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Computer

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hotonhoton123
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0% found this document useful (0 votes)
4 views

Computer

Uploaded by

hotonhoton123
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 11

Introduction

To

Programming
Is two 50,4 *

*③ § +381%-6%6 *

§ 's >
CHI 01
e

Introduction to programing

- Some problems are easy -


other problems are complex
Example making
: a Cup of coffee Example stay : for a month in Dammam

in the morning . with limited budget 2000 SR


(accommodation food , , transportation , .
.
. )

* computer is very powerful which can help you to solve some of the problems
that you encounter .

Types of problems
* problems don't always have staight forward solutions .

-
Some problems ,
sash as balancing a checkbook or baking a cake ,
can be solved with a

series of actions .
These solutions are called Algorithmic solutions .
.me , o-G.tw

-
The solutions of other problems ,
sash as how to buy the best stock or whether to expand

the company ,
are not straightforward .

-
solutions that cannot be reached through a direct set of steps are called

Heuristic solutions _.mgéI .


problem solving with computers
b

Solution : the instructions listed Results the outcome


: or the Program Set : of

that enables you to solve a problems . answer . instructions that make

up the solution .

* computer are built to deal with algorithmic solutions which are often ,
difficult for humans .

* People are better than computers at developing heuristic solutions .

* the field of computers that deals with heuristic types of problems is called

artificial intelligence .

programing languages
programming languages : is the median of communication between you

and a computer system .


( coding )

( ⑥ Ww Hewell ( machine Language ,


machine code ) : is the only language that can be

Understood by the computer .

Advantages Disadvantages


executed directly .
-
difficult to use and understand .

-
( 0,1 ) .
-
Machine dependent .


doesn't require translator . -
difficult to find errors , debug

takes less time .
and modify .

-
first generation language .

-
closer to the computer .
Middle level ( assembly language ) :

- are created using symbols sash as letters , digits and special special characters .

-
We Use words called mnemonics , and there are different mnemonic for diffrent

computers architectures .

-
needs a trans later called assembler to

translate mnemonics into machine code .

-
assembly code Example : SUB AX, ,
BX

-
mnemonics Example : ADD MOV SUB
, ,

Advantages Disadvantages

- Writing in assembly is easier •


Machine dependent
than machine code .
-
needs to be translated

- assembly is more readable . -


Assembly is slower

-
easy to understand .


easy to find errors , modify .
High level :

-
similar to human language grammer rules .

-
Can be understood by the User .


has a set of predefined words known as keywords and set of rules known

as syntax to create instructions .

-
needs to be translated by compilers and inter p renters .

-
Example : JAVA C++ BASIC
, ,

Advantages Disadvantages

-
Writing instructions is easier . -
needs to be translated .

-
readable and understandable -
slower than the others .

than the others .

- runs on different Mackins Whith

change or not .


easy to Understand .

-
easy to creat programs .

-
✗ to find errors and modify .

-
closer to the User .

Part one
Done
Ch 't
'
2

Program Development Life cycle

program development Life cycle PDLC :


is the process of developing a software by
following a basic set of interrelated procedures .

The basic set of procedures that are followed in the program development are as follows :

- Analyzing the problem .

-
Algorithm Design and Representation .

-
implementation ( coding ) .

-
Testing .

- Documentation .

Analyzing the problem

The analysing stage allows software developers to understand and analyse the requirements of

the problem in more detail .

The most common practice is descussed is :


Input -

processing -

output chart 0

the Input -

processing -
output ( 1Pa

the IPO chart organizes information about a problem in detail sash as :

-
What data items are input .

-
what processing takes place on that data .

-
what information will be the result that is the output .

-
Shows where in the solution the processing takes place .

* the output is the first to be completed ,


then input and the last ,
is processing .

>
* OH djj.WS 81 *
IPO chart for the wage

calculation problem given as :

input processing output


Number of hours ← Enter Hours -
Employee
worked NH .
Worked .

Wage .

__
Hourly pay Rate £ Enter pay Rate .

RP . -3 Calculate wage .

* print wage .

§ End .

