This document outlines the assessment structure for a 3 hour practical programming course with 1 hour of theory and no final exam. Students will be assessed entirely based on in-class assessments over the course topics. The course covers introductory programming concepts like definitions of programs, programmers, and programming languages. It also discusses programming fundamentals like algorithms, pseudocode, flowcharts and the implementation process.
2. Topic 1 : Introductory Concepts
Defination
a.
Programme - a program is a specific set of ordered operations for a
computer to perform
a.
Programmer - a person who writes a program so that data may be
processed by a computer
- person who designs and writes and tests computer programs
- who prepares or writes instructional programs for a computer
c.
Proggramming language- A programming language is an artificial
language designed to express computations that can be performed
by a machine, particularly a computer. Programming languages can
be used to create programme that control the behavior of a machine,
to express algorithms precisely, or as a mode of human
communication
-is a language designed to describe a set of consecutive actions to
be executed by a computer. A programming language is therefore a
practical way for us (humans) to give instructions to a computer.
3. PROGRAMME
A computer programme (also a software
programme, or just a program) is a sequence
of instructions written to perform a specified
task for a computer.[1] A computer requires
programs to function, typically executing the
program's instructions in a central
processor.[2] The program has an executable
form that the computer can use directly to
execute the instructions.
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4. PROGRAMMER
A programmer, computer programmer or
coder is someone who writes computer
software. The term computer programmer
can refer to a specialist in one area of
computer programming or to a generalist
who writes code for many kinds of
software(C, C++, Java, Lisp, Delphi).
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5. ARAS BAHASA PENGATURCARAAN KOMPUTER
COMPUTER PROGRAMMING LANGUAGE LEVEL
TERBAHAGI KEPADA 4
JENIS
BAHASA MESIN
BAHASA HIMPUNAN
BAHASA ARAS TINGGI
BAHASA
PENGATURCARAAN
PEMBANGUNAN
APLIKASI PANTAS
DIVIDED IN TO 4 TYPES:
MACHINE LANGUAGE
ASSEMBLY LANGUAGE
HIGH LEVEL
LANGUAGE
RAPID APLICATION
DEVELOPER (RAD)
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6. Brief explaination
Machine Language
Use own machine language
Assemble binary numbers (1,0)
No need translator
Assembly Language
Easy language similar to human
language
Use short English wording
Translator for this language called
compiler
High Level language
Shorts codes used to settle multiple task
Faster and easier to learn and write
programming
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7.
Pascal, Basic, Cobol, Fortran, Ada, C, C++, JAVA
Used GUI Graphical User Interface
Control window colour, size with simple and user
friendly interfaces
Interesting Programming Language with great
visualization.
Examples: Visual basic, Delphi, C++ Builder
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8. Jenis Pengaturcaraan
Berstruktur(Structured programming)
Pascal, C, COBOL, FORTRAN
Fungsian
Scheme, LISP
Berorientasikan objek (Object-oriented
programming (OOP) )
Java, C++
Berasaskan logik
Prolog
Skrip
Perl, Visual Basic, Javascript
9. Compare between the
following types of
programming
STRUCTURED
MODULAR
OBJECT-ORIENTED
Subset of procedural
programming that
enforces a logical
structure on the
program being written
to make it more
efficient and easier to
understand and modify.
Breaking down the
design of a program
into individual
components (modules)
that can be
programmed and
tested independently. It
is a requirement for
effective development
and maintenance of
large programs and
projects.
Programming language
model organized
around "objects" rather
than "actions" and data
rather than logic.
Historically, a program
has been viewed as a
logical procedure that
takes input data,
processes it, and
produces output data.
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10. A Brief of History of C
C was created by Dennis
Ritchie at Bell Telephone
Laboratories in 1972.
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11. PERKAKASAN KOMPUTER
Komponen asas:
1) Peranti input
2) Peranti output
3) Unit pemprosesan pusat ( CPU )
4) Ingatan utama ( RAM dan ROM )
5) Ingatan bantu ( floppy A, cekera bermagnet )
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14. TYPES OF ERROR IN PROGRAMMING
1) SYNTAX ERROR
A collection of the rules for writing programs in a
programming language is know as syntax. All
program statements are written according do these
rules.
Syntax error is a type of error that occurs when a
invalid statement is written in program.
The compiler detects syntax errors and display
error massage to describe the cause of error. A
program containing syntax errors can`t be compiled
successfully.
