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Prelude
to Programming
Sixth Edition Concepts and Design
Stewart Venit | Elizabeth Drake
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Library of Congress Cataloging-in-Publication Data will be available upon request
10 9 8 7 6 5 4 3 2 1
ISBN 10: 0-13-374163-X
ISBN 13: 978-0-13-374163-6
Brief Contents
Preface xv
0 Introduction 1
1 An Introduction to Programming 25
2 Data Representation 67
3 Developing a Program 113
4 Selection Structures: Making Decisions 179
5 Repetition Structures: Looping 255
6 More about Loops and Decisions 329
7 Arrays: Lists and Tables 407
8 Searching and Sorting Arrays 465
9 Program Modules, Subprograms, and Functions 527
10 Sequential Data Files 599
11 Object-Oriented and Event-Driven Programming 655
Appendix A: Study Skills 727
Appendix B: The ASCII Character Set: Printable Characters 735
Appendix C: Answers to Self Checks 739
Index 779
iii
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Contents
Preface xv
0 Introduction 1
In the Everyday World: You Are Already a Programmer! 2
0.1 A Brief History of Computers 2
What Is a Computer? 2
Personal Computers 4
The Internet 7
0.2 Computer Basics 8
The Central Processing Unit 9
Internal Memory 9
Mass Storage Devices 10
Input Devices 12
Output Devices 12
0.3 Software and Programming Languages 14
Types of Software 14
Types of Programming and Scripting Languages 15
Chapter Review and Exercises 19
1 An Introduction to Programming 25
In the Everyday World: You Are Already a Programmer! 26
1.1 What Is Programming? 26
A General Problem-Solving Strategy 27
Creating Computer Programs: The Program Development Cycle 28
1.2 Basic Programming Concepts 29
A Simple Program 29
Data Input 32
Program Variables and Constants 34
1.3 Data Processing and Output 37
Processing Data 37
Data Output 41
1.4 Data Types 45
The Declare Statement 45
v
vi Contents
Character and String Data 45
1.5 Integer Data 48
Operations on Integers 49
1.6 Floating Point Data 50
The Declare Statement Revisited 51
Types of Floating Point Numbers 53
1.7 Running With RAPTOR (Optional) 58
Introducing RAPTOR 58
Chapter Review and Exercises 60
2 Data Representation 67
In the Everyday World: It Isn’t Magic—It’s Just Computer Code 68
2.1 Decimal and Binary Representation 68
Bases and Exponents 68
The Binary System 70
2.2 The Hexadecimal System 73
Hexadecimal Digits 73
Using Hexadecimal Notation 77
2.3 Integer Representation 80
Unsigned Integer Format 80
Sign-and-Magnitude Format 81
One’s Complement Format 84
Two’s Complement Format 86
2.4 Floating Point Representation 91
Floating Point Numbers: the Integer Part 91
Floating Point Numbers: the Fractional Part 91
Converting a Decimal Fraction to Binary 93
Putting the Two Parts Together 96
2.5 Putting it All Together 97
Scientific Notation 97
Exponential Notation 98
Base 10 Normalization 99
Normalizing Binary Floating Point Numbers 100
The Excess_127 System 100
Base 2 Normalization 101
Single- and Double-Precision Floating Point Numbers 101
Hexadecimal Representation 104
Chapter Review and Exercises 106
3 Developing a Program 113
In the Everyday World: Planning to Program? You Need a Plan 114
3.1 The Program Development Cycle 115
The Process of Developing a Program 115
Additional Steps in the Cycle 118
3.2 Program Design 122
Modular Programming 122
Contents vii
3.3 Coding, Documenting, and Testing a Program 131
Coding and Documenting a Program 131
Testing a Program 133
Types of Errors 134
3.4 Commercial Programs: Testing and Documenting 135
The Testing Phase Revisited 136
External Documentation 136
3.5 Structured Programming 138
Flowcharts 138
Control Structures 143
Programming Style 146
3.6 Running With RAPTOR (Optional) 147
Getting Started 148
Introduction to RAPTOR Symbols 149
Variables 151
RAPTOR Symbols 155
