Assignment Short Answers; 1. What does a professional programmer usually do first to gain an understanding of a problem? A. Debugs the code. It allows them to find and correct the code that is causing the errors. 2. What is pseudocode? A. Fake code, usually used for the programmers benefit to remember direction of program. 3. Computer programs typically perform what three steps? A. Input received; some process Is performed by input; output is given.
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Marsha Moore Intro to Programming Short Answer Questions 1-4 1. Learn what the customer wants. Determine the steps that must be taken to perform the task, and create an algorithm or step-by-step directions to solve the problem. 2. A pseudocode is a fake code used as a model for programs. 3. Receive input; some process is performed on input; output is produced. 4. “User friendly”: programs that are easy to use. Algorithm Workbench Review Questions 1. Declare height Display
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Short Answers Page 71 1. What does a professional programmer usually do first to gain an understanding of a problem? They begin by creating a design of the program. 2. What is pseudocode? Programs used during the design process 3. Computer programs typically perform what three steps? Input process output 4. What does the term “user-friendly” mean? Programs that are easy to use Algorithm Workbench 1. Design an algorithm that prompts the user to enter his or her height and stores
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Personal Learning Management University of Phoenix Algorithms and Logic for Computer Programming PRG 211 Professor Sam March 07, 2013 Personal Learning Management Being able to develop a management tool that would allow a user or student to review course material would be very beneficial. With a course such as programming that has so much information, it is important to be able to recall information in order to properly understand how programming works. I for example, do not have any
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house Total number of Rooms = 4 Area=L x W of each room Variables= Area Perform Calculations: Length x Width Room 1 = 168 Length x Width Room 2 = 108 Length x Width Room 3 = 88 Length x Width Room 4 =169 Output Results: 168+108+88+169= 533 Pseudocode Test 1: #include int main () { /* variable definition: */ int a ; /* variable initialization */ a = 14*12+9*12+8*11+13*13 ;printf("Integers (a) are : %d\n", a); return 0; } Success time: 0 memory: 2008 signal:0 Integers
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Amanda Raby 5/18/16 “Logic and Set Theory” Part # 1 The intersection gives only what the two sets have in common. The union of two sets is the set of elements which are in either set. The intersection of two sets is the set of elements which is in both sets. Make sense right? At times there will not be any intersection at all, this
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sq footage=length*Width Total living area=sq footage1+sqfootage2+sqfootage3+sqfootage4 B. Program Design – Following the directions in the assignment, clearly write up your problem design in this section and comment your pseudocode. Input date module Write “What is length of room 1” Input length1 Write “What is the width of room 1” Input width1 Write “What is the length of room 2” Input length2 Write “What is the width of room 2” Input width2
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feet | Room 2 | Length: 23’ x Width: 11’ | 253 square feet | Room 3 | Length: 25’ x Width: 12’ | 300 square feet | Room 4 | Length: 23’ x Width: 15’ | 345 square feet | Entire House | Total Square Footage = 1323 square feet | Pseudocode #include <stdio.h> int main () { /* variable definition: */ int a, b, c, d, e, f, g, h, i, j, k, l; float m,n,o,p,q; /* variable initialization */ a = 25; b = 17; c = a * b; d = 23; e = 11; f = d * e;
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determine the goals of that system 2. Analysist * Start analyse the user requirements * Redefined the project goals 3. Design * List out the desired features and operation in detail * Create the process diagram and pseudocode * Business rules 4. Implementation * Start the coding for the system. 5. Maintenance * Test the system with small number of users * Do the changes for the improvement * Test and make correction again and
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Indicators 3 Buy & Sell Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Room for Interpretation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Pseudocode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Buy Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Sell Rules . . . . . . . .
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