0% found this document useful (0 votes)
226 views86 pages

Week 1

The document covers fundamental concepts of programming, including programming languages, programs, and programmers, as well as the systems development cycle. It outlines features of a good program, such as reliability, usability, and maintainability, and introduces algorithms, their definitions, features, and methods of representation. Additionally, it discusses decision tables and data flow diagrams as tools for structuring logic and visualizing data flow in programming.

Uploaded by

olas4show
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
226 views86 pages

Week 1

The document covers fundamental concepts of programming, including programming languages, programs, and programmers, as well as the systems development cycle. It outlines features of a good program, such as reliability, usability, and maintainability, and introduces algorithms, their definitions, features, and methods of representation. Additionally, it discusses decision tables and data flow diagrams as tools for structuring logic and visualizing data flow in programming.

Uploaded by

olas4show
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 86

WEEK 1

To understand:
• Concept of programming
• Features of a good program
• Systems development cycle.

CONCEPT OF PROGRAMMING
 Programming Language:
- The language used to write code
- A set of rules, syntax, and semantics used to write software.
- Defines how to write instructions that a computer can understand.
- Example: Java, Python, C++, JavaScript.

 Program:
The actual software application or code written a programming language
- A set of instructions written in a programming language.
- A software application or a piece of code that performs a specific task.
- Definition: A set of instructions written in a programming language.
- Example: Web browser, Game, Operating System, mobile apps.

 Programmer:
The person who writes the code in a programming language
- Responsible for designing, writing, testing, and maintaining software programs.
- May work on a single program or multiple programs.
- Example: Software developer, Coder, Software engineer.

 Programming:
- The process of writing code and creating software applications
- The process of writing code in a programming language.
- The act of creating software, including designing, writing, testing, and debugging.
- Involves using programming languages, tools, and techniques to solve problems or create
software applications.
- Example: Writing Java code, Developing an app, Building a website.

Concise
- Programming Language is the tool (language).
- Program is the output (software).
- Programmer is the person (developer).
- Programming is the process (writing code and creating software).
A program is a set of instructions that tells the computer what to do. Computer programming
(often shortened to programming or coding), is the process of writing, testing,
debugging/troubleshooting and maintaining act of instructions (source code) for solving a
problem with the computer. A source code is written in an acceptable computer programming
language. The code may be a modification of an existing source or something completely new.
The purpose of programming is to create a program that exhibits a certain described behavior
(customization). The process of writing source code requires expertise in many different
subjects, including knowledge of the application domain. Alternatively. Programming is the
craft of transforming requirements into something that a computer can execute. Problem solving
on computer is a task of expressing the solution to the problem in terms of simple concepts,
operations and computer code (program) to obtain the results. To achieve this aim, you may
proceed as follows.
1. First, understand the problem clearly:- Decide what you want to be calculated by the
computer. What will be the input data required? (if any). This is the problem formulation.
2. Write the steps of computation that are necessary to arrive at the solution. This is setting up
the algorithm.
3. Prepare a flowchart corresponding to the algorithm.
4. Develop the computer program. Test and run it on the computer. There is an ongoing debate
on the extent to which the writing of programs is an art, a craft or an engineering discipline.
Good programming is generally considered to be the measured application art, craft and
engineering, with the goal of producing an efficient and maintainable software (program)
solution. The discipline differs from may other technical professions in that programmers
generally do not need to be licensed or pass any standardized (or governmentally regulated)
certification tests in order to call themselves “programmers” or even “software engineers”.

FEATURES OF A GOOD COMPUTER PROGRAM


1) Reliability Any developed program for a particular application can be depended upon to do
what it is supposed to accomplish. How often the results of a program are correct. This depends
on prevention of resulting from data conversion and prevention of errors resulting from buffer
overflows, underflows and zero division.
2) Meeting Users Needs: Any developed system has a purpose for which it is developed. A
developed program is a failure if it cannot meet the objectives for which it is proposed and
designed, that is, if the potential users cannot use it either because it is too complex or too
difficult. The usability of an application analysis involving the user.
3) Development on time within Budgets: Estimates of time and cost for writing computer
programs have frequently been under or over estimated. The components of a structured
disciplined approach to programming are:
i) Proper control and management of time and cost required.
ii) Increased programmer productivity
iii) More accurate estimates.
4) Error-Free Set of Instruction Almost all large set of programs contain errors. If a program is
designed and developed in a disciplined structured approach, it minimizes the likelihood of
errors and facilitates detection/correction of such errors during program testing.
5) Error-Resistant Operations: A good program should be designed in such a way that it can
perform validation run on each input data to determine whether or not they meet the criteria set
for them. Eg Reasonableness check, Existence check, Dependency check, etc.
6) Maintainable Code: A good program design will always be easy to change or modify when
the need arises. Programs should be written with the maintenance activity in mind. The
structure, coding and documentation of the program should allow another programmer to
understand the logic of the program and to make a change in one part of a program without
unknowingly introducing an error in another part of the same program.
7) Portable Code: A good program design will be transferable to a different computer having a
language translator for that language without substantial changes or modification
8) Readability: The program codes will be easy for a programmer to read and understand the
logic involved in the programming.
9) Storage Saving: A good program design is not to be verbous, that is, it will not be allowed to
be unnecessary long, thereby consuming much storage that will be required for processing data
and storage of information produced from processing.
10) Efficiency: The amount of system resources a program consumes (processor time, memory
space, slow devices, network bandwidth and to some extent even user interaction), the less the
better.
11) Robustness: How well a program anticipates situations of data type conflict and other
incompatibilities that result in run time errors and program halts. The focus is mainly on user
interaction and handling of
12) Usability: The clarity and intuitiveness of a programs output can make or break it’s success.
This involves a wide range of textual and graphical elements that makes a program easy and
comfortable to use.

System Development Cycle


Most IT projects work in cycles. First, the needs of the computer users must be analyzed. This
task is often performed by a professional Systems Analysts who will ask the users exactly what
they would like the system to do, and then draw up plans on how this can be implemented on a
real computer based system.
The programmer will take the specifications from the Systems Analyst and then convert the
broad brushstrokes into actual computer programs. Ideally at this point there should be testing
and input from the users so that what is produced by the programmers is actually what they
asked for.
Finally, there is the implementation process during which all users are introduced to the new
systems, which often involves an element of training.
Once the users start using the new system, they will often suggest new improvements and the
whole process is started all over again.
These are methodologies for defining a systems development cycle and often you will see four
key stages, as listed below.
Feasibility Study
Design
Programming
Implementation

WEEK 2
To understand:
• The Concept of Algorithm
• Definition of Algorithm
• Features of an Algorithm
• Methods of representing Algorithm
Concept of Algorithm
An algorithm is a set of instructions to obtain the solution of a given problem. Computer needs
precise and well-defined instructions for finding solution of problems. If there is any ambiguity,
the computer will not yield the right results. It is essential that all the stages of solution of a
given problem be specified in details, correctly and clearly moreover, the steps must also be
organized rightly so that a unique solution is obtained.
A typical programming task can be divided into two phases:
(a) Problem solving phase
In this stage an ordered sequence of steps that describe solution of the problem is produced.
Their sequence of steps can be called anti-Algorithm
(b) Implementation Phase
In this phase, the program is implemented in some programming languages. Algorithm may be
set up for any type of problems, mathematical/scientific or business. Normally algorithms for
mathematical and scientific problems involve mathematical formulars. Algorithms for business
problems are generally descriptive and have little use of formula.
Features of an Algorithm
1. It should be simple
2. It should be clear with no ambiguity
3. It should head to unique solution of the problem
4. It should involve a finite number of steps to arrive at a solution
5. It should have the capability to handle unexpected situation.
Methods of Representing Algorithm
Algorithms are statements of steps involved in solving a particular problem. The steps to the
solutions are
broken into series of logical steps in English related form. Programs are written to solve real life
problems. There can’t be a solution if there is no recognized problem and once a problem exist,
one must take certain step in order to get a desired solution. The following methods could be
used to represent an algorithm.
Methods of English like form
Methods of Flowchart
Methods of Pseudo code
Methods of Decision table
Methods of Data flow Diagram (DFD)
Pseudo code
A pseudo code is the English-like representation of the program logic. It does not make use of
standard symbols like the flowchart. It is a sequential step by step arrangements of the
instructions to be performed to accomplish a task. It is an informal and artificial language that
helps programmers develop algorithms.
Example 1
Write a pseudo code for findings the area of a room.
Solution:
• Begin process
• Input room length
• Input room width
• Multiply length by width to get area
• Print area
• End process
Solution for example 3 (below under pseudo code)
• Step 1: Input M1, M2, M3, M4
• Step 2: Grade ← (M1 + M2 + M3 + M4)/4
• Step 3: If (Grade < 50) then
• Print “FALL”
• Print “Pass”
• End it.

Example 2
Write a Pseudo code for finding the greatest of 3 numbers represented as A, B, and C.
Solution
• Begin process
• Input A,B,C
• If A>B then big = A
• Else big = B
• If big >C then bigst = big
Else bigst = C
Example 3
Write an Algorithm to determine a student’s final grade and indicate whether it is passing or
failing.
The final grade is calculated as the average of four marks.
Solution
• Input a set of 4 marks
• Calculate their average by summing and dividing by 4.
• If average is below 50
Print “Fail”
else
Print “Pass”

WEEK 3
• The Concept of Algorithm
• Definition of Algorithm
• Features of an Algorithm
• Methods of representing Algorithm
English-like form
The English form of representing as algorithm entails breaking down the solution steps of the
problem into single and sequential English words. The steps are represented in English to say
what action should be taken in such a step.
Example 1
Develop an algorithm to obtain a book on computer from your school library located on the
fourth floor of the building. You are to proceed to the library from your ground floor classroom.
1. Start from the classroom
2. Climb the stairs to the 4th floor and reach the library
3. Search a book on computer
4. Have the book issued
5. Return to your classroom
6. Stop.
Note: The above algorithm solution of example 1, has been written in simple and clear English
way.
There is no
Example 2
Develop an algorithm to find the average of four numbers stored in variables A,B,C,D
Solution
1. Start
2. Read values in variables A,B,C,D
3. Calculate the average as (A+B+C+D)/4 and store the result in P.
4. Write the value stored in P
5. Stop.

Example 3
Develop and algorithm to find the average of four numbers stored in variables A, B, C, D.
When the value of variable A is zero, no averaging is to be done.
Solution
1. Start
2. Read values stored in variable A,B,C.D
3. If the value of A is Zero, then jump to step 6
4. Calculate the average of A, B, C, D and store the result in variable P.
5. Write the value of P
6. Stop.

Flowchart
Flowchart is a representation of the algorithm using standard symbols. Each symbols has a new
function.
The Algorithm steps determine which symbol to use to represent it in the flow each step is
linked to another step by using the directional arrows.