Run It: The Sign-In Program 164
Developing the Program 165
Creating the Program in RAPTOR: Input 165
Creating the Program in RAPTOR: Processing 168
Creating the Program in RAPTOR: Output 169
Check It Out 170
Chapter Review and Exercises 172
4 Selection Structures: Making Decisions 179
In the Everyday World: Decisions, Decisions, Decisions . . . 180
4.1 An Introduction to Selection Structures 181
Types of Selection Structures 181
Single- and Dual-Alternative Structures 182
4.2 Relational and Logical Operators 188
Relational Operators 188
Logical Operators 191
Hierarchy of Operations 196
4.3 ASCII Code and Comparing Strings 199
Representing Characters With Numbers 199
4.4 Selecting from Several Alternatives 203
Using If Structures 203
Using Case-Like Statements 206
4.5 Applications of Selection Structures 210
Defensive Programming 210
Menu-Driven Programs 214
4.6 Focus on Problem Solving: A New Car Price Calculator 216
Problem Statement 216
Problem Analysis 217
Program Design 217
Program Code 220
Program Test 220
viii Contents
4.7 Running With RAPTOR (Optional) 221
The Selection Symbol 221
The Call Symbol and Subcharts 224
An Example 226
Run It: The New Car Price Calculator 232
Developing the Program 232
Check It Out 242
Chapter Review and Exercises 243
5 Repetition Structures: Looping 255
In the Everyday World: Doing the Same Thing Over and Over
and Knowing When to Stop 256
5.1 An Introduction to Repetition Structures: Computers Never
Get Bored! 257
Loop Basics 257
Relational and Logical Operators 261
5.2 Types of Loops 263
Pre-Test and Post-Test Loops 263
Counter-Controlled Loops 268
5.3 The For Loop 274
The For Statement 275
The For Loop in Action 278
The Careful Bean Counter 281
5.4 Applications of Repetition Structures 286
Using Sentinel-Controlled Loops to Input Data 286
Data Validation 290
The Floor() and Ceiling() Functions 294
Computing Sums and Averages 297
5.5 Focus on Problem Solving: A Cost, Revenue, and Profit
Problem 302
Problem Statement 302
Problem Analysis 302
Program Design 304
Program Code 307
Program Test 307
5.6 Running With RAPTOR (Optional) 308
Repetition: The Loop Symbol 308
A Short Example 310
Run It: Encryption: The Secret Message Encoder 312
What is Encryption? 313
Problem Statement 313
Developing the Program 313
Developing the Encrypting Algorithms 314
Check It Out 320
Chapter Review and Exercises 321
Contents ix
6 More about Loops and Decisions 329
In the Everyday World: Loops Within Loops 330
6.1 Combining Loops with If-Then Statements 330
Exiting a Loop 331
6.2 Combining Loops and Decisions in Longer Programs 341
The Length_Of() Function 346
The Print Statement and the New Line Indicator 347
6.3 Random Numbers 351
The Random() Function 351
Not Really Random: The Pseudorandom Number 356
6.4 Nested Loops 357
Nested For Loops 357
Nesting Other Kinds of Loops 362
A Mental Workout: Mind Games 367
6.5 Focus on Problem Solving: A Guessing Game 374
Problem Statement 375
Problem Analysis 375
Program Design 376
Program Code 381
Program Test 381
6.6 Running With RAPTOR (Optional) 383
Two Short Examples 383
Run It: Validating a Password 387
Problem Statement 387
Developing the Program 387
Check the length of the password (4–8 characters) 389
Check the first character of the password (cannot be a number, 0–9) 391
Check that the password contains one of the special
characters (#, *, or $) 392
Chapter Review and Exercises 399
7 Arrays: Lists and Tables 407
In the Everyday World: Organize It with Lists and Tables 408
7.1 One-Dimensional Arrays 409
Array Basics 409
7.2 Parallel Arrays 416
Some Advantages of Using Arrays 420
A Word About Databases 423
7.3 Strings as Arrays of Characters 424
Concatenation Revisited 424
String Length versus Array Size 426
7.4 Two-Dimensional Arrays 429
An Introduction to Two-Dimensional Arrays 430
