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Program Development

PROGRAM DEVELOPMENT LIFE CYCLE A program is needed to instruct the computer about the way a task is to be performed. The instructions in a program have three essential parts: 1. Instructions to accept the input data that needs to be processed, 2. Instructions that will act upon the input data and process it, and 3. Instructions to provide the output to user The instructions in a program are defined in a specific sequence. Writing a computer program is not a straightforward task. A person who writes the program (computer programmer) has to follow the Program Development Life Cycle. Let’s now discuss the steps that are followed by the programmer for writing a program:  Problem Analysis —The programmer first understands the problem to be solved. The programmer determines the various ways in which the problem can be solved, and decides upon a single solution which will be followed to solve the problem. Program Design —The selected solution is represented in a form, so that it can be coded.

Structured Programming

Structured programming (sometimes known as modular programming) is a programming paradigm that facilitates the creation of programs with readable code and reusable components. All modern programming languages support structured programming, but the mechanisms of support, like the syntax of the programming languages, varies. Structured programming will make extensive use of the structured control flow constructs of selection (if/then/else) and repetition (while and for), block structures, and subroutines. Elements Control structures Following the structured program theorem, all programs are seen as composed of control structures: "Sequence"; ordered statements or subroutines executed in sequence. "Selection"; one or a number of statements is executed depending on the state of the program. This is usually expressed with keywords such as if..then..else..endif. The conditional statement should have at least one true condition and each condition should have one exit poi

Hardware and Software

 A computer is an electronic data processing device, which accepts and stores data input, processes the data input, and generates the output in a required format. Hardware Hardware represents the physical and tangible components of a computer, i.e. the components that can be seen and touched. Examples of Hardware are the following − Input devices − keyboard, mouse, etc. Output devices − printer, monitor, etc. Secondary storage devices − Hard disk, CD, DVD, etc. Internal components − CPU, motherboard, RAM, etc. Software Software is a set of instructions that make the computer perform tasks. In other words, software tells the computer what to do. Though the array of available programs is vast and varied, most software fall into two major categories; system software and application software. 1. System Software System software is a program that control the computers hardware or that can be used to maintain the computer in some way that it can run efficiently. There are three basic types of

Basics of Computer Architecture

  Basics of computer Architecture The computer system hardware comprises of three main components — 1. Input/Output (I/O) Unit, 2. Central Processing Unit (CPU), and 3. Memory Unit. The I/O unit consists of the input unit and the output unit. CPU performs calculations and processing on the input data, to generate the output. The memory unit is used to store the data, the instructions and the output information. Figure below illustrates the typical interaction among the different components of the computer. I.Input/Output Unit  The user interacts with the computer via the I/O unit. The Input unit accepts data from the user and the Output unit provides the processed data i.e. the information to the user. The Input unit converts the data that it accepts from the user, into a form that is understandable by the computer. Similarly, the Output unit provides the output in a form that is understandable by the user. The input is provided to the computer using input devices like keyboard, mouse

Programming Languages ( High level, Low level and Machine Language) and Translators ( Compiler, Interpreter, Assembler)

Programming Languages A Programming Language consists of a set of vocabulary and grammatical rules, to express the computations and tasks that the computer has to perform. Programming languages are used to write a program, which controls the behavior of computer, codify the algorithms precisely, or enables the human-computer interface. Each language has a unique set of keywords (words that it understands) and a special syntax for organizing program instructions.  The programming language should be understood, both by the programmer (who is writing the program) and the computer. A computer understands the language of 0∙s and 1∙s, while the programmer is more comfortable with English-like language. Programming Language usually refers to high-level languages like COBOL, BASIC, FORTRAN,BCPL, C, C++, Java,Python etc. High level programming language is chosen depending on the type of the application you are going to develop.For example if we are developing android mobile applications we use

System Software and Application Software

TYPES OF SOFTWARE Software can be broadly classified in two categories: 1. System Software, and 2. Application Software. System software provides the basic functions that are performed by the computer. It is necessary for the functioning of a computer. Application software is used by the users to perform specific tasks. The user may choose the appropriate application software, for performing a specific task, which provides the desired functionality. The system software interacts with hardware at one end and with application software at the other end. The application software interacts with the system software and the users of the computer. Figure below shows the hierarchy of software, hardware and users. System software provides basic functionality to the computer. System software is required for the working of computer itself ( operating system). The system software would also include different device drivers. When you request for using any of the devices, the corresponding device dri

Syllabus Lab

 C PROGRAMMING LAB (Practical part of EST 102, Programming in C) Assessment Method: The Academic Assessment for the Programming lab should be done internally by the College. The assessment shall be made on 50 marks and the mark is divided as follows: Practical Records/Outputs - 20 marks (internal by the College),  Regular Lab Viva - 5 marks (internal by the College),  Final Practical Exam – 25 marks (internal by the College). The mark obtained out of 50 will be converted into equivalent proportion out of 20 for CIE computation. LIST OF LAB EXPERIMENTS 1. Familiarization of Hardware Components of a Computer 2. Familiarization of Linux environment – How to do Programming in C with Linux 3. Familiarization of console I/O and operators in C i) Display “Hello World” ii) Read two numbers, add them and display their sum iii) Read the radius of a circle, calculate its area and display it iv)Evaluate the arithmetic expression ((a -b / c * d + e) * (f +g)) and display its solution.Read the value

Algorithm,Flow Chart and Pseudo code

I.Algorithm Algorithm is an ordered sequence of finite, well defined, unambiguous instructions for completing a task. Algorithm is an English-like representation of the logic which is used to solve the problem. It is a step- by-step procedure for solving a task or a problem. The steps must be ordered, unambiguous and finite in number. For accomplishing a particular task, different algorithms can be written. The different algorithms differ in their requirements of time and space. The programmer selects the best-suited algorithm for the given task to be solved. (Note :The word  algorithm  is derived from the name of the 9th-century Persian mathematician  Muḥammad ibn Mūsā al-Khwārizmī , whose  nisba  (identifying him as from  Khwarazm ) was Latinized  as Algoritmi ( Arabized   Persian  الخوارزمی c. 780–850). [14] [15]   Muḥammad ibn Mūsā al-Khwārizmī  was a mathematician,  astronomer ,  geographer , and scholar in the  House of Wisdom  in  Baghdad , whose name means 'the native of  K