Dart two
Done
CHI 03

Algorithm design and representation

Algorithm : is one common problem solving technique includes analayaing

a problem outlining the problem requirements


,
and designing steps to solve problems .

-
It's defined as step by step process to get a solution in less time .

-
the most ways to represent an algorithm are preudo code and flowchart .

pseudocode

pseudocode : is an abstract form of a program .

Pseudocode consists of : mixture of english statements , mathematical notation ,


selected

keywords from a
programming language .

* it dos en 't Use


any graphical representation .

Advantages :
easy to read , understand ,
and modify .

v. sJHl@i-tmdi.ss.ot3H.a -4*6 *

flowchart
flowchart : is defined as a step by step diagrammatic representation of the logic paths
to solve a problem .

Flowchart consists of : terminator boxes process boxes , ,


and decision boxes .

* it's a visa or graphical representation of an algorithm .

* when we translated into a computer Language it ,


will be a complete program .

Advantages :

it shows the logic of a problem ,


which is make it easier to checking what is wrong .

is a
good way to communication between users .

it allows the problem solver to break the problem into parts to make a master chart .
Symbols

Terminal symbol nput -


output symbol

it's the beginning and it's an input -

output opre ration .

end of an algorithm statements like input ,


read ,
print

are represented by this symbol .

Process symbol Decision ,


selection symbol
it shows any set of used to test conditions or ask questions
processing
operation or instruction except and depending upon the answer , appropriate
input -
output -
selection .
actions are taken by the computer .

Example storing
: arithmetic operations .

flow lines symbol on page connector symbol


indicate the execution steps it used to join different parts of

in the algorithm .

every line must a flowchart on a same page .

have an arrow on it to indicate

in any direction .

off page connector

it means where the algorithm ends on the first

page and where it continues on the second page .

Part Three → s.oW@ss.Mg.imHAiHM-a.b *

Done •
Chi .
oy

Algorithm structure
any algorithm can be described using only three control structures :

control structure
"

1.
"

sequence .

selection control structure


"

2.
"
.

"

Repetition control structure


"

3. .

* you may have more than one control structure in one program

"

sequence control structure


"

* it's the most commonly used and simplest .

* we should put the instructions in sequnce from the tob to the bottom .

* all the problems use the sequential structure .

v. His -4.6 Qb , Wii *

"

selection control structure


"

* it can be used when you want the computer to choose between alternative actions .

* you make an assertion if it's true


.
,
the computer executes on statement .
if it's false ,
it executes another .

selection control structure has derided two Mutiple


* into a three main types : one
ways selection
.

,
,

> * Js # A -6.6%6 *

Relational operators

Equl To → a ==b ,
Not Equal To → a 1. = b

Greater than → a > b .


Greater than or equal to → a > = b

Less than → a < b .


Less than or equal to → a < = b

Logical operators
part four And → && ,
OR → ( two vertical bars)
Done . .

Not → ! we j.wb.io *

> * ③ I
CHI 05

Repetition structure
" "

control

constructing repetitive sections of code requires four elements :

1. A repetition statement it controls whether the code will be executed or not .


there are three

different forms of repetition structure : Do -


While structure , for structure ,
and Do -
Until structures

2. A condition that needs to be evaluated .


if the condition is true ,
the code is executed .
if it's false ,

the code is not executed .

3. A counter initialization statement that initially sets the condition and it must , always be placed

be for the condition is first evaluated .

4. A counter update statement within the repeating section of code that allows the condition to become false .

pretest and posttest loops

* the condition being tested either at the end beginnign or the end .

* the following it's a test accures at the begging of the loop .

* this type of loop is referred to as a pretest loop ,


because the condition is tested before any

statements within the loop are executed .

* if it's true ,
the executable statements within the loop are executed .
if it's false ,
the executable statement

within the loop are never executed ,


and control trasfers to the first statement after the loop .

* the pretest loops are referred to as entrance - controlled loops .

Both the while and for loop are examples of sushi loops .

While pretest loop


" "

we can't execute any loop before the

condition is evaluated ,
because the condition

is evaluated at the beginning of the loop .

v. Us # A jj.WS I *

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