Example
Write an algorithm and draw a flowchart to convert the length in feet to centimeter.
Solution
(Pseudocode)
• Input the length in feet (Lft)
• Calculate the length in an (LCM) by multiplying LFT with 30
• Print Length in Cm (LCM)
Flow Chart Symbols and Flow Chart For Mailing Letter
Step 1: Input Lft
Step 2: Lcm ← Lft * 30
Step 3: Print Lcm
Step 4: Stop

WEEK 4
• The Concept of Algorithm
• Definition of Algorithm
• Features of an Algorithm
• Methods of representing Algorithm

Decision table
A decision table is a form of truth table that structures the logic of a problem into simple YES
and No form. It is easily adapted to the needs of business data processing. It is a rectangle
divided into four sections called quadrants. It provides a structure for showing logical
relationships between conditions that exist and actions to be taken as a result of these
conditions. The quadrants of a decision table are called the condition steeb, the condition entry,
the action stub and the action entry respectively.

1. The number of condition is used to determine the number of entries by using the formula,
where n is the number of condition.
2. Halving method is used to form the entries in the condition entry e.g if the number of
conditions in a question is 3, then the no of entries will be 23 =8. Therefore in the condition
entry box, the first row will have 4 Ys and 4 Ns. The second row will have 2Ys and 2Ns by
2.Finally the 3rd row willhave 1Y and 1N into 4

1 Condition stub:- This gives a list of all the conditions that are relevant to the system.
2 Condition entry: - Shows a YES or NO entry (abbreviated to Y for YES and N for NO)
whether listed condition is present or absent.
3 Action stubs: - This quadrant gives a list of all the actions that could be taken by the system,
based on the conditions.
4 Action entry: - This quadrant indicates whether a specific action will be taken or will not be
taken.
Action stub Action entry
The condition entries
i. Y is an indication that the condition is present
ii N is an indication that the condition is not present
iii - or blank is an indication that the condition was not tested.
The action entries
i. X is an indication that the listed action to be taken.
ii. blank is an indication that the action is not to be taken.
Advantages of Decision Tables
1. They are simple, practicable and economical .All that is regarded to developed a decision
table is a piece of paper and a pencil
2. It makes the system designer to express the logic of the problem in direct and concise terms,
which results in the development of an effective and efficient program.
3. It is useful in program documentation i.e decision tables provide a quick and easily
understood overview of the system.
4. It is an excellent communication device to breach the gap between the computer personnel
who are responsible for developing the system and the non data processing personnel who use
the output of the system.
5. Decision tables are easy to update.
6. It is easy to lean how to use decision table.
7. The complexity and the amount of detail that can be handed by a decision table is un-limited.
Disadvantages
1 Total sequence: The total sequence of an operation is not clearly shown in the decision table
i.e no overall picture is given as with flowcharts.
2 Logic: Where the logic of a system is simple flowcharts always serve the purpose better.
Example
A wholesaler gives discount according to the following rules.
i. Irrespective of the value of the sale and whether it is for cash or credit, existing customers get
a 5% discount.
ii. If the sale is for cash, then existing customers receive a 10% discount in total.
iii. If the sale is for over #1000 and for cash then existing customers receive a15% discount in
total.
iv. New customers never receive a discount of any sort.

You are regarded to construct a limited entry decision table to describe the above process.
SOLUTION
Data flow Diagrams
A data flow diagram shows the flow of the data among a set of components. The components
may be tasks, software components, or even abstractions of the functionality that will be
included in the software system. The actors are not included in the data flow diagrams. The
sequence of actions can often be inferred from the sequence of activity boxes.

Rules and Interpretations for correct data flow diagrams.


1) Boxes are processes and must be verb phrases
2) Arcs represent data and must be labeled with noun phrases.
3) Control is not shown. Some sequencing may be inferred from the ordering.
4) A process may be a one – time activity, or it may imply a continuous processing.
5) Two arcs coming out of a box may indicate that both output are produced or that one or the
other is produced.
Example DFD

WEEK 5
Definition of flowchart
Description of flowchart symbols
Solving simple programming table with flowcharts

The flowchart
A flowchart is a pictorial representation of an Algorithm or of the plan of solution of a problem.
It indicates the process of solution, the relevant operations and computations, point of decision
and other information that are part of the solution. Flowcharts are of particular importance for
documenting a program. Special geometrical symbols are used to construct flowcharts. Each
symbol represents an activity. The activity could be input/out of data, computation/processing
of data, taking a decision, terminating the solution, etc. The symbols are joined by arrows to
obtain a complete flowchart.
Example 2
Draw a flowchart to find the average of four numbers stored in variables A,B,C,D. when the
value of A is zero, no averaging is to be done.
Example 3
Write a flowchart to determine a student final grade and indicate whether it is pass or fail. The
final grade is calculated as the average of four marks.

Solution
Start
READ values
For A,B,C,D.
Is
A=0
?
Calculate the average
Write the value of
P
Stop
Start
Input
M1 M2 M3 & M4

Example 4
Write an algorithm and draw a flowchart that will read the two sides of a rectangle and calculate
its area.
Solution
Pseudo code
• Input the Width (w) and Length(L) of a rectangle
• Calculate the area (A) by multiplying L with W
• Print A.
Algorithm
Step 1: Input W, L
Step 2: A← L * W
Step 3: Print A.

Example 5
Write an algorithm and draw a flowchart that will calculate the roots of a quadratic equation.
ax2+ bx + c = 0
Hint: d = SQrt(b2
– 4ac), and the roots are:
X1 = (-b + d)/2a and X2 = (b – d)/ 2a
Solution
Pseudo code
• Input the coefficients (a, b, c) of the quadratic equation
• Calculate d
• Calculate X1
• Calculate X2
• Print X1 and X2
Algorithm
Stop
Input
W,L
A←L*W
Print A
Stop

Step 1: Input a, b, c
Step 2: d ← Sqrt (b * b – 4 * a * c)
Step 3: X1 ← ( - b + d)/ (2 * a)
Step 4: X2 ← (- b – d)/ (2 * a)
Step 5: Print X1, X2

Flowchart
Uses of flowcharts
1 It gives us an opportunity to see the entire system as a whole.
2 It makes us to examine all possible logical outcomes in any process.
3 It provides a tool for communicating i.e a flowchart helps to explain the system to others.
4 To provide insight into alternative solutions.
5 It allows us to see what will happen if we change the values of the variable in the system.
Start
Input
a, b, c
d ← Sqrt + (b * b – 4*a*c
X1 ← (-b + d)/ (2*a)
X2 ← (-b – d) / (2* a)
Print
X1, X2
Stop
ADVANTAGES OF USING FLOWCHART
1. Communication flowcharts are visual aids for communicating the logic of a system to all
concerned.
2. Documentation: flowcharts are a means of documentation because:
3 The analyst/ programmers may leave the arrangement or they may forget the logic of the
program.
4 Changes to the procedure are more easily catered for (modification).
5 Flowchart can be understood by new staff coming to the company
6 Analysis: flowcharts help to clarify the logic of a system i.e the overall picture of the
organization can be seen.
7 Consistency: A flowchart is a consistent system of recording. It brightens @ the relationships
between different parts of a system.
DISADVANTAGES OF USING FLOWCHART
1. Complex logic:- Where the logic of a problem is complex, the flowchart quickly becomes
clustered and lacks clarity.
2. Alterations:- If alterations are required the flowchart may require redrawing completely.
3. Reproduction:- As the flowchart symbols cannot be typed, reproduction of flowchart is often
a problem.
WEEK 6
To understand:
* Design algorithm for problems involving.
• Strictly sequence control structure
• Selection control structure
• Iteration control structure

Designing Algorithm for Common Programming Logic Structures


Basic Coding Structures
All computer programs can be coded using only three logic structures (or programs) or
combinations of these structures:
1. Simple sequence
2. Selection
3. Repetition
The three structures are useful in a disciplined approach to programming because
1. The program is simplified. Only the three building blocks are used, and there is a single
point of entry into the structure and a single point of exit.
2. The three coding structures allow a program to be read from top to bottom making the logic
of the program more visible for checking and for maintenance.
Simple Sequence
The simple-Sequence structure consists of one action followed by another. In other words, the
flow of control is first to perform operation A and the to perform operation B.. A simple
sequence is flowcharted as two process symbols connected by a flowline.
Selection
The selection structure consists of a test for condition followed by two alternative paths for the
program to follow. The programs selects one of the program control paths depending on the test
of the condition. After performing one of two paths, the program control returns to a single
point. This pattern can be termed IF.. ELSE because the logic can be stated (for condition P and
operations C and D): IF P (is true), perform C; ELSE perform D . A flowchart for the selection
structure consists of a decision symbol followed by two paths, each with a process symbol,
coming together following the operation symbols.
(a) Single alternative – This structure has the form:
[IF condition, Then:]
[End of IF structure]

(b) Double alternative: This structure has the form ie IF condition holds, then module A
executed; otherwise module B is executed.

(c) Multiple alternatives: This structure has the form:


IF Condition (1), then
[Module A,]
Else if condition (2), then:
[module Az]
Condition
?
Module A
Module A
Condition
?
Module
B
IF Condition, then:
[Module A]
Else
[Module A]
[End of IF structure]

Else if condition (m), then;


[module Am]
Else [module B] (END OF IF structure)
Iteration Logic (Repetitive flow)
The repetition structure can also be called a loop. In a loop, an operation or a set of operation is
repeated until some condition is satisfied. The basic form of repetition is termed DO WHILE in
the literature of structured programming. In some languages, the repetition structure might be
termed PERFORM UNTIL.
In the perform until pattern, the program logic tests a condition; if it is true, the program
executes the operation and loops back for another test. If the condition is true, the repetition
ceases.
This structure has the form:
Repeat for K = R to S by T:
[Module]
[End of loop]
Algorithm example for iteration or repetition
For example let us take 10 sets of numbers each set containing three. The problem is to get the
biggest number in each set and print it.
Algorithm
Step 1: Read the total number of sets
Step 2: Initialize the number of the set as N=1
Step 3: Read three numbers of a set say A, B, C.
Step 4: Compare A with 3 and choose the bigger.
Step 5: Compare the bigger number with C and Choose the biggest
Step 6: Print the biggest number,
Step 7: Increment the number of the set by 1 (N=N+1)
Step 8: Check whether we have exceeded 10. If not Go – To step 3. Otherwise.
Step 9: STOP
The flow chart for the same in given below
WEEK 7
To understand:
• Explain modular programming concept.
• Explain top-down design technique.
• Illustrate program design with program structure charts, hierarchical Network,
Hierarchical.

