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Chapter 1

Program Design
Objectives

• In this chapter you will be able to:

• Describe the steps in the program development


process

• To introduce current program design methodology

• Introduce procedural and object-oriented


programming

• Introduce algorithms

• Describe program data


Simple Program Design, Fourth Edition Chapter 1 2
Program Design

• Most good programs require good planning


before they are written. This is called Program
Design.

Simple Program Design, Fourth Edition Chapter 1 3


Steps in Program Development

The steps in program design are similar to the steps in problem


solving. They are:
1. Define the problem
2. Outline the solution
3. Develop the outline into an algorithm
4. Test the algorithm for correctness
5. Code the algorithm into a specific programming language
6. Run the program on the computer
7. Document and maintain the program

Simple Program Design, Fourth Edition Chapter 1 4


Steps in Program Development
1 Define the Problem
To help with initial analysis, the problem should be
divided into three separate components:

– the inputs - What information is given to you


to use to solve the problem?
– the outputs - What will the solution of the
problem, look like
– the processing steps - What calculations
(processes), will be used to change the input
information into the desired output?
• Tool: Defining diagram

Simple Program Design, Fourth Edition Chapter 1 5


2 Outline the Solution
• Break the problem into the steps of what must be
done to solve the problem:
– The major processing steps involved
– The major subtasks (if any)
– The user interface (if any)
– The major control structures (e.g. repetition loops)
– The major variables and record structures
– The mainline logic
Tools: Hierarchy or Structure charts

Simple Program Design, Fourth Edition Chapter 1 6


3 Develop the Outline into an Algorithm

• The solution outline developed in Step 2 is

expanded into an algorithm:

• It should list all the steps that need to be done, in

the correct order they need to be done in.

Tools: Pseudocode, Flowcharts, Nassi-

Schneiderman diagrams

Simple Program Design, Fourth Edition Chapter 1 7


4 Test the Algorithm for Correctness

• In this step, you pretend to be a computer and execute the steps


in the algorithm. This is called "Desk Checking."

• This step is one of the most important in the development


of a program, and yet it is the step most often forgotten

• The main purpose of desk checking the algorithm is to


identify major logic errors early, so that they may be easily
corrected

Simple Program Design, Fourth Edition Chapter 1 8


5 Code the Algorithm into a Specific Programming
Language

• Once the algorithm, or complete outline works


correctly, you need to translate the algorithm into
a computer language that your computer
understands.

– This is only 5 to 10% of the total programming process!

Simple Program Design, Fourth Edition Chapter 1 9


6 Run the Program on the Computer

• This step uses a program compiler and programmer-

designed test data to machine test the code for syntax

errors (at compile time) and logic errors (at run time)

• You enter the program into the computer's memory, enter the

input data, and have the computer execute the program. If you get

the correct answer to the problem, the program works! Otherwise,

look for errors in the program and try again.

Simple Program Design, Fourth Edition Chapter 1 10


7 Document and Maintain the Program

• Warning! The Documentation of the program


started by writing down "What is the Problem!" It
continues through each step of the design
process.

• Documentation involves:

– external documentation

– internal documentation that may have been coded in the


program
Simple Program Design, Fourth Edition Chapter 1 11
Program Design Methodology

• Recently, a number of different


approaches to program design have
emerged, the most common being:

– Procedure-driven

– Event-driven

– Data-driven

Simple Program Design, Fourth Edition Chapter 1 12


Procedure-Driven Program Design

• The procedure-driven approach to


program design is based on the idea that
the most important feature of a program is
‘what’ it does – that is, its processes or
functions

Simple Program Design, Fourth Edition Chapter 1 13


Procedure-Driven Program Design

Example

• A program to execute a sales order may


be divided into:
– order entry module
– data verification module
– Inventory update module

Simple Program Design, Fourth Edition Chapter 1 14


Procedure-Driven Program Design

• In procedure-driven programming, the sequence of


operations for an application is determined by a
central controlling program (e.g., a main procedure).
– The program determines in advance what will be done
and in which order. The program starts at the beginning,
occasionally calls subroutines

Simple Program Design, Fourth Edition Chapter 1 15


Event-Driven Program Design

• The event-driven approach to program


design is based on the idea that an event
or interaction with the outside world can
cause a program to change from one
known state to another
• In event-driven programming the code responds
to a system-generated event, such as a button-
push or a clock cycle.

Simple Program Design, Fourth Edition Chapter 1 16


Data-Driven Program Design

• The data-driven approach to program design is


based on the idea that the data in a program is
more stable than the processes involved
• It begins with an analysis of the data and the
relationships between the data, in order to
determine the fundamental data structures
• The choice between procedure-driven, event-
driven, or data-driven program design
methodologies is usually determined by the
selection of a programming language

Simple Program Design, Fourth Edition Chapter 1 17


Procedural versus Object-Oriented
Programming
• Procedural programming is based on a structured, top-
down approach to writing effective programs

• In the top-down development of a program design:

1. a general solution to the problem is outlined first

2. the general solution is then broken down gradually into more


detailed steps until finally the most detailed levels have been
completed

Simple Program Design, Fourth Edition Chapter 1 18


Modular Design

• Procedural programming also


incorporates the concept of modular
design, which involves grouping tasks
together because they all perform the
same function

• Modular design is connected directly to


top-down development

Simple Program Design, Fourth Edition Chapter 1 19


Object-Oriented Programming

• Object-oriented programming is also

based on decomposing the problem;

however, the primary focus is on the

things that make up the program

Simple Program Design, Fourth Edition Chapter 1 20


Quick Quiz

1. Name and define the second step in program


development.
• ANSWER: Outline the solution- is the initial
outline usually in a rough draft of the solution
which may include: major processing steps
involved, major subtasks, user interface, major
control structures, major variables and record
structures, and the mainline logic.

