This chapter discusses key elements of high-quality programs such as declaring variables, performing arithmetic operations, modularization, and good program design. It covers topics like data types, constants, arithmetic operators, modularization advantages including abstraction and reusability. The chapter also discusses hierarchy charts, naming conventions, comments, and prompts. Overall, it provides an introduction to fundamental programming concepts and best practices for writing well-structured and readable code.
This document summarizes key concepts from Chapter 4 of the textbook "Programming Logic and Design". It discusses boolean expressions and selection structures, relational comparison operators like =, <, >, logical operators like AND, OR, and NOT, and making decisions within ranges. Examples of flowcharts and pseudocode are provided to illustrate if/then, nested if, and if/else selection structures and avoiding common errors when combining logical operators.
This chapter discusses loops and their advantages. Loops make programming more efficient by allowing a set of instructions to be repeated for multiple data sets with less coding, fewer errors, and shorter compile times. The chapter covers definite and indefinite loops using counters and sentinel values, nested loops, common mistakes to avoid in loops, and applications of loops like accumulating totals and validating data.
This chapter discusses key concepts in computer programming including computer systems, the program development cycle, pseudocode, flowcharts, repetition, and programming environments. It covers hardware and software components, the steps to understand a problem, plan logic, code, test, and maintain a program. Pseudocode and flowcharts are presented as tools to plan program logic. Loops and sentinel values are introduced as ways to repeat instructions without creating infinite loops. Programming environments like text editors and IDEs are contrasted with user environments like command lines and GUIs. Finally, procedural and object-oriented programming models are discussed.
The document discusses the importance of structured programming using the three basic structures of sequence, selection, and loop. Unstructured or "spaghetti code" is difficult to read and maintain. Proper structure promotes clarity, professionalism, efficiency and modularity. A priming input statement before a loop can help structure programs. Flowcharts and logic can be analyzed to recognize and enforce proper structure using these techniques.
Computer programming is the process of writing source code instructions in a programming language to instruct a computer to perform tasks. Source code is written text using a human-readable programming language like C++, Java, or Python. A program is a sequence of instructions that performs a specific task. Programmers write computer programs by designing source code using programming languages. Programming languages are classified as high-level or low-level. High-level languages provide abstraction from computer details while low-level languages require knowledge of computer design. Language translators like compilers and interpreters convert source code into executable programs.
Embedded systems is a special purpose device that does a particular functionality in a most optimized way. Designed as a combination of custom HW & SW, programming Embedded systems require some special considerations to be taken care. Here is a presentation that gives introduction to embedded systems.
The document provides an introduction to programming. It discusses what a program is, the process of writing instructions known as programming, different types of programming languages including machine language, assembly language, C and C++. It provides examples of Hello World programs in C++ and the steps involved in writing, compiling, running and testing a program. These include coming up with an idea, designing the program structure, writing the code, alpha and beta testing to fix bugs before final release.
The document discusses key concepts in software design including abstraction, architecture, patterns, modularity, information hiding, and functional independence. It explains that software design is an iterative process that transforms requirements into a blueprint for constructing the software through design models, data structures, system architecture, interfaces, and components. Good software design exhibits qualities like being bug-free, suitable for its intended purpose, and a pleasurable user experience.
This document summarizes key concepts from Chapter 4 of the textbook "Programming Logic and Design". It discusses boolean expressions and selection structures, relational comparison operators like =, <, >, logical operators like AND, OR, and NOT, and making decisions within ranges. Examples of flowcharts and pseudocode are provided to illustrate if/then, nested if, and if/else selection structures and avoiding common errors when combining logical operators.
This chapter discusses loops and their advantages. Loops make programming more efficient by allowing a set of instructions to be repeated for multiple data sets with less coding, fewer errors, and shorter compile times. The chapter covers definite and indefinite loops using counters and sentinel values, nested loops, common mistakes to avoid in loops, and applications of loops like accumulating totals and validating data.
This chapter discusses key concepts in computer programming including computer systems, the program development cycle, pseudocode, flowcharts, repetition, and programming environments. It covers hardware and software components, the steps to understand a problem, plan logic, code, test, and maintain a program. Pseudocode and flowcharts are presented as tools to plan program logic. Loops and sentinel values are introduced as ways to repeat instructions without creating infinite loops. Programming environments like text editors and IDEs are contrasted with user environments like command lines and GUIs. Finally, procedural and object-oriented programming models are discussed.
The document discusses the importance of structured programming using the three basic structures of sequence, selection, and loop. Unstructured or "spaghetti code" is difficult to read and maintain. Proper structure promotes clarity, professionalism, efficiency and modularity. A priming input statement before a loop can help structure programs. Flowcharts and logic can be analyzed to recognize and enforce proper structure using these techniques.
Computer programming is the process of writing source code instructions in a programming language to instruct a computer to perform tasks. Source code is written text using a human-readable programming language like C++, Java, or Python. A program is a sequence of instructions that performs a specific task. Programmers write computer programs by designing source code using programming languages. Programming languages are classified as high-level or low-level. High-level languages provide abstraction from computer details while low-level languages require knowledge of computer design. Language translators like compilers and interpreters convert source code into executable programs.
Embedded systems is a special purpose device that does a particular functionality in a most optimized way. Designed as a combination of custom HW & SW, programming Embedded systems require some special considerations to be taken care. Here is a presentation that gives introduction to embedded systems.
The document provides an introduction to programming. It discusses what a program is, the process of writing instructions known as programming, different types of programming languages including machine language, assembly language, C and C++. It provides examples of Hello World programs in C++ and the steps involved in writing, compiling, running and testing a program. These include coming up with an idea, designing the program structure, writing the code, alpha and beta testing to fix bugs before final release.
The document discusses key concepts in software design including abstraction, architecture, patterns, modularity, information hiding, and functional independence. It explains that software design is an iterative process that transforms requirements into a blueprint for constructing the software through design models, data structures, system architecture, interfaces, and components. Good software design exhibits qualities like being bug-free, suitable for its intended purpose, and a pleasurable user experience.
