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REVIEWER IN COMPUTER PROGRAMMING 1

Module 1: Introduction to Programming

 Programming - a multistep process for creating a program.


- way of giving computers instructions about what they should do next.
- Instructions are called code.
- important for learning to innovate, create eco-friendly solutions for global problems, and
speeding up the input and output processes in a machine.
 Computer program - list or sequence of instructions that tell a computer what to do.
 Programming language (PL) – where a computer program is written.
- a type of written language that tells computers what to do in order to work.
 Syntax – grammar of the programming language
- consists of rules governing the structure and content of the statement that should be
followed.
 Programmer - writes source code using a programming language to create programs.
 Source code - a well-written set of instructions and statements to develop a program.
- can be written in low-level or high-level language.
- must be translated to machine language (binary form) using a language translator.
 Assembler - translates a program written from an assembly language to a low-level language.
 Interpreter - translates each statement or one line at a time and executed immediately after
translation.
- Example: JavaScript, Python, Ruby
 Compiler - translates all statements at one time. It provides all the error messages – called
diagnostics- at once.
- Example: C, C++, Java
 Integrated Development Environment (IDE) - a software application that allows programmers
and offers the tools needed for them to code and test a software.

Low Level Language vs High Level Language

 Low-level Language - uses instructions tied directly to one type of computer.


- often cryptic and not human-readable.
- Examples: machine language, assembly language
 High-level language - uses English-like instructions and can be run on a variety of computer
types.
- Examples: Visual Basic, C, C++, Java

 Machine Language - Instructions written in 0s and 1s


- all data is represented by microscopic electronic switches that can be either OFF or ON
(OFF= 0, ON = 1)
 Assembly Language - programming language with symbolic names for opcodes, and decimals or
labels for memory addresses
- must be translated into machine instructions, using an assembler.
 Programming paradigm - a style, or “way,” of programming to solve problem using some
programming language.
- an approach or method to solve a problem using tools and techniques.
 Procedure-oriented program - programmer concentrates on the major tasks that the program
needs to perform.
- programmer must instruct the computer every step of the way, from the start of the task to
its completion.
 Object-oriented program - requires the programmer to focus on the objects that the program
can use to accomplish its goal.
 Program Development Life Cycle - set of steps or phases that are used to develop a program in
any programming language.
 Phases – sequence of steps in program development.

Steps in Program Development

1. Requirement Analysis
2. System Design
3. Coding or Writing the Program
4. Testing and Debugging
5. Documentation and Maintenance

 Requirement Analysis - involves the collection of information and the definition of the
characteristics or features of the desired system.
- requirement - a description of what a system should do
- Problem Analysis requires performing the following steps:
 Define the problem and the users.
 Determine the desired outputs.
 Determine the input to achieve the desired outputs.
 Determine the processes involve.
 Check the feasibility of implementing the program.
 Document the analysis.
 System Design - program design process describes the algorithm for the solution of the problem.
- algorithm - the step-by-step sequence of instructions that describe how data will be
processed to produce the desired output.
- pseudocodes or flowcharts – used to formulate the algorithm.
1. Pseudocode - an algorithm written in normal Human language statements to describe
the logic and processing flow.
2. Flowchart - a visual representation of the sequence of steps and decisions needed to
perform a process.
- diagram shape – where each step in the sequence is noted within.
- connecting lines and directional arrows – links the steps
 Coding or Writing the Program - the actual writing of the program based on the design
specifications.
- Construction requires performing the following steps:
 Select the appropriate programming language.
 Follow the syntax.
 Testing and Debugging
1. Desk checking - manually testing the solution design to make sure that it is free of errors
and that the logic works.
2. Debugging - detecting, locating, and removing all errors in a computer program.
3. Run real data
- Types of errors:
 Syntax Error - the most common error and incorrect use of programming language
statements.
- rules in the writing of statements are violated which causes the program
to fail to compile and run.
 Run-time Error - a software error that occurs while a program is being executed.
 Logical Error - mistake in a program's source code that results in incorrect or unexpected
behavior.
 Documentation and Maintenance
- Documentation - a written detailed description of the programming cycle and specific facts
about the program.
- includes necessary instructions on the use and maintenance of the
program/software (product).
- Maintenance - any activity designed to keep programs error-free, up-to-date and in good
working condition.

