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Sunday, June 30, 2013

Learn Basic Programming

Developing a program involves steps similar to any problem-solving task. There are five main ingredients in the programming process:
  1. Defining the problem
  2. Planning the solution
  3. Coding the program
  4. Testing the program
  5. Documenting the program

Let us discuss each of these in turn.

  1. Defining the Problem
    Suppose that, as a programmer, you are contacted because your services are needed. You meet with users from the client organization to analyze the problem, or you meet with a systems analyst who outlines the project. Specifically, the task of defining the problem consists of identifying what it is you know (input-given data), and what it is you want to obtain (output-the result). Eventually, you produce a written agreement that, among other things, specifies the kind of input, processing, and output required. This is not a simple process.

  2. Planning the Solution
    Eniac:
    Figure 1: Flow Chart Symbols and Flow Chart For Mailing Letter
    Two common ways of planning the solution to a problem are to draw a flowchart and to write pseudocode, or possibly both. Essentially, a flowchart is a pictorial representation of a step-by-step solution to a problem. It consists of arrows representing the direction the program takes and boxes and other symbols representing actions. It is a map of what your program is going to do and how it is going to do it. The American National Standards Institute (ANSI) has developed a standard set of flowchart symbols. Figure 1 shows the symbols and how they might be used in a simple flowchart of a common everyday act-preparing a letter for mailing.

    Pseudocode is an English-like nonstandard language that lets you state your solution with more precision than you can in plain English but with less precision than is required when using a formal programming language. Pseudocode permits you to focus on the program logic without having to be concerned just yet about the precise syntax of a particular programming language. However, pseudocode is not executable on the computer. We will illustrate these later in this chapter, when we focus on language examples.

  3. Coding the Program
    As the programmer, your next step is to code the program-that is, to express your solution in a programming language. You will translate the logic from the flowchart or pseudocode-or some other tool-to a programming language. As we have already noted, a programming language is a set of rules that provides a way of instructing the computer what operations to perform. There are many programming languages: BASIC, COBOL, Pascal, FORTRAN, and C are some examples. You may find yourself working with one or more of these. We will discuss the different types of languages in detail later in this chapter.

    Although programming languages operate grammatically, somewhat like the English language, they are much more precise. To get your program to work, you have to follow exactly the rules-the syntax-of the language you are using. Of course, using the language correctly is no guarantee that your program will work, any more than speaking grammatically correct English means you know what you are talking about. The point is that correct use of the language is the required first step. Then your coded program must be keyed, probably using a terminal or personal computer, in a form the computer can understand.

    One more note here: Programmers usually use a text editor, which is somewhat like a word processing program, to create a file that contains the program. However, as a beginner, you will probably want to write your program code on paper first.

  4. Testing the Program
    Some experts insist that a well-designed program can be written correctly the first time. In fact, they assert that there are mathematical ways to prove that a program is correct. However, the imperfections of the world are still with us, so most programmers get used to the idea that their newly written programs probably have a few errors. This is a bit discouraging at first, since programmers tend to be precise, careful, detail-oriented people who take pride in their work. Still, there are many opportunities to introduce mistakes into programs, and you, just as those who have gone before you, will probably find several of them.