Using Two-Dimensional Arrays 431
x Contents
7.5 Focus on Problem Solving: The Magic Square 436
Problem Statement 436
Problem Analysis 437
Program Design 438
Program Code 444
Program Test 444
7.6 Running With RAPTOR (Optional) 445
A Short Example 448
Run It: Self-Grading Math Test 450
Problem Statement 450
Developing and Creating the Program 450
Check It Out 456
Chapter Review and Exercises 459
8 Searching and Sorting Arrays 465
In the Everyday World: Searching and Sorting 466
8.1 Introduction to Searching and Sorting 466
The Serial Search Technique 466
Basic Steps in a Serial Search 467
Pseudocode for a Serial Search 468
8.2 The Bubble Sort Technique 471
Swapping Values 472
Using the Bubble Sort Algorithm 474
8.3 The Binary Search 480
Use the Binary Search for Large Arrays 481
8.4 The Selection Sort 486
General Selection Sort Technique 486
Applying the Selection Sort Technique 488
8.5 Focus on Problem Solving: A Grade Management Program 491
Problem Statement 491
Problem Analysis 491
Program Design 493
Program Code 499
Program Test 500
8.6 Running With RAPTOR (Optional) 500
The Serial Search 500
The Bubble Sort 503
The Binary Search 505
The Selection Sort 507
Run It: Soccer Camp 509
Problem Statement 509
Developing and Creating the Program 509
Check It Out 515
Revise and Improve 516
Check It Out 517
Chapter Review and Exercises 519
Contents xi
9 Program Modules, Subprograms, and Functions 527
In the Everyday World: Living and Programming in Manageable
Pieces: Subprograms 528
9.1 Data Flow Diagrams, Arguments, and Parameters 529
A Big Sale: The Sale Price Computation Program 529
Data Flow Diagrams 530
An Introduction to Arguments and Parameters 531
9.2 More about Subprograms 537
Value and Reference Parameters 537
How to Tell the Difference between Value and Reference
Parameters 539
Two Helpful Functions: ToUpper() and ToLower() 542
The Scope of a Variable 545
9.3 Functions 550
Built-in Functions 550
User-Defined Functions 553
9.4 Recursion 558
The Recursive Process 558
9.5 Focus on Problem Solving: A Fitness Plan 563
Problem Statement 563
Problem Analysis 563
Program Design 564
Program Code 570
Program Test 570
9.6 Running With RAPTOR (Optional) 573
RAPTOR Built-In Functions (Procedures) 573
Creating a New Procedure 576
Run It: The Fitness Plan 581
Problem Statement 581
Developing and Creating the Program 582
Check It Out 590
Chapter Review and Exercises 592
10 Sequential Data Files 599
In the Everyday World: Keeping it On File 600
10.1 An Introduction to Data Files 601
File Basics 601
Creating and Reading Sequential Files 603
10.2 Modifying a Sequential File 608
Deleting Records 609
Modifying Records 612
Inserting Records 613
Using Arrays in File Maintenance 615
10.3 Merging Sequential Files 617
xii Contents
10.4 Focus on Problem Solving: Control Break Processing 620
Problem Statement 620
Problem Analysis 621
Program Design 622
Coding and Testing the Program 625
10.5 Focus on Problem Solving: The Invoice Preparation
Program 625
Problem Statement 626
Problem Analysis 626
Program Design 627
Program Code 631
Program Test 631
10.6 Running With RAPTOR (Optional) 632
Creating Data Files with the Redirect_Output() Procedure 632
Displaying Data Files with the Redirect_Input() Procedure 633
The Limitations 636
Run It: Professor Weisheit’s Semester Grades 637
Check It Out 645
Chapter Review and Exercises 647
11 Object-Oriented and Event-Driven Programming 655
In the Everyday World: Objects are Everywhere 656
11.1 Classes and Objects 656
Classes 656
Defining Classes and Creating Objects 659
Creating Objects 661
The Constructor 663
11.2 More Features of Object-Oriented Programming 664
Benefits of Object-Oriented Languages 664
Inheritance and Polymorphism 665
11.3 Object-Oriented Program Design and Modeling 675
Modeling Languages 678
Unified Modeling Language (UML) 678
