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COMPUTER
PROGRAMMING
INTRODUCTION
Computer Program
set of instructions that directs a
computer to perform some processing
function or combination of functions.
For the instructions to be carried out,
a computer must execute a program,
that is, the computer reads the
program, and then follows the steps
encoded in the program in a precise
order until completion.
 Programs fall into two major classes:
application programs and operating systems.
An application program is one that carries out
some function directly for a user, such as
word processing or game-playing. An
operating system is a program that manages
the computer and the various resources and
devices connected to it, such as RAM (random
access memory), hard drives, monitors,
keyboards, printers, and modems, so that
they may be used by other programs.
Examples of operating systems are DOS,
Windows 95, OS/2, and UNIX.

PROGRAM
DEVELOPMENT
Software designers create new programs by
using special applications programs, often
called utilityprograms or development
programs. A programmer uses another type of
program called a text editor to write the new
program in a special notation called a
programming language. With the text editor,
the programmer creates a text file, which is
an ordered list of instructions, also called the
program source file. The individual
instructions that make up the program source
file are called source code. At this point, a
special applications program translates the
source code into machine language, or object
code—a format that the operating system will
recognize as a proper program and be able to
execute.
 Three types of applications programs translate from source
code to object code: compilers, interpreters, and assemblers.
The three operate differently and on different types of
programming languages, but they serve the same purpose of
translating from a programming language into machine
language. See; Assembly Language.
 A compiler translates text files written in a high-level
programming language—such as Fortran, C, or Pascal—from
the source code to the object code all at once. This differs
from the approach taken by interpreted languages such as
BASIC, APL and LISP, in which a program is translated into
object code statement by statement as each instruction is
executed. The advantage to interpreted languages is that
they can begin executing the program immediately instead of
having to wait for all of the source code to be compiled.
Changes can also be made to the program fairly quickly
without having to wait for it to be compiled again. The
disadvantage of interpreted languages is that they are slow
to execute, since the entire program must be translated one
instruction at a time, each time the program is run. On the
other hand, compiled languages are compiled only once and
thus can be executed by the computer much more quickly
than
PROGRAM
ELEMENTS
 Most programs are built from just a few kinds of
steps that are repeated many times in different
contexts and in different combinations
throughout the program. The most common step
performs some computation, and then proceeds
to the next step in the program, in the order
specified by the programmer.
 Programs often need to repeat a short series of
steps many times, for instance in looking through
a list of game scores and finding the highest
score. Such repetitive sequences of code are
called loops.
 Most programs use several varieties of subroutines. The
most common of these are functions, procedures, library
routines, system routines, and device drivers. Functions are
short subroutines that compute some value, such as
computations of angles, which the computer cannot
compute with a single basic instruction. Procedures perform
a more complex function, such as sorting a set of names.
Library routines are subroutines that are written for use by
many different programs. System routines are similar to
library routines but are actually found in the operating
system. They provide some service for the application
programs, such as printing a line of text. Device drivers are
system routines that are added to an operating system to
allow the computer to communicate with a new device,
such as a scanner, modem, or printer. Device drivers often
have features that can be executed directly as applications
programs. This allows the user to directly control the
device, which is useful if, for instance, a color printer needs
to be realigned to attain the best printing quality after
changing an ink cartridge.
HISTORY
 People have been storing sequences of instructions in the
form of a program for several centuries. Music boxes of the
18th century and player pianos of the late 19th and early
20th centuries played musical programs stored as series of
metal pins, or holes in paper, with each line (of pins or
holes) representing when a note was to be played, and the
pin or hole indicating what note was to be played at that
time. More elaborate control of physical devices became
common in the early 1800s with French inventor Joseph
Marie Jacquard’s invention of the punch-card controlled
weaving loom. In the process of weaving a particular
pattern, various parts of the loom had to be mechanically
positioned. To automate this process, Jacquard used a
single paper card to represent each positioning of the loom,
with holes in the card to indicate which loom actions should
be done. An entire tapestry could be encoded onto a deck
of such cards, with the same deck yielding the same
tapestry design each time it was used. Programs of over
24,000 cards were developed and used.
 The world’s first programmable machine was designed—
although never fully built—by the English mathematician
and inventor, Charles Babbage. This machine, called the
Analytical Engine, used punch cards similar to those used in
the Jacquard loom to select the specific arithmetic operation
to apply at each step. Inserting a different set of cards
changed the computations the machine performed. This
machine had counterparts for almost everything found in
modern computers, although it was mechanical rather than
electrical. Construction of the Analytical Engine was never
completed because the technology required to build it did
not exist at the time.