    Eventually, after coding the program, you must prepare to test it on the computer. This step involves these phases:
    • Desk-checking. This phase, similar to proofreading, is sometimes avoided by the programmer who is looking for a shortcut and is eager to run the program on the computer once it is written. However, with careful desk-checking you may discover several errors and possibly save yourself time in the long run. In desk-checking you simply sit down and mentally trace, or check, the logic of the program to attempt to ensure that it is error-free and workable. Many organizations take this phase a step further with a walkthrough, a process in which a group of programmers-your peers-review your program and offer suggestions in a collegial way.
    • Translating. A translator is a program that (1) checks the syntax of your program to make sure the programming language was used correctly, giving you all the syntax-error messages, called diagnostics, and (2) then translates your program into a form the computer can understand. A by-product of the process is that the translator tells you if you have improperly used the programming language in some way. These types of mistakes are called syntax errors. The translator produces descriptive error messages. For instance, if in FORTRAN you mistakenly write N=2 *(I+J))-which has two closing parentheses instead of one-you will get a message that says, "UNMATCHED PARENTHESES." (Different translators may provide different wording for error messages.) Programs are most commonly translated by a compiler. A compiler translates your entire program at one time. The translation involves your original program, called a source module, which is transformed by a compiler into an object module. Prewritten programs from a system library may be added during the link/load phase, which results in a load module. The load module can then be executed by the computer.
    • Debugging. A term used extensively in programming, debugging means detecting, locating, and correcting bugs (mistakes), usually by running the program. These bugs are logic errors, such as telling a computer to repeat an operation but not telling it how to stop repeating. In this phase you run the program using test data that you devise. You must plan the test data carefully to make sure you test every part of the program.


  5. Documenting the Program
    Documenting is an ongoing, necessary process, although, as many programmers are, you may be eager to pursue more exciting computer-centered activities. Documentation is a written detailed description of the programming cycle and specific facts about the program. Typical program documentation materials include the origin and nature of the problem, a brief narrative description of the program, logic tools such as flowcharts and pseudocode, data-record descriptions, program listings, and testing results. Comments in the program itself are also considered an essential part of documentation. Many programmers document as they code. In a broader sense, program documentation can be part of the documentation for an entire system.

    The wise programmer continues to document the program throughout its design, development, and testing. Documentation is needed to supplement human memory and to help organize program planning. Also, documentation is critical to communicate with others who have an interest in the program, especially other programmers who may be part of a programming team. And, since turnover is high in the computer industry, written documentation is needed so that those who come after you can make any necessary modifications in the program or track down any errors that you missed.


Learn Basic SQL Programming

Learn Basic SQL Programming

Learn Basic Java 7 Programming

Learn Basic Java 7 Programming

Learn Basic Cobol 85 Programming

Learn Basic Cobol 85 Programming

Learn Basic Ruby Programming

Learn Basic Ruby Programming

Learn Basic Python Programming

Learn Basic Python Programming

The tutorial is based on Portable Python (Click here to download).



Saturday, June 29, 2013

Learn Basic Objective-C Programming


----------
1.HELLO WORLD
2. SUM NUMBERS
3. SUM VARIABLES
4. MULTIPLY VARIABLES
5. DIVIDE VARIABLES
6. COUNT NUMBERS
7. DISPLAY ARRAY VALUES
8. EDIT ARRAY VALUE
9. MODULE
10. SWITCH MODULE
11. LOOP SWITCH MODULE


1.HELLO WORLD

-----
Flow Chart:

-----
Pseudo Code:
-----
Objective-C Languagesample code:

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Objective-C Languagesample output:

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2. SUM NUMBERS

-----
Flow Chart:

----
Pseudo Code:
-----
Objective-C Language sample code:
-----
Objective-C Language sample output:

-----


3. SUM VARIABLES

-----
Flow Chart:

-----
Pseudo Code:
-----
Objective-C Language sample code:
-----
Objective-C Language sample output:

-----


4. MULTIPLY VARIABLES

-----
Flow Chart:

-----
Pseudo Code:
-----
Objective-C Language sample code:
-----
Objective-C Language sample output:

-----


5. DIVIDE VARIABLES

-----
Flow Chart:

-----
Pseudo Code:
-----
Objective-C Language sample code:
-----
Objective-C Languagesample output:

Alternatively, if var1=1 and var2=2, output would be:
-----


6. COUNT NUMBERS

-----
Flow Chart:

-----
Pseudo Code:
-----
C Language sample code:
-----
Objective-C Languagesample output:

-----


7. DISPLAY ARRAY VALUES

-----
Flow Chart:

-----
Pseudo Code:
-----
Objective-C Languagesample code:
-----
Objective-C Language sample output:

