ORDER OF CONTENT AND INSTRUCTIONS A program in its simplest form usually contains three kinds of activity:  INPUT : The program asks the user for some.

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Presentation transcript:

ORDER OF CONTENT AND INSTRUCTIONS A program in its simplest form usually contains three kinds of activity:  INPUT : The program asks the user for some kind of information ;  CALCULATION : The program transforms or manipulates the information ;  OUTPUT : The program displays the final result of CALCULATION It is the programmer's job to determine exactly how to accomplish these steps.

HISTORY OF PROGRAMMING  BASIC (Beginners All purpose Symbolic Instruction Code) was created in the 1960's as an easy to learn programming language for computers. Because of BASIC's simple form and because it was an interpreted language and gave the programmer instant feedback, it became the most popular programming language when microcomputers made their debut, and it has a large following even today.

PROGRAMMING PRACTICE  *variable - In programming, you must assign each bit of data (or information) a unique name.  This combination of a name and its data is called a variable because the data part can vary each time the program is used.  When running a program, BASIC uses the data part of the variable in its calculations.  BASIC uses the name of the variable to fetch its data part or to store new data in that variable. Variable data can change many times during the execution of a BASIC program.

COMMANDS  Print  Let  Input

BRANCHING The Goto command is considered branch label  There are two ways to define a branch label. You can use a valid integer number or words in brackets Examples of integer branch labels:  Examples of alphanumeric (using letters and numbers) branch labels:  [start] [loopBack] [getResponse] [point1] Examples of unacceptable branch labels:  [loop back] no spaces allowed  start must use brackets  (point1)only use square brackets