Module 2: Program Logic Design and Formulation

 Algorithm - a procedure or formula for solving a problem, based on conducting a sequence of


specified actions.
- can be expressed using pseudocode or flowchart.
 Write the algorithm in the Processing column of the Input-Process-Output (IPO) chart.
 Each instruction should start with a verb.
 Most algorithms begin with instruction to enter the input items into the computer.
 Next, record instructions to process the input items to achieve the problem’s output.
 Most algorithms end with instruction to display, print, or store the output items.
 Pseudocode – also called false code because it has no syntax like any of the programming
language and thus can’t be compiled or interpreted by the computer.
- simply an implementation of an algorithm in the form of annotations and informative text
written in plain English.
- not standardized.
- Keywords - used to indicate common input-output and processing operations.
- written fully in uppercase.
1. START: This is the start of your pseudocode.
2. INPUT, ENTER, READ / GET: This is data retrieved from the user through typing or
through an input device.
3. PRINT, OUTPUT, DISPLAY, SHOW: This will show your output to a screen or the relevant
output device.
4. COMPUTE, CALCULATE, DETERMINE: This is used to calculate the result of an
expression.
5. SET, INIT: To initialize values.
6. INCREMENT, BUMP: To increase the value of a variable.
7. DECREMENT: To reduce the value of a variable.
- Common Operators
1. Assignment: ← or :=
2. Arithmetic: +, −, ×, /, mod
3. Comparison (Relational): =, ≠, <, >, ≤, ≥
4. Logical: and, or
- KEYWORDS in CONDITIONAL
1. IF — THEN – ENDIF
2. IF – ELSE IF — ENDIF
3. IF — ELSE IF — ELSE – ENDIF
4. CASE – OTHERS – ENDCASE
- KEYWORDS in ITERATION/LOOPING:
- To iterate is to repeat a set of instructions in order to generate a sequence of outcomes.
1. WHILE condition sequence ENDWHILE
2. FOR iteration bounds sequence ENDFOR
3. DO sequence WHILE condition
 Flowchart - a pictorial representation of an ordered, step-by-step solution to a problem.
- can be used to express different structures:
 sequence
 selection/conditional
 loop
- Program Flowchart - a diagram that uses a set of standard graphic symbols to represent the
sequence of coded instructions fed into a computer, enabling it to perform specified logical
and arithmetical operations.
Module 3: Introduction to C++ Programming

 C++ - is an extension of C.
- statically typed, compiled, general-purpose, case-sensitive, free-form programming
language that supports procedural, object-oriented, and generic programming.
- middle-level language, as it comprises a combination of both high-level and low-level
language features.
- developed by Bjarne Stroustrup starting in 1979 at Bell Labs in Murray Hill, New Jersey.
- enhancement to the C language and originally named C with Classes but later it was
renamed C++ in 1983.

 Preprocessor directives - lines beginning with a hash or pound sign (#) are directives for
the preprocessor.
- tell the compiler to preprocess the source code before compiling.
- Examples: #include and #define
 #include directive - instructs the compiler to add the contents of an include file into your
program during compilation.
 #include <iostream> - includes the declarations of the basic standard input-output library in C++
- Examples: cin, cout
 #include <math.h> - defines various mathematical functions and one macro.
- Examples: pow, sqrt
 #define directive - used to define symbolic names and constants.
 Comment Line - All lines beginning with two slash signs (//) are considered comments.
 Block Comment - purpose is only to allow the programmer to insert notes or descriptions
embedded within the source code.
 using namespace std; - all the elements of the standard C++ library are declared within what is
called a namespace, the namespace with the name std (standard).
 int main () - a special function in all C++ programs; it is the function called when the program is
run.
 { and } - the open brace ({) indicates the beginning of main's function definition, and the closing
brace (}) indicates its end.
 Program statement - statement is a simple or compound expression that can actually produce
some effect.
- meat of a program, specifying its actual behavior.
- each statement must be terminated by a semicolon (;).
 Compound statement - also called a block, is a group of two or more C++ statements enclosed in
braces.
 return 0; - defines the exit status of the process or application.
- terminates main( )function and causes it to return the value 0 to the calling process.