The Concept of Modular Programming


As program become larger, and more complex, it becomes more difficult to write clear
understandable solutions that work correctly. The goal of modular programming is to break up
the program into small parts that are more easily understood. The planning, coding and testing
can be done on these small, relatively simple units, rather than on one large, complex body of
code. Programmers must develop the skill and the ability to look at a large program and to
decompose it into individual factions. Once a programmer has learned to modularize programs,
program will be coded more quickly, will be more likely to work correctly, and will certainly be
easier to read to be maintained by others. Virtually all computer scientists recommend modular
programming. The only disagreement seems to be at what point a programmer should begin
writing what are called “subroutines”. Many programmers wait until programs become
hopelessly complex. Then introducing subroutine can save the day. The more practical
approach is to being using subroutines early. As programs become more complex, if correct
habits need already in place, the programmer doesn’t need to be “rescued” The solution to the
program is at hand. A subroutine is a group of statements intended to accomplish an individual
task. When a program is written with individual tasks in subroutine, a mainline, or control
program is needed. This control program is sometimes called the program outline, as it presents
an overviewed of the program tasks. [Another term sometimes used for the program maintain is
the driver.
Modular program planning
There are several popular methods used for planning modular programs. Pseudo code or
flowcharts maybe used, with slight modification for the subroutine, or hierarchy charts maybe
used. The three methods can be illustrated example programming program as shown below.
Program example
Using modular (subroutines) approach, show the program plan of a computer program for
calculating simple interest on a deposit by a customer.
Solution
Modular Pseudo code plan for the problem
1. Input data
1.1 Prompt and input rate, deposit amount, and number of years.

2. Calculations
2.1 Calculate interest = deposit * rate * years
2.2 Calculate ending balance = deposit + interest

3. Output
3.1 Print interest and ending balance
Modular flowchart plan for the problem
Modular Hierarchy plan for the problem
Many programmers who write modular programs prefer to plan their programs with hierarchy
chart.
A hierarchy chart is used to plan and show program structure. It is constructed much like an
organization chart. As shown the solution below, level A shows the entire program, which is
broken down into major program functions on the B level. The modules can be broken into
smaller
and smaller parts until the coding for each function becomes straightforward. Many
programmers
use a hierarchy chart to plan the overall structure of a program. Then, when the individual
modules
are identified, flowcharting or pseudo code will be used to plan the details of the logic.
WEEK 8
• Identify the problem and confirm it solvable.
• Design algorithm for the chosen method of solution with flowcharts or pseudo codes.
• Code the algorithm by using a suitable programming language.
• Test run the program on the computer.

STAGES OF PROGRAM DEVELOPMENT


Before computer program is successfully written, documented and installed, it must have passed
through the following stages. Each stage has something to contribute to the accomplishment of
the whole task.
The stages are:
Problem definition:
Before any reasonable and meaningful program could be written, the problem that prompted it
must have to be defined. No one solves a problem he does not know. The problem to be solved
by computer should be well stated and understood before the solution will be worked out. From
the solution, it is expected that the output of the problem is known and the input will be
prepared to arrive at the output.
Develop the algorithm
An algorithm is a well defined set of instructions that is used to solve a particular problem in a
finite number of steps. It involves unambiguous stating of the procedures and steps necessary to
transform the input data into output. It posses a little difficulty to the program planner, and once
accomplished successfully, the rest of the solution follows easily.
Plan the logic of the program/flowcharting:
The logic of the program will be planned using any of the program design tools it flowchart,
pseudocode or hierarchy chart. The choice of the design tool used depends on the programmer,
but the most popular and most handy is the use of the flowchart to organize the thought of the
program planner and to check for any logic error or misrepresentation. A flowchart is a pictorial
view of the program logic
Write the computer program:
After the design or planning the logic of the program using the flowchart, the next stage is the
actual writing of the program using any of the programming languages in a proper sequence.
This is called, coding of the program. This is done by strictly obeying the language syntax or
following the established rules of the programming language.
Type the program into computer:
The next stage after writing the program, it to key the program into the computer. Any program
that will be executed by the computer must be resident in the computer memory. The typing is
generally made one line after the other.
Test and debug the program:
The moment the program has been keyed into the computer, the programmer is ready to see if
the program is working. The program could be translated into machine language by either a
compiler or interpreter depending on the language in use i.e for BASIC program, when the
command RUN is typed and entered, the program begins executing. If any rules language is
broken, the program will not work. The errors must be removed before the program will start
producing the output. Testing is very necessary to ensure that the correct and required answers
are produced as the output.
Document the work:
Documentation helps the user to understand the program better. It identifies exactly the purpose
of the program. It is always referred to whenever changes are to be made in the program to suite
new development. It contains the following parts.
i) A statement of the problem
ii) Algorithm and program plans (i.e flowchart, hierarchy chart or pseudocode).
iii) Description of input and output
iv) Program listing
v) Test data and results
vi) Technical details and instruction for the user.
All these are assembled into a finished program documentation.

Program development/execution process


The program development stages/process is illustrated in the diagram below;
WEEK 9
• Explain machine language, low-level language and High level languages
• Various programming languages
• Differentiate between programming languages

LEVELS OF COMPUTER PROGRAMMING LANGUAGES


All computers whether small or big cannot do anything on their own. They all require a series
of instructions (i.e programs) before they can do any processing. It is these programs that will
direct the computer to carry out the required task. The programs have to be written out
comprehensively: to cover all possibilities: and in the right order before the control unit of the
CPU can use them effectively. Programs can be written in several languages. Just as there are
many spoken languages, there are many computer languages. In this lecture we shall study the
different levels of computer languages and their forms. Currently all computer languages can be
grouped into three, namely, machine languages, assembly languages and high-level languages.
Machine languages and assembly languages are together referred to as low-level languages. The
detail characteristics of each group of languages are discussed below.
Low-level Languages
These group of languages are so named because in frm they are very close (i.e. similar) to the
language the computer understands, and very remote from languages spoken by human beings.
Low-level languages are in two forms namely: machine language and assembly language.
Machine language
Machine language is as old as the computer itself. It is the computer’ s own language. It
consists of the code that designates the electrical states in the computer (i.e, on or off): this is
expressed as combination of Os and 1s./It is called the computer’s own language because codes
or instructions written in machine language can be executed directly by the computer; without
the need for any translation. This is the only language that has this characteristic. Each type of
computer has its own machine language. That is to say, that different brands of computers
cannot understand programs written in another brand’s machine language. Talking specifically,
a computer made by IBM company has its own language which is different from the one of
NCR company. Even two different models of computers made by the same company do not
usually have the same machine language. Thus programs written in machine language are said
to be machine dependent. Every instruction in machine language programs must specify both
the operation to be carried out as well as the storage locations of the data items to be used in the
operation. In form, it consists of a series of numbers. The operation part is called opcode or
operation code and the remaining part gives the addresses of the data items in memory that will
be affected by the operation. Due to these special requirements machine language programming
is extremely complex, tedious and time consuming.
For example, the instruction, in machine language, to make the computer add together the
numbers currently stored in memory addresse four and seven and then store the sum in address
four will look like this.
1A47
The first two numbers 1A is the operation code for add in IBM 360 machine. On another
machine it will be another series of numbers different from the one given.
For effective and efficient program in machine language, the programmer must keep track of
which memory locations have been used and the purpose of each memory location. Also the
programmer must know every operation code and the action that it causes the computer to take.
It is quite lengthy and tedious. To overcome this, the assembly language come into existence.
Assembly Language
In order to relieve programmers the arduous task of writing in machine language, the assembly
language was developed. It is very much similar to machine language but instead of writing in
series of numbers, convenient symbols and abbreviations are used. Assembly language
programming does not require the programmer to remember numeric opcodes and addresses.
However, it still requires the programmer to be familiar with the operation codes and the
methods of addressing memory locations for that particular machine. This is because, the
assembly language; though at a higher level, still depend very much on the language of that
particular machines.
Programs in assembly language cannot be executed directly, it still has to be changed to the
machine language during execution. Thus we can see that assembly language too is machine
dependent. That is to say, different brands of computers have different assembly language. For
this reason, assembly language is still classified as low-level language.
For the IBM 360 computer the machine language code for ass is 1A while in assembly
language, addition operation code is AR is a mnemonic for “Add Register”. For STORE
operation the assembly code is the mnemonic STO while TRA stands for TRANSFER
Operation and MR stands for MOVE REGISTER operation etc.
Similarly the programmer can assign a name to each memory location. For instance address
seven may be given the name P and address four may be given the name Q, thus the instruction.
AR P. Q
In assembly language will be executed as adding the contents of register Q to the contents of P;
of course the final result will be in register P.
As mentioned earlier, regardless of which assembly language is used, the computer cannot
directly execute the programs written in this language. It has to be translated into the machine
language by another special purpose software called translator. The details of the translation
process shall be studied in later lectures.
High-level languages
As computers have developed in complexity, so have programming languages. High-level
language programming are the result of sophistication in programming languages. The Machine
and Assembly languages discussed before require programmers to construct programs in a form
that does not follow normal ways of human thinking, communication and language notation. To
avoid this problem High level languages were developed. Another name for high-level
languages is problem-oriented languages. With this language, programmers’ attention are now
directed towards problem solving instead of operations going on inside computer. These
languages allow mathematicians and Scientists to use common algebraic notations for coding
formulas while other lay programmers can write their programs in ordinary sentence form. The
time and effort needed to write programs are now reduced considerably and programs are easier
to correct and modify. A large number of high-level languages are in use today. In fact, more
are being developed daily as researchers are still going on.
Example of high-level languages commonly in use today include:
1) BASIC (Beginners All-purpose Symbolic Instruction Code)
2) FORTRAN (Formula Translator). There are many versions of FORTRAN However the
modern version is called FORTRAN 77
3) COBOL (Common Business Oriented Language). There are many versions
4) `C’ language
5) PL/1
6) PASCAL (language named after an ancient French Mathematician and inventor of
Pascal engine), etc. Each of the high-level languages has rules that govern how to write
instructions in them. Like any human language, it is the duty of the programmer or user to learn
the rules of the language he wants to use.
Unlike low-level language which is machine-dependent, high-level languages are machine
independent. That is to say, a program written in any of the high-level languages can be run
with little or no changes by computer made by many different manufacturers. Thus, as new
computers come into existence, programmers do not have to rewrite the existing programs and
learn new language as it is the case with assembly programming.
The example below shows how to add two numbers held in variables X and Y placing the sum
in X using the most common four high-level languages.
BASIC……. LET X = X + Y
FORTRAN ……. X = X + Y
COBOL………. ADD Y TO X
PASCAL…….. X: = X + Y
It can be observed that the notation is very similar to human ways of thinking and expression
and very remote from the machine language.
WEEK 10
To understand:
• Explain the distinguishing features of different programming languages
• Distinguish between system commends and program statements.
• Advantages and disadvantages of different levels of programming languages

