Transcript FORM 5 CD 1

LEARNING AREA 5
5.1.1.1 State the definition of program
 SERIES OF ORGANISED INSTRUCTIONS THAT
DIRECT A COMPUTER TO PERFORM TASK
ARAHAN-ARAHAN TERSUSUN YANG
MENGARAHKAN KOMPUTER MELAKUKAN
TUGASAN TERTENTU
5.1.1.2 State the definition of programming language
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A PROGRAMMING LANGUAGE IS A SET OF WORDS, SYMBOLS AND CODES THAT ENABLES
HUMANS TO COMMUNICATE WITH COMPUTERS. IT IS A LANGUAGE USED FOR WRITING
COMPUTER PROGRAMS, THAT DIRECT A COMPUTER TO PERFORM COMPUTATION AND TO
ORGANISE THE FLOW OF CONTROL BETWEEN MECHANICAL DEVICES.
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EXAMPLES OF PROGRAMMING LANGUAGES ARE:
 BASIC (BEGINNER’S ALL PURPOSE SYMBOLIC INSTRUCTION CODE)
 PASCAL
 C
 SMALLTALK.
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BAHASA PEMPROGRAMAN ADALAH SET PERKATAAN, SIMBOL DAN KOD-KOD YANG
MEMBOLEHKAN MANUSIA BERKOMUNIKASI DENGAN KOMPUTER. IA ADALAH BAHASA YANG
DIGUNAKAN UNTUK MENULIS PROGRAM KOMPUTER. IA MENGARAHKAN KOMPUTER
MELAKUKAN TUGASAN DAN MENYUSUN CARTA ANTARA PERAANTI MEKANIKAL.
CONTOH BAHASA PEMPROGRAMAN ADALAH
BASIC (BEGINNER’S ALL PURPOSE SYMBOLIC INSTRUCTION CODE)
PASCAL
C
SMALLTALK.
5.1.2.1 Identify the generations of low-level programming languages with
examples
• A LOW-LEVEL PROGRAMMING LANGUAGE IS A PROGRAMMING
LANGUAGE THAT PROVIDES LITTLE OR NO ABSTRACTION FROM A
COMPUTER’S MICROPROCESSOR.
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BAHASA PEMPROGRAMAN TAHAP RENDAH ADALAH BAHASA
PEMPROGRAMAN YANG MENYEDIAKAN SEDIKIT ATAU TIADA
ABSTRACTION DARIPADA MIKRO PEMPROSESAN KOMPUTER.
GENERATION OF LOW LEVEL PROGRAMMING LANGUAGE ARE
FIRST GENERATION (MACHINE LANGUAGE)
SECOND GENERATION (ASSEMBLY LANGUAGE)
GENERASI BAHASA PEMPROGRAMAN TAHAP RENDAH ADALAH
GENERASI PERTAMA (BAHASA MESIN)
GENERASI KEDUA (BAHASA PENGHIMPUN)
5.1.2.1 Identify the generations of low-level programming languages with examples
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FIRST GENERATION (MACHINE LANGUAGE)
– WRITTEN USING BINARY DIGITS (1S AND 0S) WITH A COMBINATION OF NUMBERS AND
LETTERS THAT REPRESENT BINARY DIGITS
– ARE SET OF INSTRUCTION AND DATA
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SECOND GENERATION (ASSEMBLY LANGUAGE)
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GENERASI PERTAMA (BAHASA MESIN)
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GENERASI KEDUA (BAHASA PENGHIMPUN)
– WRITTEN USING symbolic instruction codes AND meaningful
– ASSEMBLY/ASSEMBLER – PROGRAM THAT TRANSLATE ASSEMBLY LANGUAGE TO A MACHINE
LANGUAGE.
– DITULIS MENGGUNAKAN DIGIT BINARI (1 DAN 0) BERSAMA KOMBINASI NOMBOR DAN HURUF
– MERUPAKAN SET-SET ARAHAN DAN DATA
– DITULIS MENGGUNAKAN KOD-KOD ARAHAN SIMBOLIK DAN BERMAKNA
– PENGHIMPUN – ADALAH PROGRAM YANG MENUKAR BAHASA PENGHIMPUN KEPADA BAHASA
MESIN
5.1.2.2 Identify the generations of high-level programming languages with
examples.
