Prelude to Programming

Prelude to Programming, 6th edition

  • Stewart Venit, 
  • Elizabeth Drake

Choose the option that's right for you

Single

$9.99 / mo

4-month minimum term for $39.96

  • Access this eText title
  • Up to 2 devices

Multi

$14.99 / mo

4-month minimum term for $59.96

  • Access over 1,500 titles
  • Up to 2 devices
  • Discounted tutor access

Learn more, spend less

  • Icon

    Listen on the go

    Learn how you like with full eText audio

  • Icon

    Learn anytime, anywhere

    Get the app to access your eText whenever you need it

  • Icon

    Make it your own

    Your notes. Your highlights. Your eText

  • Icon

    Find it fast

    Quickly navigate your eText with search

  • Icon

    Stay organized

    Access all your eTexts in one place

Overview

With Prelude to Programming, you'll learn how to become an effective programmer. Examine core programming concepts -- including data types, control structures, data files and arrays, and effective design techniques -- such as top-down modular design and proper program documentation and style.

Published by Pearson (July 14th 2021) - Copyright © 2015

ISBN-13: 9780137502509

Subject: Pre-Programming & Introduction to Programming

Category: Programming Logic

Table of contents

0. Introduction
0.1 A Brief History of Computers
What Is a Computer?
Personal Computers
The Internet
0.2 Computer Basics
The Central Processing Unit
Internal Memory
Mass Storage Devices
Input Devices
Output Devices
0.3 Software and Programming Languages
Types of Software
Types of Programming and Scripting Languages
Review and Exercises

1. An Introduction to Programming
In the Everyday World: You Are Already a Programmer!
1.1 What Is Programming?
A General Problem-Solving Strategy
Creating Computer Programs: The Program Development Cycle
1.2 Basic Programming Concepts
A Simple Program
Data Input
Program Variables and Constants
1.3 Data Processing and Output
Processing Data
Data Output
1.4 Data Types
The Declare Statement
Character and String Data
1.5 Integer Data
Operations on Integers
1.6 Floating Point Data
The Declare Statement Revisited
Types of Floating Point Numbers
1.7 Running With RAPTOR (Optional)
Review and Exercises

2. Data Representation
In the Everyday World: It Isn't Magic–It's Just Computer Code
2.1 Decimal and Binary Representation
Bases and Exponents
The Binary System
2.2 The Hexadecimal System
Hexadecimal Digits
Using Hexadecimal Notation
2.3 Integer Representation
Unsigned Integer Format
Sign-and-Magnitude Format
One's Complement Format
Two's Complement Format
2.4 Floating Point Representation
Floating Point Numbers: the Integer Part
Floating Point Numbers: the Fractional Part
Converting a Decimal Fraction to Binary
Putting the Two Parts Together
2.5 Putting it All Together
Scientific Notation
Exponential Notation
Base 10 Normalization
Normalizing Binary Floating Point Numbers
The Excess_127 System
Base 2 Normalization
Single- and Double-Precision Floating Point Numbers
Hexadecimal Representation
Review and Exercises

3. Developing a Program
In the Everyday World: Planning to Program? You Need
a Plan
3.1 The Program Development Cycle
The Process of Developing a Program
Additional Steps in the Cycle
3.2 Program Design
Modular Programming
3.3 Coding, Documenting, and Testing a Program
Coding and Documenting a Program
Testing a Program
Types of Errors
3.4 Commercial Programs: Testing and Documenting
The Testing Phase Revisited
External Documentation
3.5 Structured Programming
Flowcharts
Control Structures
Programming Style
3.6 Running With RAPTOR (Optional)
Getting Started
Introduction to RAPTOR Symbols
Variables
RAPTOR Symbols
Run It: The Sign-In Program
Developing the Program
Creating the Program in RAPTOR: Input
Creating the Program in RAPTOR: Processing
Creating the Program in RAPTOR: Output
Check It Out
Review and Exercises

4. Selection Structures: Making Decisions
In the Everyday World: Decisions, Decisions, Decisions . . .
4.1 An Introduction to Selection Structures
Types of Selection Structures
Single- and Dual-Alternative Structures
4.2 Relational and Logical Operators
Relational Operators
Logical Operators
Hierarchy of Operations
4.3 ASCII Code and Comparing Strings
Representing Characters With Numbers
4.4 Selecting from Several Alternatives
Using If Structures
Using Case-Like Statements
4.5 Applications of Selection Structures
Defensive Programming
Menu-Driven Programs
4.6 Focus on Problem Solving: A New Car Price Calculator
Problem Statement
Problem Analysis
Program Design
Program Code
Program Test
4.7 Running With RAPTOR (Optional)
The Selection Symbol
The Call Symbol and Subcharts
An Example
Run It: The New Car Price Calculator
Developing the Program
Check It Out
Review and Exercises