MACHINE LANGUAGE
Machine Code or machine language is a low-level programming language that can be
understood directly by a computer’s central processing unit (CPU). Machine code consists of
sequences of binary numbers, or bits, which are usually represented by 1s and 0s, and which
form the basic instructions that guide the operation of a computer. The specific set of
instructions that constitutes a machine code depends on the make and model of the computer’s
CPU. For instance, the machine code for the Motorola 68000 microprocessor differs from that
used in the Intel Pentium microprocessor.
Writing programs in machine code is tedious and time-consuming since the programmer must
keep track of each specific bit in an instruction. Another difficulty with programming directly in
machine code is that errors are very hard to detect because the program is represented by rows
and columns of 1s and 0s.
Advantages of Machine Language
1) Less code is produced
2) Storage is saved
3) User has direct control of machine instruction
4) Execution is faster as no translation is needed
5) The programmer knows all the registers and instruction that use them.
Disadvantages of Machine Language
1) Cumbersome ie, tedious and difficult to learn
2) Programmer’s fluency is affected, thereby making the programs developed inefficient.
3) The developed programs are error prone and difficult to debug (correct)
4) The performance of the system is unreliable.
ASSEMBLY LANGUAGE
Assembly language is type of low-level computer programming language in which each
statement corresponds directly to a single machine instruction. Assembly languages are thus
specific to a given processor. After writing an assembly language program, the programmer
must use the assembler specific to the microprocessor to translate the assembly language into
machine code. Assembly language provides precise control of the computer, but assembly
language programs written for one type of computer must be rewritten to operate on another
type. Assembly language might be used instead of a high-level language for any of three major
reasons: speed, control, and preference. Programs written in assembly language usually run
faster than those generated by a compiler; use of assembly language lets a programmer interact
directly with the hardware (processor, memory, display, and input/output ports). Assembly
language uses easy-to-remember commands that are more understandable to programmers than
machine-language commands. Each machine language instruction has an equivalent command
in assembly language. Assembly language makes programming much easier, but an assembly
language program must be translated into machine code before it can be understood and run by
the computer. Special utility programs called assemblers perform the function of translating
assembly language code into machine code.
Like machine code, the specific set of instructions that make up an assembly language depend
on the make and model of the computer’s CPU. Other programming languages such as Fortran,
BASIC, and C++, make programming even easier than with assembly language and are used to
write the majority of programs. These languages, called high-level languages, are closer in form
to natural languages and allow very complicated operations to be written in compact notation.

Advantages of Low Level Language


1) Program translation is easier than high level language
2) It affords the programmer the opportunity to understand the internal structure of the hardware
and its registers.
Disadvantages of Low Level Language
1) It is machine dependent, That is, cannot be transferred to another computer.
2) Program development is slow as the programmer must have detailed knowledge of the
hardware structure.
3) Program maintenance is slow and error prone.

HIGH LEVEL LANGUAGE


High-Level Language is a computer language that provides a certain level of abstraction from
the underlying machine language through the use of declarations, control statements, and other
syntactical structures. In practice, the term comprises every computer language above assembly
language. The next generation of language is called the 3rd generation. The computer
programmers enjoy using this language because it gives them the fluency, the flexibility and the
opportunity to express their thought to the best of their ability. The languages of this generation
are called High level language. The high level languages are referred to as machine language
and assembly language.
Advantages of High Level Language
2) It makes programming easier for the human being.
3) High level instructions are easier to understand and faster to code.
4) Error correction and resting of program is easier
5) They are machine independent. That is, program written for computer can be transferred to
another computer with little or no modification.
Disadvantages of High Level Languages
1) High level language tends to be inefficient in the use of CPU and other facilities.
2) Machine code instructions are produced and than requires more storage spaces.
3) More time is required to run the program as it has to be translated.
WEEK 11
To understand:
* Debugging.
• Identify sources of bugs in a program
• Explain syntax, run-time and logical errors.
• Identify techniques of locating bugs in a program
• Explain program maintenance.
• Distinguish between debugging and maintaining a program

THE CONCEPT OF DEBUGGING AND MAINTAINING PROGRAM


Debugging is the art of diagnosing errors in programs and determining how to correct them.
"Bugs" come in a variety of forms, including: coding errors, design errors, complex
interactions, poor user interface designs, and system failures. Learning how to debug a program
effectively, then, requires that you learn how to identify which sort of problem you're looking
at, and apply the appropriate techniques to eliminate the problem.
Bugs are found throughout the software lifecycle. The programmer may find an issue, a
software tester might identify a problem, or an end user might report an unexpected result. Part
of debugging effectively involves using the appropriate techniques to get necessary information
from the different sources of problem reports.
Debugging is described as identification and removal of localized implementation errors or
bugs from a program or system. Program debugging is often supported by a debug tool, a
software tool that allows the internal behavior of the program to be investigated in order to
establish the existence of bugs. This tool typically offer trace facilities and allow the planting of
breakpoint in the program at which execution is to be suspended so that examination of partial
results is possible and permit examination and modification of the values of program variables
when a breakpoint is reached.
In computer program/software, a bug is an error in coding or logic that causes a program to
malfunction or to produce incorrect results. The computer software (debug tool) is used to
detect, locate, and correct logical or syntactical errors in a computer program. Similarly, in
hardware, a bug is a recurring physical problem that prevents a system or set of components
from working together properly. To detect, locate, and correct a malfunction or to fix an
inoperable system, the term troubleshoot is more commonly used in hardware contexts. The
three major program error are; syntax error, logical error and run-time error.
Sources of bugs in a program
With coding errors, the source of the problem lies with the person who implements the code.
Examples of coding errors include:
• Calling the wrong function ("moveUp", instead of "moveDown")
• Using the wrong variable names in the wrong places ( "moveTo(y, x)" instead of "moveTo(x,
y)")
• Failing to initialize a variable ( "y = x + 1", where x has not been set)
• Skipping a check for an error return
Software users readily see some design errors, while in other cases design flaws make a
program more difficult to improve or fix, and those flaws are not obvious to a user. Obvious
design flaws are often demonstrated by programs that run up against the limits of a computer,
such as available memory, available disk space, available processor speed, and overwhelming
input/output devices. More difficult design errors fall into several categories:
• Failure to hide complexity
• Incomplete or ambiguous "contracts"
• Undocumented side effects
Complex interactivity bugs arise in scenarios where multiple parts of a single program,
multiple programs, or multiple computers interact.
Sometimes, computer hardware simply fails, and it usually does so in wildly unexpected ways.
Determining that the problem lies not with the software itself, but with the computer(s) on
which it is usually complicated by the fact that the person debugging the software may not have
access to the hardware that shows the problem.
Preventing Bugs
No discussion of debugging software would be complete without a discussion of how to prevent
bugs in the first place. No matter how well you write code, if you write the wrong code, it won't
help anyone. If you create the right code, but users cannot work the user interface, you might as
well have not written the code. In short, a good debugger should keep an open mind about
where the problem might lie.
Although it is outside the scope of this discussion to describe the myriad techniques for
avoiding bugs, many of the techniques here are equally useful after the fact, when you have a
bug and need to uncover it and fix it. Thus, a brief discussion follows.
Methods of debugging
Understand the Problem
In order to write effective software, the developer must solve the problem the user needs solved.
Users, naturally enough, do not think in strict algorithms, windowing systems, web pages, or
command line interfaces. Rather, users think of their problems in the way that they think of
their problems (yes, that is circular). Sit down with the intended user, and ask them what they
want from the software. Users frequently want more than software can actually deliver, or have
contradictory aims, such as software that does more, but doesn't require that they learn anything
new. In short, ask the users what their goals are. Absent those goals, users will keep reporting
bugs that do not add up to a coherent whole.