 The first card deck programs for the Analytical Engine were
developed by British mathematician Countess Augusta Ada
Lovelace, daughter of the poet Lord Byron. For this reason
she is recognized as the world’s first programmer.
 The modern concept of an internally stored computer
program was first proposed by Hungarian-American
mathematician John von Neumann in 1945. Von Neumann’s
idea was to use the computer’s memory to store the
program as well as the data. In this way, programs can be
viewed as data and can be processed like data by other
programs. This idea greatly simplifies the role of program
storage and execution in computers.
THE FUTURE
 The field of computer science has grown
rapidly since the 1950s due to the
increase in their use. Computer programs
have undergone many changes during this
time in response to user need and
advances in technology. Newer ideas in
computing such as parallel computing,
distributed computing, and artificial
intelligence, have radically altered the
traditional concepts that once determined
program form and function.
 Computer scientists working in the field of
parallel computing, in which multiple CPUs
cooperate on the same problem at the same
time, have introduced a number of new program
models (see Parallel Processing). In parallel
computing parts of a problem are worked on
simultaneously by different processors, and this
speeds up the solution of the problem. Many
challenges face scientists and engineers who
design programs for parallel processing
computers, because of the extreme complexity of
the systems and the difficulty involved in making
them operate as effectively as possible.
 Another type of parallel computing called distributed
computing uses CPUs from many interconnected
computers to solve problems. Often the computers
used to process information in a distributed
computing application are connected over the
Internet. Internet applications are becoming a
particularly useful form of distributed computing,
especially with programming languages such as Java .
In such applications, a user logs onto a Web site and
downloads a Java program onto their computer. When
the Java program is run, it communicates with other
programs at its home web site, and may also
communicate with other programs running on
different computers or web sites.
 A radically different approach to computing in
which there is no program in the conventional
sense is called a neural network. A neural
network is a group of highly interconnected
simple processing elements, designed to mimic
the brain. Instead of having a program direct the
information processing in the way that a
traditional computer does, a neural network
processes information depending upon the way
that its processing elements are connected.
Programming a neural network is accomplished
by presenting it with known patterns of input
and output data and adjusting the relative
importance of the interconnections between the
processing elements until the desired pattern
matching is accomplished. Neural networks are
usually simulated on traditional computers, but
unlike traditional computer programs, neural
networks are able to learn from their experience.
#Mark Bryan Q. Patricio
#Jay H. Mungcal
9 SSC Neumann
THANK YOU
{:

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Computer Programming Grade 9 for Students

  • 2. INTRODUCTION Computer Program set of instructions that directs a computer to perform some processing function or combination of functions. For the instructions to be carried out, a computer must execute a program, that is, the computer reads the program, and then follows the steps encoded in the program in a precise order until completion.
  • 3.  Programs fall into two major classes: application programs and operating systems. An application program is one that carries out some function directly for a user, such as word processing or game-playing. An operating system is a program that manages the computer and the various resources and devices connected to it, such as RAM (random access memory), hard drives, monitors, keyboards, printers, and modems, so that they may be used by other programs. Examples of operating systems are DOS, Windows 95, OS/2, and UNIX.
  • 5. Software designers create new programs by using special applications programs, often called utilityprograms or development programs. A programmer uses another type of program called a text editor to write the new program in a special notation called a programming language. With the text editor, the programmer creates a text file, which is an ordered list of instructions, also called the program source file. The individual instructions that make up the program source file are called source code. At this point, a special applications program translates the source code into machine language, or object code—a format that the operating system will recognize as a proper program and be able to execute.
  • 6.  Three types of applications programs translate from source code to object code: compilers, interpreters, and assemblers. The three operate differently and on different types of programming languages, but they serve the same purpose of translating from a programming language into machine language. See; Assembly Language.  A compiler translates text files written in a high-level programming language—such as Fortran, C, or Pascal—from the source code to the object code all at once. This differs from the approach taken by interpreted languages such as BASIC, APL and LISP, in which a program is translated into object code statement by statement as each instruction is executed. The advantage to interpreted languages is that they can begin executing the program immediately instead of having to wait for all of the source code to be compiled. Changes can also be made to the program fairly quickly without having to wait for it to be compiled again. The disadvantage of interpreted languages is that they are slow to execute, since the entire program must be translated one instruction at a time, each time the program is run. On the other hand, compiled languages are compiled only once and thus can be executed by the computer much more quickly than
  • 8.  Most programs are built from just a few kinds of steps that are repeated many times in different contexts and in different combinations throughout the program. The most common step performs some computation, and then proceeds to the next step in the program, in the order specified by the programmer.  Programs often need to repeat a short series of steps many times, for instance in looking through a list of game scores and finding the highest score. Such repetitive sequences of code are called loops.