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A HIGH-LEVEL PROGRAMMING LANGUAGE IS A PROGRAMMING LANGUAGE THAT IS
MORE ABSTRACT, EASIER TO USE, AND MORE PORTABLE ACROSS PLATFORMS.
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BAHASA PEMPROGRAMAN TAHAP TINGGI ADALAH BAHASA PEMPROGRAMAN YANG
LEBIH ABSTRAK, MUDAH DIGUNAKAN DAN LEBIH MELANGKAUI PELBAGAI
PLATFOM.
GENERATION OF HIGH LEVEL PROGRAMMING LANGUAGE ARE
THIRD GENERATION (PROCEDURAL LANGUAGE)
FOURTH GENERATION (NON PROCEDURAL LANGUAGE)
FIFTH GENERATION (VISUAL PROGRAMMING LANGUAGE)
GENERASI
GENERASI
GENERASI
GENERASI
BAHASA PEMPROGRAMAN TAHAP TINGGI ADALAH
KETIGA (BAHASA PROSEDUR)
KEEMPAT (BAHASA TIADA PROSEDUR)
KELIMA (BAHASA PMPROGRAMAN VISUAL)
5.1.2.2 Identify the generations of high-level programming languages with
examples.
THIRD GENERATION (PROCEDURAL LANGUAGE)
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THE THIRD GENERATION OF PROGRAMMING LANGUAGE OR PROCEDURAL
LANGUAGE USES A SERIES OF ENGLISH LIKE WORDS. THAT ARE CLOSER TO HUMAN
LANGUAGE,
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EXAMPELS PASCAL, FORTRAN, BASIC, COBOL, C and C++
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FOURTH GENERATION (NON PROCEDURAL LANGUAGE)
ENABLES USER TO ACCESS DATA IN DATABASE
USUALLY LIMITED FOR A VERY SPECIFIC APPLICATION THAT MIGHT USE SYNTAX
WHICH IS NEVER USED IN OTHER PROGRAMMING LANGUAGE.
EXAMPLES SQL, NOMAD ANF FOCUS
FIFTH GENERATON (VISUAL PROGRAMMING LANGUAGE)
PROVIDE A VISUAL OR GRAPHIC INTERFACES
ALLOW PEOPLE TO INTERACT WITH COMPUTERS (ATM MACHINES)
EXAMPLES PROLOG AND MERCURY)
5.1.2.2 Identify the generations of high-level programming languages with
examples.
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GENERASI KETIGA (BAHASA PROSEDUR)
BAHASA YANG DIGUNAKAN SEAKAN-AKAN BAHASA INGGERIS BIASA. IA LEBIH
DEKAT SEPERTI BAHASA MANUSIA.
CONTOH : PASCAL, FORTRAN, BASIC, COBOL, C and C++
GENERASI KEEMPAT (BAHASA TIADA PROSEDUR)
MEMBENARKAN PENGGUNA MENGAKSES DATA DALAM PANGKALAN DATA.
BIASANYA SANGAT TERHAD DAN LIMIT KEPADA APLIKASI TERTENTU SAHAJA DAN
MENGGUNAKAN SINTAKS(BENTUK BAHASA) YANG TIDAK DIGUNAKAN DALAM
BAHASA PEMPROGRAMAN YANG LAIN.
CONTOH : SQL, NOMAD ANF FOCUS
FIFTH GENERATON (VISUAL PROGRAMMING LANGUAGE)
MENGANDUNGI VISUAL (GAMBAR) ATAU GRAFIK ANTARAMUKA.
MEMBENARKAN PENGGUNA BERINTERAKSI DENGAN KOMPUTER (MESIN ATM)
CONTOH : PROLOG AND MERCURY)
5.1.3.1 Define Structured Approach in
programming.
