2. F1001 PROGRAMMING FUNDAMENTALS
PROGRAMMING LIFE CYCLE
• Life Cycle: Refers to the changes made from an old to a new program (the cycle starts again).
• Programming Life Cycle: A framework or discipline, which uses certain techniques needed in
computer programming development.
• Steps involved in programming life cycle:
PROBLEM ANALYSIS
PROGRAM DESIGN
PROGRAM CODING
TESTING AND DEBUGGING
MAINTENANCE
DOCUMENTATION
STEP 1: PROBLEM ANALYSIS
Purpose:
• To describe in detail a solution to a problem and information needed in solving the problem.
How?
• Study and understand the problem.
• Identify:
o The needed input.
o The required output.
o The needed process. For example: scientific formula or particular theories.
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3. F1001 PROGRAMMING FUNDAMENTALS
Problem 1: Write a program that will get 3 numbers as input from the users. Find the average and
display the three numbers and its average.
Problem Analysis:
Input: 3 numbers.
Process: 1. Add the three numbers
2. Divide the total of the three numbers with 3
Output: The three numbers and its average
INPUT PROCESS OUTPUT
STEP 2: PROGRAM DESIGN
• Definition: It is a framework or flow that shows the steps in problem solving.
• Methods to design a program:
1. Algorithm
Algorithm is a sequence of instructions to solve a problem, written in human language, and it
can solve any problems when it is used with the correct procedure.
A programmer writes the problem solving in the form of an algorithm before coding it into
computer language.
Example of algorithm to calculate the average of three numbers:
1. Set Total=0, Average=0;
2. Input 3 numbers
3. Total up the 3 numbers
Total= total of 3 numbers
4. Calculate average
Average=Total/3
5. Display 3 numbers and the average
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4. F1001 PROGRAMMING FUNDAMENTALS
2. Flowchart
• A graphical representation of data, information and workflow using certain symbols that are
connected to flow lines to describe the instructions done in problem solving.
• It shows the flow of the process from the start to the end of the problem solving.
Carta alir / Flowchart Penerangan / Explanation
START
• Enter data from keyboard
• Calculate total
Input
• Display data and total
Process
Output
END
• Explanation of basic flowchart symbol:
Simbol / Symbol Penerangan / Explanation Algorithma / Algorithm
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Decision
5. F1001 PROGRAMMING FUNDAMENTALS
Indicate the direction of data flow.
Used to connect a block to another
block.
Flow Lines
Indicates operations / process Variable = instruction
involved.
Process
Receive / read value Input (list out variable names)
Display value Output (result)
Input / Output
<execute instruction that does not
Execute decision based on
fulfil the condition>
condition.
Test is performed and the program
flow continues, based on the result.
Indicates the beginning and end of START
START
a flowchart. END
Start / End
Flow Lines
Input
Show the continuing flowchart in
the same page.
On-page
connector True
Condition True Statement
False
False statement
Outpu
t
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END
6. F1001 PROGRAMMING FUNDAMENTALS
Symbol Usage
Symbol Explanation
Flowchart continues in the next
page.
Off Page
Connector
START
B
Input
Outpu
t
Process
END
B Next page
First page
Symbol Usage
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7. F1001 PROGRAMMING FUNDAMENTALS
• There are few additional symbols of flowchart used in a complicated program: GOSUB and
RETURN. It’s usually used in a big program.
Symbol Explanation
Instruct the executed instruction to
move to the next function
GOSUB
Instruct the executed instruction to
return to the next instruction after
the GOSUB instruction, called the
RETURN
function.
START area
Input area =22 / 7 * radius * radius
radius
GOSUB Output
area area
END RETURN
Symbol Usage
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8. F1001 PROGRAMMING FUNDAMENTALS
• Example Flowchart:
Flowchart to calculate the total of fine for late returning of library books.
START
Input
total_of_day
Fine = total_of_day * 0.20
Output Fine
Symbol Usage
3. Pseudocode
• Steps in problem solving that is END half in programming code and half in human
written
language.
• For example, some part uses C language code and some part uses Malay or English language.
• Advantages:
Easily understood.
Easily maintained.
The codes are changeable.
• Disadvantages:
Cannot be executed in the computer.
• Example:
START
Total=0, Average=0
Input a, b, c
Total = a + b + c
Average = Total / 3
Output a, b, c
Output Average
END
4. Structure Charts
• Structure chart is an additional method in preparing programs that has many sub modules.
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9. F1001 PROGRAMMING FUNDAMENTALS
• It consists rectangular boxes, which represents all the sub modules in a program and is connected
by arrows.
• It illustrates the top-down design of a program and is also known as hierarchical chart because its
components are in hierarchical form.
• The advantage is that it is easy to be drawn and to be changed.