Learn about Agile Methodology of Software Engineering and study concepts like What is Agile, Why Agile is there, Agile Principles, Agile Manifesto with Pros & Cons of it.
Presentation also include Agile Testing Methodology like Scrum, Crystal Methodologies, DSDM, Feature Driven Development, Lean Software Development & Extreme Programming.
If you watch this one please rate it and do share this presentation to others so then can easily learn more about the Agile Methodology.
This document discusses software process models. It begins by outlining common activities like specification, design, validation and evolution. It then describes three generic process models: waterfall, evolutionary development, and component-based development. Waterfall involves separate sequential phases while evolutionary development interleaves activities. Component-based development focuses on reuse. The document also discusses process iteration techniques like incremental delivery and spiral development to accommodate changing requirements.
This ppt covers the following
A strategic approach to testing
Test strategies for conventional software
Test strategies for object-oriented software
Validation testing
System testing
The art of debugging
The document discusses component-based software engineering and defines a software component. A component is a modular building block defined by interfaces that can be independently deployed. Components are standardized, independent, composable, deployable, and documented. They communicate through interfaces and are designed to achieve reusability. The document outlines characteristics of components and discusses different views of components, including object-oriented, conventional, and process-related views. It also covers topics like component-level design principles, packaging, cohesion, and coupling.
The document discusses different software development life cycle (SDLC) models. It defines SDLC as a process used by the software industry to design, implement, and test high-quality software. The main stages of SDLC are planning, analysis, design, coding/development, testing, and deployment. It then describes six common SDLC methodologies - waterfall, V-shaped, iterative, spiral, big bang, and agile - and explains when each is generally most appropriate to use.
This document discusses the evolution of programming languages from early machine languages to modern higher-level languages. It begins with an introduction to human and computer languages. It then covers the development of machine languages, assembly languages, and higher-level languages like FORTRAN and COBOL. The document discusses the advantages of each generation of languages and examples of languages from the 1950s to modern times.
The document provides an overview of software engineering concepts including the software engineering process, prescriptive process models (waterfall model, V-model, incremental model), evolutionary process models (prototyping), and software engineering principles. It defines software engineering and discusses the software engineering layered technology of quality focus, process layer, methods, and tools. It also describes common software process activities and umbrella activities applied throughout a software project.
UML (Unified Modeling Language) is a standard language for specifying, visualizing, and documenting software systems. It uses various diagrams to model different views of a system, such as structural diagrams (e.g. class diagrams), behavioral diagrams (e.g. sequence diagrams), and deployment diagrams. The key building blocks of UML include things (classes, interfaces, use cases), relationships (associations, generalizations), and diagrams. UML aims to provide a clear blueprint of software systems for both technical and non-technical audiences.
The document discusses several software development life cycle (SDLC) models: Waterfall, V-shaped, structured evolutionary prototyping, rapid application development (RAD), incremental, and spiral. For each model, it describes the key steps, strengths, weaknesses, and scenarios where the model is best applied. The Waterfall model involves sequential phases from requirements to maintenance, while the V-shaped model adds verification and validation phases. Structured evolutionary prototyping uses iterative prototyping for requirements gathering. RAD emphasizes rapid delivery through time-boxing and productivity tools. Incremental development prioritizes requirements delivery in groups. The spiral model incorporates risk analysis, prototyping, and iterative cycles.
The document discusses software engineering and process models. It defines software engineering as the application of systematic and quantifiable approaches to software development, operation and maintenance. It describes software as computer programs, data structures and documentation.
It then discusses characteristics of software such as it being engineered not manufactured, not wearing out over time, and continuing to be custom built in most cases. It also discusses the software engineering layers including the process, method and tools layers.
Finally, it discusses the software process as a framework involving key activities like communication, planning, modeling, construction and deployment. It explains the generic process model and how activities are populated by actions and tasks to produce work products.
The document discusses the process of requirement engineering which involves identifying stakeholders, eliciting requirements, building use cases, negotiating requirements, and validating them. It explains the various steps in requirement engineering like understanding needs, analyzing and defining requirements, and establishing groundwork through stakeholder identification and viewpoints. The overall goal of requirement engineering is to help software engineers better understand problems by involving various participants like managers, customers and users.
The document discusses several software development life cycle (SDLC) models including Waterfall, V-Shaped, Prototyping, Rapid Application Development (RAD), Incremental, and Spiral models. For each model, it describes the key steps, strengths, weaknesses, and when each model is best applied. The models range from traditional sequential models like Waterfall to more iterative models like Prototyping and RAD.
Ian Sommerville, Software Engineering, 9th Edition Ch1Mohammed Romi
The document provides an introduction to software engineering concepts. It discusses what software engineering is, the importance of ethics in software development, and introduces three case studies that will be used as examples throughout the book. Specifically:
[1] It defines software engineering as an engineering discipline concerned with all aspects of software production. Professional and ethical practices are important.
[2] It discusses software engineering ethics and introduces the ACM/IEEE code of ethics for software engineers.
[3] It provides an overview of three case studies that will be referenced in later chapters: an insulin pump system, a patient management system, and a weather station system.
The software process involves specification, design and implementation, validation, and evolution activities. It can be modeled using plan-driven approaches like the waterfall model or agile approaches. The waterfall model involves separate sequential phases while incremental development interleaves activities. Reuse-oriented processes focus on assembling systems from existing components. Real processes combine elements of different models. Specification defines system requirements through requirements engineering. Design translates requirements into a software structure and implementation creates an executable program. Validation verifies the system meets requirements through testing. Evolution maintains and changes the system in response to changing needs.
The document contains slides from a lecture on software engineering. It discusses definitions of software and software engineering, different types of software applications, characteristics of web applications, and general principles of software engineering practice. The slides are copyrighted and intended for educational use as supplementary material for a textbook on software engineering.
