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FORM 5 CD 1

FORM 5 CD 1. LEARNING AREA 5. Topic 5.1 - Basic Programming Concepts. 5.1.1 Define Program and Programming Language. 5.1.1.1 State the definition of program SERIES OF ORGANISED INSTRUCTIONS THAT DIRECT A COMPUTER TO PERFORM TASK

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FORM 5 CD 1

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  1. FORM 5 CD 1 LEARNING AREA 5

  2. Topic 5.1 - Basic Programming Concepts

  3. 5.1.1 Define Program and Programming Language 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

  4. 5.1.1 Define Program and Programming Language 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. 5.1.2 Levels and Generations of Programming Languages 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)

  6. 5.1.2 Levels and Generations of Programming Languages 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) • WRITTEN USING symbolic instruction codes AND meaningful • ASSEMBLY/ASSEMBLER – PROGRAM THAT TRANSLATE ASSEMBLY LANGUAGE TO A MACHINE LANGUAGE. • GENERASI PERTAMA (BAHASA MESIN) • DITULIS MENGGUNAKAN DIGIT BINARI (1 DAN 0) BERSAMA KOMBINASI NOMBOR DAN HURUF • MERUPAKAN SET-SET ARAHAN DAN DATA • GENERASI KEDUA (BAHASA PENGHIMPUN) • DITULIS MENGGUNAKAN KOD-KOD ARAHAN SIMBOLIK DAN BERMAKNA • PENGHIMPUN – ADALAH PROGRAM YANG MENUKAR BAHASA PENGHIMPUN KEPADA BAHASA MESIN

  7. 5.1.2 Levels and Generations of Programming Languages 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 BAHASA PEMPROGRAMAN TAHAP TINGGI ADALAH • GENERASI KETIGA (BAHASA PROSEDUR) • GENERASI KEEMPAT (BAHASA TIADA PROSEDUR) • GENERASI KELIMA (BAHASA PMPROGRAMAN VISUAL)

  8. 5.1.2 Levels and Generations of Programming Languages 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)

  9. 5.1.2 Levels and Generations of Programming Languages 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)

  10. 5.1.3 Programming Language Approaches 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

  11. 5.1.3 Programming Language Approaches 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++

  12. 5.1.3 Programming Language Approaches 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++

  13. 5.1.4 Translator(PENTERJEMAH) 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++

  14. 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++

  15. 5.1.5 Basic Elements in Programming 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.

  16. 5.1.5 Basic Elements in Programming 5.1.5.2 Differentiate between data types: Boolean, integer, double, string and date DIFFERENCENCE BETWEEN DATA TYPES

  17. 5.1.5 Basic Elements in Programming 5.1.5.2 Differentiate between data types: Boolean, integer, double, string and date PERBEZAAN ANTARA JENIS DATA

  18. 5.1.5 Basic Elements in Programming 5.1.5.3 Differentiate between mathematical and logical (Boolean) operators

  19. 5.1.5 Basic Elements in Programming 5.1.5.4 DIFFERENTIATE BETWEEN SEQUENCE CONTROL STRUCTURE AND SELECTION CONTROL STRUCTURE

  20. 5.1.5 Basic Elements in Programming 5.1.5.4 DIFFERENTIATE BETWEEN SEQUENCE CONTROL STRUCTURE AND SELECTION CONTROL STRUCTURE

  21. Topic 5.2 - Program Development

  22. Topic 5.2.1 - Program Development Phases 5.2.1.1 Describe the five main phases in program development: • PHASE 1 : PROBLEM ANALYSIS ANALISIS MASALAH • PHASE 2 : PROGRAM DESIGN MEREKABENTUK PROGRAM • PHASE 3 : CODING MENGKOD • PHASE 4 : TESTING AND DEBUGGING CUBA DAN MEMBAIKI RALAT • PHASE 5 : DOCUMENTATION DOKUMENTASI

  23. Topic 5.2.1 - Program Development Phases 5.2.1.1 Describe the five main phases in program development: • Phase 1 : Problem Analysis Analisismasalah • 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 akanmenemubualpelangganbagimendapatkankeperluandalam program - Contoh “program pendaftaransekolah”, administrator mmberitahupembuat program tentangkeperluandalam program iaitunama, tarikhlahir, jantina, kelas, nama I bapa, alamatdannombortelefon

  24. Topic 5.2.1- Program Development Phases 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.”

  25. Topic 5.2.1 - Program Development Phases 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

  26. Topic 5.2.1 - Program Development Phases 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.

  27. Topic 5.2.1 - Program Development Phases 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.

  28. 5.2.2 Develop a program 5.2.2.1 Apply program development phases to solve problems Phase 1 : Problem Analysis Analisis masalah

  29. 5.2.2 Develop a program 5.2.2.1 Apply program development phases to solve problems Phase 2 : Program design MEREKABENTUK PROGRAM -

  30. 5.2.2 Develop a program 5.2.2.1 Apply program development phases to solve problems Phase 3 : Coding Mengkod

  31. 5.2.2 Develop a program 5.2.2.1 Apply program development phases to solve problems PHASE 4 : TESTING AND DEBUGGING CUBA DAN MEMBAIKI RALAT

  32. 5.2.2 Develop a program 5.2.2.1 Apply program development phases to solve problems PHASE 5 : DOCUMENTATION DOKUMENTASI

  33. (ASSESSMENT S10.1) VISUAL BASIC

  34. Topic 5.3 - Current And Future Developments

  35. 5.3.1. latest programming language 5.3.1.1 The latest programming language 3 types • Fifth generation language • Natural language • OpenGL (graphic library) 3 jenis • Bahasagenerasikelima • Bahasabiasa • Perpustakaangrafikterbuka

  36. 5.3.1. latest programming language 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

  37. 5.3.1. latest programming language 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)

  38. 5.3.1. latest programming language 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

  39. (ASSESSMENT S11.1)

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