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Struktur Level Program


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Struktur Level Program

  1. 1. Dimara Kusuma Hakim, ST. Struktur level program
  2. 2. Struktur Program
  3. 3. Designing a Program <ul><li>Identify what you want the program to do. The first step is fairly easy (because it’s always easy to tell someone else what to do). </li></ul><ul><li>Tell the computer, step by step, how to do what you want it to do. The second (and much harder) step is to figure out how to achieve your desired result. This process of telling the computer what to do, step by step, is what programming is really all about regardless of the programming language you ultimately use. </li></ul>
  4. 4. Spaghetti programming ? 
  5. 5. The three parts of every program <ul><li>Sequential instructions </li></ul><ul><li>Branching instructions </li></ul><ul><li>Looping instructions </li></ul>
  6. 6. Sequential instructions <ul><li>Sequential simply means that the program follows instructions, one after another, from the first instruction at the top to the last instruction at the bottom </li></ul>
  7. 7. <ul><li>Every program organizes most of its instructions sequentially, but few programs organize all of their instructions sequentially. The reason is that if a program organizes all of its instructions sequentially, the program can run through its instructions exactly once before it stops. </li></ul>
  8. 8. <ul><li>Such a program might be handy for creating simple programs that print I am a useless program on-screen, but such programs ignore any data they might receive from the user. No matter how many times you press a key or click the mouse, running the following two-line code always displays : I am a useless program </li></ul><ul><li>Because this is all I can do </li></ul>Writeln( ‘ I am a useless program ’); Writeln( ‘ Because this is all I can do ‘);
  9. 9. Branching instructions <ul><li>To make programs more useful and responsive, they need to accept and react to outside data. </li></ul><ul><li>When you play a video game and a monster appears on-screen, the game needs to react differently if you shoot and kill the monster or if the monster eats and kills you. If you shoot and kill the monster, the game lets you keep playing. If the monster kills and eats you, the game displays the words GAME OVER on-screen. </li></ul>
  10. 10. Branching…
  11. 11. <ul><li>Branching instructions simply tell the computer to run different instructions depending on the value of certain data. When you delete a file, many programs ask, Do you really want to delete the file?. If you click the Yes button, the program follows the instructions to delete the file. If you click the No button, the program follows a different set of instructions, </li></ul>
  12. 12. Write(‘ Do you want to delete the file? (Y or N) ’); Read(answer); IF answer = ‘Y’ THEN writeln (‘Deleting file’ ) ELSE writeln (‘File NOT deleted’);
  13. 13. Looping instructions <ul><li>No matter how many sequential or branching instructions a program has, it runs only once before stopping. To keep a program running until you want it to stop, you need to use looping instructions. </li></ul>
  14. 14. <ul><li>Looping instructions make the computer repeat one or more instructions. </li></ul><ul><li>In a video game, a loop might keep running all the instructions in the program until the game character dies. Then the loop stops and the program (and game) ends </li></ul>
  15. 15. FOR i = 1 TO 5 DO Write(i); 1 2 3 4 5
  16. 16. The building blocks of programming
  17. 17. Subprogram
  18. 18. Dividing and Conquering with Subprograms <ul><li>In general, the more complicated the task, the larger your program needs to be. </li></ul><ul><li>The larger your program gets, the harder it can be to read and understand. </li></ul><ul><li>Reading a large program can be like trying to read a long novel printed on a scroll rather than on separate pages. </li></ul>
  19. 19. <ul><li>Just as books divide large text into separate pages for easy reading, </li></ul><ul><li>so do programmers divide large programs into separate parts. </li></ul><ul><li>When you divide a large program into smaller parts, those smaller parts are called subprograms . </li></ul>
  20. 20. <ul><li>Rather than clutter your main program with a long list of instructions, </li></ul><ul><li>subprograms let you group related instructions in one place, </li></ul><ul><li>making your main program smaller and easier to read and understand. </li></ul>
  21. 22. procedure GoPassword; // SUB PROGRAM var password : string; Begin WHILE password <> 'open' Do begin Writeln('Enter your password'); read(password); IF password = 'open'THEN Writeln( 'Welcome to the FBI''s secret computer network') ELSE Writeln('TRY AGAIN'); end; end; BEGIN // MAIN PROGRAM GoPassword; readln; END.
