TUGAS PROGDAS 01 - Program Design and Pseudocode - Copy

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    CHAPTER 1 PROGRAM DESIGN

    CHAPTER 2 PSEUDOCODE

    Muh Anung Darmawan 33209

    Muhammad Muzani 33267

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    CHAPTER 1 : PROGRAM DESIGN

    To write well-designed programs, we need :

    1. Right tools

    2. Right steps to follow

    Programming can be defined as thedevelopment of a solution to an identified

    problem, and the setting up of a related series

    ofinstructions which, when directed through

    computer hardware, will produce the desired

    results.

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    STEPS IN PROGRAM DEVELOPMENT

    (1)

    There are seven basic steps in thedevelopment of a program

    1. Define the problem. For initial analysis, the problem should be

    divided into three separate components:1) the inputs

    2) the outputs3) The processing steps to produce the required

    outputs.

    2. Outline the solution (or user interface). We decompose problem it into smaller tasks or steps

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    STEPS IN PROGRAM DEVELOPMENT

    (2)3. Develop the outline into a solution algorithm

    We expand the solution outline developed in Step 2

    into an algorithm: a set of precise steps that

    describe exactly the tasks.

    4. Test the algorithm for correctness. This step is one of the most important in the

    development of a program, and we must remember

    to finish this step.

    The main purpose ofdesk checking the algorithm

    is to identify major logic errors early,

    5. Code the algorithm into a specific programming

    language.

    We code the program into our chosen

    programming language.

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    STEPS IN PROGRAM DEVELOPMENT

    (3)6. Run the program on the computer.

    We uses a program compiler and programmer

    designed test data to machine test the code for syntax

    errors (those detected at compile time) and logic errors

    (those detected at run time).

    7. Document and maintain the program.

    Documentation involves both external documentation

    (such as hierarchy charts, the solution algorithm and test

    data results) and internal documentation that may

    have been coded in the program.

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    METODOLOGI DESAIN PROGRAM

    The fundamental principle of program designis based on the fact that a program acceptsinput data, processes that data, and thendelivers that data as output to the program

    user. Recently, a number of different approachesto program design have emerged, the mostcommon being:

    1. procedure-driven process/function

    2. event-driven event/interaction

    3. data-driven data data structure

    The choice between procedure-driven, Event-driven or Data-driven program designmethodologies is usually determined by theselection of a programming language.

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    PROCEDURAL VERSUS OBJECT-ORIENTED

    PROGRAMMING (1)

    1. Procedural programming

    y Procedural programming is based on a structured

    (tasks or functions ), Top-down approach to

    writing effective programs. The approach

    concentrates on 'what' a program has to do and

    involves identifying and organizing the 'processes'

    in the program solution. The problem is usually

    decomposed into separate tasks or functions and

    includes 1)Top-down development and 2)modular

    design.

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    PROCEDURAL VERSUS OBJECT-ORIENTED

    PROGRAMMING (2)

    1) Top-down development

    We, first, outline a general solution to the Problem, then broken

    down gradually into more detailed steps until finally the most

    detailed levels have been completed.

    This systematic, disciplined approach result in a higherprecision of programming than was previously possible.

    programming than was previously possible.

    2) Modular design.

    Procedural programming also incorporates the concept ofmodular

    design, which involves grouping tasks together because they all

    perform the same function (for example, calculating sales tax orprinting report headings). Modular design is connected directly to

    Top-down development, as the steps or subtasks, into which

    the programmer divides the program solution, actually form the

    future modules of the program. Good modular design also

    assists in the reading and understanding of the program.

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    PROCEDURAL VERSUS OBJECT-ORIENTED

    PROGRAMMING (3)

    2. Object-Oriented Programmingy Object-oriented programming is also based on

    decomposing the problem however, the primary

    focus is on the things (or objects) that make upthe program. The program is concerned with how

    the objects behave, so it breaks the problem into a

    set of separate objects that perform actions and

    relate to each other. These objects have definite

    properties, and each object is responsible for

    carrying out a series of related tasks.

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    AN INTRODUCTION TO ALGORITHMS AND

    PSEUDOCODE (1)

    1. Algorithm

    y An algorithm is like a recipe: it lists the steps

    involved in accomplishing a task.

    y The algorithm is written in simple English and is

    not a formal document

    y to be useful, there are some principles which should

    be adhered to. An algorithm must:

    1) be lucid, precise and unambiguous

    2) give the correct solution in all cases

    3) eventually end.

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    AN INTRODUCTION TO ALGORITHMS AND

    PSEUDOCODE (2)

    2. Pseudocode

    y Pseudocode has been chosen as the primary method of

    representing an algorithm because it is easy to read and

    write and allows the programmer to concentrate on the

    logic of the problem.

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    AN INTRODUCTION TO ALGORITHMS AND

    PSEUDOCODE (3)

    y Like many versions of pseudocode, this version has

    certain conventions, as follows:

    Statements are written in simple English.

    Each instruction is written on a separate line.

    Keywords and indentation are used to signify particularcontrol structures.

    Each set of instructions is written from top to bottom, with

    only one entry and one exit.

    Groups of statements may be formed into modules, and

    that group given a name.

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    PROGRAM DATA(0)

    Yang akan dibahas

    y Variable, constants, lieteral

    y Data types

    y

    Filesy Data Validation

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    PROGRAM DATA(1)

    Variables, constants and literals

    y Variable : It is called a variable because the value

    stored in those memory cells may change or vary

    as the program executes

    y Constant : a data item with a name and a value

    that remain the same during the execution of the

    program. For example, the name 'fifty' may be given

    to a data item that contains the value 50.

    y Literal : a constant whose name is the written

    representation of its value. For example, the

    program may contain the literal '50'.