This document provides information about a course on design patterns taught by Dr. Asma Cherif. It includes the course code, instructor details, learning objectives, textbooks, and topics that will be covered such as architectural design, what patterns are, and different types of patterns. Design patterns provide solutions to common software design problems and promote reuse of successful designs. The course aims to help students understand design patterns, identify patterns in code and designs, and implement patterns to design and develop quality software applications.
Ian Sommerville, Software Engineering, 9th Edition Ch 4Mohammed Romi
The document discusses requirements engineering and summarizes key topics covered in Chapter 4, including:
- The importance of specifying both functional and non-functional requirements. Non-functional requirements place constraints on system functions and development process.
- The software requirements specification document defines what the system must do and includes both user and system requirements. It should not describe how the system will be implemented.
- Requirements engineering involves eliciting, analyzing, validating and managing requirements throughout the development lifecycle. Precise, complete and consistent requirements are important for development.
The document discusses different software development life cycle (SDLC) models including waterfall, spiral/iterative, and agile. It provides an overview of each model's phases and when they are best applied. The waterfall model follows sequential phases from requirements to maintenance. The spiral model is risk-driven and iterative. The agile model emphasizes speed, reduced documentation, and frequent customer feedback through shorter development cycles. SDLC models provide structure, standard processes and deliverables to software development projects.
This slide set contains a basic understanding on object oriented programming and its design concepts.
The Agenda would be
Objects (Instances)
Classes
Advantages of OOP
Disadvantages of OOP
Let’s Design an OOP Solution
OOP Concepts
UML - Unified Modelling Language
UML Syntax
Associations
Inheritance
Cohesion and Coupling
A Beginner’s Guide to Programming Logic, Introductory
Chapter 2
Working with Data, Creating Modules, and Designing High-Quality Programs
Objectives
In this chapter, you will learn about:
- Declaring and using variables and constants
- Assigning values to variables
- The advantages of modularization
- Modularizing a program
- The most common configuration for mainline logic
COURSE TECHNOLOGY
CENGAGE Learning
This chapter discusses elements of high-quality program design, including the advantages of modularization such as abstraction, allowing multiple programmers to work on a problem, and reusing code. It covers how to modularize a program using modules, main programs, and hierarchy charts. The chapter also discusses features that contribute to good program design, such as using comments, choosing clear identifiers, designing statements, and maintaining good programming habits.
Learn about Agile Methodology of Software Engineering and study concepts like What is Agile, Why Agile is there, Agile Principles, Agile Manifesto with Pros & Cons of it.
Presentation also include Agile Testing Methodology like Scrum, Crystal Methodologies, DSDM, Feature Driven Development, Lean Software Development & Extreme Programming.
If you watch this one please rate it and do share this presentation to others so then can easily learn more about the Agile Methodology.
This document discusses software process models. It begins by outlining common activities like specification, design, validation and evolution. It then describes three generic process models: waterfall, evolutionary development, and component-based development. Waterfall involves separate sequential phases while evolutionary development interleaves activities. Component-based development focuses on reuse. The document also discusses process iteration techniques like incremental delivery and spiral development to accommodate changing requirements.
This ppt covers the following
A strategic approach to testing
Test strategies for conventional software
Test strategies for object-oriented software
Validation testing
System testing
The art of debugging
The document discusses component-based software engineering and defines a software component. A component is a modular building block defined by interfaces that can be independently deployed. Components are standardized, independent, composable, deployable, and documented. They communicate through interfaces and are designed to achieve reusability. The document outlines characteristics of components and discusses different views of components, including object-oriented, conventional, and process-related views. It also covers topics like component-level design principles, packaging, cohesion, and coupling.
The document discusses different software development life cycle (SDLC) models. It defines SDLC as a process used by the software industry to design, implement, and test high-quality software. The main stages of SDLC are planning, analysis, design, coding/development, testing, and deployment. It then describes six common SDLC methodologies - waterfall, V-shaped, iterative, spiral, big bang, and agile - and explains when each is generally most appropriate to use.
This document discusses the evolution of programming languages from early machine languages to modern higher-level languages. It begins with an introduction to human and computer languages. It then covers the development of machine languages, assembly languages, and higher-level languages like FORTRAN and COBOL. The document discusses the advantages of each generation of languages and examples of languages from the 1950s to modern times.
The document provides an overview of software engineering concepts including the software engineering process, prescriptive process models (waterfall model, V-model, incremental model), evolutionary process models (prototyping), and software engineering principles. It defines software engineering and discusses the software engineering layered technology of quality focus, process layer, methods, and tools. It also describes common software process activities and umbrella activities applied throughout a software project.
UML (Unified Modeling Language) is a standard language for specifying, visualizing, and documenting software systems. It uses various diagrams to model different views of a system, such as structural diagrams (e.g. class diagrams), behavioral diagrams (e.g. sequence diagrams), and deployment diagrams. The key building blocks of UML include things (classes, interfaces, use cases), relationships (associations, generalizations), and diagrams. UML aims to provide a clear blueprint of software systems for both technical and non-technical audiences.
The document discusses several software development life cycle (SDLC) models: Waterfall, V-shaped, structured evolutionary prototyping, rapid application development (RAD), incremental, and spiral. For each model, it describes the key steps, strengths, weaknesses, and scenarios where the model is best applied. The Waterfall model involves sequential phases from requirements to maintenance, while the V-shaped model adds verification and validation phases. Structured evolutionary prototyping uses iterative prototyping for requirements gathering. RAD emphasizes rapid delivery through time-boxing and productivity tools. Incremental development prioritizes requirements delivery in groups. The spiral model incorporates risk analysis, prototyping, and iterative cycles.
The document discusses software engineering and process models. It defines software engineering as the application of systematic and quantifiable approaches to software development, operation and maintenance. It describes software as computer programs, data structures and documentation.
It then discusses characteristics of software such as it being engineered not manufactured, not wearing out over time, and continuing to be custom built in most cases. It also discusses the software engineering layers including the process, method and tools layers.
Finally, it discusses the software process as a framework involving key activities like communication, planning, modeling, construction and deployment. It explains the generic process model and how activities are populated by actions and tasks to produce work products.
