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3 hours practical
1 hour theory
NO FINAL EXAMINATION
100% ASSESMENT IN CLASS
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.
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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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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FUNDAMENTAL PROGRAMMING
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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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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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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FUNDAMENTAL
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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
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.

styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL
PROGRAMMING
A Brief of History of C
 C was created by Dennis
Ritchie at Bell Telephone
Laboratories in 1972.

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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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styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL PROGRAMMING
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FUNDAMENTAL
PROGRAMMING
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.
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.
Nota (first)
CSEB134 : BS/2008

17
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

18
Nota (first)
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

20
Nota (first)
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
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.

styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL
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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
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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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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FUNDAMENTAL
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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
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
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
Algorithm
a
Ciri-ciri

Kaedah










Mempunyai input
Hasilkan sekurangnya 1 output
Tidak kabur
Tepat dan selesaikan masalah
Berkesan
Bersifat am
Pseudokod
Carta Alir
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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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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
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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 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
SIMBOL-SIMBOL CARTA ALIR
SIMBOL GRAFIK

MAKSUD
MULA / TAMAT
PROSES
INPUT / OUTPUT
SYARAT
ALIRAN KAWALAN

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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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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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Carta Alir
Mula
Dapatkan
matagred

Matagred
>=2.0

JAWAPAN
benar

Cetak Lulus
Tamat

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Carta Alir
Mula
Dapatkan
matagred
palsu

Matagred
>=2.0

Cetak Gagal

benar

Cetak Lulus
Tamat

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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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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
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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Pengujian dan Pengesahihan
 Uji dan sahkan keluaran yang dikehendaki
benar
 Proses untuk memastikan aturcara yang
dibangunkan memenuhi keperluan
pengguna

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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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More Related Content

Nota (first)

  • 1. 3 hours practical 1 hour theory NO FINAL EXAMINATION 100% ASSESMENT IN CLASS
  • 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. styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL PROGRAMMING
  • 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). styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL PROGRAMMING
  • 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) styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL PROGRAMMING
  • 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 styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL PROGRAMMING
  • 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 styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL PROGRAMMING
  • 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. styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL PROGRAMMING
  • 10. A Brief of History of C C was created by Dennis Ritchie at Bell Telephone Laboratories in 1972. styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL PROGRAMMING
  • 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 ) styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL PROGRAMMING
  • 12. styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL PROGRAMMING
  • 13. styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL PROGRAMMING
  • 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 18
  • 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 20
  • 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. styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL PROGRAMMING
  • 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?.. styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL PROGRAMMING
  • 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 styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL PROGRAMMING
  • 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
  • 30. Algorithm a Ciri-ciri Kaedah Mempunyai input Hasilkan sekurangnya 1 output Tidak kabur Tepat dan selesaikan masalah Berkesan Bersifat am Pseudokod Carta Alir styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL PROGRAMMING
  • 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 ) styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL PROGRAMMING
  • 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 ? styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL PROGRAMMING
  • 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 styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL PROGRAMMING
  • 36. Carta Alir Mula Dapatkan x,y Jumlah = x + y Purata = (x+y)/2 Darab = x*y Cetak jumlah, purata dan darab Tamat styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL PROGRAMMING
  • 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 styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL PROGRAMMING
  • 39. Carta Alir Mula Dapatkan matagred palsu Matagred >=2.0 Cetak Gagal benar Cetak Lulus Tamat styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL PROGRAMMING
  • 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. styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL PROGRAMMING
  • 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 styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL PROGRAMMING
  • 43. Pengujian dan Pengesahihan Uji dan sahkan keluaran yang dikehendaki benar Proses untuk memastikan aturcara yang dibangunkan memenuhi keperluan pengguna styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL PROGRAMMING
  • 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. styled by: FARIZA ZAHARI.EC201 FUNDAMENTAL PROGRAMMING