Think Different Materi STI pert11

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: 978-007-110768-6

1

Learning Outcomes
Pada akhir pertemuan ini, diharapkan mahasiswa
akan mampu :

• menjelaskan apa itu pemrograman dan
langkah-langkah dalam pemrograman

(C2)

2

Outline Materi

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

3

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
1. Clarify/define the problem
a.
b.
c.
d.
e.
f.

Clarify the program objectives & users
Clarify outputs
Clarify inputs
Clarify processing tasks
Study the feasibility of the program
Document the analysis

2. Design the program
3. Code the program
4. Test the program

10-4

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/

10-5

Programming: A Five-Step
Procedure
• A hierarchy chart

10-6

Programming: A Five-Step
Procedure
START

• Panel 10.13
• Pseudocode

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

10-7

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.

10-8

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

10-9

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
10-10

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
10-11

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
10-12

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


10-13

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
10-14


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
10-15

Object-Oriented & Visual
Programming
Example of
Inheritance
Hierarchy with
Specialization
Actions
performed by
a door

Patio doors
Have a slider
slide open
slide closed
Notice we only list the
actions & attributes when
they differ from those of
class

Doors
Have a Handle
open
close

Front doors
Have locks

10-16

The “Door”
class
Subclasses of
doors inherit
from the door
class, but also
have their own
unique actions
and attributes
Car doors
Have locks
Have windows

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
10-17

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:

My name is
your name
And I love this class!!!





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
10-18

Markup & Scripting Languages
• So how did this
• Turn into this?
My name is
your name
And I

love
this class!!!


My name is
your name
And I love this class!!!

The tag defines the page color
The tag means a heading of size 2
The tag means a heading of size 1
The tag means to italicize the text
The tag means to bold the text
The tag means to start a new paragraph

• By HTML
tags

And the / inside a tag means to end that format
There are a LOT of other HTML tags
10-19

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

10-20

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
10-21

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!
10-22

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
10-23