15. EXAMPLES:
The statement terminator is missing at
the end of statement like coma,
semicolon ( ); etc.
A misspelled keyword is used in the
program.
Any of the delimiters is missing.
Example: Typing "forr" insted of "for" is
an example of syntax error.
18. 2. Run-time errors
An attempt to perform an invalid operation,
detected during program execution.
Occurs when the program directs the computer
to perform an illegal operation, such as dividing
a number by zero.
The computer will executing the program, but
no output display.
And message box appears indicates the line
where the error was detected
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20. 3. Logic Error/Design Error
An error caused by following an incorrect
algorithm
Very difficult to detect - it does not cause runtime error and does not display message errors.
The only sign of logic error incorrect program
output
Can be detected by testing the program
thoroughly, comparing its output to calculated
results
To prevent carefully desk checking the
algorithm and written program before you
actually type it
CSEB134 : BS/2008
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22. 6 STAGE PROBLEM SOLVING
(process of designing program)
1.
2.
3.
4.
5.
6.
Defining and analyzing problems
Planning of variables
Drawing of flowchart
Program writing
Testing and debugging program
Documentation of program
Process of designing program can be divided
into two phases
1. problem solving phase (1 through 3)
2. implementation phase (4 and 5)
While in step 6, documentation is done throughout the
process of designing program
23. Defining and analyzing
problems
What is the problem?
Problem is an unsolved
task that need to be settle
with smart consideration
Perkara yang
belum
diselesaikan
yang
memerlukan
penyelesaian
dari
pertimbangan
atau
kemahiran fikiran
Penyelesaian
Proses
menyelesaikan
masalah yang melibatkan
satu jujukan set tatacara
yang
perlu
dilakukan
mengikut susunan logik
yang
betul.
Ia
menggunakan
pengetahuan bergantung
kepada
keupayaan
memilih,
menggunakan
strategi, teknik dan alatan
yang sesuai.
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24. Defining and analyzing problems
Langkah-langkah dalam pengaturcaraan :
Definisi dan kenalpasti masalah
- Kenalpasti dan fahami masalah yang hendak diselesaikan
i. Baca soalan dan kenalpasti serta fahami kehendak
soalan
ii. Buat analisa terhadap masalah dengan tentukan 3
perkara utama :
* INPUT yang diperlukan
* OUTPUT yang dikeluarkan
* PROSES
tentukan formula untuk dapatkan
output dari input yang diberi
INPUT
PROSES
(aturcara)
OUTPUT
25. Contoh Masalah
Dahaga dan
ingin minum
teh
tarik
buatan
sendiri
Apa yang perlu dilakukan?
Masak air.. Berapa banyak?
Berapa orang nak minum?
Pekat atau tidak??..berapa
uncang teh?
Manis atau kurang manis?..berapa
susu gula??
Minum dalam mug atau cawan?
Sejuk atau panas?..
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26. Contoh Penyelesaian..
The Tarik buatan sendiri
1. Kira berapa orang.
1 Org minum 1 mug =
400ml
Air = Orang x 400ml
2. 2 orang perlu1 uncang
Uncang = orang /2
3. 1 uncang perlu 5 sudu
susu pekat
Susu = uncang x 5
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27. Defining and analyzing problems
Langkah-langkah dalam pengaturcaraan :
Merancang pembolehubah
- Pembolehubah ialah rujukan kepada lokasi memori
- Pembolehubah dengan jenis data yang khusus
menentukan saiz memori yang diperuntukan
- Semua pembolehubah mesti diishtiharkan sebelum
digunakan dalam aturcara
28. Aturcara Berstruktur
Langkah-langkah dalam pengaturcaraan :
Rekabentuk aturcara
- Lebih dikenali sebagai proses merekabentuk algoritma
- Algoritma
senarai langkah-langkah untuk selesaikan
masalah
- Dibuat sebelum pengkodan aturcara sebenar untuk
pastikan kaedah penyelesaian masalah yang digunakan
adalah betul
- Terdapat 2 cara menulis algoritma :
i. Kod pseudo
Langkah-langkah penyelesaian masalah yang ditulis guna
bahasa percakapan seharian
ii. Carta alir
Langkah-langkah penyelesaian masalah guna rajah-rajah
tertentu
29. Algorithms
Computing problems
All can be solved by executing a series of actions
in a specific order
Algorithm: procedure in terms of
Actions to be executed
The order in which these actions are to be
executed
Program control
Specify order in which statements are to be
executed
31. Contoh Algoritma
Tentukan sama ada suatu nombor itu nombor genap atau ganjil
Input: Suatu nombor bulat
Output: Mesej no genap atan no ganjil
Kira purata markah bagi kursus Pengaturcaraan C
Input:
i. Markah setiap pelajar
ii. Bilangan Pelajar
Output: Purata Markah
Kira dan paparkan harga epal jika diberi kuantiti epal yang dibeli
dalam kilogram dan harga sekilogram
Input:
i. Kuantiti epal yang dibeli dalam kilogram
ii. Harga epalJAWAPANkilogram )
( ringgit /
Output: Harga epal ( dalam ringgit )
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32. Pseudocode
Pseudocode
Artificial, informal language that helps us
develop algorithms
Similar to everyday English
Not actually executed on computers
Helps us think out a program before
writing it
Easy to convert into a corresponding C++
program
Consists only of executable statements
32
33. Pseudokod
Senarai langkah-langkah untuk selesaikan
masalah
Contoh : Menukar mentol yang terbakar
mula
Mengeluarkan mentol yang terbakar
Gantikan dengan mentol baru
tamat
Adakah ia mencukupi untuk perlaksanaan komputer ?