Basic debugging techniques/steps


Although each debugging experience is unique, certain general principles can be applied in
debugging. This section particularly addresses debugging software, although many of these
principles can also be applied to debugging hardware.
The basic steps in debugging are:
• Recognize that a bug exists
• Isolate the source of the bug
• Identify the cause of the bug
• Determine a fix for the bug
• Apply the fix and test it
Recognize a bug exists
Detection of bugs can be done proactively or passively.
An experienced programmer often knows where errors are more likely to occur, based on the
complexity of sections of the program as well as possible data corruption. For example, any
data obtained from a user should be treated suspiciously. Great care should be taken to verify
that the format and content of the data are correct. Data obtained from transmissions should be
checked to make sure the entire message (data) was received. Complex data that must be parsed
and/or processed may contain unexpected combinations of values that were not anticipated, and
not handled correctly. By inserting checks for likely error symptoms, the program can detect
when data has been corrupted or not handled correctly.
If an error is severe enough to cause the program to terminate abnormally, the existence of a
bug becomes obvious. If the program detects a less serious problem, the bug can be recognized,
provided error and/or log messages are monitored. However, if the error is minor and only
causes the wrong results, it becomes much more difficult to detect that a bug exists; this is
especially true if it is difficult or impossible to verify the results of the program.
The goal of this step is to identify the symptoms of the bug. Observing the symptoms of the
problem, under what conditions the problem is detected, and what work-around, if any, have
been found, will greatly help the remaining steps to debugging the problem.
Isolate source of bug
This step is often the most difficult (and therefore rewarding) step in debugging. The idea is to
identify what portion of the system is causing the error. Unfortunately, the source of the
problem isn't always the same as the source of the symptoms. For example, if an input record is
corrupted, an error may not occur until the program is processing a different record, or
performing some action based on the erroneous information, which could happen long after the
record was read.
This step often involves iterative testing. The programmer might first verify that the input is
correct, next if it was read correctly, processed correctly, etc. For modular systems, this step can
be a little easier by checking the validity of data passed across interfaces between different
modules. If the input was correct, but the output was not, then the source of the error is within
the module. By iteratively testing inputs and outputs, the debugger can identify within a few
lines of code where the error is occurring.
Identify cause of bug
Having found the location of the bug, the next step is to determine the actual cause of the bug,
which might involve other sections of the program. For example, if it has been determined that
the program faults because a field is wrong, the next step is to identify why the field is wrong.
This is the actual source of the bug, although some would argue that the inability of a program
to handle bad data can be considered a bug as well.
A good understanding of the system is vital to successfully identifying the source of the bug. A
trained debugger can isolate where a problem originates, but only someone familiar with the
system can accurately identify the actual cause behind the error. In some cases it might be
external to the system: the input data was incorrect. In other cases it might be due to a logic
error, where correct data was handled incorrectly.
Other possibilities include unexpected values, where the initial assumptions were that a given
field can have only "n" values, when in fact, it can have more, as well as unexpected
combinations of values in different fields (field x was only supposed to have that value when
field y was something different). Another possibility is incorrect reference data, such as a
lookup table containing incorrect values relative to the record that was corrupted. Having
determined the cause of the bug, it is a good idea to examine similar sections of the code to see
if the same mistake is repeated elsewhere. If the error was clearly a typo, this is less likely, but
if the original programmer misunderstood the initial design and/or requirements, the same or
similar mistakes could have been made elsewhere.
Determine fix for bug
Having identified the source of the problem, the next task is to determine how the problem can
be fixed. An intimate knowledge of the existing system is essential for all but the simplest of
problems. This is because the fix will modify the existing behavior of the system, which may
produce unexpected results. Furthermore, fixing an existing bug can often either create
additional bugs, or expose other bugs that were already present in the program, but never
exposed because of the original bug. These problems are often caused by the program executing
a previously untested branch of code, or under previously untested conditions.
In some cases, a fix is simple and obvious. This is especially true for logic errors where the
original design was implemented incorrectly. On the other hand, if the problem uncovers a
major design flaw that permeates a large portion of the system, then the fix might range from
difficult to impossible, requiring a total rewrite of the application.
In some cases, it might be desirable to implement a "quick fix", followed by a more permanent
fix. This decision is often made by considering the severity, visibility, frequency, and side
effects of the problem, as well as the nature of the fix, and product schedules (e.g., are there
more pressing problems?).
Fix and test
After the fix has been applied, it is important to test the system and determine that the fix
handles the former problem correctly. Testing should be done for two purposes: (1) does the fix
now handle the original problem correctly, and (2) make sure the fix hasn't created any
undesirable side effects. For large systems, it is a good idea to have regression tests, a series of
test runs that exercise the system. After significant changes and/or bug fixes, these tests can be
repeated at any time to verify that the system still executes as expected. As new features are
added, additional tests can be included in the test suite.
The diagram below illustrates the fix and test approach of debugging a program.
Syntax of a program
The syntax of a program is the rules defining the legal sequences of symbolic elements in a
particular language. The syntax rules define the form of various constructs in the language, but
say nothing about the meaning of these constructs. Examples of constructs are; expressions,
procedures and programs.
Programming Errors
Error simply means mistake. That is errors occur in programs as a result of system failure
(hardware), wrong code/instructions (software) and human error. There are four categories of
programming error; Run-time errors (execution error) Is an error that occurs during the
execution of a program. In contrast, compile-time errors occur while a program is being
compiled. Runtime errors indicate bugs in the program or problems that the designers had
anticipated but could do nothing about. For example, running out of memory will often cause a
runtime error.
Note that runtime errors differ from bombs or crashes in that you can often recover gracefully
from a runtime error.
Run-time errors have the following basic characteristics;
Program is compiled OK, but something goes wrong during execution e.g division by zero or an
attempt to read data that does not exist.
Detected by the computer run-time system
Computer usually prints error message and stops.
Define logical errors
A problem that causes a program to produce invalid output or to crash (lock up). The problem is
either insufficient logic or erroneous logic. For example, a program can crash if there are not
enough validity checks performed on the input or on the calculations themselves, and the
computer attempts to divide by zero. Bad instruction logic misdirects the computer to a place in
the program where an instruction does not exist, and it crashes.
A program with bad logic may produce bad output without crashing, which is the reason
extensive testing is required. For example, if the program is supposed to add an amount, but
subtracts it instead, bad output results, although the computer keeps running. Logic errors have
the following basic characteristics;
Program compiles and executes OK but produces unexpected or incorrect results.
Detected by programmer (i.e You!)
Hardest to detect, locate and find.

Define syntax errors (compilation error)


Syntax error is a programming error in which the grammatical rules of the language are broken.
That is program errors that occur due to violation or disobedience of rules of the programming
language. When syntax error occurs, the program execution is halt until the error or bug is
detected, located and corrected. Syntax errors can be detected by the compiler, unlike semantic
errors which do not become apparent until run-time.
Run-time errors have the following basic characteristics;
Error in the form of statement: misspelled word, unmatched parenthesis, comma out of place
Detected by the computer at compiler time
Computer cannot correct error, so object program is not generated and thus program is not
executed
Computer (compiler) prints error messages, but continues to compile.
Linker errors: These types of errors have the following basic characteristics;
Prevents the generation of an executable image
Common linker errors;
o specifying the wrong header file
o disagreement among the function prototype, function definition and calls to that function

Assignment
The difference between run-time, logical and syntax errors?
• Students should identify the differences from the above explanations.

Program maintenance
Program/software maintenance is the modification of a software product after delivery to
correct faults, to improve performance or other attributes, or to adapt the product to a modified
environment. This international standard describes the 6 software maintenance processes as:
1. The implementation processes contains software preparation and transition activities, such as
the conception and creation of the maintenance plan, the preparation for handling problems
identified during development, and the follow-up on product configuration management.
2. The problem and modification analysis process, which is executed once the application has
become the responsibility of the maintenance group. The maintenance programmer must
analyze each request, confirm it (by reproducing the situation) and check its validity, investigate
it and propose a solution, document the request and the solution proposal, and, finally, obtain all
the required authorizations to apply the modifications.
3. The process considering the implementation of the modification itself.
4. The process acceptance of the modification, by checking it with the individual who submitted
the request in order to make sure the modification provided a solution.
5. The migration process is exceptional, and is not part of daily maintenance tasks. If the
software must be ported to another platform without any change in functionality, this process
will be used and a maintenance project team is likely to be assigned to this task.
6. Finally, the last maintenance process, also an event which does not occur on a daily basis, is
the retirement of a piece of software.
Categories of Program maintenance
E.B. Swanson initially identified three categories of maintenance: corrective, adaptive, and
perfective.
• Adaptive maintenance: Modification of a software product performed after delivery to keep a
software product usable in a changed or changing environment.
• Perfective maintenance: Modification of a software product after delivery to improve
performance or maintainability. Preventive maintenance: Modification of a software product
after delivery to detect and correct latent faults in the software product before they become
effective faults.
Difference between program maintenance and debugging
A common perception of maintenance is that it is merely fixing bugs. However, studies and
surveys over the years have indicated that the majority, over 80%, of the maintenance effort is
used for non-corrective actions. Key findings shows that program maintenance is really
evolutionary developments and that maintenance decisions are aided by understanding what
happens to systems (and software) over time.
While Debugging is a very important task in the software development process, because an
erroneous program can have significant consequences for its users. Some languages are more
prone to some kinds of faults because their specification does not require compilers to perform
as much checking as other languages. Use of a static analysis tool can help detect some possible
problems.
WEEK 12
THE CONCEPT OF GOOD PROGRAMMING PRACTICE
Structured Programming is a general term referring to programming that produces programs
with clean flow, clear design, and a degree of modularity or hierarchical structure. Benefits of
structured programming include ease of maintenance and ease of readability by other
programmers. Structured Programming is one step beyond modular programming with
guidelines for “good” modules and “poor” modules. The structured programming guidelines
also define “proper” flow of control and coding standards (such as indentation). In many large
programming projects where statistics have been kept, it has been shown that structured
programming has many demonstrable advantages over the old style, unstructured programs,
such as:
1. Programs are more reliable. Fewer bugs appear in testing and later operation.
2. Programs are easier to read and understand
3. Programs are easier to test and debug.
4. Programs are easier to maintain.
Most commercial programming shops report that at least 50 percent of programmer time is
spent making changes and correction in existing programs rather than developing new programs
(some report more than 90 percent maintenance). Anything that will save time in correction and
maintenance can save a company considerable money. It is easy to see why most commercial
stops hiring programmers insist on structured programming techniques. The current definition
of structured programming includes standards for program design, coding and testing that are
designed to create proper, reliable, and maintainable software. These standards include coding
guidelines and rules for flow of control and module formation.
Structured Coding Guidelines
The structured coding guidelines are designed to make programs more reliable and easier to
understand.
1. Use meaningful variable names
2. Code only one statement per line.
3. Use REMarks to explain program logic.
4. Indent and align all statements in a loop.
5. Indent the THEN and ELSE actions of an IF statement.
Flow of Control
In 1964, Italians Bohm and Jacopini proved mathematically that any program logic can be
accomplished with just three control structures. Within a few years, studies were done declaring
the GOTO statement to be harmful to good programming. In fact, in comparisons of selected
large programming projects, there was a direct correlation between the number of GOTO
statements and program bugs found. BASIC was not designed as a structured language, but
some of the current additions to the language now permit the programmer to adhere to the three
“proper” constructs. All programming can be done with combinations of these three construct.
Iteration – This is the loop structure. The BASIC statement learned for looping are the
WHILE/WEND.
Others include;
• Looping
• Do...Loop Statement
• For...Next Statement
Visual Basic allows a procedure to be repeated as many times as long as the processor could
support. This is generally called looping.

Do...Loop Statement
Repeats a block of statements while a condition is True or until a condition becomes True.
Syntax
Do [{While | Until} condition]
[statements]
[Exit Do]
[statements]
Loop
Or, you can use this syntax:
Do
[statements]
[Exit Do]
[statements]
Loop [{While | Until} condition]
The Do Loop statement syntax has these parts:

Remarks
Any number of Exit Do statements may be placed anywhere in the Do…Loop as an alternate
way to exit a Do…Loop. Exit Do is often used after evaluating some condition, for example,
If…Then, in which case the Exit Do statement transfers control to the statement immediately
following the Loop.
When used within nested Do…Loop statements, Exit Do transfers control to the loop that is one
nested level above the loop where Exit Do occurs.