11.4 Graphical User Interfaces and Event-Driven
Programming 681
Window Components 681
Creating GUI Objects in a Program 682
Event-Driven Programming 684
Handling Events 684
Event-Driven Program Design 687
11.5 Focus on Problem Solving: Another Grade Management
Program 689
Problem Statement 689
Problem Analysis 689
Program Design 690
Program Code 695
Program Test 696
Contents xiii
11.6 Running With RAPTOR (Optional) 697
Object-Oriented Mode 697
Creating a Class 697
The main Program 704
Inheritance and Polymorphism 704
Run It: Monster Evasion 705
Problem Statement 705
Developing and Creating the Program 705
The main program 709
Using the Classes 713
Check It Out 716
Chapter Review and Exercises 718
Appendix A:
Study Skills 727
A.1 Achieving Success in the Course 727
A.2 Using the Textbook 728
A.3 Doing the Homework 729
A.4 Writing Programs 730
A.5 Preparing for Tests 731
A.6 More about Preparing for Tests 732
A.7 Taking Tests 733
A.8 Overcoming Test Anxiety 734
Appendix B:
The ASCII Character Set: Printable Characters 735
Appendix C:
Answers to Self Checks 739
Index 779
This page intentionally left blank
Preface
Prelude to Programming: Concepts & Design provides a language-independent intro-
duction to programming concepts that helps students learn the following:
● General programming topics, such as data types, control structures, arrays,
files, functions, and subprograms
● Structured programming principles, such as modular design, proper program
documentation and style, and event-driven and object-oriented program
design
● Basic tools and algorithms, such as data validation, defensive programming,
sums and averages computation, and searching and sorting algorithms
● Real programming experience through the optional use of RAPTOR, a free
flowchart-based programming environment
● Data representation of integer and floating point numbers
No prior computer or programming experience is necessary.
Changes to the Sixth Edition
There are significant and exciting changes in this edition. The text continues to
strive to enhance learning programming concepts and to provide students with an
enriched experience. Throughout the text, concepts build from clear and simple
introductory explanations to complex and challenging Examples and Review Exer-
cises. Major improvements include the following:
● Rather than relegating the material on data representation to Appendices,
an entire chapter is devoted to these concepts. This chapter is completely
independent of the rest of the content and can be skipped with no loss of
continuity. However, instructors who want to include the material now have
more examples and end-of-chapter Review Exercises.
● Chapter 0 has been revised with up-to-date content relating to new
technologies.
● Chapter 1 has been revised and now includes information on the Boolean
data type.
● The material on arrays, searching, and sorting has been divided into
two chapters. Chapter 7 focuses on creating and using both one- and
xv
xvi Preface
two-dimensional arrays. Chapter 8 presents algorithms with extensive exam-
ples for searching and sorting.
● The text uses RAPTOR, a free flowcharting software application that allows
students to create and run programs without focusing on syntax. Each chap-
ter, from Chapter 3 on, includes an optional section devoted to learning
RAPTOR and using RAPTOR to develop interesting, executable programs.
● Throughout the text Examples, Self Checks, and Review Exercises have
been redesigned when necessary to ensure that they can be worked with or
without RAPTOR.
● The Review Exercises in each chapter contain Multiple Choice, True/False,
Short Answer, and a Programming Challenges section. All Challenge prob-
lems are suitable for RAPTOR.
● When real code is given throughout the text, JavaScript code has been added.