STRUCTURED APPROACH IN PROGRAMMING
• USUALLY USE TOP DOWN MODEL
• MAP OUT OVERALL PROGRAM STRUCTURED INTO SEPARATE
SUBSECTIONS FROM TOP TO DOWN
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• DRAWN AS RECTANGLES
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PENDEKATAN BERSTRUKTUR DALAM PEMPROGRAMAN
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• BIASA MENGGUNAKAN MODEL ATAS BAWAH
• MEMBAHAGIKAN STUKTUR PROGRAM KEPADA SUB
SEKSYEN(SYEKSEN KECIL-KECIL) DARIPADA ATAS KE BAWAH
• DILUKIS DALAM BENTUK SEGIEMPAT TEPAT
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5.1.3.2 Define object-oriented approach in Programming.
OBJECT –ORIENTED APPROACH IN PROGRAMMING
• SPECIAL TYPE OF PROGRAMMING THAT COMBINES DATA WITH
FUNCTIONS TO CREATE OBJECT
• OBJECT IS ITEM THAT CONTAINS DATA AND PROCEDURES THAT ACT ON
DATA
• MAJOR BENEFIT IS ABILITY TO REUSE EXISTING OBJECTS
• C++ AND JAVA ARE COMPLETE OBJECT-ORIENTED LANGUAGES
PENDEKATAN BERORIENTASIKAN OBJEK DALAM PEMPROGRAMAN
• SATU JENIS UNIK ATAU ISTIMEWA DALAM PEMPROGRAMAN YANG
MENGGABUNGKAN DATA DENGAN FUNGSI BAGI MENGHASILKAN OBJEK
• OBJEK ADALAH ITEM YANG MENGANDUNGI DATA DAN PROSEDUR YANG
BERTINDAK KE ATAS DATA.
• KELEBIHAN UTAMANYA ADALAH KEBOLEHAN MENGGUNAKAN SEMULA
OBJEK YANG TELAH SEDIA WUJUD.
• CONTOH BAHASA BERORIENTASIKAN OBJEK ADALAH C++
5.1.3.3 Differentiate between structured approach and object-oriented approach in programming.
STRUCTURED PROGRAMMING
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USES A TOP-DOWN DESIGN MODEL-THE WHOLE PROGRAM IS BROKEN DOWN INTO SMALLER SECTION THAT ARE KNOWN AS MODULES
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ALWAYS USE FOR ORGANIZING AND CODING COMPUTER PROGRAMS WHICH EMPLOY A HIERARCHY OF MODULES
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CONTROL IS PASSED ONLY THROUGH THE HIERARCHY
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EG: ADA, PASCAL, FOTRAN
OBJECT ORIENTED PROGRAMMING
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USES OBJECTS
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COMBINES DATA WITH FUNCTIONS TO CREATE OBJECTS.
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EVERY OBJECT HAS RELATIONSHIP WITH ONE ANOTHER
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EG: SMALLTALK,JAVA, VISUAL BASIC, C++
PEMPROGRAMAN BERSTRUKTUR
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MENGGUNAKANU REKABENTUK ATAS BAWAH. KESEMUA PROGRAM DIPECAHKAN KEPADA BAHAGIAN-BAHAGIAN KECIL YANG DIKENALI
SEBAGAI MODUL.
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SELALU DIGUNAKAN UNTUK MENGURUS DAN MELETAKKAN KOD-KOD PROGRAM DIMANA BEKERJA SEBAGAI HIERAKI KEPADA MODUL.
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KAWALAN ADALAH BERDASARKAN KEPAADA HIERAKI.
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CONTOH : ADA, PASCAL, FOTRAN
PEMPROGRAMAN BERORIENTASIKAN OBJEK
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MENGGUNAKAN OBJEK-OBJEK
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MENGGABUNGKAN DATA DENGAN FUNGSINYA ADALAH MEREKACIPTA OBJEK.
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SETIAP OBJEK MEMPUNYAI HUBUNGAN ANTARA SATU SAMA LAIN.
