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Bahasa-bahasa Pemrograman

Bahasa-bahasa Pemrograman. Sumber: Chapter 10. System Analysis & Programming: S/W Development, Programming, & Languages, p.497.

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Bahasa-bahasa Pemrograman

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  1. Bahasa-bahasa Pemrograman Sumber: Chapter 10. System Analysis & Programming: S/W Development, Programming, & Languages, p.497 Williams, B.K, Stacy C. Sawyer (2007). Using Information Technology: A Practical Introduction to Computers & Communications. Seventh Edition, McGraw-Hill, New York. ISBN-13: 978-0-07-110768-6

  2. Learning Outcomes Pada akhir pertemuan ini, diharapkan mahasiswa akan mampu : • menjelaskan apa itu pemrograman dan langkah-langkah dalam pemrograman (C2)

  3. Outline Materi • Programming: A Five-Step Procedure • 5 Generations of Programming Languages • Programming Languages Used Today • Object-Oriented & Visual Programming • Markup & Scripting Languages

  4. Programming: A Five-Step Procedure • A program is a list of instructions that the computer must follow to process data into information • The five steps are • Clarify/define the problem • Clarify the program objectives & users • Clarify outputs • Clarify inputs • Clarify processing tasks • Study the feasibility of the program • Document the analysis • Design the program • Code the program • Test the program

  5. Programming: A Five-Step Procedure • Step 2: Design the program • Create an algorithm or set of steps to solve the problem • Traditional structured programming approach • Determine program logic using top-down approach & modules • Design details using pseudocode or flow charts • Alternative object-oriented approach • Use “Use Case” approach to determine program objects, object inheritance, and actions or functions each object can perform • Identify major program components and organize related functions and associated data into object classes • This is the approach used by object-oriented languages such as Java, C#, Lisp, Visual Basic, and C++ • For more information on object-oriented programming, visit http://oopweb.com/ or http://java.sun.com/docs/books/tutorial/java/concepts/

  6. Programming: A Five-Step Procedure • A hierarchy chart

  7. Programming: A Five-Step Procedure START DO WHILE (SO LONG AS) THERE ARE RECORDS Read a customer billing account record IF today’s date is greater than 30 days from date of last customer payment Calculate total amount due Calculate 5% interest on amount due Add interest to total amount due to calculate Grand total Print on invoice overdue amount ELSE Calculate total amount due ENDIF Print out invoice END DO END • Panel 10.13 • Pseudocode

  8. Programming: A Five-Step Procedure ● PANEL 10.14 Example of a program flowchart and explanation of flowchart symbols This example represents a flowchart for a payroll program.

  9. Programming: A Five-Step Procedure • Iteration and sequence control structures

  10. Programming: A Five-Step Procedure • Step 3: Code the program • Translate the logic requirements into a programming language • Programming language is a set of rules that tells the computer what operations to do • Each programming language has a syntax, or set of grammatical rules to follow to write valid expressions • Syntax rules must be followed or there will be syntax errors • Computers don’t understand what you want, only what you type in

  11. Programming: A Five-Step Procedure • Step 4: Test the program • Desk checking is done by the programmer who checks for syntax errors and logic errors • Debugging is the process of detecting, locating, and removing all errors in a computer program • Beta testing is the process of testing the program using real data • One phase of testing uses correct data • Once the program works, the next phase of testing uses invalid data and untrained users to root out hidden errors

  12. Programming: A Five-Step Procedure • Step 5: Document & Maintain the program • Documentation is written descriptions of what a program is and how to fix it • There are several types of documentation that should be written • User documentation – for the people who will use your program • Operator documentation – for the people who run the large computers the program runs on – so they know what to do if the program or computer malfunctions • Programmer documentation – for the next programmer who must modify and maintain what you have written • Maintain the program • Fix any errors that are noticed once the program is in production • Update the program to reflect new requirements

  13. Object-Oriented & Visual Programming • In Object oriented Programming (OOP) data and processing instructions are combined into an object that can be reused • Object • Self-contained module consisting of reusable code • Message • The instruction received by the object indicating it is time to perform an action • Method • The processing instructions within the object to perform the specified action