Example
This example shows how Do...Loop statements can be used. The inner Do...Loop statement
loops 10 times, sets the value of the flag to False, and exits prematurely using the Exit Do
statement. The outer loop exits immediately upon checking the value of the flag.
Dim Check, Counter
Check = True: Counter = 0 ' Initialize variables.
Do ' Outer loop.
Do While Counter < 20 ' Inner loop.
Counter = Counter + 1 ' Increment Counter.
If Counter = 10 Then ' If condition is True.
Check = False ' Set value of flag to False.
Exit Do ' Exit inner loop.
End If
Loop
Loop Until Check = False ' Exit outer loop immediately.
For...Next Statement
Repeats a group of statements a specified number of times.
Syntax
For counter = start To end [Step step]
[statements]
[Exit For]
[statements]
Next [counter]
The For…Next statement syntax has these parts:

Remarks
The step argument can be either positive or negative. The value of the step argument determines
loop processing as follows:
After all statements in the loop have executed, step is added to counter. At this point, either the
statements in the loop execute again (based on the same test that caused the loop to execute
initially), or the loop is exited and execution continues with the statement following the Next
statement.
Tip Changing the value of counter while inside a loop can make it more difficult to read and
debug your code.
Any number of Exit For statements may be placed anywhere in the loop as an alternate way to
exit. Exit
For is often used after evaluating of some condition, for example If...Then, and transfers control
to the statement immediately following Next.
You can nest For...Next loops by placing one For...Next loop within another. Give each loop a
unique variable name as its counter. The following construction is correct:
For I = 1 To 10
For J = 1 To 10
For K = 1 To 10
...
Next K
Next J
Next I
Note If you omit counter in a Next statement, execution continues as if counter is included. If a
Next
statement is encountered before its corresponding For statement, an error occurs.
Example
This example uses the For...Next statement to create a string that contains 10 instances of the
numbers 0 through 9, each string separated from the other by a single space. The outer loop
uses a loop counter
variable that is decremented each time through the loop.
Dim Words, Chars, MyString
For Words = 10 To 1 Step -1 ' Set up 10 repetitions.
For Chars = 0 To 9 ' Set up 10 repetitions.
MyString = MyString & Chars ' Append number to string.
Next Chars ' Increment counter
MyString = MyString & " " ' Append a space.
Next Words
Example
For counter=1 to 10 display. Text=counter

Next
Example
For counter=1 to 1000 step 10
counter=counter+1
Next
Example
For counter=1000 to 5 step -5
counter=counter-10
Next
One Entry, One Exit.
The primary rule for program modules is the each module must have only one entry point and
one exit point. So even though BASIC will allow a GOSUB to a line number within a
subroutine and will allow multiple RETURN statements, such violations of the “one-entry, one
exit” rule should be avoided.
The “Black Box” Concept
A “black box” (program module) is designed to accomplish a task. Generally, some data is
input to the module, a transformation occurs, and data is output from the module . the details of
what happens within the “black box” are not important to the overall program. What is
important is that for a given input, the module will reliably produce the correct output. That
module could be replaced by another – perhaps in another language such as assembler – without
changing the rest of the program. It is important that each module “stand alone.”
Module Cohesion
Choosing the correct statements to combine into module is an important skill for programmers
to develop.
“Good” or “bad” module design is often an elusive concept when beginning to modularize
programs.
Cohesion refers to the internal strength of a module. It is an indication of how closely related
each of the statements in a module are to one another. As cohesion is increased, module
independence, clarity, maintainability, and portability are increased.
Module Coupling
Coupling refers to the connections, or interfaces, between modules. As a general rule, modules
should be loosely coupled; that is, what goes on inside one module should not affect the
operation in other modules. The control for execution of program modules must “come from
above.” Looking at a hierarchy chart, a lower level module cannot determine what a higher
level module should do – or even a module at the same level. For example, do not allow the
detail read routine to determine that it is time to do final total calculations. That decision must
be made by the mainline.
When a decision will determine what function to perform, place that decision at as high a level
as possible.
Good programming practice
Good Programming Concept or Style makes code/program easier to maintain and modify.
Maintaining and modifying code is made much easier by following a few often-overlooked
techniques.
Whether the original programmer or someone else needs to make a change in the code the job is
much easier if the original programmer used lots of comments, gave the variables and constants
descriptive names, and sketched out the basic structure of the program at the very beginning in
pseudo-code.
Using Comments in Code
The use of comments can mean the difference between code which any competent programmer
can maintain or modify and a program that even the original programmer has trouble figuring
out. Every routine should start with at least one comment that documents the purpose of the
routine and any nonobvious dependencies or effects that the routine may have on other portions
of the program.
In a development environment in which several programmers will be contributing code, adding
a comment identifying the person who wrote the code will definitely help others to know who
to ask if a question should arise.
Using Descriptive Names for Variables, Constants and Functions
It can be very tempting to use short names for variables and constants but it is not a good
programming practice. A name such as DateOfBirth is much easier for other programmers to
understand than dob. Global variable names can all start with a lower case "g" so that any
programmer looking at the code will instantly know which entities are local and which are
global. Likewise, a lower case "k" can be the first letter of constants. This type of self-
documenting code greatly reduces the need for comments and some typical errors.
Using Pseudo-code in Comments
When first developing the structure of a program it can be very helpful to write out the different
routines in pseudo-code. This is language which resembles a cross between English and the
programming language that the code will eventually be written in.
Using pseudo-code allows the programmer to concentrate on the conceptual aspects of the
program without being distracted by syntax rules. The pseudo-code can also be the basis of the
comments so it can server two purposes.
Using Modular Coding
Whenever possible, the lines of a routine should fit entirely on one screen of the editor. By
keeping routines short, it is easier to comprehend them and see errors. Having short routines
also forces the programmer to break each task into distinct sub-tasks, each of which is easier to
maintain and modify in the future.
Modular coding also has the advantage of creating reusable routines that can be used in other
programs.
Once a routine is debugged and verified it is easier to copy and paste it into another program
than to write it all over again.
Following these simple suggestions will make a programmer's code easier to maintain and
modify. It may seem like more work, but in the end the net result is greater efficiency and fewer
mistakes.
To understand:
* Employ program documents technique HIPS, data flow diagram, pseudo-cal.
• Explain graphic user interface, GUI.
• Define interactive processing.

WEEK 13
Program documentation concepts
Program documentations
This is the act of keeping/maintaining all materials that serve primarily to describe a
system/program and make it more readily understandable rather than to contribute in some way
to actual operation of the system. Documentation is frequently classified according to purpose;
thus for a given system there may be requirements documents, design document, and so on.
Why is program documentation important?
1) The main purpose of program documentation is to describe the design of your program. The
documentation also provides the framework in which to place the code. as coding progresses,
the code is inserted into the framework already created by the program documentation.
2) Documentation is important to tell other programmers what the program does and how it
works. In the "real world" and in some classes here at BGSU, programmers often work in teams
to develop code. Documentation helps others on the team to understand your work.
3) Maintenance and debugging are needed sooner or later for most programs and these are
frequently done by someone other than the original programmer. Documentation can help the
programmer who is making the modifications understand your code.
4) Documenting your program during development helps you to maintain your sanity.
When should program documentation be done? When designing your program, you must spend
time thinking about how to structure your program, what modules are needed, and the
algorithms and processes you will use in the modules. You must think about what sort of data
structures and objects (e.g., arrays, files or linked lists) are needed. This thinking must be done
before you start coding, or you will find yourself wasting time writing useless code that is full
of errors. It is very important to record this creative process so that the programmers that follow
you do not duplicate work that you have already done. Before writing the code, you should
write the documentation to describe the design of each component of your program. Writing
documentation for the modules before writing the code helps you define exactly what each
module should do and how it will interact with other modules. Focusing on the design and the
steps needed to solve the problem can help prevent errors in the completed program.

What information should be in the program documentation?


For an individual module, it is important to record
(1) Who has written the module,
(2) When the module was written or modified,
(3) Why the module was written or modified,
(4) How the module interacts with other modules,
(5) What special algorithms were used, if any, and
(6) Acknowledge outside sources for ideas and algorithms.
For data structures, it is important to record
(1) What data structure is used?
(2) Why a particular structure was used,
(3) What data is contained in the structure, and
(4) How the data structure is implemented.
Goals of good documentation:
1. Aid in designing good programs
2. Aid in debugging programs
3. Make programs clear and understandable once written
4. Make structure of program well-organized
Good documentation is a great aid to producing clear, well written, and understandable
programs, and can save much programming and computing time. Good documentation is
especially necessary for programming projects requiring either a long period of time by one
programmer, any period of time by more than one programmer, or modifications to any code by
another other than the original author. Good documentation techniques can be helpful in the
following ways:
Program Design
Many beginning programs seem to write programs in haphazard and unplanned ways, and often
add comments only after the program is running. This method not only leads to poorly-
structured programs, but also usually results in wasted time, and is not feasible except for
relatively trivial programs. A much better method is to write most of the overall comments with
a flow chart first, specifying the structure and convention of the program, and then writing the
program to fit. This usually leads to cleaner coded, well-structured programs, which are
produced in less time than those written by most novice programmers.
Program Debugging
Program debugging is aided by documenting a program before and during its creation, rather
than afterward. Many mistakes can be avoided by having programming conventions well
specified before writing the code. The very act of adding a comment to a statement often helps
identify errors in the statement, because it forces the programmer to think about the function of
the statement. Finally, good documentation is useful if help is required from someone else,
since it aids one in the understanding the program quickly. (It also makes other people much
more willing to look at the program)
Program Modifications
Clear and complete documentation is absolutely invaluable with a program must be modified,
especially if anyone but the original programmer is making the changes. It may be noted that
useful programs tend to be modified often.
Program documentation techniques
When using an object oriented programming language, such as C++, programmers often create
their own classes and then declare objects of these class types. These programs are frequently
composed of several files — one or more header files containing class definitions,
implementation files containing class functions, and a file containing the main program. The
following describes what documentation should appear in each of these files.
Header files
Documentation in the header file must clearly describe the class interface. That is, the task
performed by each member function should be described so that a client program which has
declared objects of this class type will know exactly what this class can do. This documentation
should be written so even a nonprogrammer can understand it. Header file documentation
should appear before the class declaration statement and contain the following.
HIPS
Human Interactive Proofs (HIPs) are challenges meant to be easily solved by humans, while
remaining too hard to be economically solved by computers. HIPs are increasingly used to
protect services against automatic script attacks. To be effective, a HIP must be difficult enough
to discourage script attacks by raising the computation and/or development cost of breaking the
HIP to an unprofitable level. At the same time, the HIP must be easy enough to solve in order to
not discourage humans from using the service. Early
HIP designs have successfully met these criteria.
However, the growing sophistication of attackers and correspondingly increasing profit
incentives have rendered most of the currently deployed HIPs vulnerable to attack. Yet, most
companies have been reluctant to increase the difficulty of their HIPs for fear of making them
too complex or unappealing to humans. The purpose of this study is to find the visual
distortions that are most effective at foiling computer attacks without hindering humans. The
contribution of this research is that we discovered that;
i. Automatically generating HIPs by varying particular distortion parameters renders HIPs that
are too easy for computer hackers to break, yet humans still have difficulty recognizing them,
and
ii. It is possible to build segmentation-based HIPs that are extremely difficult and expensive for
computers to solve, while remaining relatively easy for humans. HIPs, or Human Interactive
Proofs, are challenges meant to be easily solved by humans while remaining too hard to be
solved economically by computers. For instance, a HIP challenge (or HIP) could be a pixel
image of distorted characters, and the proper response would be the ASCII string of
corresponding characters. HIPs are increasingly used to protect services against automatic script
attacks. Examples of such services include email (spam), online registrations (fraud, denial of
service, or DoS), ticket/event reservations (DoS), online voting (stuffing), login (DoS), chat
rooms, weblogs, etc.
Many companies such as Yahoo, Microsoft, TicketMaster, Register.com, and Google, are
currently using HIPs to protect their online services. To be effective, a HIP must be difficult
enough to discourage script attacks by raising the computation and/or development costs of
breaking the HIP to an unprofitable level.
At the same time, the HIP must be easy enough to not discourage humans from using the
service. Early HIP designs have successfully met these criteria. For instance, when MSN
Hotmail deployed its first HIP, hotmail registrations dropped by 19% without impacting
customer support inquiries. A study of the data revealed that the drop corresponded to mail
accounts acquired by scripts for the purpose of spamming. However, the growing sophistication
of attackers and increasing profit incentives have rendered most of the currently deployed HIPs
vulnerable to attacks. Yet, most companies have been reluctant to increase the difficulty of their
HIPs.
An example character based HIP for fear of making them too complex or unappealing to
humans. This has raised an important question: Is it possible to design human-friendly HIPs that
are easy for humans but difficult for computers? Work on distinguishing computers from
humans traces back to the original Turing test which asks that a human distinguish between
another human and a machine by asking questions of both. In contrast, we are interested in
building a computer program designed to distinguish between another computer program and a
human.
Such programs have been called reverse Turing tests, HIPs, or CAPTCHAs (Completely
Automated Public Turing Tests to Tell Computer and Human Apart). An overview of this work
can be found in. Construction of HIPs of practical value is difficult because it is not sufficient to
develop challenges to which humans are somewhat more successful than machines. This is
because the cost of failure from using machines to solve the puzzles may be very small. In
practice, if one wants to block automated scripts, a challenge at which humans are about 90%
successful and machines are 1% successful, may not be sufficient, especially when the cost of
failure and repetition is low for the machine. At the same time, the identical challenge must not
put too much burden on the human in order to avoid discouraging the use of the service.
Data flow diagram
Data flow diagrams with Concept Draw PRO Data flow diagrams (DFD) are the part of the
SSADM method (Structured Systems Analysis and Design Methodology), intended for analysis
and information systems projection. Data flow diagrams are intended for graphical
representation of data flows in the information system and for analysis of data processing
during the structural projection. By means of data flow diagrams it is possible to show visually
the work of the information system and results of this work. Data flow diagram visualizes
processes, data depositories and external entities in information systems and data flows
connecting these elements.
Data flow diagrams consist of following components:
• Processes and functions which represent actions happened in information system;
• External entities which represent in the system data ingoing and outgoing from it;
• Data depositories which represent places in system where data can be saved for definite period
of time;
• Data flows, indicating direction and character of data flowing in the considered information
system.
This variant of presentation of data flow diagram objects got the name of Yourdon ? de Marco
notation.