● More built-in functions and properties are introduced including
Length_Of(), To_ASCII(), To_Character(), Indexing[], and more.
● The content in Chapter 11 on object-oriented programming has been thor-
oughly revised and simplified.
● New material on event-driven programming has been added to Chapter 11.
Organization of the Text
The text is written and organized to allow flexibility in covering topics. Material is
presented in such a way that it can be used in any introductory programming course at
any level. Each concept is presented in a clear, easily understood manner and the level
of difficulty builds slowly. The What & Why sidebars give students the opportunity
to think above and beyond the material in the Examples and encourage discussion and
student interaction. The Making it Work sidebars demonstrate how concepts are
applied in the real world. Examples, Self Checks, and Review Exercises increase
in difficulty from most basic to very challenging. The Programming Challenges
sections at the end of each chapter give students a chance to create longer, compre-
hensive programs from scratch and, if RAPTOR is used, they can run the programs
and see the results.
The text has been designed so that instructors can use it for students at various levels.
The core of the text consists of Chapter 1 and Chapters 3–7. Chapters 0 and 2 are
optional; Chapter 2 in particular covers material that is relatively complex and may
be skipped without consequence. Chapters 8–11 are independent of one another
except that some material in Chapter 9 is required to understand Chapter 11. Thus,
the text lends itself to a custom book adoption.
Chapter Summaries
● Chapter 0 provides an overview of general computer concepts.
● Chapter 1 discusses basic problem solving strategy and the essential compo-
nents of a computer program (input, processing, and output). A section on
data types introduces students to numeric, string, and Boolean types.
Preface xvii
● Chapter 2 is dedicated to data representation. Students learn to convert
decimal numbers to binary and hexadecimal. The various ways to repre-
sent integers (unsigned, signed, two’s complement) as well as floating point
numbers are covered. IEEE standards are used to represent floating point
numbers in single- and double-precision. The material in this chapter is
completely independent from the rest of the book.
● Chapter 3 introduces the program development process, the principles
of modular design, pseudocode, and flowcharts. Documentation, testing,
syntax and logic errors, and an overview of the basic control structures are
covered.
● Chapter 4 covers decision (selection) structures including single-, dual- and
multiple-alternative structures, relational and logical operators, the ASCII
coding scheme, defensive programming, and menu-driven programs.
● Chapters 5 and 6 present a complete coverage of repetition structures
(loops). Chapter 5 focuses on the basic loop structures: pre- and post-test
loops, sentinel-controlled loops, counter-controlled loops, and loops for
data input, data validation, and computing sums and averages. Chapter 6
builds on the basics from the previous chapters to create programs that use
repetition structures in combination with decision structures, nested loops,
and random numbers.
● Chapter 7 covers one-dimensional, two-dimensional, and parallel arrays.
Representation of character strings as arrays is also discussed. The material
in this chapter has been expanded from the previous edition, including more
examples to assist students in understanding this difficult material.
● Chapter 8 covers searching and sorting. Two search techniques (serial and
binary searches) and two sort techniques (bubble and selection sorts) are
included with expanded coverage.
● Chapter 9 covers functions and modules, including the use of arguments
and parameters, value and reference parameters, passing by reference ver-
sus passing by value, and the scope of a variable. Built-in and user-defined
functions are covered. Recursion—an advanced topic—is discussed in some
depth but can be skipped if desired.
● Chapter 10 is about sequential data files. The discussion covers records and
fields and how to create, write, and read from sequential files. Topics also
include how to delete, modify, and insert records, and how to merge files.
Arrays are used in conjunction with data files for file maintenance. The con-
trol break processing technique is demonstrated in a longer program.