Simple Program Design, Fourth Edition Chapter 1 21


Quick Quiz

2. The __________-driven approach to


programming is based on the idea that an
interaction with the outside world can cause a
program to change from one known state to
another.
• ANSWER: event

Simple Program Design, Fourth Edition Chapter 1 22


Quick Quiz

3. The choice between procedure-driven, event-


driven, or data-driven program design
methodologies is usually determined by the
selection of a(n) __________.
• ANSWER: programming language

Simple Program Design, Fourth Edition Chapter 1 23


Quick Quiz

4. __________ programming is based on a


structured, top-down approach to writing
effective programs.
• ANSWER: Procedural

Simple Program Design, Fourth Edition Chapter 1 24


Quick Quiz

5. ___________ programming is also based on


decomposing the problem; however, the primary
focus is on the things that make up the program.
• ANSWER: Object-oriented

Simple Program Design, Fourth Edition Chapter 1 25


An Introduction to Algorithms and
Pseudocode

• A program must be systematically and


properly designed before coding begins

• This design process results in the


construction of an algorithm

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What Is an Algorithm?

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


involved in accomplishing a task

• It can be defined in programming terms as a


set of detailed, unambiguous and ordered
instructions developed to describe the
process necessary to produce the desired
output from a given input

Simple Program Design, Fourth Edition Chapter 1 27


What Is Pseudocode?

• Pseudocode, flowcharts, and Nassi-Schneiderman


diagrams are all popular ways of representing algorithms
• Flowcharts and Nassi-Schneiderman diagrams are covered
in Appendices 1 and 2, while 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
• Pseudocode is really structured English
– It is English that has been formalized and abbreviated to look
like high-level computer languages

Simple Program Design, Fourth Edition Chapter 1 28


Understanding Program Data

• Information processed by the computer is data.

1. a single variable, such as an integer or a


character, or

2. a group item (sometimes called an aggregate),


such as an array, or a file

Simple Program Design, Fourth Edition Chapter 1 29


Variables, Constants, and Literals

• A variable is the name given to a collection of


memory cells, designed to store a particular
data item
• It is called a variable because the value
stored in those memory cells may change or
vary as the program executes
• Example
total = num1 + num2

Simple Program Design, Fourth Edition Chapter 1 30


Variables, Constants, and Literals

• A constant is a data item with a name and a


value that remain the same during the
execution of the program

• A literal is a constant whose name is the


written representation of its value

Simple Program Design, Fourth Edition Chapter 1 31


Data Types

• At the beginning of a program, the


programmer must clearly define the form
or type of data to be collected

• The data types can be elementary data


items or data structures

Simple Program Design, Fourth Edition Chapter 1 32


Elementary Data Items

• An elementary data item is one containing a single variable


that is always treated as a unit

• The most common elementary data types are:

— Integer: holds a whole number

— Real: holds a decimal value, or is a number with a fractional part

— Character: holds a symbol such as a through z, 1 through 9, or !,


@,#,$,%,^, etc

— Boolean: holds either a value of true or false.

Simple Program Design, Fourth Edition Chapter 1 33


Data Structures

• A data structure is an aggregate of other data items


• The data items that it contains are its components, which
may be elementary data items or another data structure
• The most common data structures are:
— Records: a collection of data items or field related to each
other
— File: a collection of records
— Array: a collection of data items, all of the same type!

— String: a collection of zero or more characters.

Simple Program Design, Fourth Edition Chapter 1 34


Files

• There are two different methods of storing data


on files:
– Sequential or text files
– Direct or random-access files

Simple Program Design, Fourth Edition Chapter 1 35


Data Validation

• Data should always undergo a validation


check before it is processed by a program
• Different types of data require different
checks – for example:
– Correct type — Correct range
– Correct length — Completeness
– Correct date

Simple Program Design, Fourth Edition Chapter 1 36


Summary

• The steps in program development were introduced and


briefly described below:
1. Define the problem
2. Outline the solution
3. Develop the outline into an algorithm
4. Test the algorithm for correctness
5. Code the algorithm into a specific programming language
6. Run the program on the computer
7. Document and maintain the program

Simple Program Design, Fourth Edition Chapter 1 37


Summary

• Three different approaches to program design


were introduced, namely procedure-driven, event-
driven, and data-driven
• An algorithm was defined as a set of detailed,
unambiguous and ordered instructions
developed to describe the processes necessary
to produce the desired output from the given
input
• Pseudocode is an English-like way of
representing the algorithm

Simple Program Design, Fourth Edition Chapter 1 38


Quick Quiz

1. A(n) _____________ lists the steps involved in


accomplishing a task.
• ANSWER: algorithm

Simple Program Design, Fourth Edition Chapter 1 39


Quick Quiz

2. ___________ is structured English that has been


formalized and abbreviated to look like high-level
computer languages.
• ANSWER: Pseudocode

Simple Program Design, Fourth Edition Chapter 1 40


Quick Quiz

3. A(n) __________ is the name given to a


collection of memory cells, designed to store a
particular data item.
• ANSWER: variable

Simple Program Design, Fourth Edition Chapter 1 41


Quick Quiz

4. Name three of the most common elementary


data types.
• ANSWER: Integer, Real, Character, and Boolean

Simple Program Design, Fourth Edition Chapter 1 42


Quick Quiz

5. ___________ files may be opened to read or to


write, but not both operations on the same file.
• ANSWER: Sequential

Simple Program Design, Fourth Edition Chapter 1 43

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