Objects of data flow diagrams are interpreted in the following way:


• Processes transform input data flows into output data flows;
• Data depositories serve only for keeping of ingoing data and do not change them;
• Data flows changes in external entities do not considered.
Every diagram object should have a name. Each data flow is denoted with indication of
transferred data and with the possibility of indication of the format of these data. Data flow
diagram should not involve more than 10 objects, excluding arrows, representing data flows. In
case of more complicated system the totality of several objects (as a rule, processes) is united
and represented on the diagram in the form of one object. This complicated compound object is
presented in the form of a separate flows diagram. Each component has a number, at this,
diagrams illustrating compound objects are numerated starting from the number of an object
which they describe. For example components of the diagram of the description of an object
with number 5 will be numerated 5.1, 5.2 etc.
For clearness there is a possibility to duplicate notations of used data depositories and external
entities. Processes can’t be duplicated. For example if one the same data depository is used in
several different processes it is better to duplicate it on the diagram but not to create several
intricate data flow arrows from one object to several processes. This concerns external entities
as well. Duplicates of data depositories are marked with the double line from the left side,
external entities duplicates - with the asterisk. Data flows on the diagram can ramify and merge
that implies branching or confluence of data in the information system.
Thus the information system is represented by a planner in the form of the high level DFD in
which objects are worked out in details by diagrams of the lower level with the preset level of
detailed elaboration. There is also another way of looking at which all events in the system are
described at once and each event is represented in the form of process transforming data flows,
further these subruns are grouped for getting diagrams of the higher level.
Pseudo – code
This section should describe, in an easily readable and modular form, how the software system
will solve the given problem. The term “pseudo code” is not intended to refer to a precise form
of expression. Rather it refers to using standard English terms in a restricted manner to describe
the algorithmic process involved. Good pseudo code must use a restricted subset of English, in
such a way that it resembles a good high level programming language. Pseudo code must be
formatted similarly to actual code. The pseudo code description of the problem should state the
problem solution so clearly that it can easily be translated to the programming language to be
used. Thus, it must include flow of control. The pseudo code for the system driver should
appear first. The pseudo code for subroutines in a system component should be grouped
together, with the component identified.
Graphic user interface (GUI)
In computer science and human-computer interaction, the user interface (of a computer
program) refers to the graphical, textual and auditory information the program presents to the
user, and the control sequences (such as keystrokes with the computer keyboard, movements of
the computer mouse, and selections with the touchscreen) the user employs to control the
program.
Currently (as of 2008) the following types of user interface are the most common:
• Graphical user interfaces accept input via devices such as computer keyboard and mouse and
provide articulated graphical output on the computer monitor. There are at least two different
principles widely used in GUI design: Object-oriented user interfaces (OOUIs) and application
oriented interfaces.
• Web-based user interfaces or web user interfaces (WUI) accept input and provide output by
generating web pages which are transmitted via the Internet and viewed by the user using a web
browser program. Newer implementations utilize Java, AJAX, Adobe Flex, Microsoft .NET, or
similar technologies to provide realtime control in a separate program, eliminating the need to
refresh a traditional HTML based web browser.
Interactive processing
Definition: Interactive processing is the performance of tasks on a computer system that
involves continual exchange of information between the computer and a user; the opposite of
batch processing.
To understand:
* The concept of OO programming.
• The features of OO programming.
• The concept of properties, events, objects and classes.

WEEK 14
Object oriented (00) program
Object-oriented languages are outgrowths of functional languages. In object-oriented languages,
the code used to write the program and the data processed by the program are grouped together
into units called objects. Objects are further grouped into classes, which define the attributes
objects must have.
A simple example of a class is the class Book. Objects within this class might be Novel and
Short Story. Objects also have certain functions associated with them, called methods. The
computer accesses an object through the use of one of the object’s methods. The method
performs some action to the data in the object and returns this value to the computer. Classes of
objects can also be further grouped into hierarchies, in which objects of one class can inherit
methods from another class. The structure provided in object oriented languages makes them
very useful for complicated programming tasks.
Features of OOP
Object-oriented programming (OOP) languages, such as C++ and Java, are based on traditional
high-level languages, but they enable a programmer to think in terms of collections of
cooperating objects instead of lists of commands. Objects, such as a circle, have properties such
as the radius of the circle and the command that draws it on the computer screen. Classes of
objects can inherit features from other classes of objects. For example, a class defining squares
can inherit features such as right angles from a class defining rectangles. This set of
programming classes simplifies the programmer’s task, resulting in more “reusable” computer
code. Reusable code allows a programmer to use code that has already been designed, written,
and tested. This makes the programmer’s task easier, and it results in more reliable and efficient
programs.
Object-oriented programming began with Simula, a programming language developed from
1962 to 1967. Simula introduced definitive features of OOP, including objects and inheritance.
Graphical user interface (GUI) is a feature that allows the user to select commands using a
mouse. GUIs became a central feature of operating systems such as Macintosh OS and
Windows.
Objects oriented programming languages
The most popular OOP language is C++, VB, JAVA, PASCAL, COBOL, Java, an OOP
language that can run on most types of computers regardless of platform. In some ways Java
represents a simplified version of C++ but adds other features and capabilities as well, and it is
particularly well suited for writing interactive applications to be used on the World Wide Web.

Java
Java is an object-oriented programming language. Java facilitates the distribution of both data
and small applications programs, called applets, over the Internet. Java applications do not
interact directly with a computer’s central processing unit (CPU) or operating system and are
therefore platform independent, meaning that they can run on any type of personal computer,
workstation, or mainframe computer. This cross-platform capability, referred to as “write once,
run everywhere,” has caught the attention of many software developers and users. With Java,
software developers can write applications that will run on otherwise incompatible operating
systems such as Windows, the Macintosh operating system, OS/2, or
UNIX.
To use a Java applet on the World Wide Web (WWW)—the system of software and protocols
that allows multimedia documents to be viewed on the Internet—a user must have a Java-
compatible browser, such as Navigator from Netscape Communications Corporation, Internet
Explorer from Microsoft Corporation, or Hot Java from Sun Microsystems. A browser is a
software program that allows the user to view text, photographs, graphics, illustrations, and
animations on the WWW. Java applets achieve platform independence through the use of a
virtual machine, a special program within the browser software that interprets the byte code—
the code that the applet is written in—for the computer’s CPU. The virtual machine is able to
translate the platform-independent byte code into the platform-dependent machine code that a
specific computer’s CPU understands.
Applications written in Java are usually embedded in Web pages, or documents, and can be run
by clicking on them with a mouse. When an applet is run from a Web page, a copy of the
application program is sent to the user’s computer over the Internet and stored in the computer’s
main memory. The advantage of this method is that once an applet has been downloaded, it can
be interacted with in real time by the user. This is in contrast to other programming languages
used to write Web documents and interactive programs, in which the document or program is
run from the server computer.
Visual Basic
Step in Developing Applications
The visual Basic development environment makes building an application a straight forward
process. There are three primary steps involved in building a visual Basic application.
(2) Draw the user interface by placing controls on the form.
(3) Assign properties to controls.
(4) Attach code to control events (and perhaps write other procedures)

Note:
(2) These same steps are followed whether you are building a very simple application or one
involving many controls and many lines of code.
(3) The event – driven nature of visual Basic allows you to build your application in stages and
test it at each stage. You can build one procedure, or part of a procedure, at a time and try it
until it works as descried. This minimizes errors and gives you, the programmer, confidence as
your application takes shape.
(4) As you progress in your programming skills, always remember to take above sequential
approach to building a visual Basic application Build a little, test a little, modify a little and test
again. You will quickly have a completed application.
- Microsoft VB is the fastest and easiest way to create applications for Microsoft windows.
- The visual part refers to the method used to create the graphical user interface (GUI).
- The Basic part refers to the BASIC Beginners All – Purpose symbolic construction code
Language.
With VB an individual can build simple applications in minutes. VB enables you to write object
oriented programmes or simple programs.
WEEK 15
VB editions:- Learning editions
Professional Edition
Enterprises edition
How windows work
Windows is an GUI operating system. With GUI it easily recognized graphic icons be selected
using the mouse and commands chosen from menus, This is much easier for the user than
typing in the specific lines of code that were required by MS-Dos in order to perform basic
operations. In GUI operating system, more than one application can be open at the same time.
Processor time is shared between computing tasks and this called multitasking.
The Visual Basic environment
The Visual Basic environment is made up of several windows. The initial appearance of the
windows on your screen will depend on the way your environment has been set up.
The tool bar The Visual Basic tool bar functions like the tool bar in any other Microsoft
application. It provides shortcuts for many of the common operating commands. It also shows
you the dimensions and location of the form currently being designed.