The document discusses the process of requirement engineering which involves identifying stakeholders, eliciting requirements, building use cases, negotiating requirements, and validating them. It explains the various steps in requirement engineering like understanding needs, analyzing and defining requirements, and establishing groundwork through stakeholder identification and viewpoints. The overall goal of requirement engineering is to help software engineers better understand problems by involving various participants like managers, customers and users.
The document discusses several software development life cycle (SDLC) models including Waterfall, V-Shaped, Prototyping, Rapid Application Development (RAD), Incremental, and Spiral models. For each model, it describes the key steps, strengths, weaknesses, and when each model is best applied. The models range from traditional sequential models like Waterfall to more iterative models like Prototyping and RAD.
Ian Sommerville, Software Engineering, 9th Edition Ch1Mohammed Romi
The document provides an introduction to software engineering concepts. It discusses what software engineering is, the importance of ethics in software development, and introduces three case studies that will be used as examples throughout the book. Specifically:
[1] It defines software engineering as an engineering discipline concerned with all aspects of software production. Professional and ethical practices are important.
[2] It discusses software engineering ethics and introduces the ACM/IEEE code of ethics for software engineers.
[3] It provides an overview of three case studies that will be referenced in later chapters: an insulin pump system, a patient management system, and a weather station system.
The software process involves specification, design and implementation, validation, and evolution activities. It can be modeled using plan-driven approaches like the waterfall model or agile approaches. The waterfall model involves separate sequential phases while incremental development interleaves activities. Reuse-oriented processes focus on assembling systems from existing components. Real processes combine elements of different models. Specification defines system requirements through requirements engineering. Design translates requirements into a software structure and implementation creates an executable program. Validation verifies the system meets requirements through testing. Evolution maintains and changes the system in response to changing needs.
The document contains slides from a lecture on software engineering. It discusses definitions of software and software engineering, different types of software applications, characteristics of web applications, and general principles of software engineering practice. The slides are copyrighted and intended for educational use as supplementary material for a textbook on software engineering.
This document provides information about a course on design patterns taught by Dr. Asma Cherif. It includes the course code, instructor details, learning objectives, textbooks, and topics that will be covered such as architectural design, what patterns are, and different types of patterns. Design patterns provide solutions to common software design problems and promote reuse of successful designs. The course aims to help students understand design patterns, identify patterns in code and designs, and implement patterns to design and develop quality software applications.
Ian Sommerville, Software Engineering, 9th Edition Ch 4Mohammed Romi
The document discusses requirements engineering and summarizes key topics covered in Chapter 4, including:
- The importance of specifying both functional and non-functional requirements. Non-functional requirements place constraints on system functions and development process.
- The software requirements specification document defines what the system must do and includes both user and system requirements. It should not describe how the system will be implemented.
- Requirements engineering involves eliciting, analyzing, validating and managing requirements throughout the development lifecycle. Precise, complete and consistent requirements are important for development.
The document discusses different software development life cycle (SDLC) models including waterfall, spiral/iterative, and agile. It provides an overview of each model's phases and when they are best applied. The waterfall model follows sequential phases from requirements to maintenance. The spiral model is risk-driven and iterative. The agile model emphasizes speed, reduced documentation, and frequent customer feedback through shorter development cycles. SDLC models provide structure, standard processes and deliverables to software development projects.
This slide set contains a basic understanding on object oriented programming and its design concepts.
The Agenda would be
Objects (Instances)
Classes
Advantages of OOP
Disadvantages of OOP
Let’s Design an OOP Solution
OOP Concepts
UML - Unified Modelling Language
UML Syntax
Associations
Inheritance
Cohesion and Coupling
A Beginner’s Guide to Programming Logic, Introductory
Chapter 2
Working with Data, Creating Modules, and Designing High-Quality Programs
Objectives
In this chapter, you will learn about:
- Declaring and using variables and constants
- Assigning values to variables
- The advantages of modularization
- Modularizing a program
- The most common configuration for mainline logic
COURSE TECHNOLOGY
CENGAGE Learning
This chapter discusses elements of high-quality program design, including the advantages of modularization such as abstraction, allowing multiple programmers to work on a problem, and reusing code. It covers how to modularize a program using modules, main programs, and hierarchy charts. The chapter also discusses features that contribute to good program design, such as using comments, choosing clear identifiers, designing statements, and maintaining good programming habits.
This chapter introduces key concepts about computer systems and programming. It discusses hardware and software components, and how they work together to input, process, and output data. The chapter outlines the program development cycle of understanding a problem, planning logic, coding, testing, and maintaining a program. It also describes using pseudocode, flowcharts and loops to represent program logic, and sentinel values to end repetitive processes. Different programming environments and interfaces are introduced. Finally, the evolution of programming models from procedural to object-oriented paradigms is summarized.
This document discusses key concepts in programming logic and design, including understanding computer components and operations, the programming process, flowchart symbols and pseudocode, variables, data types, and programming techniques. Specifically, it outlines the seven phases of the programming process as defining the problem, outlining the solution, developing an algorithm, testing the algorithm, coding, running the program, and documenting. It also describes flowchart symbols such as processing, input, output, and connectors.
for coding and implementation, there is a need of more specific and detailed requirements. The output of this process can directly be used into implementation in programming languages.
OOAD Part A Question with answer and Part B & C questions.
References :
1) Previous University Questions.
2) Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and Iterative Development by Craig Larman.
3) Google search engine for text and images.
The document provides an overview of problem solving and C programming at a basic knowledge level. It covers various topics including introduction to problem solving, programming languages, introduction to C programming, selection structures, arrays and strings, pointers, functions, structures and unions, and files. The objective is to understand problem solving concepts, appreciate program design, understand C programming elements, and write effective C programs. It discusses steps in program development, algorithms, modular design, coding, documentation, compilation and more.
1) The chapter discusses advanced modularization techniques in programming including methods with parameters, returning values from methods, passing arrays to methods, overloading methods, and recursion.
2) A key concept is implementation hiding which means the internal details of how a method operates are encapsulated and hidden from outside calls to the method.
