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Programming
Objectives
 After viewing this presentation, the learner will be
able to…
 Given a task, create pseudocode
 Given pseudocode, create a flowchart
 Define/describe these terms: program, compile vs.
interpret, loop, variable, function, syntax, code, debug,
IF THEN ELSE
What is programming?
 Series of instructions to a computer to accomplish a
task
 Instructions must be written in a way the computer
can understand
 Programming languages are used to write programs
What is programming?
 Once the code (language) of a program has been
written, it must be executed (run, started).
 You may need to type the name of the program to
start it, or use a word like RUN and the name of the
program (in the old days, anyway).
What is programming?
 Some programming languages (like Java or C++)
require the code to be compiled (translated to
binary) before it can be started.
 Others (like JavaScript) are interpreted, meaning
that each command is translated separately when
the program is started.
What is a programming
language?
 Set of commands that a computer has
been “taught” to understand
 Languages that look like “machine code”
(e.g., 82A8: jsr r5,@#82AE 82AC: sob r0,8296) are used
for…
 Writing games
 Writing application programs (like Excel)
 Other languages look like English (“high
level,” e.g., PRINT “HELLO”)
 Logo
 JavaScript
 And many more
What does programming
look like?
 Here are some examples of an
instruction to print the word HI
 Logo PR [HI]
 JavaScript alert(“HI”);
 FORTRANPRINT “HI”
 BASIC PRINT “HI”
 COBOL DISPLAY ‘HI’.
 C++ printf(“HI”);
 Pascal WRITELN(‘HI’);
 Assembly XPRNT MESSAGE1
Language MESSAGE1 DC ‘HI’
How do you write a program?
 Decide what steps are needed to
complete the task
 Write the steps in pseudocode
(written in English) or as a flowchart
(graphic symbols)
 Translate into the programming
language
 Try out the program and “debug” it
(fix if necessary)
What is pseudocode?
 List of steps written in English
 Like the instructions for a recipe
 Must be in the right sequence
 Imagine saying “bake the cake” and then “mix it up”
Sample Pseudocode
 Task: add two numbers
 Pseudocode:
 Start
 Get two numbers
 Add them
 Print the answer
 End
What does a flowchart look like?
 The pseudocode from the previous slide would look
like this as a flowchart:
Start
Get 2 numbers
Add them
Print answer
End
What are those funny symbols?
 START/END
 INPUT/OUTPUT
 PROCESS
 DECISION
What are those funny symbols?
 START/END
 Used at the
beginning and end
of each flowchart.
What are those funny symbols?
 INPUT/OUTPUT
 Shows when
information/data
comes into a
program or is printed
out.
What are those funny symbols?
What are those funny symbols?
 PROCESS
 Used to show
calculations, storing
of data in variables,
and other
“processes” that take
place within a
program.
What are those funny symbols?
What are those funny symbols?
 DECISION
 Used to show that
the program must
decide whether
something (usually a
comparison between
numbers) is true or
false. YES and NO (or
T/F) branches are
usually shown.
What are those funny symbols?
Y
N
X>7?
Another Sample:
Calculating Age
 Pseudocode:
 Start
 Get year born
 Calculate age
 Print age
 If age > 50 print OLD
 End
Another Sample:
Calculating Age
 Flowchart
 Start
 Get year born
 Calculate age
 Print age
 If age > 50 print OLD
 End
Get yr
Calc age
Print age
Age>50?OLD Y
N
Start
End
Elements of a Program
 All programming languages have certain features in
common. For example:
 Variables
 Commands/Syntax (the way commands are
structured)
 Loops
 Decisions
 Functions
 Each programming language has a different set of
rules about these features.
Variables
 Variables are part of almost every program.
 A variable is a “place to put data” and is usually represented by a letter
or a word. (Think of a variable as a Tupperware container with a label on
it.)
 Variable names cannot contain spaces.
 Some programming languages have very specific limits on variable
names.
Variables
 Usually there are several ways to put information into a variable.
 The most common way is to use the equal sign (=).
 X = Y + 7 means take the value of Y, add 7, and put it into X.
 COUNT=COUNT + 2 means take the current value of COUNT, add 2 to it,
and make it the new value of COUNT.
Variables
 Sometimes you must specify the type of data that will be placed in a
variable.
 Here are some examples of data types:
 Numeric (numbers of all kinds)
 String (text, “strings of letters”)
 Integer (whole numbers)
 Long (large numbers)
 Boolean (true/false)
Variables
 Variables may be classified as global or local.
 A global variable is one that can be shared by all parts of a program,
including any functions or sub-programs.
 A local variable is one that is used only within a certain part of the
program, for example, only in one function or sub-program.
Commands/Syntax
 Programming languages are truly languages.
 They have rules about grammar, spelling,
punctuation, etc.