Elements of C++

• Character Set - that can be used in a program are:

 Lowercase letters (a-z)


 Uppercase letters (A-Z)
 Digits (0-9)
 Special Characters (+,-,*,/,=,(,),{,}......)

• Keywords - reserved words with special meaning in C++.

- Examples: double, int, char, switch, if, return, break, void

• Data Types - used to tell the variables the type of data it can store.

 Primitive Data Types - are built-in or predefined data types and can be used directly by the user
to declare variables.
- Example: int, char, float, and bool
 Datatype Modifiers - are used with the built-in data types to modify the length of data that a
particular data type can hold. Data type modifiers available in C++ are:
- Signed
- Unsigned
- Short
- Long
 Integer - used for storing (+/-) whole numbers.
 Character - is used for storing characters.
 Boolean - used for storing boolean or logical values.
- can store either true or false.
 Floating Point - used for storing single precision floating point values or decimal values. -
keyword: float
 Double Floating Point - used for storing double precision floating point values or decimal values.
- keyword: double
 Void - represents a valueless entity or without any value.
- used for those function which does not returns a value.
 Wide Character – also a character data type but this data type has size greater than the normal
8-bit datatype.
- Keyword: wchar_t

• Identifiers - name used to identify a variable, function, class, module, or any other user-defined item.
- starts with a letter A to Z or a to z or an underscore (_).
- followed by zero or more letters, underscores, and digits (0 to 9).
 Variables - also known as user-defined identifier.
- a data storage location that has a value, which can change during program execution.
- can be given any name up to 31 characters in length.
- only letters, digits or underscores may follow the initial letter.
 Constants - any expression that has a fixed value; cannot be changed during program execution.
- enclosed between single quotes.
- keyword: const
- String constants - enclosed by double quotation
- Integer numbers - specified as numerical (whole number) constants without fractional
components.
- Floating-point constants - require the use of decimal point.

• Operators - symbols that tell the compiler to perform specific mathematical or logical manipulations.

- Assignment - single equal sign (=) which means that the value on the right side of the
assignment expression.
- Arithmetic – addition, subtraction, multiplication, division, remainder division
- Compound Operators – add and assign ( += ) , subtract and assign ( -= ) , multiply and assign
( *= ) , divide and assign ( /= ) , modulo and assign ( %= )
- Increment / Decrement - increment operator ++ adds 1 to its operand; the decrement
operator -- subtracts 1 from its operand.
- Relational – allow the comparison of two or more numerical values, yielding a result based
on whatever the comparison is true(1) or false(0).

- Logical - used to combine two or more conditions or to complement the evaluation of the
original.
- Bitwise Operators - works on bits and perform bit-by-bit operation.

- Conditional/Ternary Operators – also called as ternary operators.


- conditional operators ? and : are used to construct conditional expressions.

Module 4: Basic Input/Output Statements

 Input and output (I/O) operators - used to take input and display output.
- the operator used for taking the input is known as the extraction or get from operator (>>).
- the operator used for displaying the output is known as the insertion or put to operator (<<).
 Standard C++ library includes the header file iostream.
 Insertion operator (<<) - commonly known as the output operator.
- The standard output by default is the screen, and the C++ stream object defined to access it
is cout.
 Extraction operator (>>) - commonly known as the input operator.
- The standard input by default is the keyboard, and the C++ stream object defined to access
it is cin.
 getline() - a standard library function in C++ and is usedto read a string or a line from input
stream.
 Type Conversion - the process of converting one predefined type into another.
 Implicit - also known as automatic type conversion; a conversion performed by the compiler
without programmer's intervention.
 Explicit - user-defined that forces an expression to be of specific data type.
 Type Casting - explicit conversion of an operand to a specific type.

Common Math Functions - <math.h> header

 pow() - used to find the power of the given number.


 sqrt() - returns the square root of value.
 abs() – used to calculate the absolute value for integer type numbers.
 fabs() - used for floating type numbers.
 ceiling() - greatest preceding integer.
 floor() - least succeeding integer.
 trunc() - used to round (truncate) the value toward zero and returns the nearest integral value.
 round() - used to round the given number to the closest integer.
 tan() - returns the tangent of arg.
 Setprecision - when used along with ‘fixed’ provides precision tofloating point numbers correct
to decimal numbers mentioned in the brackets of the setprecision.
- part of <iomanip> header.

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