3) Other important concepts covered include increasing cohesion so methods are functionally related, reducing coupling between methods, and understanding recursion where methods call themselves recursively.
This chapter discusses advanced modularization techniques in programming, including:
- The components of a method such as the method header, body, and return statement.
- Creating methods with no parameters, required parameters, and methods that return values.
- Passing arrays and overloading methods.
- Best practices for method design like cohesion, coupling, and implementation hiding.
- Using recursion and predefined methods.
This chapter discusses pointers, classes, virtual functions, and abstract classes in C++. Pointers contain the addresses of other variables and can be used to access dynamic memory. The address of and dereferencing operators are used to work with pointers. Classes and structs can have pointer member variables. Virtual functions allow dynamic binding at runtime rather than compile-time. Abstract classes define pure virtual functions that derived classes must implement.
Design and Analysis of Algorithm ppt for unit onessuserb7c8b8
The document outlines an algorithms course, including course details, objectives, and an introduction. The course code is 10211CS202 and name is Design and Analysis of Algorithms. It has 4 credits and meets for 6 hours per week. The course aims to teach fundamental techniques for effective problem solving, analyzing algorithm performance, and designing efficient algorithms. It covers topics like sorting, searching, and graph algorithms.
The document discusses the programming process and various concepts involved, including:
- Developing a program involves defining requirements, designing algorithms and pseudocode, coding, testing, documenting, and deploying the program.
- The program development cycle (software development life cycle) outlines stages like requirements gathering, design, implementation, testing, deployment, and maintenance.
- An algorithm is a set of steps to solve a problem, with characteristics like being well-defined, finite, deterministic, and producing the correct output. Pseudocode and flowcharts can be used to describe algorithms.
- A flowchart uses graphical symbols to represent a process through steps and decisions, helping communicate logic visually. Pseudocode describes algorithms
This document provides an introduction to the analysis of algorithms. It discusses algorithm specification, performance analysis frameworks, and asymptotic notations used to analyze algorithms. Key aspects covered include time complexity, space complexity, worst-case analysis, and average-case analysis. Common algorithms like sorting and searching are also mentioned. The document outlines algorithm design techniques such as greedy methods, divide and conquer, and dynamic programming. It distinguishes between recursive and non-recursive algorithms and provides examples of complexity analysis for non-recursive algorithms.
This document outlines the objectives and topics covered in the course EC8393 - Fundamentals of Data Structures in C. The course aims to teach students about linear and non-linear data structures and their applications using the C programming language. Key topics include implementing various data structure operations in C, choosing appropriate data structures, and modifying existing or designing new data structures for applications. Assessment includes continuous internal assessments, a university exam, and a minimum 80% attendance requirement.
This chapter introduces computer systems and programming, covering hardware, software, programming languages, and the program development cycle. It describes using pseudocode and flowcharts to plan program logic before coding. Testing and debugging programs is discussed, as well as different programming environments and models that have evolved over time. The key steps in programming are understanding the problem, planning the logic, coding, testing, and maintaining programs.
The document provides an introduction to a course on Data Structures and Algorithms. It outlines the course topics which include arrays, linked lists, stacks, queues, trees, sorting algorithms, and graph algorithms. It introduces the lecturer, Syeda Nazia Ashraf, and provides her background and experience. The grading breakdown and textbooks are listed. The goals of the course are to learn commonly used data structures, design algorithms, and implement data structures and algorithms in C language code.
This document provides an overview of problem solving and Python programming. It discusses computational thinking and problem solving, including identifying computational problems, algorithms, building blocks of algorithms, and illustrative problems. It also discusses algorithmic problem solving techniques like iteration and recursion. Finally, it briefly introduces the course titled "GE8151-PROBLEM SOLVING AND PYTHON PROGRAMMING".
This document provides an introduction to the Unified Modeling Language (UML). It discusses the origins of UML and how it was created through the unification of several object-oriented modeling languages. It then describes the main types of UML diagrams including use case diagrams, activity diagrams, class diagrams, state machine diagrams, and others. For each diagram type, it provides an example diagram and discusses when and how it should be used. The document is intended to teach students about UML and the various diagrams that can be used for software modeling and design.
The document discusses modular programming, which involves separating a program into independent, interchangeable modules that each contain everything needed to execute one aspect of the desired functionality. Modular programming makes programs easier to understand, manage complexity through smaller blocks of code, encourage code re-use, and allow independent development of code. It provides an example program that defines a function to find the maximum of two numbers and calls that function from the main program. Advantages of modular programming include that modules can be written and tested separately, reused, and allow large projects to be developed in parallel.
object oriented programming part inheritance.pptxurvashipundir04
The document discusses the key concepts in C++ program development including the Program Development Life Cycle (PDLC), variables and data types, operators, control structures, functions, arrays, pointers, identifiers, and keywords. The PDLC follows an iterative process with phases like planning, analysis, design, implementation, testing, deployment and maintenance. Variables store data of built-in types like integers while functions perform tasks. Arrays store multiple elements in contiguous memory and pointers reference the memory locations of other variables. Identifiers name program elements and keywords are reserved words with special meanings.
Similar to CIS110 Computer Programming Design Chapter (2) (20)
The document discusses object-oriented programming concepts in JavaScript, including creating custom objects using object literals, constructor functions, and the new operator. It provides examples of defining object properties and methods, and using nested functions to manage the state of buttons for a poker game application. The key topics covered are creating custom objects, defining object properties and methods, object constructor functions, and instantiating objects.
This document discusses using JavaScript to program web forms. It covers exploring the forms and elements objects to reference form fields and values. Methods are presented for setting field values, navigating between fields, and working with selection lists, radio buttons, check boxes, and hidden fields. The document also discusses formatting numeric values, applying form events, appending form data to URLs, and using regular expressions to extract data. Validation techniques like validating credit card numbers are also mentioned.
