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SY 2011 - 2012
Computer - programmable machine which can receive, store and process data
Classifications: Supercomputer
Programming Language
Mainframe
OUTPU T
Java Python PHP Java Script Ruby COBOL (Common Business Oriented Language)
Big hospitals
Memory
Main Components
o
Software
Assembly Language
Operating System manages computer s resources to the programs running - first to run (booting),
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0, 1, 2, 3, 4, 5, 6, 7, 8, 9
o
PROBLEM Start
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F
Encoding to C++ Testing/Debuggin Working Program
o o
1024 Bytes = 1 KB
Number Systems - collection of numbers to represent quantity with a defined set of equations
Algorithm - Solution - Systematic procedure that produces - in a finite number of steps - the answer to a question or the solution of a problem Systematic
o o o
Procedure - step by step Finite Number of Steps - will terminate eventually - Problem-solving tool
Octal (Base 8) 0, 1, 2, 3, 4, 5, 6, 7
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Flowchart - visual representation of data flow and processing, used prior to coding Terminal - Beginning/End
of an Algorithm
o
Initialization - Declaring & Initializing Variable; Allocating Memory Space
Rules: Terminal & Connector: 1 Flow Line entering; 1 Flow Line Leaving I/O, Process, Conditions: 1 Flow Line Entering I/O & Process: 1 Flow Line
Fields
[
Connector (On-Page & Off-Page) - Connect different parts of the program
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Compute
SDLC - A ac us by
ie
e 2
st
uarter
and for creating and effective, appropriate soft are solution - Scientific met od o Models Waterfall Spiral Fountain Prototyping
Data
Incremental etc.
COMPU Output
Progra
Waterfall
implementations
Spiral
Development & 2. Identify and Design
Documentation
Simple
ie
of
O M NT
unning a
rogram
Coding Designs Analysis
H SES OF
SY 2
-2
Advantages Bugs found in earlier stages are c eaper to fix Eac step s ould be 100% Perfect Strict and Orderly Met od Disadvantages Soft are is rarely 100% perfect during requirements Inflexible to future
OGRAM
Maintenance
ROGRAM IFE O M T
STAGES SIGN
ND DESIGN
Testing
Boolean Data
Label or identifier associated with a fixed value; Values never change during program execution 3 Variable
Named memory locations that assume different numeric and alphanumeric values; Values stored may change or vary * Identifier - Name of a Variable
Rules for giving names (identifiers) to computer memory locations: 1 2 Use meaningful names Should begin with either a letter or an underscore symbol and all the rest of the characters must be letters, digits, or the underscore symbol 3 No keywords or reserved words
C++ Elementary Data Type: y y y Integer Values Floating-point Numbers Character Values
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