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Chapter 2

Chapter 2 of 'Starting Out with Programming Logic & Design' focuses on the essential steps of program design, including the use of flowcharts and pseudocode. It covers key concepts such as input, output, variables, variable assignment, data types, and the importance of documentation. The chapter concludes with a practical example of designing a program to calculate a player's batting average.

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0% found this document useful (0 votes)
33 views23 pages

Chapter 2

Chapter 2 of 'Starting Out with Programming Logic & Design' focuses on the essential steps of program design, including the use of flowcharts and pseudocode. It covers key concepts such as input, output, variables, variable assignment, data types, and the importance of documentation. The chapter concludes with a practical example of designing a program to calculate a player's batting average.

Uploaded by

spiderj628
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd

Chapter 2:

Input, Processing, and Output

Starting Out with Programming Logic & Design

Third Edition

by Tony Gaddis
Chapter Topics
2.1 Designing a Program
2.2 Output, Input, and Variables
2.3 Variable Assignment and Calculations
2.4 Variable Declarations and Data Types
2.5 Named Constants
2.6 Hand Tracing a Program
2.7 Documenting a Program
2.8 Designing Your First Program

1-2
2.1 Designing a Program
1. The first step in programming is designing –
flowcharts and pseudocode help with this
process.
2. Next, the code is written.
3. All code must be cleared of all syntax errors.
4. After the executable is created, it can be checked
for logic errors.
5. If logic errors exist, the program must be
debugged.

1-3
2.1 Designing a Program
The purpose of Programming Logic and Design is to
focus on Flowcharts and Pseudocode.
The design is the foundation of a good program.
Figure 2-1 The program development cycle

1-4
2.1 Designing a Program
Two steps in designing a program
1. Understand the tasks that the program is to
perform.
• Learning what the customer wants.
2. Determine the steps that must be taken to
perform the task.
• Create an algorithm, or step-by-step directions to
solve the problem.
• Use flowcharts and/or pseudocode to solve.

1-5
2.1 Designing a Program
Pseudocode
• Fake code used as a model for programs
• No syntax rules
• Well written pseudocode can be easily translated
to actual code
Display “Enter the number of hours”
Input hours
Display “Enter the hourly pay rate”
Input payRate
Set grossPay = hours * payRate
Display “The gross pay is $”, grossPay

1-6
2.1 Designing a Program
Figure 2.2 Flowchart for the
pay calculating program
Flowcharts
• A diagram that graphically
depicts the steps that
take place in a program

Terminator used for start

and stop
Parallelogram used for

input and output


Rectangle used for

processes
1-7
2.2 Output, Input, and
Variables
Output – data that is generated and displayed
Input – data that a program receives
Variables – storage locations in memory for data

Computer programs typically follow 3 steps


1. Input is received
2. Some process is performed on the input
3. Output is produced

1-8
2.2 Output, Input, and
Variables
Display is the keyword to show output to the screen
Sequence – lines execute in the order they appear
String Literals – a sequence of characters

Figure 2-4 The statements Figure 2-5 Output of


execute in order Program 2-1

1-9
2.2 Output, Input, and
Variables
Input is the keyword to take values from the user of the
program
It is usually stored in variables

1-10
2.2 Output, Input, and
Variables
Programmers can define variable names following
certain rules
• Must be one word, no spaces
• Generally, punctuation characters are avoided
• Generally, the first character cannot be a number
• Name a variable something that indicates what may be
stored in it
camelCase is popular naming convention

1-11
2.3 Variable Assignment &
Calculations
Variable assignment does not always have to come from
user input, it can also be set through an assignment
statement
Set price = 20

1-12
2.3 Variable Assignment &
Calculations
Calculations are performed using math operators
The expression is normally stored in variables
Set sale = price – discount

Table 2-1 Common math operators

1-13
2.4 Variable Declarations &
Data Types
A variable declaration includes a variable’s name and a
variable’s data type
Data Type – defines the type of data you intend to store
in a variable
• Integer – stores only whole numbers
• Real – stores whole or decimal numbers
• String – any series of characters
• Declare Real grossPay

1-14
2.4 Variable Declarations &
Data Types
For safety and to avoid logic errors, variables should be
initialized to 0 or some other value

1-15
2.5 Named Constants
A named constant is a name that represents a value
that cannot be changed
• Makes programs more self explanatory
• If a change to the value occurs, it only has to be modified
in one place
Constant Real INTEREST_RATE = 0.069

1-16
2.6 Hand Tracing a Program
Hand tracing is a simple debugging process for locating
hard to find errors in a program
Involves creating a chart with a column for each
variable, and a row for each line of code

Figure 2-15 Program with the hand trace chart completed

1-17
2.7 Documenting a Program
External documentation describes aspects of the
program for the user, sometimes written by a
technical writer
Internal documentation explains how parts of the
program works for the programmer, also known as
comments
// comments are often distinguished within
// the program with line comments

1-18
2.8Designing Your First
Program
Calculate the batting average for any player

Batting Average = Hits ÷ Times at Bat

Determine what is required for each phase of the


program:

[Link] must be read as input?


[Link] will be done with the input?
[Link] will be the output?
1-19
2.8Designing Your First
Program
1. Input is received.
• The number of hits
• The number of times at bat
2. Some process is performed on the input.
• Calculate the batting average
• Divide the number of hits by the number of times at bat
3. Output is produced.
• The player’s batting average

1-20
2.8Designing Your First
Program

1-21
2.8Designing Your First
Program
Figure 2-17 Flowchart for program 2-15

1-22
2.8Designing Your First
Program
• Summary
• Input
• Determine data needed for input
• Choose variables to store the input
• Process
• Determine calculations to be performed
• Choose variables to store the calculations
• Output
• Determine what output the program will display
• Usually the results of the program’s calculations

1-23

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