Chapter 12 Working with Document nodes and style sheetsDr. Ahmed Al Zaidy
This document discusses working with document nodes and style sheets in JavaScript. It covers exploring the node tree structure, creating element and text nodes, and appending nodes to documents. It also discusses creating external and embedded style sheets, adding them to documents, and enabling or disabling style sheets through JavaScript. The document provides examples of how to loop through child nodes, access node properties, and restructure node trees by moving nodes. It also explains working with attribute nodes and style sheet rules.
This document discusses working with events and styles in JavaScript. It covers creating event handlers, using the event object, exploring object properties, working with mouse and keyboard events, and controlling event propagation. Specific topics include adding and removing event listeners, changing inline styles, creating object collections with CSS selectors, and changing the cursor style. The overall goal is to teach how to build interactive elements that respond to user input through events.
Chapter 10 Exploring arrays, loops, and conditional statementsDr. Ahmed Al Zaidy
This document discusses using arrays, loops, and conditional statements in JavaScript. It begins by introducing the objectives of creating an array, working with array properties and methods, creating a for loop, using comparison and logical operators, and creating an if conditional statement. It then provides examples and explanations of creating and populating arrays, extracting values from arrays, sorting arrays, and using arrays as data stacks. The overall purpose is to demonstrate various array and loop techniques to generate a monthly calendar using JavaScript.
This document provides an overview of JavaScript programming concepts including:
1) It discusses server-side and client-side programming, with JavaScript being a client-side language that runs programs on a user's computer.
2) Core JavaScript concepts are explained such as objects, properties, methods, and how to reference browser and document objects.
3) Techniques for writing JavaScript programs are covered like adding comments, writing commands, debugging code, and working with variables.
This document discusses various methods for adding multimedia like audio and video to webpages. It covers HTML5 audio and video elements, supported file formats and codecs, adding captions and subtitles, applying CSS styles, embedding content from sites like YouTube, and using plugins as fallback options. The goal is to understand how to enhance a website with rich multimedia content in an accessible way across different browsers.
This document discusses designing web forms in HTML. It covers the basics of forms, including common form controls like text boxes, radio buttons, checkboxes, dropdown lists and more. It also discusses how to lay out forms, add labels and default values, and how forms interact with web servers. The goal is to explore the key elements for creating effective and functional web forms.
This document discusses using tables in HTML and CSS. It covers how to structure tables with <table>, <tr>, <th>, and <td> tags, style tables with CSS including borders and captions, work with rows and columns including grouping and spanning, and make tables responsive. The goal is to teach how to effectively organize and present information using tables and make those tables readable on different devices.
This document discusses responsive design and flexbox layouts for mobile web design. It covers creating media queries to apply different styles based on screen size, introducing the viewport and its relationship to device width, creating a responsive pulldown menu with CSS, and defining flexbox properties like flex-direction, flex-basis, flex-grow, and flex-shrink to create flexible layouts. The objectives are to make a website render well on devices of various sizes using these responsive design and flexbox techniques.
This document provides an overview of techniques for applying graphical effects to elements using CSS, including:
- Creating figure boxes and adding background images, borders, rounded corners, and gradients.
- Applying transformations, shadows, filters and semi-transparency to elements.
- Introducing 3D transformations and perspective.
- The document contains examples and explanations of CSS properties for each graphical effect.
This document discusses various page layout techniques in CSS including floats, grids, and positioning. It begins by explaining the objectives of creating a reset style sheet, exploring page layout designs, and various positioning techniques. It then covers creating floats, clearing floats, and preventing container collapse. The document ends by discussing grid-based layouts including setting up grids, fixed and fluid grids, and frameworks to support grid layouts.
This document discusses various CSS concepts including style sheets, selectors, inheritance, and properties for styling text, colors, and fonts. It covers the different types of style sheets like external, embedded, and inline styles. Contextual and attribute selectors are explained. Methods for applying colors like RGB, hex codes, and HSL are provided. The use of web fonts with the @font-face rule is also summarized.
The document discusses the objectives and structure of an HTML5 tutorial, including exploring the history of the web, creating the structure of an HTML document, inserting elements and attributes, and linking to other resources. It covers the basics of HTML5 such as the document type declaration, element tags, attributes, comments, and different types of elements like headings, paragraphs, images, and links.
An integer overflow occurs when the result of an arithmetic operation exceeds the maximum size of the integer type used to store it. This causes the value to wrap around and can lead to unexpected results. For example, adding 1 to the maximum 8-bit signed integer value of 127 would result in -128 instead of 128. Integer overflows can be exploited by attackers and cause issues like buffer overflows. Developers should choose appropriate integer types that can store all possible values and check for overflow conditions.
This document provides an overview of software testing fundamentals. It discusses why testing is necessary due to human errors that can lead to defects. It then defines software testing as a process used to evaluate a product against requirements and design specifications through execution of tests to detect defects. The document outlines the general test process, including test planning, analysis and design, implementation and execution, evaluating results against exit criteria, and closing testing activities.
The document discusses risk mitigation strategies for network security. It covers assessing threats through formal threat assessments that examine the likelihood and seriousness of potential threats. Risk assessments involve testing systems for vulnerabilities, managing changes to systems, auditing user privileges, and planning for incident response. The document outlines approaches to calculating risk both qualitatively and quantitatively by evaluating the likelihood and potential impact of risks based on historical data from sources like police, insurance companies, and computer incident monitoring organizations. Effective risk mitigation involves knowing potential threats, assessing related risks, and implementing strategies to reduce vulnerabilities and consequences.
The document discusses business continuity, which involves maintaining business operations after disruptive events through business continuity planning, business impact analysis, and disaster recovery planning. It describes business continuity planning as identifying threats, creating preventative and recovery procedures, and testing them. A business impact analysis identifies critical business functions and systems to prioritize in the event of disruption. The disaster recovery plan focuses on restoring IT resources and systems in a documented, tested process following a disruptive event through alternative processing sites and data resynchronization.
