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Mapa mental

Programming.

James Harris. Inglés

Contenido del mapa

Programming.

  1. Algorithms.

    • Algorithms are specific sets of instructions, that can either be written in either pseudocode or shown as flow diagrams.
    • Input - This suggests that a User will be inputting something into a program.
    • Output - This suggests that a User will be greeted with an output 'on-screen'.
  2. Programming Languages.

    • High Level code.
      • Takes longer to process for a Computer than Machine Code, but it is much easier to understand due to it being displayed in full English and not just Binary.
    • Machine Code.
      • Easy to understand and be processed by a Computer system, due to it all being in 1s and 0s .
    • IDEs.
      • Integrated Development Environments allow for software to be written and tested.
    • Translators.
      • Assemblers translate assembly language into Machine Code, and reflect how a CPU functions.
      • Interpreters translate code into Machine code, instruction by intsruction.
      • Compilers translate entire programs into machine code before a program is to run.
      • These are needed to change High Level Code to Machine Code as without them, data transfer latency would increase drastically and operations would work at a much slower rate (due to it being much more complicated for a Computer System to decode it).
  3. Control flow in imperative languages.

    • Input cost, IF cost = 5 Then Output £5 Note ElseIF cost = 10 Then Output £10 Note.
    • The order which data sets or instructions are executed in a Computer System.
  4. Handling data in algorithms.

    • Constants are symbolic names given to data sets where the value of the data cannot change during the execution of the program.
    • Variables are symbolic names given to data where the value of the data stored may change during the execution of the program.
    • Data Types.
      • Integer - Stores positive or negative whole numbers.
      • String - A group of characters stored together as one data set.
      • Character - Stores a single letter or piece of punctuation as data.
      • Real - Stores numbers that contain decimal places/ values.
      • Boolean - Stores True or False values only.
  5. Testing.

    • Syntax errors often occur when Users implement punctuation that isn't needed or incorrect grammar into their code.
    • Logic errors are produced when a bug causes a system to operate incorrectly. This is often produced when a desired outcome is unachievable or two tasks are trying to be outputted when one can be produced.
    • For example, if a user entered TextWindowWriteline("Hello") into Small Basic, a syntax error would occur due to the point being missing between TextWindow and Writeline.
    • An example of a logic error would be if a User wanted a program to output a certain instruction set but with no argument for it to either take place, or not take place.

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Mapa Mental sobre Programming., creado por James Harris. el 16/01/2017.
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James Harris.
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