UNIT 16. COMPUTER PROGRAMMING
Before you start
Read the key words:
equation — уравнение, приравнивание
list of instructions — перечень команд
guard — защищать; предохранять; завершать; заканчивать
appropriate sequence — необходимая (требуемая) последовательность
program logic — логическая последовательность выполнения программы
flowchart — блок-схема; составлять блок-схему
flowcharting — построение блок-схемы
pictorial representation — наглядное представление
predefined symbols — заранее заданные символы
specifics — специальные черты; характерные особенности
emplate — шаблон; маска; образец; эталон
pseudocode — псевдокод; псевдопрограмма
burden — издержки, затраты
programming rules — правила программирования
consume — потреблять; расходовать
emphasize — выделять; подчеркивать
top-down approach — принцип нисходящей разработки
looping logic — логическая схема выполнения
Reading
COMPUTER PROGRAMMING
Programming is the process of preparing a set of coded instructions which enables the computer to solve specific problems or to perform specific functions. The essence of computer programming is the encoding of the program for the computer by means of algorithms. The thing is that any problem is expressed in mathematical terms, it contains formulae, equations and calculations^ But the computer cannot manipulate formulae, equations and calculations. Any problem must be specially processed for the computer to understand it, that is — coded or programmed.
The phase in which the system's computer programs are written is called the development phase. The programs are lists of instructions that will be followed by the control unit of the central processing unit (CPU). The instructions of the program must be complete and in the appropriate sequence, or else the wrong answers will result. To guard against these errors in logic and to document the program's logical approach, logic plans should be developed.
There are two common techniques for planning the logic of a program. The first technique is flowcharting. A flowchart is a plan in the form of a graphic or pictorial representation that uses predefined symbols to illustrate the program logic. It is, therefore, a "picture" of the logical steps to be performed by the computer. Each of the predefined symbol shapes stands for a general operation. The symbol shape communicates the nature of the general operation, and the specifics are written within the symbol. A plastic or metal guide called a template is used to make drawing the symbols easier.
The second technique for planning program logic is called pseudocode. Pseudocode is an imitation of actual program instructions. It allows a program-like structure without the burden of programming rules to follow. Pseudocode is less timeconsuming for the professional programmer than is flowcharting. It also emphasizes a top-down approach to program structure.
Pseudocode has three basic structures: sequence, decision, and looping logic. With these three structures, any required logic can be expressed.
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