  22. 23. <ul><li>By dividing a single program into subprograms, you gain the following advantages : </li></ul><ul><ul><li>Subprograms divide a large program into smaller parts to make reading and writing large programs easier. </li></ul></ul><ul><ul><li>Subprograms isolate related program instructions . So if you need to modify a program later, you just need to modify a subprogram, much like removing a defective brick from a wall and putting in a better one </li></ul></ul>
  23. 24. Creating libraries of subprograms <ul><li>When you divide a large program into a bunch of smaller programs, you’re doing nothing more than rearranging and organizing your instructions. </li></ul><ul><li>Unfortunately, a large program written as one long list of instructions is barely any smaller than the same large program divided into multiple subprograms. </li></ul><ul><li>Because the larger a program gets, the harder it can be to understand, programmers found a way to take subprograms out of the main program file and store them in separate files . </li></ul>
  24. 26. <ul><li>By storing subprograms in separate files, reading and understanding your program is much simpler. </li></ul><ul><li>Instead of scrolling through one massive file that contains your main program and all of its subprograms, you can just open the file that contains the subprogram you want. </li></ul>
  25. 27. <ul><li>A second advantage is that storing subprograms in separate files also lets you reuse subprograms. By storing commonly used subprograms in files , you can create libraries of useful subprograms , copy them to another computer, and reuse them in other programs. </li></ul>
  26. 28. Sample… <ul><li>One file might contain subprograms that calculate different mathematical equations, </li></ul><ul><li>and a second file might contain subprograms that display graphics on-screen. </li></ul><ul><li>By creating and reusing libraries of subprograms, you can keep your main program size to a minimum. </li></ul>
  27. 29. Problem with subprogram libraries : 1 <ul><ul><li>If programmers found a subprogram library useful, they often copied it for their own programs . Unfortunately, this meant that you had multiple copies of the same subprogram library. If you found a mistake in your subprogram library and fixed it, guess what? Now you’d have to find and fix that same mistake in every single copy of that same subprogram library. </li></ul></ul>
  28. 30. Problem with subprogram libraries : 2 <ul><ul><li>Programmers often copied a useful subprogram library and then added their own subprograms to that library file, which meant that you not only had multiple copies of a subprogram library, but you could also have slightly different versions of that same subprogram library scattered among multiple programmers. </li></ul></ul>
  29. 31. <ul><li>To solve these twin problems, computer scientists invented something called object-oriented programming (OOP) </li></ul><ul><li>Object-Oriented programming (OOP) OR “Oops, you spent four years studying the wrong programming language in college  ??? ”. …just kidding…  </li></ul>
  30. 32. Dividing programs into objects The basic idea behind objects is that instead of making physical (duplicate) copies of subprograms, you maintain a single, physical copy of subprograms but allow others to make “virtual” copies of those subprograms,
  31. 33. <ul><li>The virtual copies of subprograms work exactly the same as any physical copies. The main advantage is that you can’t modify a virtual copy of a subprogram. </li></ul><ul><li>This prevents other programmers from copying a subprogram and making many different versions. </li></ul>
  32. 34. <ul><li>If programmers need a subprogram to fix a problem, they need to modify only the original subprogram stored in an object. This automatically updates any virtual copies of the subprogram anywhere else in the program. </li></ul>
  33. 35. <ul><li>If programmers want to create slightly different versions of a subprogram, they just need to create a copy of the virtual subprogram and then make any modifications, which is known as polymorphism. </li></ul><ul><li>They can either add new instructions or over write any existing instructions stored in the original subprogram object, </li></ul>
  34. 37. <ul><li>Any changes made to a virtual subprogram won’t affect or modify the original subprogram. By sharing subprograms as objects, you gain two advantages: </li></ul><ul><ul><li>You store a single copy of subprograms that others can freely share. Updating a subprogram in one location automatically updates any virtual copies of that subprogram throughout an entire program. </li></ul></ul><ul><ul><li>Others can modify any virtual subprograms without physically copying or altering the original subprogram. </li></ul></ul>