  14. Object-Oriented & Visual Programming • Black Box • Objects are like a black box in that the actions and the objects are specified, but the methods used are internal to the object • This means the programmer that uses an object does not need to know how the program inside the object does what it does • For example, Microsoft Excel is like an object • Most of us use Excel without understanding what the programmers at Microsoft did to make Excel work • If we had to know that, it would take a lot longer to learn how to use Excel! • Programmers who use objects can write programs a lot faster, because objects save so much work

  15. Object-Oriented & Visual Programming • 3 basic concepts of OOP • Encapsulation • One object contains (encapsulates) both • Data • Relevant processing instructions • Inheritance • One object can be used as the foundation for other objects • Objects can be arranged in hierarchies – classes and subclasses • Objects can inherit actions and attributes from each other • Polymorphism • Allows a single definition to be used with different data types and different functions • Means a message produces different results depending on the object it is sent to

  16. Object-Oriented & Visual Programming Example of Inheritance Hierarchy with Specialization The “Door” class Actions performed by a door Subclasses of doors inherit from the door class, but also have their own unique actions and attributes Notice we only list the actions & attributes when they differ from those of class

  17. Object-Oriented & Visual Programming • Visual Basic is an example of visual programming • Using a mouse, the programmer drags and drops objects on screen • The objects are arranged to make up the graphical user interface for the program being written • By double-clicking on those objects, the programmer can get into a coding window and write the programs to control the actions and behaviors of those objects • This makes it fast and easy to build prototype user interfaces and get end-user approval before doing a lot of programming If you have Visual Basic installed on your school’s computers, this would be a great time to try it out.

  18. Markup & Scripting Languages • A markup language is a kind of coding or “tags” inserted into text that embeds details about the structure and appearance of the text. • Open up a text editor such as Notepad or Wordpad, and enter the following text: • Then save the file on your desktop. Name it sample.htm • Now open your internet browser and view it by clicking “file open” and navigating to your desktop <body bgcolor = "yellow"> <h2> <p>My name is </h2> <b><i><font color=“red”>your name</font></i></b></p> And I <b><h1>love</h1></b> this class!!! </body>

  19. Markup & Scripting Languages <body bgcolor = "yellow"> <h2> <p>My name is </h2> <b><i><font color=“red”>your name</font></i></b></p> And I <b><h1>love</h1></b> this class!!! </body> • So how did this • Turn into this? • By HTML tags My name is your name And I love this class!!! The <body bgcolor = “”> tag defines the page color The <h2> tag means a heading of size 2 The <h1> tag means a heading of size 1 The <i> tag means to italicize the text The <b> tag means to bold the text The <p> tag means to start a new paragraph And the / inside a tag means to end that format There are a LOT of other HTML tags

  20. Markup & Scripting Languages • HTML • Hypertext markup language • Used to create web pages • Also lets you insert a hypertext link in a web page • VRML • Virtual Reality Modeling for Markup Language is used to create three-dimensional web pages including interactive animation • Requires special VRML browser to view those pages

  21. Markup & Scripting Languages • XML • eXtensible Markup Language is a metalanguage written in SGML that allows one to facilitate easy document interchange on the internet • XML lets you create your own tags • XML statements define data content • JavaScript • Not the same language as Java • An object-oriented scripting language that adds interactive functions to web pages

  22. Markup & Scripting Languages • ActiveX • Developed by Microsoft as an alternative to Java for creating interactivity on web pages • A set of controls or components that enable programs or content of almost any type to be embedded in a web page • Often used by crackers to propagate viruses and/or trojans • Before you allow an ActiveX component to download from your browser to your PC, make sure you trust that website!

  23. Markup & Scripting Languages • Perl • A general-purpose programming language developed for text manipulation. • Developed in 1987 by Larry Wall • Now used for web development, network programming, system administration, GUI development, other tasks • Widely used for web server programs to perform automatic tasks such as updating user accounts and newsgroup postings

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