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explanation about the programming and to help people how to do it
Typology: Schemes and Mind Maps
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Introduction: My name is Jamal khan. I am junior employee at a small software development company. My company has been invited by a local college to give a guest lecture on programming. My supervisor you with a portfolio of computer programs and has asked me to research the programs with regard to the concepts used to create a knowledge base and prepare for the visit. Identifying the four computation skills required:
These are some illustrations of abstraction: We must be aware that cats have a tail, fur, and eyes in order to draw one in a simple and basic manner. It matters that these qualities. It's unnecessary for us to be aware of a cat's purring pattern or that it like fish. If we didn't abstract, the computer and we could believe that all cats have short fur and long tails. Representing parts of a problem or system in general terms by identifying The ability to input data from a device like a keyboard or mouse, output data to a device like a computer monitor, process calculations like dividing and multiplying, process decisions based on certain conditions being met, and process repetition for a specific number of times, while or until a condition is met are all capabilities shared by programming languages across all of their various categories. In conclusion, computational thinking enables us to acquire a difficult problem, comprehend it, and create potential solutions. The examples using all these bits of code demonstrate how, without even realising it, all computational thinking techniques can be used to them all. a) Variables {Representing parts of a problem or system in general terms has many different key processes. You are required to explain each one in turn a-f} b) Constants The value in a problem or system that do not change often or remain fixed for a reasonable period of time (e.g. the base rate of income tax being 20%) c) Key processes These are the process that are absolutely critical to understanding a problem or how a system works d) Repeated processes These are the process that occur multiple times within a problem. e) Inputs f) Outputs
b) Productivity Second, we employ them effectively to satisfy consumer needs. For instance, they satisfy user needs by providing icons, such as paste buttons, save buttons, new slide buttons, specific text modification options, insert icons, cut tools, image arranging tools, and many more, that you can utilise to assist you in completing specific activities. Additionally, they entice consumers by having captivating backgrounds and slick, informative user interfaces that make it clear what programme they are using and encourage them to use it again. Examples include Google apps like Google Docs, Adobe apps like Photoshop, and Microsoft apps like PowerPoint. Additionally, they include a "primary menu" at startup that lets users choose the background or style of the document they want to start. All of these examples allow you to register an account for the application, which requires a username, email address, password, and, if you like, a profile image that can help the application appear a little bit more sophisticated. These programmes, particularly PowerPoint, are excellent for presenting work and presentations to coworkers or students in the classroom. Applications for productivity do have some implications, though. For instance, they are frequently highly pricey and occasionally slow. c) Information storage and management Information management and storage according to user demands is another example of how we apply them. By operating as a comprehensive system that includes all interconnected sub-systems, they satisfy the needs of the user. d) Repetitive tasks or dangerous tasks Software programmes can also be used for risky or repetitive jobs, such as using robots in a nuclear reactor, removing bombs, and doing monotonous operations like sorting potatoes by size before putting them into cans. Despite the fact that using software programmes in robots and at work has both benefits and drawbacks. It's quick, considerably more professional, and simpler to find, among other benefits. A few drawbacks are that, in contrast to humans, they can get quite dirty, they are expensive to buy, and they are easily breakable. Additionally, regular software that is not a robot might easily malfunction and muck up a crucial duty. For instance, if something goes wrong in a nuclear reactor, it can result in enormous catastrophes and devastation. e) Social media Thirdly, we employ them with social media to satisfy user demands. By having a profile that you can add a profile picture to, a bio, a website, a username, a real name, and occasionally, a cover photo as well (for instance, on Twitter and Facebook), they, for example, suit the needs of users. Additionally, they almost have "main-menus," but they term it a "feed," and all postings, usually the most recent,
appear on your "wall," which is typically decked with stylish colours and eye-catching graphics and icons.A messenger service, a profile, a like system (which attracts users and can often lead to addiction), a follower system, a comment system, a location system, and many other elements are all included in social media. Nowadays, the main purpose of using social media is to keep up with friends, relatives, and celebrities you care about who frequently post about their daily lives. Social media may have drawbacks; for instance, some users may start acting false and only share things that they think other users will find interesting. Social media can sometimes be described as "addictive" since users can't stop worrying about their fame and the number of likes and followers they have. f) Search engines. As yet another illustration, we apply them to search engines to satisfy user needs. For instance, they satisfy user needs by having a huge, eye-catching logo that makes it clear what website and search engine the user is using; they also feature a search bar that enables users to enter any query they wish, and the search engine returns results based on what it can locate. Additionally, they show how many items of information were discovered while searching for that topic in how many seconds (for instance, 1,220,000,000 results were found in 0.48 seconds when the word "hello" was inserted), and they also let users select the language in which they would like the information to be presented. Advanced search engines allow you to look up information as well as videos, photographs, locations on a map, news, online stores, and many other things. However, there are unavoidable consequences to using search engines. Because there are billions of webpages and because businesses can pay to have their web links appear at the top of the page or higher up than other pages, you may need to be quite exact in some circumstances when choosing certain keywords.