The document discusses vulnerability assessment and data security. It explains that vulnerability assessment involves systematically evaluating an enterprise's security posture by identifying assets, evaluating threats, assessing vulnerabilities, analyzing risks, and mitigating risks. This includes inventorying and prioritizing assets, modeling potential threats, cataloging existing weaknesses, estimating the impact of risks, and determining how to address risks. A variety of tools can be used for vulnerability assessment, such as port scanners, vulnerability scanners, and protocol analyzers.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
1. Programming Logic and Design
Eighth Edition
Chapter 2
Elements of High-Quality Programs
2. Objectives
In this chapter, you will learn about:
• Declaring and using variables and constants
• Performing arithmetic operations
• The advantages of modularization
• Modularizing a program
• Hierarchy charts
• Features of good program design
2Programming Logic and Design, Eighth Edition
3. Declaring and Using Variables
and Constants
• Understanding Unnamed, Literal Constants and
their Data Types
– Data types
• Numeric consists of numbers
• String is anything not used in math
– Different forms
• Integers and floating-point (also called real) numbers
• Numeric Constant (Literal numeric constant)
• String constants (alphanumeric vakues)
• Unnamed constants
3Programming Logic and Design, Eighth Edition
4. Working with Variables
• Named memory locations
• Contents can vary or differ over time
• Declaration
– Statement that provides a data type and an identifier for a
variable
• Identifier
– Variable’s name
4Programming Logic and Design, Eighth Edition
5. Working with Variables (continued)
Figure 2-1 Flowchart and pseudocode for the number-doubling program
5Programming Logic and Design, Eighth Edition
6. Working with Variables (continued)
• A declaration is a statement that provides a data
type and an identifier for a variable
• An identifier is a program component’s name
• Data type
– Classification that describes:
• What values can be held by the item
• How the item is stored in computer memory
• What operations can be performed on the data item
• Initializing the variable - Declare a starting value
• Garbage – a variable’s unknown value
6Programming Logic and Design, Eighth Edition
7. 7Programming Logic and Design, Eighth Edition
Figure 2-2 Flowchart and pseudocode of number-doubling
program with variable declarations
Working with Variables (continued)
8. Naming Variables
• Programmer chooses reasonable and descriptive
names for variables
• Programming languages have rules for creating
identifiers
– Most languages allow letters and digits
– Some languages allow hyphens
– Reserved keywords are not allowed
• Variable names are case sensitive
8Programming Logic and Design, Eighth Edition
9. Naming Variables (continued)
• Camel casing
– Variable names such as hourlyWage have a “hump” in
the middle
• Be descriptive
– Must be one word
– Must start with a letter
– Should have some appropriate meaning
9Programming Logic and Design, Eighth Edition
11. Assigning Values to Variables
• Assignment statement
– set myAnswer = myNumber * 2
• Assignment operator
– Equal sign
– A binary operator, meaning it requires two operands—one
on each side
– Always operates from right to left, which means that it has
right-associativity or right-to-left associativity
– The result to the left of an assignment operator is called an
lvalue
11Programming Logic and Design, Eighth Edition
12. Understanding the Data Types of
Variables
• Numeric variable
– Holds digits
– Can perform mathematical operations on it
• String variable
– Can hold text
– Letters of the alphabet
– Special characters such as punctuation marks
• Type-safety
– Prevents assigning values of an incorrect data type
12Programming Logic and Design, Eighth Edition
13. Declaring Named Constants
• Named constant
– Similar to a variable
– Can be assigned a value only once
– Assign a useful name to a value that will never be changed
during a program’s execution
• Magic number
– Unnamed constant
– Use taxAmount = price * SALES_TAX_AMOUNT
instead of taxAmount = price * .06
13Programming Logic and Design, Eighth Edition
15. Performing Arithmetic Operations
(continued)
• Rules of precedence
– Also called the order of operations
– Dictate the order in which operations in the same
statement are carried out
– Expressions within parentheses are evaluated first
– All the arithmetic operators have left-to-right associativity
– Multiplication and division are evaluated next
• From left to right
– Addition and subtraction are evaluated next
• From left to right
15Programming Logic and Design, Eighth Edition
17. The Integer Data Type
• Dividing an integer by another integer is a special
case
– Dividing two integers results in an integer, and any
fractional part of the result is lost
– The decimal portion of the result is cut off, or truncated
• A remainder operator (called the modulo operator
or the modulus operator) contains the remainder of
a division operation
– 24 Mod 10 is 4
– Because when 24 is divided by 10, 4 is the remainder
17Programming Logic and Design, Eighth Edition
18. Understanding the Advantages
of Modularization
• Modules
– Subunit of programming problem
– Also called subroutines, procedures, functions, or
methods
– To call a module is to use its name to invoke the module,
causing it to execute
• Modularization
– Breaking down a large program into modules
– Called functional decomposition
18Programming Logic and Design, Eighth Edition
19. Modularization Provides
Abstraction
• Abstraction
– Paying attention to important properties while ignoring
nonessential details
– Selective ignorance
• Newer high-level programming languages
– Use English-like vocabulary
– One broad statement corresponds to dozens of machine
instructions
• Modules provide another way to achieve abstraction
19Programming Logic and Design, Eighth Edition
20. Modularization Allows Multiple
Programmers to Work on a Problem
• Easier to divide the task among various people
• Rarely does a single programmer write a commercial
program
– Professional software developers can write new programs
quickly by dividing large programs into modules
– Assign each module to an individual programmer or team
20Programming Logic and Design, Eighth Edition
21. Modularization Allows You to
Reuse Work
• Reusability
– Feature of modular programs
– Allows individual modules to be used in a variety of
applications
– Many real-world examples of reusability
• Reliability
– Assures that a module has been tested and proven to
function correctly
21Programming Logic and Design, Eighth Edition
22. Modularizing a Program
• Main program
– Basic steps (mainline logic) of the program
• Include in a module
– Module header
– Module body
– Module return statement
• Naming a module
– Similar to naming a variable
– Module names are followed by a set of parentheses
22Programming Logic and Design, Eighth Edition
23. Modularizing a Program (continued)