• Format:
MainModule
SubModule 1 SubModule 2 SubModule 3
• Example 1: SubModule 2.1
SubModule 2.2
Problem: To calculate the amount of water bill
Water bill
Display Determine
Get / read Compute Display Print
instructions the late
data the charge the bill the bill
for user charge
Represent the modules in the program
• Example 2:
Problem: To calculate area of a circle
Structure Charts: Area of a circle
Display Print
instructions Get / read Compute Define Display
the
for user data the area the area the area
area
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Represent the modules in the program
10. F1001 PROGRAMMING FUNDAMENTALS
STEPS 3: PROGRAM CODING
• Definition: Writing problem solving into certain programming language such as C, COBOL and
others.
• Problem solving: Instructions before it is coded into programming language.
• Purpose: To produce a program to develop a system.
# include <stdio.h>
main( )
{
int a, b, c, Total;
Example of syntax in C double Average;
language to display Total=0, Average=0
instruction for user to printf(" Enter 3 numbers:");
enter 3 numbers on scanf("%d %d %d",&a, &b, &c);
computer screen. Total = a + b + c;
Average = Total / 3;
printf("a = %d b = %d c = %d ", a, b, c);
printf("Average is = %f", Average);
return 0;
}
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11. F1001 PROGRAMMING FUNDAMENTALS
STEP 4: TESTING AND DEBUGGING
• Definition of Testing:
Using a set of data to discover errors and to ensure accuracy of the program.
• Testing Process:
Diagram indicates the process of testing:
Input sample of Output (functioning well or
Executing Program
error discovered)
data set
• Example 1:
Assume that a program to find the average of 3 numbers has been coded. Then, execute the program.
Using a few numbers, test the program to verify whether the result is as expected.
Testing 1:
Input: 4,5,8
Testing 2: From the output, has the program produced the expected result?
Input: 7,8,6
An error is known as bug.
Debugging is a process of identifying and correcting error.
• Two types of error:
1. Syntax Error (grammatical error)
Occurs when the rules of programming language are not applied.
Correction is done during the program coding.
The bug can be traced during the compilation.
Also known as compile-time error
Must be corrected before executing and testing the program.
2. Logic error
Cannot be traced by compiler.
Syntax error will occur if
Corrected during the problem solving process.
there is any mistake in the
Also known as run time error.
program.
Example output for average is 4, but when it runs, the output is 2.
Example:
No semicolon at the end
of the instruction.
Syntax error message
Line 9 where syntax error 27
occurred.
SYNTAX ERROR
12. F1001 PROGRAMMING FUNDAMENTALS
- Logic error is an error that occurs
# include <stdio.h>
because logical statement in program
main( )
is wrong
{
- Example:
int a, b, c, Total;
Sum is total of the 3 numbers.
double Average;
Supposedly the average is sum / 3
Total=0, Average=0
because there are 3 numbers.
printf(" Enter 3 numbers:");
scanf("%d %d %d",&a, &b, &c);
Total = a + b + c;
Average = Total / 6;
printf("a = %d b = %d c = %d ", a, b, c);
printf("Average is = %f", Average);
return 0; Logic Error
}
The wrong Input three numbers:
444 LOGIC ERROR
output
Average of the
numbers: 2
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13. F1001 PROGRAMMING FUNDAMENTALS
STEP 5: MAINTENANCE
Definition:
• Activity that verifies whether the operational system is performing as planned or an activity to modify
the system to meet the current requirement.
• The process of changing a system after it has been applied to maintain its ability. The changes may
involve simple changes such as error correcting.
How to do maintenance?
• By performing activities such as:
o Testing – Test the ability of the system.
o Measurement – Access data time. Example, time to save, print and others.
o Replacement – Replace the old system to new system.
o Adjustment – Adding needs to new system.
o Repair – For example: An old system cannot update the new data
o Updating – Update the database.
• Example: Maintenance of Telecommunication System TELEKOM.
o Telecommunication System TELEKOM provides communication service from one house to
another house. The telephone number is 7 digits.
o Assume that management will change the number of digit from 7 digits to 8 digits.
o Programmer will change the old system to a new system and test the system whether it is
functioning well or not.
o Then, the new systems overall capability will be tested. For example, the capability to
identify the caller’s and the user’s location and time taken to connect them (measurement)
will be tested.
o Any old function that is no longer used will be replaced with a new function (replacement).
STEP 6: DOCUMENTATION
Definition: A written or graphical report of the steps taken during the development of a program.
Purpose: It will be useful in the future, in case of modification or maintenance.
Content of Documentation:
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14. F1001 PROGRAMMING FUNDAMENTALS
o Description of the program.
o Specification of program requirement
o Program design such as pseudocode and flowchart
o List of program and comments (to explain about the program).
o Test results.
o User’s manual book.
o Program capabilities and limitation.
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