The uses and applications of different types of programming languages a) Procedural, e.g. C, Perl, Python As a form of computer programming language that describes a number of well defined procedures within its programming context to create a specific programme, procedural programming is also referred to as a programming paradigm. It includes statements, commands, and functions that are organised systematically to address a computer programme or task. The name "procedural programming" refers to the ability to bring together defined instructions into procedures with names. Languages like C, Perl, FORTRAN, Pascal, and Python are examples of procedural programming languages. Compared to machine code, procedural appears to be the programming language with the maximum performance.
c) Performance d) Preferred application areas e) Development time f) Ease of development.
70 B 100 A 101 “You have to enter a number between 0 and 100”
A4 Constructs and techniques and their implementation in different languages Programming languages, constructs and techniques, including: {For a-k you need to discuss constructs and techniques used in different languages} a) Command words Using command words, a person can order a computer to carry out specific tasks on their behalf. Typically, commands are issued by typing them into the command line and pressing enter to send them to the shell. On a keyboard, command words are simply entered. Typically, they take the form of function keys, menu options, buttons, or other graphical elements on your screen that a computer can interpret. Command words include 20 PRINT "Hello, world!" and fo PRINT "here is my answer," for instance. b) Constants and variables, local and global variables Data values in a programme can either be constants or variables. If values are variable, either the user or the programme could change them. The data values are maintained in memory while a programme is running so that they can be processed. Constants are data values that don't change no matter how many times a programme is run. It is not envisaged that constants will alter. Constants come in a variety of forms, including named and literal constants. Actual values set into the source code are known as literal constants. The character string "hello world" might serve as an illustration of this as the code for its data value has been fixed. Constants with names are values that can be used in place of literal constants. Saying that the first level of a game should always be designated level 1 is one method to illustrate this. When a user is prompted with a query, such as their age, variables are data values that can readily alter. During the execution of a programme, variables can change. A variable with the name "memory location" (playerName Jumpman highScore 573000000) might be referred to as a "memory location." Then, specific data is stored in the memory location. Local
generate a final result. As an illustration, the + operator adds two operands, and the result is that A + B equals 30. f) subroutines, functions and procedures A subroutine is a group of programme instructions that work together to finish a certain task. Programs that call for the performance of that particular task can employ a unit. Procedures or routines can be categorised as functions. The majority of programming languages come with a prewritten collection of functions that are stored in a library. Additionally, you can create your own functions to carry out unique tasks. The word "function" is also used in the sense of "command" and "operation," thus you can use it to totally erase a word by using the delete command. A set of coded instructions that explain to a computer how to execute a programme or computation are known as a procedure. To develop a procedure, a variety of computer languages might be employed. All of this boils down to the fact that a procedure may also be referred to as a subprogram, subroutine, or function, depending on the programme. g) string handling, including examining single characters and substrings The ability to handle and change names, addresses, text, and other types of "alphanumeric data" is known as "string handling." The ability to manage strings arrays, centre, right, and left align strings, as well as search for text occurrences within strings, are all considered standard functions. As indicated above in the data types section, the most popular example of a string data type is "hello world," which is used for data values that are composed of ordered sequences of characters. Any combination of visible or hidden characters, including repeated characters, could make up a string. The string's length is determined by how many characters it contains. For instance, the phrase "hello world" has 11 characters because it consists of 10 letters and 1 space. An empty string is also a possibility. There are absolutely no characters in this with a length of O. A string can contain contiguous sequences of characters called "substrings," which we should also describe. A substring of "It was the sickest time we've ever had" might be "the sickest time," for instance. h) arrays – two-dimensional and three-dimensional, splitting and joining An array is a collection of memory locations, or "boxes," each of which contains a single piece of data and has the same identifier. An array can only contain one type of data at a time. Similar to one-dimensional arrays, two-dimensional arrays can also be represented as a grid or table with rows and columns. A phrase like "game [fi] [fi]" could be used to declare a two-dimensional array that is fi by fi. Many video games plot the visual setting and game world using 2D arrays. The in-game environment is built using three-dimensional arrays in several games, including Minecraft. A 3D array is, to put it simply, an array of arrays of arrays. When necessary, you can also divide and merge arrays. For instance, you might wish to create a subarray that consists of the final two elements in a three-item array of various fruits. You might accomplish this by using the array slice function, handing it the array you want a piece of, along with the offset and length of the array you want to construct.
