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 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. EXAMPLES OF PROGRAMMING LANGUAGES ARE: BASIC (BEGINNER’S ALL PURPOSE SYMBOLIC INSTRUCTION CODE) PASCAL C SMALLTALK. 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. • • • 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 • 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 • SECOND GENERATION (ASSEMBLY LANGUAGE) • GENERASI PERTAMA (BAHASA MESIN) • 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. • A HIGH-LEVEL PROGRAMMING LANGUAGE IS A PROGRAMMING LANGUAGE THAT IS MORE ABSTRACT, EASIER TO USE, AND MORE PORTABLE ACROSS PLATFORMS. • • • • • • • • • 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) • THE THIRD GENERATION OF PROGRAMMING LANGUAGE OR PROCEDURAL LANGUAGE USES A SERIES OF ENGLISH LIKE WORDS. THAT ARE CLOSER TO HUMAN LANGUAGE, • EXAMPELS PASCAL, FORTRAN, BASIC, COBOL, C and C++ • • • • • • • • 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. • • • • • • • • • • • 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 * • DRAWN AS RECTANGLES * PENDEKATAN BERSTRUKTUR DALAM PEMPROGRAMAN * * • BIASA MENGGUNAKAN MODEL ATAS BAWAH • MEMBAHAGIKAN STUKTUR PROGRAM KEPADA SUB SEKSYEN(SYEKSEN KECIL-KECIL) DARIPADA ATAS KE BAWAH • DILUKIS DALAM BENTUK SEGIEMPAT TEPAT * 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 USES A TOP-DOWN DESIGN MODEL-THE WHOLE PROGRAM IS BROKEN DOWN INTO SMALLER SECTION THAT ARE KNOWN AS MODULES ALWAYS USE FOR ORGANIZING AND CODING COMPUTER PROGRAMS WHICH EMPLOY A HIERARCHY OF MODULES CONTROL IS PASSED ONLY THROUGH THE HIERARCHY EG: ADA, PASCAL, FOTRAN OBJECT ORIENTED PROGRAMMING USES OBJECTS COMBINES DATA WITH FUNCTIONS TO CREATE OBJECTS. EVERY OBJECT HAS RELATIONSHIP WITH ONE ANOTHER EG: SMALLTALK,JAVA, VISUAL BASIC, C++ PEMPROGRAMAN BERSTRUKTUR • MENGGUNAKANU REKABENTUK ATAS BAWAH. KESEMUA PROGRAM DIPECAHKAN KEPADA BAHAGIAN-BAHAGIAN KECIL YANG DIKENALI SEBAGAI MODUL. • SELALU DIGUNAKAN UNTUK MENGURUS DAN MELETAKKAN KOD-KOD PROGRAM DIMANA BEKERJA SEBAGAI HIERAKI KEPADA MODUL. • KAWALAN ADALAH BERDASARKAN KEPAADA HIERAKI. • CONTOH : ADA, PASCAL, FOTRAN PEMPROGRAMAN BERORIENTASIKAN OBJEK • MENGGUNAKAN OBJEK-OBJEK • MENGGABUNGKAN DATA DENGAN FUNGSINYA ADALAH MEREKACIPTA OBJEK. • SETIAP OBJEK MEMPUNYAI HUBUNGAN ANTARA SATU SAMA LAIN. • CONTOH : SMALLTALK,JAVA, VISUAL BASIC, C++ 5.1.4.1 Describe the translation method of programming using assembler, interpreter and compiler THREE TYPE • ASSEMBLER • INTERPRETER • COMPILER ASSEMBLER • TRANSLATE ASSEMBLY LANGUAGE PROGRAM INTO MACHINE LANGUAGE PROGRAM • EXAMPLE: MACRO 80 ASSEMBLER & MICROSOFT MASM INTERPRETER • INTERPRATE SOURCE CODE AND DATA AND THEN CONVERT INTO MACHINE CODE UNTIL GET THE RESULT • READ LINE BY LINE • EXAMPLE BASIC / LOGO / SMALLTALK COMPILER • CONVERT SOURCE CODE INTO BINARY MACINE CODE UNTIL GET THE RESULT • IF ANY ERROR FOUND, LISTING THEM IN PROGRAM LISTING FILE • 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 • PENGHIMPUN • INTERPRETER • PENGKOMPIL PENGHIMPUN • MENUKAR PROGRAM BAHASA PENGHIMPUN KEPADA PROGRAM BAHASA MESIN • CONTOH : MACRO 80 ASSEMBLER & MICROSOFT MASM INTERPRETER • INTERPRATE KOD SUMBER DAN DATA DAN KEMUDIANNYA MENUKARNYA KEPADA KOD MESIN SEHINGGA MENDAPAT KEPUTUSAN • DIBACA SECARA BARIS DEMI BARIS • CONTOH: BASIC / LOGO / SMALLTALK PENGKOMPIL • MENUKAR KOD SUMBER KEPADA KOD MESIN BINARI (1 DAN 0) SEHINGGA KEPUTUSAN DIPEROLEH. • JIKA SEBARANG RALAT DITEMUI, RALAT ITU DISIMPAN DALAM FILE PROGRAM • 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: • PHASE 1 : PROBLEM ANALYSIS • PHASE 2 : PROGRAM DESIGN • PHASE 3 : CODING • PHASE 4 : TESTING AND DEBUGGING • 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: • 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. 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 5.2.1.1 Describe the five main phases in program development • 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 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 • PHASE 4 : TESTING AND DEBUGGING CUBA DAN MEMBAIKI RALAT 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 • PHASE 5 : DOCUMENTATION DOKUMENTASI 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 - 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 VIRTUAL REALITY SCIENTIFIC VISUALISATION FLIGTH SIMULATION 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 REALITI MAYA VISUAL SAINTIFIK SIMULASI PENERBANGAN PEMBANGUNAN MAINAN VIDEO DIBANGUNKAN OLEH SILICON GRAPHIC (ASSESSMENT S11.1)