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CONTOH : SMALLTALK,JAVA, VISUAL BASIC, C++
5.1.4.1 Describe the translation method of programming using assembler,
interpreter and compiler
THREE TYPE
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ASSEMBLER
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INTERPRETER
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COMPILER
ASSEMBLER
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TRANSLATE ASSEMBLY LANGUAGE PROGRAM INTO MACHINE LANGUAGE PROGRAM
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EXAMPLE: MACRO 80 ASSEMBLER & MICROSOFT MASM
INTERPRETER
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INTERPRATE SOURCE CODE AND DATA AND THEN CONVERT INTO MACHINE CODE
UNTIL GET THE RESULT
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READ LINE BY LINE
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EXAMPLE BASIC / LOGO / SMALLTALK
COMPILER
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CONVERT SOURCE CODE INTO BINARY MACINE CODE UNTIL GET THE RESULT
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IF ANY ERROR FOUND, LISTING THEM IN PROGRAM LISTING FILE
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EXAMPLE : PASCAL / COBOL / C++
5.1.4 Translator(PENTERJEMAH)
5.1.4.1 Describe the translation method of programming using assembler,
interpreter and compiler
TIGA JENIS
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PENGHIMPUN
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INTERPRETER
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PENGKOMPIL
PENGHIMPUN
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MENUKAR PROGRAM BAHASA PENGHIMPUN KEPADA PROGRAM BAHASA MESIN
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CONTOH : MACRO 80 ASSEMBLER & MICROSOFT MASM
INTERPRETER
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INTERPRATE KOD SUMBER DAN DATA DAN KEMUDIANNYA MENUKARNYA KEPADA
KOD MESIN SEHINGGA MENDAPAT KEPUTUSAN
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DIBACA SECARA BARIS DEMI BARIS
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CONTOH: BASIC / LOGO / SMALLTALK
PENGKOMPIL
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MENUKAR KOD SUMBER KEPADA KOD MESIN BINARI (1 DAN 0) SEHINGGA
KEPUTUSAN DIPEROLEH.
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JIKA SEBARANG RALAT DITEMUI, RALAT ITU DISIMPAN DALAM FILE PROGRAM
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CONTOH : PASCAL / COBOL / C++
5.1.5.1 Differentiate between constants and variables
CONSTANTS
VS
VARIABLES
CHARACTERISTICS
(CONSTANT) VALUES IS NOT CHANGEABLE DURING THE COURSE OF THE PROGRAM
(VARIABLES) VALUE CAN BE CHANGED ANYTIME DURING THE COURSE OF THE PROGRAM
USAGE
(CONSTANTS)
USE CONSTANT WHEN YOU WANT TO DECLARE SOMETHING THAT WON’T CHANGE MIDWAY IN
YOUR
PROGRAM EXECUTION.
(VARIABLES) USE VARIABLE TO STORE DATA THAT MAY OR WILL CHANGE DURING THE RUNNING OF THE PROGRAM.
KAREKTOR
(CONSTANT) NILAI TIDAK BERUBAH SEMASA DI DALAM PROGRAM
(VARIABLES) NILAI BOLEH BERUBAH BILA-BILA MASA SEMASA PROGRAM BERJALAN
PENGGUNAAN
(CONSTANTS) DIGUNAKAN SEMASA MAHU MENGISTIHARKAN SESUATU YANG TIDAK AKAN B ERUBAH SEMASA PROGRAM
BERJALAN
(VARIABLES) DIGUNAKAN UNTUK MENYIMPAN DATA YANG MUNGKIN AKAN BERUBAHSEMASA PROGRAM BERJALAN.
5.1.5.2 Differentiate between data types: Boolean, integer,
double, string and date
DIFFERENCENCE BETWEEN DATA TYPES
DATA TYPES
INTEGER
DOUBLE
STRING
BOOLEAN
DEFINITION
CONTAINS ANY WHOLE
NUMBER VALUE THAT DOES
NOT HAVE ANY FRACTIONAL
PART.
ANY NUMBER VALUE THAT
MAY AND COULD CONTAIN A
FRACTIONAL PART.
CONTAINS A SEQUENCE OF
CHARACTERS.
CONSISTS EITHER A TRUE OR
FALSE VALUE.
PROGRAMMERS USUALLY
USE IT TO STORE STATUS.
DECLARE
CONST YEAR_BIRTH = 1998
OR
DIM AGE AS INTEGER
AGE = 17
CONST PI = 3.142
OR
DIM MARKS AS DOUBLE
MARKS = 60.5
CONST NAME = “HAMIMI”
OR
DIM ADDRESS AS STRING
ADDRESS = “KUALA LUMPUR”
CONST INPUT_STATUS =
TRUE
OR
DIM INPUT_STATUS AS
BOOLEN
INPUT STATUS = FALSE
5.1.5.2 Differentiate between data types: Boolean, integer,
double, string and date
PERBEZAAN ANTARA JENIS DATA
JENIS DATA
INTEGER
DOUBLE
STRING
BOOLEAN
MAKNA
PENGISTIHARAN
MENGANDUNGI SEBARANG CONST YEAR_BIRTH = 1998
NILAI NOMBOR YANG TIDAK OR
ADA PECAHAN.
DIM AGE AS INTEGER
AGE = 17
SEBARANG NILAI NOMBOR CONST PI = 3.142
OR
YANG TIADA ATAU BOLEH
ADA NOMBOR PECAHAN
DIM MARKS AS DOUBLE
MARKS = 60.5
MENGANDUNGI KAREKTOR CONST NAME = “HAMIMI”
ATAU PERKATAAN
OR
DIM ADDRESS AS STRING
ADDRESS = “KUALA
LUMPUR”
MENGANDUNGI SAMADA
CONST INPUT_STATUS =
TRUE
NILAI YANG DIISTIHARKAN
OR
SEBAGAI “TRUE” ATAU
“FALSE”.
DIM INPUT_STATUS AS
BOOLEN
INPUT STATUS = FALSE
5.1.5.3 Differentiate between mathematical
and logical (Boolean) operators
MATHEMATICAL
LOGICAL (BOOLEAN)
MATHEMATICAL OPERATORS
PERFORM ELEMENT-BYELEMENT COMPARISONS
BETWEEN TWO ARRAYS
LOGICAL OPERATORS PERFORM
LOGICAL OPERATIONS SUCH AS
CHECKING THE CONDITION OF
TWO BOOLEAN VALUES.
OPERATOR MATEMATIK
MELAKSANAKAN
PERBANDINGAN ELEMEN KE
ELEMEN ANTARA 2 BAHAGIAN
OPERATOR LOGIK
MELAKSANAKAN OPERASI
LOGIK SEPERTI MENYEMAK
KEAADAAN ANTARA 2 NILAI
BOOLEAN
5.1.5.4 DIFFERENTIATE BETWEEN SEQUENCE CONTROL
STRUCTURE AND SELECTION CONTROL STRUCTURE
EXECUTION FLOW
USAGE
SYMBOL
FLOWCHART
SEQUENCE CONTROL
STRUCTURE
EXECUTES STATEMENT ONE
BY ONE IN LINEAR OR
CONSECUTIVE ORDER
USE WHEN WANT TO
EXECUTE CODE LINE BY
LINE
DOES NOT USE THE
DECISION SYMBOL
SELECTION CONTROL
STRUCTURE
EXECUTES DIFFERENT
STATEMENTS FOR
DIFFERENT CONDITION
USE WHEN WANT TO
IMPLEMENT DECISION
MAKING PROCESS IN THE
PROGRAM
USE THE DECISION SYMBOL
5.1.5.4 DIFFERENTIATE BETWEEN SEQUENCE CONTROL
STRUCTURE AND SELECTION CONTROL STRUCTURE
EXECUTION FLOW
USAGE
SYMBOL
FLOWCHART
SEQUENCE CONTROL
STRUCTURE
KENYATAAN DIJALANKAN
BARIS DEMI BARIS
MENGIKUT URUTAN
DIGUNAKAN APABILA
ARAHAN BERDASARKAN
URUTAN DEMI URUTAN
TIDAK MENGGUNAKAN
SIMBOL
SELECTION CONTROL
STRUCTURE
KENYATAAN DIJALANKAN
MENGIKUT KEADAAN
DIGUNAKAN APABILA MAHU
MEMBUAT KEPUTUSAN
DALAM PERJALANAN
SESUATU PROGRAM
TIDAK MENGGUNAKAN
SIMBOL
5.2.1.1 Describe the five main phases in program
development:
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PHASE 1 : PROBLEM ANALYSIS
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PHASE 2 : PROGRAM DESIGN
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PHASE 3 : CODING
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PHASE 4 : TESTING AND DEBUGGING
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PHASE 5 : DOCUMENTATION
ANALISIS MASALAH
MEREKABENTUK PROGRAM
MENGKOD
CUBA DAN MEMBAIKI RALAT
DOKUMENTASI
5.2.1.1 Describe the five main phases in program development:
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Phase 1 :
Problem Analysis
Analisis masalah
programmer will interview the client to find out what the
client’s needs are.
- For example, the client might be a school that wishes to
set up a school registration program. So the school
administrator might tell the programmer that they need to
record students’ data such as name, date of birth, gender,
class, parents’ names, address and contact numbers.
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Pembuat program akan menemubual pelanggan bagi
mendapatkan keperluan dalam program
- Contoh “program pendaftaran sekolah”, administrator
mmberitahu pembuat program tentang keperluan dalam
program iaitu nama, tarikh lahir, jantina, kelas, nama I
bapa, alamat dan nombor telefon
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5.2.1.1 Describe the five main phases in program development
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Phase 2 :
Program design
MEREKABENTUK PROGRAM
- TO DEVELOP GOOD PROGRAMS, PROGRAM DESIGN IS A VERY
IMPORTANT PHASE.
- BASED ON THAT, THE PROGRAMMER WILL DESIGN A FLOW
CHART THAT REPRESENTS THE NEEDS OF THE CLIENT, WHICH
IN THIS CASE IS THE SCHOOL REGISTRATION PROGRAM
- BAGI MENGHASILKAN PROGRAM YANG BAIK, FASA INI SANGAT
PENTING
- BERDASARKAN ITU, PEMBUAT PROGRAM AKAN MEREKACIPTA
CARTA ALIR YANG MEWAKILI KPERLUAN PELANGGAN DIMANA
DALAM KES INI “PROGRAM PENDAFTARAN SEKOLAH.”
5.2.1.1 Describe the five main phases in program development
• Phase 3 :
Coding
Mengkod
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IN THIS PHASE, A PROGRAMMER USES A PROGRAM DEVELOPMENT
TOOL WHICH GENERATES OR PROVIDES SOME OR ALL CODES.
CODING IS THE PROCESS OF WRITING THE SOLUTION USING THE
COMPUTER PROGRAMMING LANGUAGE. AFTER FINISHING THE
CODING PROCESS, THE PROGRAMMER WILL TYPE THE
PROGRAMMING LANGUAGE CODE INTO THE COMPUTER.
DALAM FASA INI, PEMBUAT PROGRAM AKAN MENGGUNAKAN
PERISIAN PEMBANGUNAN DIMANA MELIATKAN SEDIKIT ATAU
SEMUA KOD
MENGKOD ADALAH PROSES MENULIS KEPUTUSAN
MENGGUNAKAN BAHASA PEMPROGRAMAN DI KOMPUTER.
SETELAH SELESAI MENULIS KOD, PEMBUAT PROGRAM AKAN
MENAIP KOD BAHASA PEMPROGRAMAN KE DALAM KOMPUTER
5.2.1.1 Describe the five main phases in program development
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PHASE 4 :
TESTING AND DEBUGGING
CUBA DAN MEMBAIKI RALAT
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PROGRAM TESTING IS DONE RIGHT AFTER CODING. THE PURPOSE OF PROGRAM TESTING IS TO
ENSURE THE PROGRAM RUNS CORRECTLY WITHOUT ANY SYNTAX OR LOGIC ERRORS.
IF ERRORS ARE UNCOVERED DURING TESTING, THE PROGRAMMER WILL PROCEED TO
DEBUGGING. DEBUGGING INVOLVES TRACING THE SOURCE OF ERRORS IN THE PROGRAM AND
MAKING THE NECESSARY CORRECTIONS.