-----


8. EDIT ARRAY VALUE

-----
Note:
This tutorial demonstrates the steps to edit an array value. The program displays the array values before and after the edit is done. There are code redundancies here. Ignore this for now.
-----
Flow Chart:

-----
Pseudo Code:
-----
Objective-C Language sample code:
-----
Objective-C Languagesample output:

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9. MODULE

-----
Flow Chart:

-----
Pseudo Code:
-----
C Language sample code:
-----
C Language sample output:

-----


10. SWITCH MODULE

-----
Flow Chart

-----
Pseudo Code:
-----
Objective-C Language sample code (ideone.com):
-----
Objective-C Language sample output (ideone.com):
-----


11. LOOP SWITCH MODULE

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Flow Chart

-----
Pseudo Code:
-----

Objective-C Language sample code (ideone.com):

-----

Objective-C Language sample output (ideone.com):



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Thursday, June 27, 2013

Where do I start to learn how to make web applications


Klik di sini untuk terjemahkan kandungannya ke Bahasa Melayu.
Klik di sini untuk terjemahkan kandungannya ke Bahasa Indonesia.

I recommend the following steps:

1) Assuming that you do not know anything about programming, start with Understanding The Programming Logics. Read my blog http://programming-steps.blogspot.com/2013/06/learn-basic-c-programming.html to get an idea of Program Design, Program Syntax, Control Flow and Module. These are the fundamental parts of programming. In general, they are applicable to any programming language.

From here, expand your skill by solving number-based/text-based problems. I recommend ideone.com compiler. Most of the code examples i put on this blog are actually coded and tested on ideone.com.

2) Once you know how to write codes, you proceed to learn on Document/Page/Application Structure and Navigation. A typical web application consists of a number of web pages that may interact with one another. You should acquire the skill of creating document structure that is friendly, safe and well-organized so that users can navigate smoothly, search engines could compile the right meta info and developers can maintain the pages easily. To date, the recommended web document structure is HTML5; look at here, http://programming-steps.blogspot.com/2013/06/html5-document-structure-reference.html

From here, expand your skill to build web page structure. I recommend DreamWeaver CS5, google it here.

3) The next thing to do is working with database. There are two important skills that you have to acquire; 1) Structured Query Language, 2) Writing codes to implement SQL on specific database applications.

3.1) I recommend http://sqlzoo.net as your starting point to learn SQL. There are a number of Database Applications that you can choose (MySQL, Oracle, SQL Server, PostGre SQL, Ingres and DB2). In fact, in the past I had trained students to pass Oracle and Microsoft exam using this site as their starting point.

3.2) Writing codes to implement SQL is quite challenging. I'm thinking of writing a blog on generic approach soon.



At this point, you have acquired what it takes to develop a web application system.

4) The last part is to learn Web Application Framework. I quote from wikipedia:
A web application framework (WAF) is a software framework that is designed to support the development of dynamic websites, web applications, web services and web resources. The framework aims to alleviate the overhead associated with common activities performed in web development.

There are many issues surrounding web application development such as security and performance. A programmer may not be able to write all sorts of codes to tackle all problems. By using a framework, he can concentrate on program logic to solve his problem domain while leaving the rest of work taken care by the framework.


All in all, if your focus is to quickly learn an established web application development and you are not concerned with the acquisition cost, I would recommend ColdFusion. Let's try the basics here, http://programming-steps.blogspot.com/2013/06/learn-basic-coldfusion-programming.html. If you are serious on having an online dedicated ColdFusion server, pay 1 UK Pound and get one development server here, http://setup-steps.blogspot.com/2013/06/free-cfml-hosting-at-cfmldevelopercom.html.

 quickly = within 3 days you should be able to quickly cover step 1, 2, 3 and 4.
 established = secured, widely used, widely blogged, well-documented

Tuesday, June 25, 2013

HTML5 Document Structure Reference

This reference is summarized from http://www.webdesignerdepot.com/2012/03/back-to-basics-how-to-code-an-html5-template/
Unlike previous version of HTML, where the code was mostly a limited structure that was determined by how you made use of the class and ID elements, html5 really attempts to provide much more structure.
All of the layout can be created with semantic tags and elements that determine how you should structure, and, arguably more important, that help you structure each page. This produces code that is much more clean and readable than in previous versions of HTML, and really is something quite amazing. The new tags really require that you think about how you are structuring your page, which let’s be honest – in the end that is a great thing for us web designers and developers alike.
This structure reference is also compatible with DreamWeaver CS5.