5. Repetition Structures: Looping
In the Everyday World: Doing the Same Thing Over and Over and Knowing When to Stop
5.1 An Introduction to Repetition Structures: Computers Never
Get Bored!
Loop Basics
Relational and Logical Operators
5.2 Types of Loops
Pre-Test and Post-Test Loops
Counter-Controlled Loops
5.3 The For Loop
The For Statement
The For Loop in Action
The Careful Bean Counter
5.4 Applications of Repetition Structures
Using Sentinel-Controlled Loops to Input Data
Data Validation
The Floor() and Ceiling() Functions
Computing Sums and Averages
5.5 Focus on Problem Solving: A Cost, Revenue, and Profit Problem
Problem Statement
Problem Analysis
Program Design
Program Code
Program Test
5.6 Running With RAPTOR (Optional)
Repetition: The Loop Symbol
A Short Example
Run It: Encryption: The Secret Message Encoder
What is Encryption?
Problem Statement
Developing the Program
Developing the Encrypting Algorithms
Check It Out
Review and Exercises

6. More about Loops and Decisions
In the Everyday World: Loops Within Loops
6.1 Combining Loops with If-Then Statement
Exiting a Loop
6.2 Combining Loops and Decisions in Longer Programs
The Length_Of() Function
The Print Statement and the New Line Indicator
6.3 Random Numbers
The Random() Function
Not Really Random: The Pseudorandom Number
6.4 Nested Loops
Nested For Loops
Nesting Other Kinds of Loops
A Mental Workout: Mind Games
6.5 Focus on Problem Solving: A Guessing Game
Problem Statement
Problem Analysis
Program Design
Program Code
Program Test
6.6 Running With RAPTOR (Optional)
Two Short Examples
Run It: Validating a Password
Problem Statement
Developing the Program
Check the length of the password (4 - 8 characters)
Check the first character of the password (cannot be a number)
Check that the password contains one of the special characters (#, *, or $)
Review and Exercises

7. Arrays: Lists and Tables
In the Everyday World: Organize It with Lists and Tables
7.1 One-Dimensional Arrays
Array Basics
7.2 Parallel Arrays
Some Advantages of Using Arrays
A Word About Databases
7.3 Strings as Arrays of Characters
Concatenation Revisited
String Length versus Array Size
7.4 Two-Dimensional Arrays
An Introduction to Two-Dimensional Arrays
Using Two-Dimensional Arrays
7.5 Focus on Problem Solving: The Magic Square
Problem Statement
Problem Analysis
Program Design
Program Code
Program Test
7.6 Running With RAPTOR (Optional)
A Short Example
Run It: Self-Grading Math Test
Problem Statement
Developing and Creating the Program
Check It Out
Review and Exercises

8. Searching and Sorting Arrays
In the Everyday World: Searching and Sorting
8.1 Introduction to Searching and Sorting
The Serial Search Technique
Basic Steps in a Serial Search
Pseudocode for a Serial Search
8.2 The Bubble Sort Technique
Swapping Values
Using the Bubble Sort Algorithm
8.3 The Binary Search
Use the Binary Search for Large Arrays
8.4 The Selection Sort
General Selection Sort Technique
Applying the Selection Sort Technique
8.5 Focus on Problem Solving: A Grade Management Program
Problem Statement
Problem Analysis
Program Design
Program Code
Program Test
8.6 Running With RAPTOR (Optional)
The Serial Search
The Bubble Sort
The Binary Search
The Selection Sort
Run It: Soccer Camp
Problem Statement
Developing and Creating the Program
Check It Out
Revise and Improve
Check It Out
Review and Exercises