 You need to learn the rules of a programming
language, just as you learned to speak and write
English.
Loops
 A loop is a repetition of all or part of the commands
in a program.
 A loop often has a counter (a variable) and
continues to repeat a specified number of times.
 A loop may also continue until a certain condition is
met (e.g., until the end of a file or until a number
reaches a set limit)
Decisions
 You saw a flowchart symbol for decisions.
 A program often needs to decide whether
something is true or false in order to see which way
to continue.
 Programs often use IF (or IF THEN or IF THEN ELSE)
statements to show a decision.
Decisions
 An IF statement always has a condition to check,
often a comparison between a variable and a
number.
 The IF statement also must specify what to do if the
condition/comparison is true.
 These instructions (for “true”) may come after the
word THEN, or they may simply be listed.
Decisions
 In an IF THEN statement, when the condition is false,
the program simply ignores the THEN commands
and continues to the next line.
 In an IF THEN ELSE statement, commands are given
for both the true and false conditions.
Functions
 In most programming languages, small sub-programs are used to perform
some of the tasks.
 These may be called functions, subroutines, handlers, or other such terms.
 Functions often have names (e.g., getName or CALCTAX).
Functions
 A function generally gets information from the main program, performs
some task, and returns information back to the program.
 Functions follow the same rules of syntax, etc. as the main program.
 JavaScript code is primarily made of a series of functions.
Hints for Writing Code
 “Code” means writing the program in the
appropriate language
 Be sure the code is exact (spelling, capitals/lower
case, punctuation, etc).
 Write part of the code, try it, then write more.
Debugging
 To “debug” means to try a
program, then fix any mistakes.
 Virtually no program works the first
time you run it. There are just too
many places to make errors.
 When you are debugging a
program, look for spelling and
punctuation errors.
 Fix one error at a time, then try the
program again.
Self-Check
 A computer program is…
 A series of instructions to accomplish something
 A TV show
 Written in Egyptian hieroglyphics
 Can be written any way you want to
Self-Check
 A computer program is…
 A series of instructions to accomplish something
 A TV show
 Written in Egyptian hieroglyphics
 Can be written any way you want to
Self-Check
 To “compile” a program means to…
 Translate it into English
 Translate it into binary code
 Pile up the punch cards used for the program
 Run the program as it was written
Self-Check
 To “compile” a program means to…
 Translate it into English
 Translate it into binary code
 Pile up the punch cards used for the program
 Run the program as it was written
Self-Check
 Pseudocode is…
 The program as it is written in a programming language
 The results of a program that makes secret codes
 The logic of a program written in English
 The logic of a program shown in a chart
Self-Check
 Pseudocode is…
 The program as it is written in a programming language
 The results of a program that makes secret codes
 The logic of a program written in English
 The logic of a program shown in a chart
Self-Check
 The flowchart symbol to perform a calculation is…
Self-Check
 The flowchart symbol to perform a calculation is…
Self-Check
 The flowchart symbol to show a decision is…
Self-Check
 The flowchart symbol to show a decision is…
Self-Check
 Look at the flowchart section below. If the variable X
is 5, what will print (K or 1st)?
X > 5?
YN
Print “1st”Print “K”
Self-Check
 Look at the flowchart section below. If the variable X
is 5, what will print (K or 1st)?
X > 5?
YN
Print “1st”Print “K”
K will be printed. The answer to the question “Is X greater than 5?”
is NO, since X is equal to (not greater than) 5.
Self-Check
 Choose the correct
flowchart symbol for
each of these
statements.
 AGE>65?
 Calc. Tax
 START
 Print NAME
Self-Check
 Choose the correct
flowchart symbol for
each of these
statements.
 AGE>65?
 Calc. Tax
 START
 Print NAME
Self-Check
 A function in a program is…
Something from trigonometry,
like COSINE
A sub-program, usually
performing one task
A way to check the accuracy
of a program (a “function
check”)
Self-Check
 A function in a program is…
Something from trigonometry, like
COSINE
A sub-program, usually performing one
task
A way to check the accuracy of a
program (a “function check”)
Self-Check
 A variable in a program is…
A letter or word that represents
a place to store data
A decision made within a
program
A small sub-program used to
find errors
Self-Check
 A variable in a program is…
A letter or word that represents a place
to store data
A decision made within a program
A small sub-program used to find errors
Challenge
 Try to write pseudocode and create a flowchart for
a program that calculates the average of three
grades and prints the average.
 The word GOOD should be printed only if the
average is more than 80.
Challenge
 Possible pseudocode
 Start
 Get three grades
 Average them
 Print Average
 Average>80?
 If Yes, print GOOD
 End
Challenge
 Possible flowchart
 Start
 Get three grades
 Average them
 Print Average
 Average>80?
 If Yes, print GOOD
 End
START
END
Get 3 grades
Calc avg
Print avg
Avg>80?GOOD
Y
N

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Learn Programming with Livecoding.tv http://goo.gl/tIgO1I

  • 2. Objectives  After viewing this presentation, the learner will be able to…  Given a task, create pseudocode  Given pseudocode, create a flowchart  Define/describe these terms: program, compile vs. interpret, loop, variable, function, syntax, code, debug, IF THEN ELSE
  • 3. What is programming?  Series of instructions to a computer to accomplish a task  Instructions must be written in a way the computer can understand  Programming languages are used to write programs
  • 4. What is programming?  Once the code (language) of a program has been written, it must be executed (run, started).  You may need to type the name of the program to start it, or use a word like RUN and the name of the program (in the old days, anyway).
  • 5. What is programming?  Some programming languages (like Java or C++) require the code to be compiled (translated to binary) before it can be started.  Others (like JavaScript) are interpreted, meaning that each command is translated separately when the program is started.
  • 6. What is a programming language?  Set of commands that a computer has been “taught” to understand  Languages that look like “machine code” (e.g., 82A8: jsr r5,@#82AE 82AC: sob r0,8296) are used for…  Writing games  Writing application programs (like Excel)  Other languages look like English (“high level,” e.g., PRINT “HELLO”)  Logo  JavaScript  And many more
  • 7. What does programming look like?  Here are some examples of an instruction to print the word HI  Logo PR [HI]  JavaScript alert(“HI”);  FORTRANPRINT “HI”  BASIC PRINT “HI”  COBOL DISPLAY ‘HI’.  C++ printf(“HI”);  Pascal WRITELN(‘HI’);  Assembly XPRNT MESSAGE1 Language MESSAGE1 DC ‘HI’
  • 8. How do you write a program?  Decide what steps are needed to complete the task  Write the steps in pseudocode (written in English) or as a flowchart (graphic symbols)  Translate into the programming language  Try out the program and “debug” it (fix if necessary)
  • 9. What is pseudocode?  List of steps written in English  Like the instructions for a recipe  Must be in the right sequence  Imagine saying “bake the cake” and then “mix it up”
  • 10. Sample Pseudocode  Task: add two numbers  Pseudocode:  Start  Get two numbers  Add them  Print the answer  End
  • 11. What does a flowchart look like?  The pseudocode from the previous slide would look like this as a flowchart: Start Get 2 numbers Add them Print answer End
  • 12. What are those funny symbols?  START/END  INPUT/OUTPUT  PROCESS  DECISION
  • 13. What are those funny symbols?  START/END  Used at the beginning and end of each flowchart.
  • 14. What are those funny symbols?  INPUT/OUTPUT  Shows when information/data comes into a program or is printed out. What are those funny symbols?
  • 15. What are those funny symbols?  PROCESS  Used to show calculations, storing of data in variables, and other “processes” that take place within a program. What are those funny symbols?
  • 16. What are those funny symbols?  DECISION  Used to show that the program must decide whether something (usually a comparison between numbers) is true or false. YES and NO (or T/F) branches are usually shown. What are those funny symbols? Y N X>7?
  • 17. Another Sample: Calculating Age  Pseudocode:  Start  Get year born  Calculate age  Print age  If age > 50 print OLD  End
  • 18. Another Sample: Calculating Age  Flowchart  Start  Get year born  Calculate age  Print age  If age > 50 print OLD  End Get yr Calc age Print age Age>50?OLD Y N Start End
  • 19. Elements of a Program  All programming languages have certain features in common. For example:  Variables  Commands/Syntax (the way commands are structured)  Loops  Decisions  Functions  Each programming language has a different set of rules about these features.
  • 20. Variables  Variables are part of almost every program.  A variable is a “place to put data” and is usually represented by a letter or a word. (Think of a variable as a Tupperware container with a label on it.)  Variable names cannot contain spaces.  Some programming languages have very specific limits on variable names.
  • 21. Variables  Usually there are several ways to put information into a variable.  The most common way is to use the equal sign (=).  X = Y + 7 means take the value of Y, add 7, and put it into X.  COUNT=COUNT + 2 means take the current value of COUNT, add 2 to it, and make it the new value of COUNT.
  • 22. Variables  Sometimes you must specify the type of data that will be placed in a variable.  Here are some examples of data types:  Numeric (numbers of all kinds)  String (text, “strings of letters”)  Integer (whole numbers)  Long (large numbers)  Boolean (true/false)
  • 23. Variables  Variables may be classified as global or local.  A global variable is one that can be shared by all parts of a program, including any functions or sub-programs.  A local variable is one that is used only within a certain part of the program, for example, only in one function or sub-program.
  • 24. Commands/Syntax  Programming languages are truly languages.  They have rules about grammar, spelling, punctuation, etc.  You need to learn the rules of a programming language, just as you learned to speak and write English.