● Chapter 11 is an introduction to the concepts of object-oriented program-
ming and event-driven programming. The object-oriented material in
this chapter has been revised for better understandability. The material on
event-driven programming is new to this edition. A short introduction to
modeling languages, including UML is given. Object-oriented design topics
include classes (parent and child), objects, inheritance, polymorphism, pub-
lic versus private attributes and methods, and the use of constructors. The
material on event-driven programming includes the graphical user interface
and window components. Properties and methods for various window con-
trols are also covered.
xviii Preface
Many sections throughout the text are devoted to more advanced applications
and are optional. In particular, the Focus on Problem Solving sections develop
relatively complex program designs, which some instructors may find useful to
illustrate the chapter material and others may elect to skip to save time. RAPTOR
can be used as a tool to illustrate concepts by creating examples throughout the text
in RAPTOR but can also be used to create longer and more challenging, creative
programs.
Running With RAPTOR: A Flowcharting
Environment
In this edition, each chapter from Chapter 3 onward contains an optional section
entitled Running With RAPTOR. The section describes how to use RAPTOR
for that chapter’s material with screenshots and step-by-step instructions. Short
examples demonstrate how RAPTOR is used to work with the chapter’s content and
a longer program is developed. In many chapters the RAPTOR program is an imple-
mentation of the long program developed in the Focus on Problem Solving section.
The Running With RAPTOR sections can be skipped with no loss of continuity.
However, if used, the longer RAPTOR programs give students a real-life experience
by creating interesting, running programs including games, encryption, and more.
Features of the Text
In the Everyday World
Beginning with Chapter 1, each chapter starts with a discussion of how the mate-
rial in that chapter relates to familiar things (for example, “Arrays in the Everyday
World”) This material provides an introduction to the programming logic used
in that chapter through an ordinary and easily understood topic, and establishes a
foundation upon which programming concepts are presented.
Making Making It Work
It Work The Making It Work sidebars provide information about how to implement con-
cepts in an actual high-level language, such as C++, Java, JavaScript, or Visual Basic.
These boxed sidebars appear throughout the text and are self-contained and optional.
What What & Why
? &Why Often we conclude an Example with a short discussion about what would happen
if the program were run, or what would happen if something in the program were
changed. These What & Why sidebars help students deepen their understanding
of how programs run. They are useful in initiating classroom discussion.
Preface xix
Pointers and Style Pointers Style
The concepts of programming style and documentation are introduced in Chapter 3 Pointer
and emphasized throughout. Other Pointers appear periodically throughout the
text. These short notes provide insight into the subject or specialized knowledge
about the topic at hand.
Examples
There are more than 200 numbered worked Examples in the text. The pseudocode
in the Examples includes line numbers for easy reference. Detailed line-by-line
discussions follow the code with sections entitled What Happened?
Focus on Problem Solving
Each chapter from Chapter 4 to the end includes a Focus on Problem Solving
section which presents a real-life programming problem, analyzes it, designs a pro-
gram to solve it, discusses appropriate coding considerations, and indicates how the
program can be tested. In the process, students not only see a review of the chapter
material, but also work through a programming problem of significant difficulty.
These sections are particularly useful to prepare students for a language-specific
programming course. For selected programs there are real code implementations
in C++, Java, Visual Basic, and Python available on the Pearson website which
can be used to demonstrate how the concepts learned in the text apply to real-life
programs. The program code illustrates the congruence between the pseudocode
taught in this book and the code in a specific programming language. Executable
files are also included so the actual programs can be run, even if the code is not used
pedagogically.
Exercises
Many new exercises have been added to this edition to correspond with new material.
Many exercises have been revised to permit them to be implemented with RAPTOR.
The text contains the following diverse selection:
● Self Checks at the end of each section include items that test students’
understanding of the material covered in that section (answers to Self
Checks are in Appendix C)
● Review Questions at the end of each chapter include questions of various
types that provide further review of the chapter material (Answers to the odd-
numbered questions are available on the student support website; answers to
the even-numbered questions are on the instructor support web site).
● Programming Challenges at the end of each chapter require students
to design programs using the material learned in that chapter and earlier
chapters. All Programming Challenges can be implemented with RAPTOR.
Solutions to all Programming Challenges in RAPTOR are available on the
instructor support web site.
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