  • 9.  Most programs use several varieties of subroutines. The most common of these are functions, procedures, library routines, system routines, and device drivers. Functions are short subroutines that compute some value, such as computations of angles, which the computer cannot compute with a single basic instruction. Procedures perform a more complex function, such as sorting a set of names. Library routines are subroutines that are written for use by many different programs. System routines are similar to library routines but are actually found in the operating system. They provide some service for the application programs, such as printing a line of text. Device drivers are system routines that are added to an operating system to allow the computer to communicate with a new device, such as a scanner, modem, or printer. Device drivers often have features that can be executed directly as applications programs. This allows the user to directly control the device, which is useful if, for instance, a color printer needs to be realigned to attain the best printing quality after changing an ink cartridge.
  • 11.  People have been storing sequences of instructions in the form of a program for several centuries. Music boxes of the 18th century and player pianos of the late 19th and early 20th centuries played musical programs stored as series of metal pins, or holes in paper, with each line (of pins or holes) representing when a note was to be played, and the pin or hole indicating what note was to be played at that time. More elaborate control of physical devices became common in the early 1800s with French inventor Joseph Marie Jacquard’s invention of the punch-card controlled weaving loom. In the process of weaving a particular pattern, various parts of the loom had to be mechanically positioned. To automate this process, Jacquard used a single paper card to represent each positioning of the loom, with holes in the card to indicate which loom actions should be done. An entire tapestry could be encoded onto a deck of such cards, with the same deck yielding the same tapestry design each time it was used. Programs of over 24,000 cards were developed and used.
  • 12.  The world’s first programmable machine was designed— although never fully built—by the English mathematician and inventor, Charles Babbage. This machine, called the Analytical Engine, used punch cards similar to those used in the Jacquard loom to select the specific arithmetic operation to apply at each step. Inserting a different set of cards changed the computations the machine performed. This machine had counterparts for almost everything found in modern computers, although it was mechanical rather than electrical. Construction of the Analytical Engine was never completed because the technology required to build it did not exist at the time.  The first card deck programs for the Analytical Engine were developed by British mathematician Countess Augusta Ada Lovelace, daughter of the poet Lord Byron. For this reason she is recognized as the world’s first programmer.  The modern concept of an internally stored computer program was first proposed by Hungarian-American mathematician John von Neumann in 1945. Von Neumann’s idea was to use the computer’s memory to store the program as well as the data. In this way, programs can be viewed as data and can be processed like data by other programs. This idea greatly simplifies the role of program storage and execution in computers.
  • 14.  The field of computer science has grown rapidly since the 1950s due to the increase in their use. Computer programs have undergone many changes during this time in response to user need and advances in technology. Newer ideas in computing such as parallel computing, distributed computing, and artificial intelligence, have radically altered the traditional concepts that once determined program form and function.
  • 15.  Computer scientists working in the field of parallel computing, in which multiple CPUs cooperate on the same problem at the same time, have introduced a number of new program models (see Parallel Processing). In parallel computing parts of a problem are worked on simultaneously by different processors, and this speeds up the solution of the problem. Many challenges face scientists and engineers who design programs for parallel processing computers, because of the extreme complexity of the systems and the difficulty involved in making them operate as effectively as possible.
  • 16.  Another type of parallel computing called distributed computing uses CPUs from many interconnected computers to solve problems. Often the computers used to process information in a distributed computing application are connected over the Internet. Internet applications are becoming a particularly useful form of distributed computing, especially with programming languages such as Java . In such applications, a user logs onto a Web site and downloads a Java program onto their computer. When the Java program is run, it communicates with other programs at its home web site, and may also communicate with other programs running on different computers or web sites.
  • 17.  A radically different approach to computing in which there is no program in the conventional sense is called a neural network. A neural network is a group of highly interconnected simple processing elements, designed to mimic the brain. Instead of having a program direct the information processing in the way that a traditional computer does, a neural network processes information depending upon the way that its processing elements are connected. Programming a neural network is accomplished by presenting it with known patterns of input and output data and adjusting the relative importance of the interconnections between the processing elements until the desired pattern matching is accomplished. Neural networks are usually simulated on traditional computers, but unlike traditional computer programs, neural networks are able to learn from their experience.
  • 18. #Mark Bryan Q. Patricio #Jay H. Mungcal 9 SSC Neumann THANK YOU {: