Programming
Introduction
Topics
Course introduction
Problem solving and algorithm
Program development steps
Practice
Unit 1 - Programming / Lecture 1 - Introduction 2
Course introduction
This unit introduces students to the core concepts of programming
with an introduction to algorithms and the characteristics of programming
paradigms
On successful completion of this unit students will be able to design and
implement a simple computer program in a chosen language (C#) within
a suitable IDE (Visual Studio .NET)
Unit 1 - Programming / Lecture 1 - Introduction 3
Learning outcomes
LO1: Define basic algorithms to carry out an operation and outline the
process of programming an application.
LO2: Explain the characteristics of procedural, object-orientated and
event-driven programming, conduct an analysis of a suitable Integrated
Development Environment (IDE)
LO3: Implement basic algorithms in code using an IDE.
LO4: Determine the debugging process and explain the importance of
a coding standard
Unit 1 - Programming / Lecture 1 - Introduction 4
Assignment for course
Login to CMS
Choose correct class
Enroll by class name
CMS Folder:
o Assignment 1
o Assignment 2
Unit 1 - Programming / Lecture 1 - Introduction 5
Course preparation
Drawing tools (choose one):
o Visio
o [Link] or Lucichart (online)
o Astah (recommendation, using student email to register full version)
IDE
o Visual Studio Community 2017 or 2019
Unit 1 - Programming / Lecture 1 - Introduction 6
COURSE READING
Learning materials on FLM
o [Link]
C# 6.0 and .NET Framework 4.6
o [Link]
o Registered with student email
Mohammad Rahman, Expert C#5.0 with .NET 4.5 Framework
Unit 1 - Programming / Lecture 1 - Introduction 7
Problem solving
It’s a creative process, it is an act of
o Defining a problem
o Determining the cause of the problem
o Identifying, prioritizing, and selecting alternative for a solution
o Implementing a solution
Unit 1 - Programming / Lecture 1 - Introduction 8
Algorithm
An algorithm is a step-by-step description of the solution to a problem.
Characteristics of an Algorithm
o Definiteness: Each step must be precisely defined; the actions to be carried out must be rigorously
and unambiguously specified for each case
o Finiteness: The algorithm must always terminate after a finite number of steps.
o Precise and Effective: All operations to be performed must be sufficiently basic that they can be
done exactly and in finite length.
o Implementation independent: An algorithm should have step-by-step directions, which should be
independent of any programming code
Unit 1 - Programming / Lecture 1 - Introduction 9
Algorithm
Example of Algorithms in Programming
Algorithm to add two numbers entered by the user
Step 1: Start
Step 2: Declare variables num1, num2 and sum.
Step 3: Read values num1 and num2.
Step 4: Add num1 and num2 and assign the result to sum.
sum = num1+num2
Step 5: Display sum
Step 6: Stop
Unit 1 - Programming / Lecture 1 - Introduction 10
Steps in Program Development
The various steps involved are
o Defining or Analyzing the problem
o Design (Algorithm)
o Coding
o Documenting the program
o Compiling and running the program
o Testing and Debugging
o Maintenance
Unit 1 - Programming / Lecture 1 - Introduction 11
STEPS IN Program Development:
1. Analyzing or Defining the Problem
The problem is defined by doing a preliminary investigation
Defining a problem helps us to understand problem clearly
It is also known as Program Analysis
Unit 1 - Programming / Lecture 1 - Introduction 12
Tasks in defining a problem
Followings are the tasks in order to
define a problem
o Specifying the input requirements
o Specifying the output requirements
o Specifying the processing requirements
Unit 1 - Programming / Lecture 1 - Introduction 13
Specifying the input requirements
The input specification is obtained by answering following questions
o What specific values will be provided as input to the program?
o What format will the values be?
o For each input item, what is the valid range of values that it may assume?
o What restrictions are placed on the use of these values?
Unit 1 - Programming / Lecture 1 - Introduction 14
Specifying the output requirements
The output specification is obtained by answering the following questions
o What values will be produced?
o What is the format of these values?
o What specific annotation, headings, or titles are required in the report?
o What is the amount of output that will be produced?
Unit 1 - Programming / Lecture 1 - Introduction 15
Specifying the processing requirements
The processing requirement is obtained by answering following questions
o What is the method (technique) required in producing the desired output?
o What are the validation checks that need to be applied to the input data?
o What calculations are needed?
Unit 1 - Programming / Lecture 1 - Introduction 16
Activity: Find Factorial Number
Input?
Output?
Process?
Unit 1 - Programming / Lecture 1 - Introduction 17
Activity Find Factorial Number
Input: Positive integer number
Output: Factorial of that number
Process: Solution technique which transforms input to output. Factorial of a
number can be calculated by the formula n!=1*2*3*…*n
Unit 1 - Programming / Lecture 1 - Introduction 18
Use-case diagram
Use case diagrams are used to gather the requirements of a system
So when a system is analyzed to gather its functionalities, use cases are
prepared and actors are identified.
The purposes of use case diagrams can be as follows:
o Used to gather requirements of a system
o Used to get an outside view of a system
o Identify external and internal factors influencing the system
o Show the interacting among the requirements are actors
Unit 1 - Programming / Lecture 1 - Introduction 19
Main elements of use-case diagram
Unit 1 - Programming / Lecture 1 - Introduction 20
Activity: Draw use-case diagram
You are hired to develop FAI’s library system with following description
- Admin who could
- Manage books, readers (staff, lecturers, and students), etc.
- Manage borrow/return books
- Users (staff, lecturers, students) who could
- View/search books
- Reserve books
- Borrow/return books
Please draw Use-case diagram for this scenario
Unit 1 - Programming / Lecture 1 - Introduction 21
STEPS IN Program Development:
2. Design
A design is the path from the problem to a solution in code
The well designed program is likely to be:
o Easier to read and understand later
o Less of bugs and errors
o Easier to extend to add new features
o Easier to program in the first place
Unit 1 - Programming / Lecture 1 - Introduction 22
Modular Design
Once the problem is defined clearly, several design methodologies can be
applied
An important approach is Top-Down program design
It is structured design technique
o It breaks up the problem into a set of sub-problems called Modules
o It creates a hierarchical structure of the modules
Unit 1 - Programming / Lecture 1 - Introduction 23
Flowchart
Flowchart is a diagrammatic representation of an algorithm
It uses different symbols to represent the sequence of operations, required to
solve a problem
It serves as a blueprint or a logical diagram of the solution to a problem
Unit 1 - Programming / Lecture 1 - Introduction 24
Flowchart symbols (1/2)
Unit 1 - Programming / Lecture 1 - Introduction 25
Flowchart symbols (2/2)
Unit 1 - Programming / Lecture 1 - Introduction 26
Activity: Drawing flowchart
Draw a flowchart for the algorithm to find factorial number in
previous activity
Unit 1 - Programming / Lecture 1 - Introduction 27
STEPS IN Program Development:
3. Coding
An algorithm expressed in programming languages is called Program
Writing a program is called Coding
The logic that has been developed in the algorithm is used to write program
Unit 1 - Programming / Lecture 1 - Introduction 28
STEPS IN Program Development:
4. Documenting the Program
Document explains
o How the program works and how to use the program (user manual)
o How to maintain the program (developer manual)
Details of particular programs, or particular pieces of programs, are easily for
gotten or confused without suitable documentation
Unit 1 - Programming / Lecture 1 - Introduction 29
Forms of documentation
Documentation comes in two forms
o External documentation, which includes things such as reference manuals, algorithm
descriptions, flowcharts, and project workbooks
o Internal documentation, which is part of the source code itself (essentially, the
declarations, statements, and comments)
