1 / 74

Alexandria University Faculty of Science Computer Science Department

Alexandria University Faculty of Science Computer Science Department. Introduction to Programming (CS 102). The Program Development Life Cycle. Creating new programs is called program development . Creating successful applications requires planning

zagiri
Télécharger la présentation

Alexandria University Faculty of Science Computer Science Department

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Alexandria UniversityFaculty of ScienceComputer Science Department Introduction to Programming (CS 102)

  2. The Program Development Life Cycle • Creating new programs is called program development. • Creating successful applications requires planning • Computer professionals need to develop new or modified applications from time to time • The process associated with creating successful applications programs is called the program development life cycle (PDLC).

  3. The Program Development Life Cycle

  4. 1. Problem Analysis • During analysis, a systems analyst and programmer: • review specifications, and • talk with users to fully understand what the software should do. • Documentation consists of: • program specifications, • timetable, • which language will be used, • how the program will be tested, and • what documentation is required.

  5. 2. Program Design • Program design: stage where program specifications are expanded into a complete design of the new program. • Structured programming and object-oriented programming are two of the most significant approaches to the design process.

  6. Program Design: Program Design Tools Program design tools are planning tools. • Structure charts • Program flowcharts • Pseudocode • Data modeling

  7. Structure Charts • Structure charts depict the: • overall organization of a program, and • how the modules of a program are defined and • how they connect to each other hierarchically. • Program modules should be arranged hierarchically  in a top-down fashion • Why?? So that their relationship to each other is apparent.

  8. Flowcharts • Use geometric symbols and familiar relational operators to provide a graphic display of the sequence of steps involved in a program • Different symbols are used to represent different actions such as • Start/stop • Decision • Input/output • Processing • Looping symbols

  9. Pseudocode • Uses English-like statements in place of the graphic symbols of the flowchart. • Unlike a flowchart, pseudocode is easy to modify and can be embedded into a program as comments. • No standard set of rules exists for writing pseudocode, although a number of conventions have been developed.

  10. Program Design: Program Design Tools Data modeling is a technique used to illustrate the data in an application and is frequently used with object-oriented programming. In a data model, the objects in the program are identified, along with their variables and class.

  11. Program Design: Good Program Design nGood program design is essential; it can save time and it produces a better end result. Some principles of good program design are: • Be specific • One-entry-point, one-exit-point rule • No infinite loops • Documentation during program design includes all the design specifications

  12. 3. Program Coding • Coding: actual process of creating the program in a programming language. • Programming language must be chosen. • Coding standards should be adhered to. • Make use of reusable code and data dictionaries. • Translate coded programs into executable code. • Documentation results in finished source code.

  13. 3. Program Codingcont’d • The coded program is referred to as source code. To be executed, the program is converted by the computer to object code using a special program. • A compiler translates the entire program into machine language before executing it. The program then doesn’t need to be recompiled until it is modified. • An interpreter translates program statements one at a time. Interpreters are helpful during the debugging stage, but are slower during execution of the finished program. • An assembler converts assembly-language statements into machine language.

  14. 4. Program Debugging and Testing • Debugging: process of making sure a program is free of errors or bugs. • Preliminary bugging often finds syntax or logic errors. • Testing can consist of alpha or beta testing. • Documentation includes a copy of the finished program code, plus test data and results.

  15. 4. Program Debugging and Testing cont’d • Preliminary debugging begins after the program has been entered into the computer system. • Rarely is a program error-free the first time it runs. • Two common types of errors are syntax errors and logic errors: • A syntax error occurs when the programmer has not followed the rules of the language. • Alogic error, or execution-time error, results when the command syntax is correct but the program is producing incorrect results.

  16. 5. Program Maintenance • Programmaintenance: process of updating software so that it continues to be useful. • A costly process, but can be used to extend the life of a program. • Documentation consists of amended program package reflecting what problems occurred and what program changes were made.