AFTER CORRECTING THE ERRORS, IT IS NORMAL FOR PROGRAMMERS TO TEST RUN THE
PROGRAM AGAIN JUST TO MAKE SURE THAT THE ERRORS HAVE BEEN PROPERLY FIXED.
MENCUBA PROGRAM DILAKUKAN SETELAH SELESAI MENGKOD. KEPERLUAN MENCUBA PROGRAM
ADALAH BAGI MEMASTIKAN PROGRAM BERJALAN LANCA TANPA KESILAPAN PADA SINTAKS
ATAU KESILAPAN LOGIK.
JIKA KESILAPAN DIDAPATI, PROSES MEMBAIKI RALAT AKAN DILAKUKAN DENGAN MENCARI
KESILAPAN DALAM PENGISIAN KOD SUMBER DAN PEMBETULAN AKAN SEGERA DILAKUKAN.
SETELAH SELESAI MEMBUAT PEMBETULAN, ADALAH BIASA BAGI PEMBUAT PROGRAM MENCUBA
SEMULA PROGRAM TADI BAGI MEMASTIKAN KESILAPAN TELAH BERJAYA DIATASI.
5.2.1.1 Describe the five main phases in program development
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PHASE 5 :
DOCUMENTATION
DOKUMENTASI
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IN PROGRAM DEVELOPMENT, DOCUMENTATION REFERS TO THE WRITTEN MATERIAL GENERATED THROUGHOUT
ALL THE PHASES OF PROGRAM DEVELOPMENT.
THUS DOCUMENTATION INCLUDES THE DETAILED PROBLEM DEFINITION, THE PROGRAM PLAN (FLOW CHART OR
PSEUDO CODE), COMMENTS WITHIN THE SOURCE PROGRAM AND TESTING PROCEDURES. IT ALSO INCLUDES A
DETAILED DESCRIPTION OF THE PROGRAM, CLEAR LAYOUTS OF INPUT AND OUTPUT RECORDS AND A PROGRAM
LISTING.
ALL DOCUMENTATION MUST BE READY BY THE END OF PROGRAM DEVELOPMENT.
THE PROGRAMMER SHOULD ENSURE THAT ALL DOCUMENTATION IS COMPLETE AND ACCURATE.
DOCUMENTATION IS VERY VALUABLE IF THE PROGRAM REQUIRES CHANGES IN THE FUTURE AS DOCUMENTATION
ENABLES NEW PROGRAMMERS TO LEARN ABOUT EXISTING PROGRAMS MUCH EASILY AND QUICKLY.
DOKUMENTASI MERUJUK KEPADA BAHAN YANG DILAKUKAN PADA FASA 5 PEMBANGUNAN PROGRAM.
DOKUMENTASI MENGANDUNGI SECARA TERPERINCI DEFINISI MASALAH, PELAN PROGRAM (CARTA ALIR ATAU
KOD PSEUDO), KOMEN BESERTA SUMBER PROGRAM DAN PROSEDUR MENCUBA. IA JUGA MENGANDUNGI SECARA
TERPERINCI DESKRIPSI PROGRAM, REKOD MASUKAN DAN KELUARAN DAN SENARAI SEMAK PROGRAM.
SEMUA DOKUMENTASI MESTI DISEDIAKAN PADA AKHIR PEMBANGUNAN PROGRAM
PEMBUAT PROGRAM MESTI MEMASTIKAN DOKUMENTASI ADALAH LENGKAP DAN TERATUR.
DOKUMENTASI SANGAT BERGUNA DALAM MEMBUAT PENILAIAN, PERUBAHAN PROGRAM(PENAMBAHBAIKAN) DAN
KEPADA PEMBANGUN PROGRAM BARU.