Unit 1 - Programming / Lecture 1 - Introduction 30
STEPS IN Program Development:
5. Compiling and Executing the Program
Compilation is a process of translating a source program into machine
understandable form
The compiler is system software
o It examines each instruction for its correctness
o It does the translation
During the execution
o Program is loaded into the computer’s memory
o The program instructions are executed
Unit 1 - Programming / Lecture 1 - Introduction 31
STEPS IN Program Development:
6. Testing and Debugging
Testing is the process of executing a program with the deliberate intent of
finding errors
Testing is needed to check whether the expected output matches the actual
output
Testing is done during every phase of program development
Initially, requirements can be tested for its correctness
Then, the design (algorithm, flow charts) can be tested for its exactness and
efficiency
Unit 1 - Programming / Lecture 1 - Introduction 32
Test criteria
Programs are tested with several test criteria and the important ones are
given below
o Test whether each and every statement in the program is executed at least one (Basic
path testing)
o Test whether every branch in the program is traversed at least once (control flow)
o Test whether the input data flows through the program and is converted to an output
(data flow)
Unit 1 - Programming / Lecture 1 - Introduction 33
Significant test cases
Significant test cases increase the possibility to discover bugs.
It is important to design test cases for abnormal input conditions
o The boundary (or extreme) cases
o The unusual cases
o The invalid cases
Unit 1 - Programming / Lecture 1 - Introduction 34
STEPS IN Program Development:
6. Testing and Debugging
Debugging is a process of correcting the errors
o Programs may have logical errors which cannot be caught during compilation
o Debugging is the process of identifying their root causes
o One of the ways is to print out the intermediate results at strategic points of
computation
o Another way is to use support from the IDE
Testing vs Debugging
o Testing means detecting errors
o Debugging means diagnosing and correcting the root causes
Unit 1 - Programming / Lecture 1 - Introduction 35
STEPS IN Program Development:
7. Maintenance
Program maintenance
o Continuing process of maintenance and modification
o To keep pace with changing requirements and technologies
Maintainability of the program is achieved by
o Modularizing it
o Providing proper documentation for it
o Following standards and conventions (naming conventions, using symbolic constants,
etc.)
Unit 1 - Programming / Lecture 1 - Introduction 36
INTRODUCTION TO PROGRAMMING LANGUAGE
Unit 1 - Programming / Lecture 1 - Introduction 37
What is a Programming Language?
It is an art of making a computer to do the required operations
o By means of issuing sequence of commands to it
It can be defined as
o A vocabulary (unique set of characters/keywords)
o A set of grammatical rules (syntax)
The term programming languages usually refers to high-level languages
o E.g., BASIC, C, C++, COBOL, FORTRAN, Ada, and Pascal
Unit 1 - Programming / Lecture 1 - Introduction 38
Types of programming languages
There are two major types of programming languages
o Low level languages (LLL)
o High level languages (HLL)
Unit 1 - Programming / Lecture 1 - Introduction 39
What makes a good language?
Every language has its strengths and weaknesses
FORTRAN is good for numeric data but not good to organize large program
PASCAL is good for structured and readable programs, but it is not as flexible
as C
C++ has powerful object-oriented features, but it is complex and difficult to
learn
The choice of PL depends on type of the computer used, type of program,
and the expertise of the programmer
Unit 1 - Programming / Lecture 1 - Introduction 40
Development Environments
Programming on Host Environment:
o The environment under which a program is designed, coded, tested and debugged
Operating on Target Environment
o The external environment which supports the execution of a program Target
Hello.c [Link]
[Link]
Unit 1 - Programming / Lecture 1 - Introduction 41
Summary
Draw a mind-map to summarize the content of this lecture
Unit 1 - Programming / Lecture 1 - Introduction 42
Install Visual Studio - IDE
Install Visual Studio 2019
[Link]
Unit 1 - Programming / Lecture 1 - Introduction 43