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34. Kod pseudo
Contoh : Menukar mentol yang terbakar (terperinci)
mula
Letak tangga di posisi mentol terbakar
Pilih mentol yang sesuai
Naik tangga sehingga mencapai mentol yang terbakar
Pusing mentol ikut arah lawan jam dan keluarkan mentol
Muatkan mentol baru ditempat sepatutnya
Pusingkan mentol ikut arah jam
Turun tangga
Letakkan kembali tangga
tamat
35. SIMBOL-SIMBOL CARTA ALIR
SIMBOL GRAFIK
MAKSUD
MULA / TAMAT
PROSES
INPUT / OUTPUT
SYARAT
ALIRAN KAWALAN
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36. Carta Alir
Mula
Dapatkan x,y
Jumlah = x + y
Purata = (x+y)/2
Darab = x*y
Cetak jumlah,
purata dan darab
Tamat
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37. Pseudokod
Masalah menentukan taraf lulus keputusan
peperiksaan pelajar.
Mula
Dapatkan mata gred pelajar
Tentukan samada pelajar lulus
Jika matagred >=2.0
JAWAPAN
laporkan lulus
Tamat
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40. Perlaksanaan
Proses menukarkan algoritma kepada
bahasa pengaturcaraan.
Aturcara komputer ialah satu jujukan
kenyataan menggunakan bahasa C++ untuk
menyelesaikan sesuatu masalah.
Pengkompil akan menterjemahkan aturcara
kepada bentuk yang boleh difahami oleh
komputer
Pengkompil akan memaparkan ralat yang
terkandung dalam aturcara.
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41. Perlaksanaan
Langkah-langkah dalam pengaturcaraan :
Menguji & menyahsilap aturcara
- Aturcara yang telah siap dibina perlu
diuji/dijalankan (run) untuk memastikan hasil
output yang dikeluarkan adalah betul dan
memenuhi kehendak pengguna
- Menyahsilap (debugging)
aturcara diuji
dengan data-data yang sebenar
- Ada kemungkinan output yang silap (ralat)
mungkin terhasil daripada aturcara yang ditulis
42. Perlaksanaan
Jenis ralat dalam pengaturcaraan
Ralat rekabentuk/ Ralat Logik
Terjadi semasa proses rekabentuk aturcara
Berpunca dari cara atau langkah penyelesaian
masalah yang tidak betul
Ralat sintaks
Ralat yang dikesan dan mudah dibetulkan
Melibatkan kesilapan dalam menulis aturcara,
seperti tertinggal simbol dsbnya.
Ralat masa jalanan(RUN-TIME ERROR)
Berpunca dari kemasukan data tidak mengikut arahan yang ditulis
dalam aturcara cth: data jenis int tetapi data yang dimasuk jenis
char
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43. Pengujian dan Pengesahihan
Uji dan sahkan keluaran yang dikehendaki
benar
Proses untuk memastikan aturcara yang
dibangunkan memenuhi keperluan
pengguna
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44. Pendokumenan
Menyimpan semua data aturcara
Menyimpan aturcara yang ditulis
Menyimpan semua komponen yang
terlibat dalam membangunkan dan
menjalankan aturcara.
Melibatkan spesifikasi, penerangan
tentang masalah, rumusan, pseudokod
atau carta alir, dsbnya.
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