5.2.2.1 Apply program development phases to solve problems
Phase 1 : Problem Analysis
Analisis masalah
5.2.2.1 Apply program development phases to solve problems
Phase 2 :
Program design
MEREKABENTUK PROGRAM
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5.2.2.1 Apply program development phases to solve problems
Phase 3 :
Coding Mengkod
5.2.2.1 Apply program development phases to
solve problems
PHASE 4 : TESTING AND DEBUGGING
CUBA DAN MEMBAIKI RALAT
5.2.2.1 Apply program development phases to
solve problems
PHASE 5 : DOCUMENTATION
DOKUMENTASI
(ASSESSMENT S10.1)
VISUAL BASIC
5.3.1.1 The latest programming language
3 types
- Fifth generation language
- Natural language
- OpenGL (graphic library)
3 jenis
- Bahasa generasi kelima
- Bahasa biasa
- Perpustakaan grafik terbuka
5.3.1.1 The latest programming language
Fifth generation language
ADVANCE PROGRAMMING LANGUAGE
CONCENTRATE ON SOLVING PROBLEM
PROGRAMMER JUST NEED TO DEFINE PROBLEM AND PROGRAM WILL SOLVE THE PROBLEMS
AUTOMATICALLY
DESIGN TO MAKE THE COMPUTER SOLVE USER PROBLEM
MOSTLY USE IN AI (ARTIFICIAL INTELLIGNT) RESEARCH
EXAMPLE : PROLOG AND MERCURY
BAHASA GENERASI KE LIMA
BAHASA PROGRAM TERKINI
TERTUMPU KEPADA PENYELESAIAN MASALAH
PEMBUAT PROGRAM CUMA PERLU TAHU MASALAH DAN MASALAH AKAN DISELESAIKAN SECARA
AUTOMATIK OLEH PROGRAM ITU SENDIRI
DIREKA AGAR KOMPUTER DAPAT MENYELESAIKAN MASALAH PENGGUNA
BANYAK DIGUNAKAN DALAM PENYELIDIKAN “KEPINTARAN BUATAN”
CONTOH : PROLOG DAN MERCURY
5.3.1.1 THE LATEST PROGRAMMING LANGUAGE
BAHASA BIASA
- USE ENGLISH LANGUAGE TO WRITE
- PROGRAMMER NEED TO DEFINE THE PROGRAM USING NORMAL
LANGUAGE
- EXAMPLE: METAFOR (CREATE BY RESEARCHER FOR
MASSACHUSETTS INSTITUE OF TECHNOLOGY)
BAHASA BIASA
- MENGGUNAKAN BAHASA INGGERIS BIASA
- PEMBUAT PROGRAM PERLU MEMASTIKAN PROGRAM YANG
DIREKA MENGGUNAKAN BAHASA YANG BIASA.
- CONTOH: METAFOR (DIREKA OLEH PENYELIDIK INSTITUT
TEKNOLOGI MASSACHUSETTS)
5.3.1.1 THE LATEST PROGRAMMING LANGUAGE
OPENGL (GRAPHIC LIBRARY)
STANDARD SPECIFICATION TO DESCRIBE THE STANDARD APPLICATION PROGRAM INTERFACE(API) FOR 3D/2D
COMPUTER GRAPHIC APPLICATION
DESCRIBE A SET OF FUNCTION BEHAVIOUR THAT 3D/2D APPLICATION MUST PERFORM
WIDELY USE IN
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VIRTUAL REALITY
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SCIENTIFIC VISUALISATION
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FLIGTH SIMULATION
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VIDEO GAME DEVELOPMENT
DEVELOP BY SILICON GRAPHIC
PERPUSTAKAAN GRAFIK TERBUKA
SPESIFIKASI STANDARD UNTUK MENERANGKAN TENTANG PROGRAM ANTARANUKA APLIKASI STANDARD(API)
UNTUK APLIKASI KOMPUTER GRAFIK 3D/2D
MENERANGKAN BAGAIMANA APLIKASI 3D/2D BERTINDAK/BEKERJA
BANYAK DIGUNAKAN DALAMA
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REALITI MAYA
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VISUAL SAINTIFIK
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SIMULASI PENERBANGAN
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PEMBANGUNAN MAINAN VIDEO
DIBANGUNKAN OLEH SILICON GRAPHIC
(ASSESSMENT S11.1)