The tool box The tool box gives you access to the controls that you use on a form.
A control is an object such as a button, label or grid. Controls are used on forms to
display output or get input. Each control appears as a button in the tool box. If the control you
are looking for is not in the toolbox, select Components from the Project menu. If the tool box
is not displayed on your screen, or if at any time during the exercises you close it, choose
Toolbox from the View menu.
The form designer window
This window is where you design the forms that make up your user interface.

If the form designer window is not displayed on your screen, or if at any time during the
exercises you close it, choose Object from the View menu.
The properties window :
A form, and each control on it, has a set of properties which control its characteristics such as
size, position and color.
The properties window lists all the properties a control has and their value. The default value of
a property can be changed by setting the property value using the properties window when you
design your application or changed by assigning a new value in code while your application is
running. If the properties window is not displayed on your screen, or if at any time during the
exercises you close it, choose Properties Window from the View menu.

The project explorer window


A project is a collection of the forms and code that make up an application. Each form in your
application is represented by a file in the project explorer window.

A form file contains both the description of the screen layout for the form and the program code
associated with it. If the project explorer window is not displayed on your screen, or if at any
time during the exercises you close it, choose Project Explorer from the View menu.
The form layout window
Move the form in the screen in this window to set the position of your
form when your application is running. You may wish to close the
form layout window to allow more space for the properties window. To
open the window again, select Form Layout Window from the View
menu.

Starting Visual Basic


• From the Windows Start menu, choose Programs, Microsoft Visual Studio 6.0, and then
Microsoft Visual Basic 6.0.
• Visual Basic 6.0 will display the following dialog box as shown in this figure
Stopping Visual Basic
• From the File menu, choose Exit and then Microsoft Visual Basic 6.0. ask you to save changes
in your project.
Getting online help
If you've used online help before, you may not think you need to read this section. Although
you might be able to figure out Visual Basic's online help yourself, the help is fairly advanced
and varies from most other online help you may be used to. This topic section describes some of
the help tools available from within
Visual Basic.
The content-sensitive nature of Visual Basic's help system extends to almost every menu option,
screen element, control, window, and language command. When you want help and aren't sure
exactly where to turn first, press F1 and let Visual Basic give it a try. For example, if you think
you need to use the Picture Box control but want to read a description first to make sure that
you have the right control, click the Toolbox's Picture Box control and then press F1. Visual
Basic sees that you've clicked the Picture Box and returns with the help screen shown in this
figure

Click any screen element and press F1 for help


Throughout the help screens, Microsoft has scattered numerous links to related topics. When
you click any underlined word or phrase inside a help window, Visual Basic responds with a
pop-up definition or an additional help screen. Often, so may related topics appear throughout
the help system that when you click a link, Visual Basic displays a scrolling Topics Found list,
from which you can choose the description that most closely matches the topic you need.

Help links often provide several alternatives.


When you click an Example hypertext link, Visual Basic displays a window similar to the one
shown in Figure. Although the help might look ambiguous at this point, you'll grow to
appreciate the helpful suggestion when you begin learn the Visual Basic language. The
Example help link shows you real Visual Basic language code that uses the item you've
requested help for. As a programmer, you'll therefore see how to implement the item inside
your own Visual Basic code by looking at the sample Visual Basic provides.

Visual Basic shows you sample code that uses the property or control.
The Help Menu
When you choose the first topic on the Help menu, Microsoft Visual Basic Topics, Visual Basic
displays a help dialog box. This dialog box contains the usual Windows-like help tools. You
can open and close the book icons on the Contents page to read about different Visual Basic
topics. You can search for a particular topic in the index by clicking the Index tab. To locate
every occurrence of a particular help reference word or phrase, you can click the Find tab to
build a comprehensive help database that returns multiple occurrences of topics.

Example :
Get an instant definition for help links with a dotted underline.
Pop-up definition, Hyperlinks Close the help window by clicking the window's Close button.

Opening Application
To open a project, you can do one of two things:
• Click File menu , Open project…

• Click the tool and specify the project you want to open.
Then select Hello project and press Open.

The project window will display the file “Hello.frm” from your project.
Creating Simple application ( Wizard )
You start the application wizard from the New Project dialog box or by choosing New Project
from the File menu. Click the VB Application Wizard icon to start the wizard. This Figure
shows the application wizard's opening screen.

Example
Assuming that you started the application wizard in the previous section, follow these steps to
build your first application:
1- Click the Next button to display the Interface Type dialog box. The wizard can generate one
of three types of user interfaces for the application you're generating:
− MDI (Multiple Document Interface) lets you create a program window that contains
embedded windows called child windows.
− SDI (Single Document Interface) lets you create a program with one or more windows that
exist at the same level (not windows within windows).
− Explorer Style lets you create programs that somewhat take on the Books Online appearance,
with a summary of topics or windows in a left pane and the matching program details in the
right pane.
2- The MDI option should already be selected. If not, click the MDI option.

3- Click Next to display the menu selection dialog box. You can select certain menu options
that will appear on your application's menu bar. By using the dialog box's options, you can help
ensure that your application retains the standard Windows program look and feel. (You can add
your own menu options after the wizard generates the program's initial shell.) For now, leave
these options selected: File, Edit, Window, and Help.
4- Click Next to display the wizard's Resources dialog box. A resource might be a menu, a text
string, a control, a mouse cursor, or just about any item that appears in a program.

5- Click Next, you'll bypass the Internet connectivity dialog box because you don't need to add
such connectivity to your first application shell.
6- Determines which forms appear in your application:
• A splash form is an opening title form that your users see when they first run your application.
• A login form requests the user's ID and password, in case you want to add security features to
your application.
• The options dialog box gives users the ability to modify certain application traits.
• The About box is accessed from most Windows Help menus and provides your program
description and version.
8. Check the About Box but leave the other options unchecked.
9. Click the Next button twice to display the final application wizard dialog box. (You'll bypass
the database access dialog box because you won't be retrieving database data in this first
application.)

10. Click the Finish button. The wizard generates the application before your eyes. You'll see
the wizard generating forms and titles; without the wizard, you would have to perform these
steps yourself. When finished, the application wizard displays a dialog box to tell you that the
application is completed.
11. Click OK to close the final application wizard dialog box. A summary report appears, to
describe the generated program.

Running your application


Now that the form is complete you can see it in action by running it. When you have written
code for the buttons, running the application will allow you to activate the code. For now your
buttons will not do anything.

Your form will appear like a window from any other Microsoft application.

Creating Executable File


- Click File, Then Make Project1.exe…

- Specify the location and the name of the project, then click OK.
Saving your application The last step in this chapter is to save your application so that you can
use it for the exercises later in the book.

Visual Basic first asks you to save the form and then the project file. Remember that each
represents a separate file.

Specify the filename for the form as hello. frm. The file extension “frm” indicates that the file is
a form file.

Always take care to ensure that you save all the files that make up a project.
List of Computer Programming Languages
 ADA Augusta ADA Byron (Lady Lovelace) 1979Derived from Pascal, used primarily
by the military.
 ALGOL ALGOrithmic Language 1960First structured procedural programming
language, used mainly for solving math problems.
 APL A Programming Language 1961Interpreted language using a large set of special
symbols and terse syntax. Used primarily by mathematicians.
 BASIC Beginners All-Purpose Symbolic Instruction Code 1965Very popular high-level
programming language, frequently used by beginning programmers.
 C Predecessor was Bell Laboratory's 1972 B Programming Language 1972 Compiled,
structured, programming language commonly used in many workplaces because its
programs are easy to transfer between different types of computers.
 C++ Advanced version of C. Developed at ATT Bell Labs. 1985C++ is used in numerous
fields, such as accounting and finance systems, and computer-aided design. Supports
objectoriented programming.
 COBOL Common Business-Oriented Language 1959 English-like programming
language, emphasizes data structures. Widely used, especially in businesses.
 FORTH FOURTH-Generation language (4 GL) 1970Interpreted, structured language,
easily extended. Provides high functionality in limited space.
 Fortran FORmula TRANslation 1954Initially designed for scientific and engineering
uses, a highlevel, compiled language now used in many fields. Introduced several
concepts such as variables, conditional statements, and separately compiled subroutines.
 HTML HyperText Markup Language 1989Designed for publishing hypertext on the
Internet.
 JAVA Sun Microsystems developers drank a lot of coffee when coding for this. 1990
Originally developed for use in set-top boxes, transitioned to the World Wide Web in
1994. LISP LISt Processing 1960A list-oriented programming language, mainly used to
manipulate lists of data. Interpreted language, often used in research, generally
considered the 'standard' language for Artificial Intelligence (AI) projects.
 LOGO Derived from Greek logos, meaning word 1968 Programming language often
used with children. Features a simple drawing environment and several higher-level
features from LISP. Primarily educational.
 MODULAr Language, designed as secondary phase of Pascal (Niklaus Wirth devised
both) 1980 Language that emphasizes modular programming. High-level language based
on Pascal, characterized by lack of standard functions and procedures.
 Pascal Blaise PASCAL, mathematician and inventor of first computing device
1971Compiled, structured language, based on ALGOL. Adds data types and structures
while simplifying syntax. Like C language, it is a standard development language for
microcomputers.
 PERL Practical Extraction and Report Language 1988 It is a text-processing language
that looks like a combination of C and several Unix text processing utilities.
 PILOT Programmed Inquiry,Language Or Teaching 1969 Programming language used
primarily to create applications for computer-aided instruction. Contains very little
syntax. PL/1 Programming Language One 1964Designed to combine the key features of
Fortran, COBOL, and ALGOL, a complex programming language. Compiled, structured
language capable of error handling and multitasking, used in some academic and research
environments.
 SGML Standard Generalized Markup Language 1986 Designed as a meta language, it is
used as an international standard for the description of marked-up electronic text.
 SQL Structured Query Language 1986 Designed to be used for creating complex
databases and accessing data in a relational database.
 VB Visual Basic 1990 Sometimes called the Rapid Applications Development system, is
used to build applications quickly. XML Extensible Markup Language 1977Used for
creating arbitrarily-structured documents and Web pages; it is commonly associated with
the Internet.
COURSE CODE:- COM 113
COURSE TITLE:- INTRODUCTION TO PROGRAMMING
COURSE OUTLINE
1. Concept of programming (Features of a good program)
2. Concept of Algorithms and flowcharting.
3. Principles of designing algorithms for common programming problem.
4. General modular program design principles.
5. Stages of Program Development/procedure in solving programming problems.
6. Levels of programming language.
7. Concept of debugging and maintaining program.
8. Good programming practices.
9. Concept of object oriented programming

You might also like