  • 25. Loops  A loop is a repetition of all or part of the commands in a program.  A loop often has a counter (a variable) and continues to repeat a specified number of times.  A loop may also continue until a certain condition is met (e.g., until the end of a file or until a number reaches a set limit)
  • 26. Decisions  You saw a flowchart symbol for decisions.  A program often needs to decide whether something is true or false in order to see which way to continue.  Programs often use IF (or IF THEN or IF THEN ELSE) statements to show a decision.
  • 27. Decisions  An IF statement always has a condition to check, often a comparison between a variable and a number.  The IF statement also must specify what to do if the condition/comparison is true.  These instructions (for “true”) may come after the word THEN, or they may simply be listed.
  • 28. Decisions  In an IF THEN statement, when the condition is false, the program simply ignores the THEN commands and continues to the next line.  In an IF THEN ELSE statement, commands are given for both the true and false conditions.
  • 29. Functions  In most programming languages, small sub-programs are used to perform some of the tasks.  These may be called functions, subroutines, handlers, or other such terms.  Functions often have names (e.g., getName or CALCTAX).
  • 30. Functions  A function generally gets information from the main program, performs some task, and returns information back to the program.  Functions follow the same rules of syntax, etc. as the main program.  JavaScript code is primarily made of a series of functions.
  • 31. Hints for Writing Code  “Code” means writing the program in the appropriate language  Be sure the code is exact (spelling, capitals/lower case, punctuation, etc).  Write part of the code, try it, then write more.
  • 32. Debugging  To “debug” means to try a program, then fix any mistakes.  Virtually no program works the first time you run it. There are just too many places to make errors.  When you are debugging a program, look for spelling and punctuation errors.  Fix one error at a time, then try the program again.
  • 33. Self-Check  A computer program is…  A series of instructions to accomplish something  A TV show  Written in Egyptian hieroglyphics  Can be written any way you want to
  • 34. Self-Check  A computer program is…  A series of instructions to accomplish something  A TV show  Written in Egyptian hieroglyphics  Can be written any way you want to
  • 35. Self-Check  To “compile” a program means to…  Translate it into English  Translate it into binary code  Pile up the punch cards used for the program  Run the program as it was written
  • 36. Self-Check  To “compile” a program means to…  Translate it into English  Translate it into binary code  Pile up the punch cards used for the program  Run the program as it was written
  • 37. Self-Check  Pseudocode is…  The program as it is written in a programming language  The results of a program that makes secret codes  The logic of a program written in English  The logic of a program shown in a chart
  • 38. Self-Check  Pseudocode is…  The program as it is written in a programming language  The results of a program that makes secret codes  The logic of a program written in English  The logic of a program shown in a chart
  • 39. Self-Check  The flowchart symbol to perform a calculation is…
  • 40. Self-Check  The flowchart symbol to perform a calculation is…
  • 41. Self-Check  The flowchart symbol to show a decision is…
  • 42. Self-Check  The flowchart symbol to show a decision is…
  • 43. Self-Check  Look at the flowchart section below. If the variable X is 5, what will print (K or 1st)? X > 5? YN Print “1st”Print “K”
  • 44. Self-Check  Look at the flowchart section below. If the variable X is 5, what will print (K or 1st)? X > 5? YN Print “1st”Print “K” K will be printed. The answer to the question “Is X greater than 5?” is NO, since X is equal to (not greater than) 5.
  • 45. Self-Check  Choose the correct flowchart symbol for each of these statements.  AGE>65?  Calc. Tax  START  Print NAME
  • 46. Self-Check  Choose the correct flowchart symbol for each of these statements.  AGE>65?  Calc. Tax  START  Print NAME
  • 47. Self-Check  A function in a program is… Something from trigonometry, like COSINE A sub-program, usually performing one task A way to check the accuracy of a program (a “function check”)
  • 48. Self-Check  A function in a program is… Something from trigonometry, like COSINE A sub-program, usually performing one task A way to check the accuracy of a program (a “function check”)
  • 49. Self-Check  A variable in a program is… A letter or word that represents a place to store data A decision made within a program A small sub-program used to find errors
  • 50. Self-Check  A variable in a program is… A letter or word that represents a place to store data A decision made within a program A small sub-program used to find errors
  • 51. Challenge  Try to write pseudocode and create a flowchart for a program that calculates the average of three grades and prints the average.  The word GOOD should be printed only if the average is more than 80.
  • 52. Challenge  Possible pseudocode  Start  Get three grades  Average them  Print Average  Average>80?  If Yes, print GOOD  End
  • 53. Challenge  Possible flowchart  Start  Get three grades  Average them  Print Average  Average>80?  If Yes, print GOOD  End START END Get 3 grades Calc avg Print avg Avg>80?GOOD Y N