Layout Structure

     


Code Structure


Sunday, June 23, 2013

Learn Basic ColdFusion Programming

Learn Basic Cold Fusion Programming
----------
1.HELLO WORLD 2. SUM NUMBERS 3. SUM VARIABLES 4. MULTIPLY VARIABLES 5. DIVIDE VARIABLES 6. COUNT NUMBERS 7. DISPLAY ARRAY VALUES 8. EDIT ARRAY VALUE 9. MODULE 10. SWITCH MODULE


1.HELLO WORLD

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Flow Chart:

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Pseudo Code:
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ColdFusion Language sample code:

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ColdFusion Language sample output:
http://notarazi.cfmldeveloper.com/cfproject101/101-helloworld.cfm
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2. SUM NUMBERS

-----
Flow Chart:
 
----
Pseudo Code:
-----
ColdFusion Language sample code:
-----
ColdFusion Language sample output:
http://notarazi.cfmldeveloper.com/cfproject101/102-sum-numbers.cfm

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3. SUM VARIABLES

-----
Flow Chart:

-----
Pseudo Code:
-----
ColdFusion Language sample code:
-----
ColdFusion Language sample output:
http://notarazi.cfmldeveloper.com/cfproject101/103-sum-variables.cfm
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4. MULTIPLY VARIABLES

-----
Flow Chart:

-----
Pseudo Code:
-----
ColdFusion Language sample code:
-----
ColdFusion Language sample output:
http://notarazi.cfmldeveloper.com/cfproject101/104-multiply-variables.cfm

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5. DIVIDE VARIABLES

-----
Flow Chart:

-----
Pseudo Code:
-----
C Language sample code:
-----
ColdFusion Language sample output:
http://notarazi.cfmldeveloper.com/cfproject101/105-divide-variables.cfm
Alternatively, if var1=1 and var2=2, output would be:
-----


6. COUNT NUMBERS

-----
Flow Chart:

-----
Pseudo Code:
-----
C Language sample code:
-----
ColdFusion Language sample output:
http://notarazi.cfmldeveloper.com/cfproject101/106-count-numbers.cfm
-----


7. DISPLAY ARRAY VALUES

-----
Flow Chart:

-----
Pseudo Code:
-----
ColdFusion Language sample code:
-----
ColdFusion Language sample output:
http://notarazi.cfmldeveloper.com/cfproject101/107-display-array-values.cfm

-----


8. EDIT ARRAY VALUE

-----
Note:
This tutorial demonstrates the steps to edit an array value. The program displays the array values before and after the edit is done. There are code redundancies here. Ignore this for now.
-----
Flow Chart:

-----
Pseudo Code:
-----
ColdFusion Language sample code:
-----
ColdFusion Language sample output:
http://notarazi.cfmldeveloper.com/cfproject101/108-edit-array-value.cfm
-----


9. MODULE

-----
Flow Chart:

-----
Pseudo Code:
-----
ColdFusion Language sample code:
-----
ColdFusion Language sample output:
http://notarazi.cfmldeveloper.com/cfproject101/109-module.cfm
-----


10. SWITCH MODULE

-----
Flow Chart

-----
Pseudo Code:
-----
ColdFusion Language sample code (ideone.com):
-----
ColdFusion Language sample output (ideone.com):

-----


11. LOOP SWITCH MODULE

-----
Flow Chart

-----
Pseudo Code:
-----
ColdFusion Language sample code (ideone.com):
-----
ColdFusion Language sample output (ideone.com):

-----