9. Program Modules, Subprograms, and Functions
In the Everyday World: Living and Programming in ManageablePieces: Subprograms
9.1 Data Flow Diagrams, Arguments, and Parameters
A Big Sale: The Sale Price Computation Program
Data Flow Diagrams
An Introduction to Arguments and Parameters
9.2 More about Subprograms
Value and Reference Parameters
How to Tell the Difference between Value and Reference
Parameters
Two Helpful Functions: ToUpper() and ToLower()
The Scope of a Variable
9.3 Functions
Built-in Functions
User-Defined Functions
9.4 Recursion
The Recursive Process
9.5 Focus on Problem Solving: A Fitness Plan
Problem Statement
Problem Analysis
Program Design
Program Code
Program Test
9.6 Running With RAPTOR (Optional)
RAPTOR Built-In Functions (Procedures)
Creating a New Procedure
Run It: The Fitness Plan
Problem Statement
Developing and Creating the Program
Check It Out 590
Review and Exercises

10. Sequential Data Files
In the Everyday World: Keeping it On File
10.1 An Introduction to Data Files
File Basics
Creating and Reading Sequential Files
10.2 Modifying a Sequential File
Deleting Records
Modifying Records
Inserting Records
Using Arrays in File Maintenance
10.3 Merging Sequential Files
10.4 Focus on Problem Solving: Control Break Processing
Problem Statement
Problem Analysis
Program Design
Coding and Testing the Program
10.5 Focus on Problem Solving: The Invoice Preparation
Program
Problem Statement
Problem Analysis
Program Design
Program Code
Program Test
10.6 Running With RAPTOR: (Optional)
Creating Data Files with the Redirect_Output() Procedure
Displaying Data Files with the Redirect_Input() Procedure
The Limitations
Run It: Professor Weisheit's Semester Grades
Check It Out
Review and Exercises

11. Object-Oriented and Event-Driven Programming
In the Everyday World: Objects are Everywhere
11.1 Classes and Objects
Classes
Defining Classes and Creating Objects
Creating Objects
The Constructor
11.2 More Features of Object-Oriented Programming
Benefits of Object-Oriented Languages
Inheritance and Polymorphism
11.3 Object-Oriented Program Design and Modeling
Modeling Languages
Unified Modeling Language (UML)
11.4 Graphical User Interfaces and Event-Driven
Programming
Window Components
Creating GUI Objects in a Program
Event-Driven Programming
Handling Events
Event-Driven Program Design
11.5 Focus on Problem Solving: Another Grade Management
Program
Problem Statement
Problem Analysis
Program Design
Program Code
Program Test
11.6 Running With RAPTOR (Optional)
Object-Oriented Mode
Creating a Class
The main Program
Inheritance and Polymorphism
Run It: Monster Evasion
Problem Statement
Developing and Creating the Program
The main program
Using the Classes
Check It Out
Review and Exercises

Appendix A:
A Study Skills
A.1 Achieving Success in the Course
A.2 Using the Textbook
A.3 Doing the Homework
A.4 Writing Programs
A.5 Preparing for Tests
A.6 More about Preparing for Tests
A.7 Taking Tests
A.8 Overcoming Test Anxiety
Appendix B:
The ASCII Character Set: Printable Characters
Appendix C:
Answers to Self Checks
Index

Your questions answered

Introducing Pearson+. Reimagined learning, designed for you. Choose from one eText or over 1,500 eTexts and study tools, all in one place, for one low monthly subscription. A new way to buy books that fits your budget. Make the most of your study time with offline access, enhanced search, notes and flashcards — to get organized, get the work done quicker and get results. Plus, with the app, put textbooks in your pocket and learn wherever. It's time to upgrade the textbook and simplify learning, so you can have time to live too.

Pearson eText is an easy-to-use digital textbook available from Pearson+. Make it your own by adding notes and highlights. Download the Pearson+ mobile app to learn on the go, even offline. Listen on the go with our new audiobook feature, available for most titles.

When you choose a plan, you're signing up for a 4-month term. We will charge your payment method each month until your 4-month term has ended. After that, we'll automatically renew your subscription and charge you on a month-to-month basis unless you turn off auto-renewal in My account.

When you purchase a Pearson+ subscription, it will last a minimum of 4 months, and then automatically renew each month thereafter unless you turn off auto-renew in My account.

If you want to stop your subscription at the end of your 4-month term, simply turn off auto-renew from My account. To avoid the next payment charge, make sure you turn auto renewal off 1 day before the auto renewal date.

You can subscribe again after auto-renew has been turned off by purchasing another Pearson+ subscription.

We use your credit card to renew your subscription automatically. To make sure your learning is uninterrupted, please check your card details before your first monthly payment.

With a Multi Pearson+ subscription plan, you can download up to 5 titles on the Pearson+ app from My list on each of your authorized devices every month.

When you're using your Multi Pearson+ subscription plan in a browser, you can select and read from as many titles as you like.