Prelude to Programming, 6th edition

Published by Pearson (July 14, 2021) © 2022

  • Stewart Venit California State University Los Angeles
  • Elizabeth Drake Santa Fe College
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  • A print edition

This product is expected to ship within 3-6 business days for US and 5-10 business days for Canadian customers.

Products list

Details

  • A print edition

This product is expected to ship within 3-6 business days for US and 5-10 business days for Canadian customers.

Products list

Details

  • A print edition

This product is expected to ship within 3-6 business days for US and 5-10 business days for Canadian customers.

Title 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.

Table of contents

Table of Contents

  1. 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
      • Chapter Review and Exercises
  2. 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)
    • Chapter Review and Exercises
  3. 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
      • Chapter Review and Exercises
  4. 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
      • Chapter Review and Exercises
  5. 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
      • Chapter Review and Exercises
  6. 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
      • Chapter Review and Exercises
  7. More about Loops and Decisions
    • In the Everyday World: Loops Within Loops
    • 6.1 Combining Loops with If-Then Statements
      • 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 $)
      • Chapter Review and Exercises
  8. 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
      • Chapter Review and Exercises
  9. 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
      • Chapter Review and Exercises
  10. 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
      • Chapter Review and Exercises
  11. 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
      • Chapter Review and Exercises
  12. 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
      • Chapter 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

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