i) file handling – open, read, write, close, database Writing and reading files are the core definition of file handling. For instance, let's say you want to put the names of the farmers who work on your farm in alphabetical order. Programmatically, reading the farmer's text file and storing the names in an array of strings is what would be done. Second, you would use any algorithm to sort them. The sorted array would then be written into a second farmers sorted text as the third step. However, the term "file handling" can refer to a variety of things, including the method by which a piece of software manages the input and output of text or binary files. j) data structures A data structure is a framework for organising, storing, and managing data that makes it easy to access and modify. It consists primarily of a set of data values, the connections between them, and the operations and functions that can be used with the data. Although we utilise data structures for many different sorts of applications, some of them are highly specialised for particular objectives. A record, an aggregate data structure, is an illustration of a data structure. k) event handling. Basic software routines that process user input, like keystrokes and mouse movements, are called event handlers. In other words, it's a process that a programmer may use to deal with an event and write code that will run when the event occurs. Documentation of code. {In this section you need to discuss how program code is documented, to make sure that it is to good standards to help others and aid maintenance of program code}
Propositional logic is based on the simple concept that a sentence can be considered to be either true or false, but not both true and false. Consider these examples fish is able to breath in the water and sky is blue on the day time. It hot when its winter. 13 months in a year. Both sentences are propositions and they have a truth value of either ‘true’ or ‘false’. These types of simple sentences are known as basic proposition. d) Use of sets The main objective of "sets" is to maintain a group of similar items. They are significant because they are used or referenced in every area of mathematics. Additionally, they are crucial for creating more intricate mathematical structures. A6 Quality of software applications a) Efficiency/performance Whether it's a computer or a smart phone, software applications can affect a device's speed and efficiency in a number of different ways. When placed on a device, software programmes change the hard drive's memory space on the device. This is due to the fact that installing memory on a device requires taking memory away from the hard drive, which serves as the device's primary storage hub. The more software applications you have installed, the slower your device will operate and the less you can instal because your hard disc will fill up. The speed of a computer processor, which is determined by a clock cycle, may also be affected by this. Software applications reduce CPU performance since all of their programmes and associated files are saved on the hard drive, which the CPU must access in order to run them. b) Maintainability In software applications, maintainability essentially refers to how simple it is to update a system or component of a system to fix issues, improve performance, add new features, or adapt to a new environment. Much more simply said, it refers to how simple it is for a program's current or future developers to modify it.
c) Portability Software programmes vary in their ability to be flexible and portable when considering portability. Some software programmes can only be used on computers where you can enter into your account, which you have already paid for, but which has a lock preventing you from using it on more than five devices, roughly. One such example is the Microsoft Office suite, which permits the use of its software applications on any device, provided that you have paid for your subscription and that less than, say, five devices have been utilised so far. Other software programmes can be used for free, are accessible on any Wi-Fi-enabled device, and have no device quantity restrictions. A Gmail account is required to access Google software apps on Google Drive, which are accessible on any device. In light of these instances, it can be seen that Google's software applications are much more portable than Microsoft's software applications. Microsoft does, on occasion, permit papers to be accessed without a subscription, but this just allows for viewing—not editing—of the document. d) Reliability We should think of reliability when evaluating the quality of software programmes. Because reliability plays a significant role in determining how good something is, it is important that we consider this. For instance, not all software applications are dependable because they occasionally fail without warning. This may lead to the loss of work you were working on, work that might be quite significant depending on the application. However, there are certain programmes that offer a backup capability just in case something like this occurs, so you may still recover your files if they are accidentally destroyed or corrupted. The application's correctness is another thing to think about while evaluating reliability. The programme won't be dependable if it is inaccurate and lacks all the features you require. e) Robustness The strength of the application, or more precisely, the calibre of its code, is what determines how robust an application is. A robust software programme will have high-quality development and testing to prevent unexpected application crashes when users least expect them. An application is more likely to crash for users if the development and testing are of poor quality. Applications typically crash as a result of extreme and inaccurate data, but this may be avoided if your coding and testing are of a high calibre. In any case, testing an application is a good idea because it assures that the programme is appropriate for users and will function properly. f) Usability