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Module 1 - Logic Formulation Concepts

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indominus12rex
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0% found this document useful (0 votes)
10 views

Module 1 - Logic Formulation Concepts

Uploaded by

indominus12rex
Copyright
© © All Rights Reserved
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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Logic

Formulatio
n
What is Logic
Formulation?
The process of coming out with the
basic steps to implement a
procedure in computer
programming. This is usually
resorted to when having top-down
design. Flowcharts and pseudo
codes are the two of most common
output of the exercise.
What is Logic Formulation?
….

Bringing the steps as required


by the task in PROPER ORDER
so that when it is executed
procedurally the desired result
is achieved according to the
required output specification.

- Nilo M. Padre
Basic Control Structures
(logical constructs that specify
how instructions in a program
are to be executed)
Sequence
Selection
Repetition
Unconditional Jump
Sequence
Instructions are designed to be
executed (performed by the
computer) in the order they are
written (i.e., one after another).
This control structure provides the
building block for computer
programs. It is used to show a
single action or one action followed
in order (sequentially) by another.
Actions can be inputs, processes,
or outputs.
Example
Go to the phone
Dial the pizza place
Order the pizza
Hang up
Sequence Structure
Selection (conditional, branch, or
decision)
 The program branches off to different
instructions depending on whether a
condition is met; or, one of several
blocks of program code is executed
based on a test for some condition. It is
used to tell the program which action to
take, based on a certain condition. When
a condition is evaluated, its result is
either true or false. If the result is true,
one action is performed; if the result is
false, a different action is performed.
Example
Open your wallet
Ifyou have enough money,
THEN Go to the phone.
Dial the pizza place.
Order the pizza.
Hang up.
ELSE Forget the whole thing.
Selection Structure
 Single Selection

F
Selection Structure ...

 Double Selection

F T
Selection Structure ...
 Multiple Selection

F
Repetition (looping or
iteration)
The program repeats the same
instructions over and over. It is
used when a set of actions is to
be performed repeatedly.
Example

DOgobble down pizza


WHILE there is still pizza.

Or
DO gobble down pizza
UNTIL none remains.
Repetition
 While Structure

F
Repetition Structure ...

 For Structure

F
Repetition Structure ...

 Do/While Structure

F
Unconditional Branch
The program jumps from one
place to another. Structured
programming forbids this
structure.
Program Development Life
Cycle
A part of SDLC’s implementation
phase and provides an organized
plan for breaking down the task of
program development into
manageable chunks, each of which
must be successfully completed
before moving on to the next phase.
An outline of each of the steps used
to build software applications.
1. Analyze: Define the
Be
problem.
sure you understand what the
program should do.
 What the output should be – that is,
exactly what the task should
produce.
Identify the data, or input, necessary
to obtain the desired output.
Determine how to process the input
to obtain the desired output – that is,
determine what formulas or ways of
doing things can be used to obtain
the output.
2. Design: Plan the solution to
the problem.
Develop the algorithm (a
logical sequence of precise
steps that solve the problem).
Every detail, including obvious
steps, should appear in the
algorithm.
Translate the algorithm into a logic
plan using any of the popular
methods – flowcharts, pseudocode,
top-down charts. These design
tools help the programmer break a
problem into a sequence of small
tasks the computer can perform to
solve the problem. Planning also
involves using representative data
to test the logic of the algorithm by
hand to ensure that it is correct.
3. Choose the interface: Select
the objects (text boxes,
command buttons etc.)
Determine how the input will be
obtained and how the output will be
displayed. Then create objects to
receive the input and display the
output. Also, create appropriate
command buttons and menus to allow
the user to control the program.

This step is used with Windows Application


but not with Console Application.
4. Code: Translate the
algorithm/flowchart/pseud
ocode into a programming
language.
During this stage, the program is written
in a particular language (e.g., Visual
Basic, C, Java) and entered into the
computer. The programmer/coder uses
the algorithm/flowchart/pseudocode
devised in Step 2 along with a
knowledge of the programming
language, say, Visual Basic.
5. Test and debug. Locate and
remove any errors in the
program.
 As the program is typed, some code editors
point out certain types of program errors.
Other types will detected by when the
program is compiled ( or interpreted)
and/or executed; however, many errors due
to typing mistakes, flaws in the algorithm,
or incorrect usages of the language rules
can be uncovered and corrected only by
careful detective work. An example of such
an error would be using addition when
multiplication was the proper operation.
6. Complete the
documentation: Organize
all the material that
describes the program.
Documentation is intended to allow
another person, or the programmer
at a later date, to understand the
program. Internal documentation
consists of statements in the
program that are not executed, but
point out the purposes of various
parts of the program.
Documentation…

