flow of execution based on certain conditions or to
repeat a set of instructions multiple times. For Example, just like you might decide to play a game if it's raining outside, or
you might keep practicing a song until you get it right.

IF…Then Statement:

The IF…Then statement is used to execute a block of code if a specified


condition is true, the IF…Then statement is like giving your computer a
set of instructions: "IF something is true, THEN do this." It's like telling your friend, "IF it's raining, THEN bring an umbrella."
Computing Preparation Handouts Class 8T

IF…Then…Else Statement:

The IF…Then…Else statement is used to execute one block of code if a


condition is true and another block if it is false, Adding the ELSE part to
our instruction makes it even smarter. It's like saying, "IF something is
true, THEN do this. ELSE (if it's not true), do something else." So, "IF it's raining, THEN bring an umbrella. ELSE, wear a jacket."

If…Then…ElseIf Statement:

The If…Then…ElseIf statement allows checking multiple conditions sequentially and


executing the corresponding block of code when a condition is true, this is like a chain of
decisions. It's saying, "IF this is true, THEN do this. ELSEIF (if that's not true but this other
thing is), do this instead." It's like having a Plan A, Plan B, Plan C, and so on.

Conditional and Logical Operators:

Conditional and Logical operators can be used in making decision-based programs, For example, we can ask the computer
questions like, "Is 5 greater than 3?" or "Is it raining AND windy outside?"

Repetition:

Repetition structures allow executing a block of code repeatedly until a certain condition is met. It is like doing something
over and over again until you're done or until something changes. It's like practicing a dance move or stirring cake batter
until its smooth.

For…Next loop:

The For…Next loop is used to execute a block of code a specific number of times, with
a counter variable that increments or decrements each iteration. It's handy for when
we know exactly how many times we want to do something.

Example from Book page no: 52

Do…Next loop:

The Do…Loop structure is used for repetitive execution of a block of


code until a specified condition is met. This loop is like a never-ending
story, but with a twist. It's saying, "Keep doing this thing until
something specific happens." It's useful when we're not sure how
many times we need to repeat something.

Example from Book page no: 52


Computing Preparation Handouts Class 8T

Mouse Events:

Mouse events are actions performed by the user using the mouse, such as clicking, moving, or double-clicking. They're like
the different ways you interact with your computer using your mouse.

 MouseDown − it occurs when a mouse button is pressed


• MouseEnter − it occurs when the mouse pointer enters the control element
• MouseHover − it occurs when the mouse pointer hovers over the control element
• MouseLeave − it occurs when the mouse pointer leaves the control element
• MouseMove − it occurs when the mouse pointer moves over the control element
• MouseUp − it occurs when the mouse pointer is over the control element and the mouse button is released

Functions, Subroutines, and Modules:

Functions, subroutines, and modules are reusable blocks of code that perform specific tasks. These are like special tools we
can use to help us do specific tasks more easily. Functions and subroutines are like mini-programs that we can use over and
over again.

Modules:

Modules are containers for procedures, functions, and variables. They help organize code and make it reusable.

Read Book Page no 55 for more details.

Creating User-Defined Functions:

User-defined functions are custom functions created by the programmer to perform specific operations. They can accept
input parameters and return values. (This is like creating your own recipe for making a sandwich. You can decide what
ingredients you want to use and how you want to put them together. Once you have your recipe, you can make as many
sandwiches as you like using the same instructions).

Creating a Good User Interface: Example Book page no: 57

A good user interface is clear, consistent, simple, direct, provides feedback, and is aesthetically pleasing. It enhances user
experience and usability, a good user interface is like a friendly face on a computer program. It's easy to understand and
use, and it helps you get things done quickly and without confusion. Just like a well-designed playground, it's inviting,
organized, and easy to navigate.

Clear: A clear interface helps prevent user errors, makes important information obvious, and contributes to ease of learning
and use.

Consistent: A consistent interface allows users to apply previously learned knowledge to new tasks. Effective applications
are both consistent within themselves and consistent with one another.

Simple: Interface designs should be easy to understand and use. They should have a consistent look and feel, balancing
functionality with simplicity by gradually revealing information.

Direct: Users should clearly see how their actions affect what happens on the screen. This empowers them to feel in control
of the computer's actions.

Provide Feedback: Keep users informed about what's happening and give them immediate feedback. Ensure that feedback
is relevant to the task at hand.

Aesthetic: Every visual element on the screen should enhance rather than distract from the user's experience. Create a
pleasant environment that aids understanding of the information presented.
Computing Preparation Handouts Class 8T

Bad User Interfaces:

Bad user interfaces are confusing, inconsistent, complex, indirect, lack feedback, and are visually unappealing. They can
frustrate users and hinder usability. For Example, Bad user interfaces are like a maze with no map. They're confusing and
frustrating to use, with buttons that don't work or labels that don't make sense. They're like a messy room where you can't
find anything because nothing is where it should be.

Example Book page no: 57

Program Debugging and Error Handling:

Debugging is the process of identifying and fixing errors or bugs in a program. Error handling involves anticipating and
managing errors that occur during program execution to prevent crashes and unexpected behavior.

Example from Book page no: 58

You might also like