• When a main program wants to use a module
– “Calls” the module’s name
• Flowchart
– Symbol used to call a module is a rectangle with a bar
across the top
– Place the name of the module you are calling inside the
rectangle
– Draw each module separately with its own sentinel
symbols
23Programming Logic and Design, Eighth Edition
24. 24Programming Logic and Design, Eighth Edition
Figure 2-3 Program that produces a bill using only main program
25. Modularizing a Program (continued)
• Statements taken out of a main program and put into
a module have been encapsulated
• Main program becomes shorter and easier to
understand
• Modules are reusable
• When statements contribute to the same job, we get
greater functional cohesion
25Programming Logic and Design, Eighth Edition
26. 26Programming Logic and Design, Eighth Edition
Figure 2-5 The billing program with constants declared within the module
27. Declaring Variables and Constants
within Modules
• Place any statements within modules
– Input, processing, and output statements
– Variable and constant declarations
• Variables and constants declared in a module are
usable only within the module
– Visible
– In scope, also called local
• Portable
– Self-contained units that are easily transported
27Programming Logic and Design, Eighth Edition
28. Declaring Variables and Constants
within Modules (continued)
• Global variables and constants
– Declared at the program level
– Visible to and usable in all the modules called by the
program
– Many programmers avoid global variables to minimize
errors
28Programming Logic and Design, Eighth Edition
29. Understanding the Most Common
Configuration for Mainline Logic
• Mainline logic of almost every procedural computer
program follows a general structure
– Declarations for global variables and constants
– Housekeeping tasks - steps you must perform at the
beginning of a program to get ready for the rest of the
program
– Detail loop tasks - do the core work of the program
– End-of-job tasks - steps you take at the end of the program
to finish the application
29Programming Logic and Design, Eighth Edition
30. Understanding the Most Common
Configuration for Mainline Logic (continued)
Figure 2-6 Flowchart and pseudocode of
mainline logic for a typical procedural program
30Programming Logic and Design, Eighth Edition
31. Creating Hierarchy Charts
• Hierarchy chart
– Shows the overall picture of how modules are related to
one another
– Tells you which modules exist within a program and which
modules call others
– Specific module may be called from several locations
within a program
• Planning tool
– Develop the overall relationship of program modules
before you write them
• Documentation tool
31Programming Logic and Design, Eighth Edition
32. Creating Hierarchy Charts (continued)
32Programming Logic and Design, Eighth Edition
Figure 2-10
Hierarchy chart
of payroll report
program in
Figure 2-8
Figure 2-11
Billing program
hierarchy chart
33. Features of Good Program Design
• Use program comments where appropriate
• Identifiers should be chosen carefully
• Strive to design clear statements within your
programs and modules
• Write clear prompts and echo input
• Continue to maintain good programming habits as
you develop your programming skills
33Programming Logic and Design, Eighth Edition
34. Using Program Comments
• Program comments
– Written explanations of programming statements
– Not part of the program logic
– Serve as documentation for readers of the program
• Syntax used differs among programming languages
• Flowchart
– Use an annotation symbol to hold information that
expands on what is stored within another flowchart
symbol
34Programming Logic and Design, Eighth Edition
35. Using Program Comments (continued)
35Programming Logic and Design, Eighth Edition
Figure 2-12 Pseudocode that declares some variables and includes comments
36. 36Programming Logic and Design, Eighth Edition
Figure 2-13 Flowchart that includes annotation symbols
37. Choosing Identifiers
• General guidelines
– Give a variable or a constant a name that is a noun
(because it represents a thing)
– Give a module an identifier that is a verb (because it
performs an action)
– Use meaningful names
• Self-documenting
– Use pronounceable names
– Be judicious in your use of abbreviations
– Avoid digits in a name
37Programming Logic and Design, Eighth Edition
38. Choosing Identifiers (continued)
• General guidelines (continued)
– Use the system your language allows to separate words in
long, multiword variable names
– Consider including a form of the verb to be
– Name constants using all uppercase letters separated by
underscores (_)
• Programmers create a list of all variables
– Data dictionary
38Programming Logic and Design, Eighth Edition
39. Designing Clear Statements
• Avoid confusing line breaks
• Use temporary variables to clarify long statements
39Programming Logic and Design, Eighth Edition
40. Avoiding Confusing Line Breaks
• Most modern programming languages are
free-form
• Make sure your meaning is clear
• Do not combine multiple statements on one line
40Programming Logic and Design, Eighth Edition
41. Using Temporary Variables to
Clarify Long Statements
• Temporary variable
– Work variable
– Not used for input or output
– Working variable that you use during a program’s
execution
• Consider using a series of temporary variables to
hold intermediate results
41Programming Logic and Design, Eighth Edition
42. Using Temporary Variables to Clarify
Long Statements (continued)
Figure 2-14 Two ways of achieving the same salespersonCommission result
42Programming Logic and Design, Eighth Edition
43. Writing Clear Prompts and Echoing
Input
• Prompt
– Message displayed on a monitor to ask the user for a
response
– Used both in command-line and GUI interactive programs
• Echoing input
– Repeating input back to a user either in a subsequent
prompt or in output
43Programming Logic and Design, Eighth Edition
44. Writing Clear Prompts and Echoing
Input (continued)
Figure 2-15 Beginning of a program
that accepts a name and balance as input
44Programming Logic and Design, Eighth Edition
45. 45Programming Logic and Design, Eighth Edition
Figure 2-16 Beginning of a program that accepts a
name and balance as input and uses a separate prompt for each item
46. Maintaining Good Programming
Habits
• Every program you write will be better if you:
– Plan before you code
– Maintain the habit of first drawing flowcharts or writing
pseudocode
– Desk-check your program logic on paper
– Think carefully about the variable and module names you
use
– Design your program statements to be easy to read and
use
46Programming Logic and Design, Eighth Edition
47. Summary
• Programs contain literals, variables, and named
constants
• Arithmetic follows rules of precedence
• Break down programming problems into modules
– Include a header, a body, and a return statement
• Hierarchy charts show relationship among modules
• As programs become more complicated:
– Need for good planning and design increases
47Programming Logic and Design, Eighth Edition