  17. What Is a Programming Language? A programming language is a set of rules used to write instructions to the computer.

  18. Categories of Programming Languages • Low-level languages • High-level languages • Fourth-generation languages (4GLs) • Natural and visual languages

  19. Machine and Assembly Languages • Machine and assembly languages are called low-level languages • Programmers who code in them must write instructions at the finest level of detail, the base level of the hardware • Virtually no one writes machine-language programs anymore • All programs must be translated by a language translator into machine language before they are executed • Assembly languages are fast and consume little storage when compared with higher-level languages, but take longer to write and maintain

  20. High-Level Languages • ·High-level languagesdiffer from their low-level predecessors in that they require less coding detail and make programs easier to write. • Programs written in a high-level language (BASIC, COBOL, Pascal, C, etc.) need to be translated into machine language before they can be executed.

  21. Fourth Generation Languages (4GL) • Very-high-level languages that are much easier to use than the high-level languages • They are declarative rather than procedural languages. • For instance, to draw a bar chart in a procedural language, you must tell the computer how to draw bars and where to place them. • In a declarative language, you may be able to just point to the data you want graphed, click several menu choices, and you’re in business. • Fourth-generation languages are commonly used to access databases (query languages).

  22. Popular Programming Languages • FORTRAN • COBOL • Pascal • BASIC and Visual Basic • C, C++, AND C# • Java

  23. Markup Languages • Markup languages use symbols or tags to describe what a document should look like when displayed. • HTML (Hypertext Markup Language) • Dynamic HTML • XML(extensible markup language) • XHTML (extensible Hypertext Markup Language) • WML (Wireless Markup Language )

  24. Scripting Languages • Scripting languages are used to build program instructions into Web pages, usually to add dynamic content. • JavaScript • VBScript • Perl

  25. Understanding the basic parts of the flowchart and the advantages and limitations of flowcharts. Flowcharts

  26. Definition • Flowcharts  a diagrammatic representation that illustrates the sequence of operations to be performed to get the solution of a problem.

  27. How to Write a Program? • Start • Define Problem to Solve • Think of an Algorithm • Think of a Technique for the Solution • Write Solution on a Piece of Paper • If not Finished Repeat Steps 4 and 5 • Write Code and Program • Debug and Test • If not Finished Repeat Steps 7 and 8 • Stop

  28. How to Write a Program? Start Job Done No Define Problem to Solve Think of an Algorithm (Technique for the solution) Yes Write Code and Program Idea!!!! Debug and Test Think of a Technique for the solution Job Done No Yes Stop Write it down on a piece of paper (before you forget it!!!)

  29. Algorithms • A computer program makes use of algorithms • Algorithm  is a complete step-by-step procedure for solving a problem or accomplishing a task.

  30. Print Results Calculate Variables A On-Page Connector Input/Output Process Rectangle ? Start Yes A1 Start Or Stop Process No Off-page Connector Condition Standard Flowchart Symbols

  31. Example of Flow Charts

  32. Basic Flow Chart Operations • All computer instructions are based on four basic processing patterns: • Simple Sequence • Selection Pattern • Loop Pattern • Branch Pattern

  33. Simple Sequence • Logic involves executing instructions one statement after another, in the order presented by the program. • This is the simplest and most-used pattern. • The computer assumes that all instructions are to be executed in this order unless the program presents other instructions.

  34. Example of a Simple Sequence Read Names Compare with Criteria Print Eligible Names

  35. Selection Pattern • Requires that the computer make a choice among two or more items. • Each choice is based on one of two comparisons a computer can make: true or false (Yes or No).

  36. Example of a Selection Pattern ? Honour Student No Yes List under Scholarships List under Student Loan

  37. Loop Pattern • Causes an interruption in the normal sequence of processing and directs the computer to loop back to a previous statement in the program, repeating the same sequence over again, usually with new data. • By looping, the programmer avoids having to repeat the same set of instructions over and over.

  38. Example of a Loop Pattern ? More Names No Yes Compare with Criteria Print Eligible Names

  39. Branch Pattern • Is often used in combination with selection or looping. • The branch pattern allows the computer to skip statements in a program. • The branch encourages undisciplined jumping around among program statements, a characteristic that is frowned on by most programming experts. • Branching is difficult to follow and is an inefficient use of computer power.

More Related