Documentation might also


consist of a detailed
description of what the
program does and how to use
the program (for instance,
what type of input is
expected).
Documentation…
For commercial programs,
documentation includes an
instruction manual and on-line help.
Other types of documentation are
the flowchart, pseudocode, and top-
down chart that were used to
construct the program. Although
documentation is listed as the last
step in the program development
cycle, it should take place as the
program is being coded.
Flowcharting Symbols
Some Application Flowcharting
Symbols
Card File

Direct Access File

Computer Program

Document (such as hard


copy from a computer
Some Application Flowcharting Symbols…

Display

Multidocument

Manual Input

Preparation

Manual Operation
Some Application Flowcharting Symbols…

Punched Tape

Collate

Sort

Extract
Some Application Flowcharting Symbols…

Merge

Sequential Access Storage

Magnetic Disk

Direct Access Storage


Application Flowcharting
The purpose of an application
flowchart is to use symbols to give a
general picture of what functions the
computer system should perform.
It reveals how many program are to
be written, what reports or documents
are to be produced, and the form and
source of the input data.
It gives an overall picture of the
application.
Program Flowcharting
Symbols
Documentation…
Documentation…
Example Problem
Suppose you are asked to
determine the number of
stamps to place on an
envelop with the rule or
policy that one stamp will be
used for every five sheets of
paper.
Problem Analysis
Program Design
Documentation…
Choosing the Interface
 Form Layout
Properties Table
Properties
Table…
Coding the Program
Coding the
Program…
Coding the
Program…
Coding the
Program…
Coding the
Program…
Problem
 Given a street number of a one-way
in New York, decide the direction of
the street, either eastbound or
westbound. Even-numbered streets
run eastbound.
Thank you for
listening!
Arrays
Array
 An ordered set of values associated with
a single variable name. –Shelly, Cashman, Dorin,
Quasney
A list of data items that all have the
same type and the same name. - Ferrel
 A data structure whose elements are
accessed by means of index positions. –
Lambert & Osborne
A collection of a fixed number of
variables of the same data type or a list
(or table) of variables of the type. -
Goldstein
Declaring an Array
 Arraysare declared in a variable
declaration section.

 General Syntax in C/C++

component type arrayname[sizeN]…


[size1];
Dimension
 Thenumber of subscripts required to
describe an array.

The subscript or index is the item’s


position in an array. It is an integer
enclosed within the brackets (square
or rounded).
Declaration Syntaxes
 For One-Dimensional
type array_name[size];

 For Two-Dimensional
type array_name[rows][columns];

 ForThree-Dimensional
type array_name[pages][rows]
[columns];
Examples
 double Department[7];

The component of this array are:

Department[0]
Department[1]
Department[2]
Department[3]
Department[4]
Department[5]
Department[6]
 char Sign[25];

The components of this array are:


Sign[0]
Sign[1]
Sign[2]
.
.
.
Sign[25]
typedef enum {Red, Green, Yellow}
TrafficLight;
TrafficLight Traffic[4];

The components are:


Traffic[0]
Traffic[1]
Traffic[2]
Traffic[3]
Assigning A Value to an Array
 The components of an array may be
assigned values just like any other
variables.
Examples:
FirstVisit[1] = Fri;
Traffic[3]=Red;
Department[5]=290.12;
Sign[24]=‘*’;
Initializing an Array
 Syntax

type-specifier array_name[sizeN]…[size1]
= { value-list }
Examples
 Int num[7] = {1,2,3,4,5,6,7}

 char str[8]=“Laughter”;

which is the same as

 Char
str[8]={‘L’,’a’,’u’,’g’,’h’,’t’,’e’,’r’}
 int sqrs[7][2]= {
1,1,
2,4,
3,9,
4,16,
5,25,
6,36,
7,49
};
Unsized-Array Initialization
 char err1[12]=“read error\n”;
 char err2[13]=“write error\n”;
 char err3[18]=“cannot open file\n”;

which is the same as,


 char err1[]=“read error\n”;
 char err2[]=“write error\n”;
 char err3[]=“cannot open file\n”;
 int sqrs[][2]= {
1,1,
2,4,
3,9,
4,16,
5,25,
6,36,
7,49
};
Logic
 The grammar of correct thinking and
reasoning.
 Two Elements:
To think correctly and;
To reason out correctly.

 Ifone of the elements would be missing,


then no logic can be derived from.
– Nilo M. Padre
Formulation
 An act or the product of formulating.
- Merriam Webster
(http://www.merriam-webster.com/dic
tionary/formulation)

● The act of creating something by


thinking
- The Free Dictionary
(http://www.thefreedictionary.com/for
mulation)

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