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TK 1914 : C++ Programming

TK 1914 : C++ Programming

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TK 1914 : C++ Programming

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  1. TK 1914 : C++ Programming Introduction to Programming

  2. WHAT IS PROGRAMMING? Programming is a process of producing computer programs. A computer program contains instructions to a computer on how to perform a certain task. A program is written in a programming language. There are so many programming languages. Some examples: C, C++, Java. FTSM :: TK1914, 20112012

  3. WHY LEARN PROGRAMMING? • There are many reasons why one would want to learn programming. Among them: • Programming is an important skill needed to work in the IT industry. • You can be creative through developing software. • Creating software is one of the most creative activities that humans undertake. Through applying creativity, it is possible to create great software. • Imagine the world without: • web browser, facebook • email • instant messaging FTSM :: TK1914, 20112012

  4. WHY LEARN PROGRAMMING? • sms • handphones • Windows, MacOSX, Linux, etc • You have the ability to customize or modify software to your needs. • You can earn money doing software programming. • Programming can be thrilling, challenging and fun. FTSM :: TK1914, 20112012

  5. PROCESS A programmer uses a programming language to write a program. The instructions contained in a program are normally readable by humans. However, they cannot be executed on a computer unless they are translated to machine code which is the native language of the computer. The process of translating instructions written by a human to machine code is called compiling. FTSM :: TK1914, 20112012

  6. PROCESS The set of instructions in a program written by a programmer is sometimes referred to as the program source code. The set of compiled instructions of a program is also referred to as the program's executable code. A program's executable code can be run directly on a computer. FTSM :: TK1914, 20112012

  7. PROCESS program source code (e.g. in C++) compilation (e.g. using g++) program executable code execution (e.g. using g++) FTSM :: TK1914, 20112012

  8. REALISTIC EXPECTATIONS • Imagine a five-year old boy whose ambition is to become a famous writer. • How old is the boy when he could • memorize all the letters of the alphabet? • spell words correctly? • write sentences correctly? • write a short composition? • write a short story? • write a novel? • write a play? FTSM :: TK1914, 20112012

  9. Do not expect the programs that you are able to produce in this course to be of the same standard as that of the software you are familiar with. • The programs that you write are console-based rather than GUI-based. • What you will learn in this course are the fundamentals of programming. • The programs that you are able to produce at the end of this course are comparable to a composition or a short story. FTSM :: TK1914, 20112012

  10. Writing programs is like solving mathematical problems. • You become proficient in programming through lots of practice, not through memorizing facts. • Make programming your hobby! FTSM :: TK1914, 20112012

  11. Sample of final year projects FTSM :: TK1914, 20112012

  12. Bluetooth-Based Attendance Taking System • Developed by: Liong Kah Man, 2008 • Supervisor: Dr Sufian Idris. • Description: • A system for taking attendance during lecture using bluetooth communication between students' and lecturer's mobile devices (handphones, PDA, etc). • The system also includes a web-based component for uploading and accessing attendance data, producing reports, etc. • Programming language used: Java. FTSM :: TK1914, 20112012

  13. Take attendance using bluetooth-based mobile device Upload/Access attendance data, Produce report, etc FTSM :: TK1914, 20112012

  14. Sample Screenshots Mobile Component (Lecturer's Mobile Device) Main Menu List of Student Attendance FTSM :: TK1914, 20112012

  15. Sample Screenshots Web-Based Component Screen for Accessing Attendance Records for a Particular Class FTSM :: TK1914, 20112012

  16. Bluetooth-Based Mobile Game: UNO • Developed by: Low Yean Lee, 2008. • Supervisor: Dr Sufian Idris • Description: • Enables a group of people to play the UNO game on their Java-enabled handphones with bluetooth capability. • Programming language used: Java. FTSM :: TK1914, 20112012

  17. Player (Master) BLUETOOTH CONNECTION Player (Slave) Player (Slave) Player (Slave) FTSM :: TK1914, 20112012

  18. Sample Screenshots Splash screen Starting Menu Main Playing Screen Hint Pop-up Winner Announcement Screen FTSM :: TK1914, 20112012

  19. Sudoku: Mobile game application • Developed by: Sam Pin Sang (A103482), 2008 • Supervisor: Pn. Marini • Description: • game application on portable wireless devices such as hand phone and Personal Digital Assistant (PDA). • Programming language used: Java. • Tested on a Nokia 6630 hand phone. FTSM :: TK1914, 20112012

  20. Sudoku: Mobile game application Start the game Other options FTSM :: TK1914, 20112012

  21. Sudoku: Mobile game application Other options: FTSM :: TK1914, 20112012

  22. PhotoDJ • Developed by: Low Kok Siang (A108418), 2008 • Supervisor: Pn. Rodziah. • Description: • A software to manipulate a photo: change color, etc. • Programming language used: VB.NET FTSM :: TK1914, 20112012

  23. Sample of Course Projects FTSM :: TK1914, 20112012

  24. Tr3423pengaturcaraandansimulasi robot FTSM :: TK1914, 20112012

  25. The robots are programmed using C++ FTSM :: TK1914, 20112012

  26. Tr2043pengaturcaraanGrafik FTSM :: TK1914, 20112012

  27. Programming Language used: Java and Java2D FTSM :: TK1914, 20112012

  28. FTSM :: TK1914, 20112012

  29. SUGGESTED READING (ROYO) • Chapter 1: An overview of computers and programming languages • Brief overview of the history of computers • Elements of a computer system • The language of a computer • The evolution of programming languages FTSM :: TK1914, 20112012