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Third Term Lesson Note For JSS Two

The document discusses computer problem solving skills and programming. It defines a computer program and programming language. It also defines programming and lists common programming languages like machine language, assembly language, and high-level languages. The document then discusses programming tools like algorithms and flowcharts.

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Samuel Andrew
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0% found this document useful (0 votes)
658 views8 pages

Third Term Lesson Note For JSS Two

The document discusses computer problem solving skills and programming. It defines a computer program and programming language. It also defines programming and lists common programming languages like machine language, assembly language, and high-level languages. The document then discusses programming tools like algorithms and flowcharts.

Uploaded by

Samuel Andrew
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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THIRD TERM LESSON NOTE FOR JSS TWO

TOPIC: COMPUTER PROBLEM SOLVING SKILLS


Concept of Computer Program and Programming Language
If you want a computer to solve a given problem, you need a computer program. A computer
program is a sequence of related instruction (command) that tell the computer how to accomplish
a specific task. A program can also be defined as a set of instruction that is executed by the CPU.
Programming
Programming is the act of writing computer program. A computer programs are written by
trained and qualify people called programmer.
Computer Programming Language
A computer programming language is the language used to write instructions (commands) for
the computer. Programming language is a means through which programmer communicate with
the computer in solving different categories of problems. It consists of a set of rules governing
how the words in the language should be written (syntax) and the meaning associated with each
word (semantic).

TYPES OF PROGRAMMING LANGUAGE


Computer language fall into three broad categories
1. Machine Language
2. Low Level Language (Assembly language)
3. High Level Language (HLL}
Machine Language: This was the first-generation programming language. A computer will only
understand one language, which is the machine language. There are two symbols in machine
language; these are 1 and 0 generally called binary digits or bits. Machine language has many
disadvantages since it requires the programmer to remember the numeric code of each
instruction and location of each data in binary form. Also, machine language is machine
dependent, different machines have different language format.
Assembly Language: Assembly language is closest to machine language and as a result, is
called a low-level language. Assembly is made of abbreviated commands we can assemble into
machine code. Acronyms with words such add (addition), sub (subtraction) and load (loading)
are commonly used.
The major problems associated with assembly language are:
1. It is machine dependent
2. The programmer has to know the numeric code for each machine.
High Level Language: These are programming languages that allow for program to be written
in forms that are readable to human beings. High level languages are developed to overcome the
limitations of machine and assembly languages. In high level structure, a program is written in
forms that resemble the statement of the given problem in English. High level language can run
on different machine provided appropriate translators are installed.
Examples of popular high-level language are:
BASIC: Beginners All-purpose Symbolic Instruction Code
COBOL: COmmon Business Oriented Language
FORTRAN: FORmula TRANslation
ADA: Named after Ada Augusta
APL: A programming Language
RPG: Report Program Generator
PL1: Programming Language 1
dBASE: Data Base
LISP: List Processor
PASCAL
JAVA
C++
PROGRAMMING TOOLS AND TECHNIQUE
There are many tools and techniques that aid writing good computer programs, two of which are
algorithm and flowchart.
Algorithm
This is an outline steps needed to solve a problem. Thus an algorithm should be clear, effective,
and unambiguous. In addition, an algorithm should have input should produce output.
Example 1
Compute the area and circumference of a cycle given the diameter d. Use the formular and
Solution
Step 1: Start
Step 2: Get the diameter d
Step 3: Compute
Step 4: Compute
Step 5: Compute
Step 6: Displays the result
Step 7: Stop
Flowchart
This is the graphical representation of steps involved in solving a given problem
Some standard symbols used in drawing a program flow chart are:
WEEK THREE
Topic: BASIC PROGRAMMING LANGUAGE7
BASIC is an acronym for “Beginners All-purpose Symbolic Instruction Codes.” it was a
language designed to teach beginners the construct and theory of programming language. It was
developed by two students during their academic years in Dartmouth College, USA under the
direction of professors John G. Kemeny and Thomas E. Kurtz.
Versions of BASIC
 Q-BASIC (Quick BASIC)
 GW-BASIC
 V-BASIC (Visual BASIC)
BASIC Character Set: A character denotes any letter, digit, punctuation symbols or any other
sign used in the representation of information in any language. BASIC has the following
character set:
Alphabetic: A, B, C, …, Y, Z.
Numbers: 0, 1, 2, 3, 4, …, 9
Special Characters: ^, *, /, -, +, ( ), <, >, %, !, &, ?, etc.

BASIC Statements
In BASIC, programs are written in lines and each line starts with a line number which is a label
of that particular line. Each of the lines is called a STATEMENT.
The line number can vary between 1 and 9999. The computer carries out (executes) statements in
the order in which they are numbered.
Below are common BASIC keywords that are used to form a BASIC program.
i. CLS
ii. REM
iii. LET
iv. READ
v. INPUT
vi. DATA
vii. PRINT
viii. END
CLS - (Clear Screen): Clears the contents of the screen, typically used at the beginning of a
program or to clear the screen before displaying new output.
REM - Remark (Comment): Allows you to add comments within your code for documentation
purposes. Comments are ignored by the interpreter and are solely for the benefit of the
programmer.

LET -Assignment: Assigns a value to a variable. Although in many BASIC dialects it's optional
and often omitted, it's used to improve readability and clarify assignment statements.

READ - Read Data: Reads data from the DATA statements in the program. Typically used in
conjunction with the DATA statement and a corresponding READ statement to read values into
variables.

INPUT - Input from User: Accepts input from the user and assigns it to a variable. It prompts
the user for input and waits for the user to enter data.

DATA - Data Storage: Stores data within the program. The DATA statement is followed by a
list of values separated by commas. These values can be read using the READ statement.

PRINT - Output to Screen/Printer: Outputs data to the screen or printer. It can display text,
numbers, variables, and expressions. PRINT statements are commonly used to provide feedback
to the user and to display results.

END - End of Program: Marks the end of the program. Execution of the program stops when
the END statement is encountered. It's typically the last statement in a BASIC program.

Writing a Simple BASIC Programmer

A simple BASIC program that prompts the user to enter their name and age, and then displays a
personalized greeting along with their age in 10 years:

10 REM Simple BASIC Program


20 REM Prompt the user to enter their name
30 INPUT "Enter your name: "; name$
40 REM Prompt the user to enter their age
50 INPUT "Enter your age: "; age
60 REM Calculate age in 10 years
70 future_age = age + 10
80 REM Display personalized greeting
90 PRINT "Hello, "; name$; "!"
100 PRINT "In 10 years, you will be "; future_age; " years old."
110 END
Explanation:
 The REM statements are comments added for readability and documentation.
 The INPUT statements prompt the user to enter their name and age, and store the input in
the variables name$ and age.
 The program calculates the age in 10 years by adding 10 to the entered age and storing
the result in the variable future_age.
 The PRINT statements display a personalized greeting to the user along with their age in
10 years.
 Finally, the END statement marks the end of the program.

WEEK 5
Topic: GRAPHIC PACKAGE I
Graphic Applications or Software refers to computer programs designed for creating, editing,
manipulating, and presenting visual content. These applications are used across various
industries for tasks such as graphic design, image editing, illustration, 3D modeling, animation,
and more. Graphic software provides tools and features to create and manipulate images, vector
graphics, animations, and multimedia content, enabling users to express their creativity and
communicate visually.

Types of Graphic Package


1. Graphic Design Software: Used for creating visual designs for print, web, or digital
media. It includes tools for layout, typography, image editing, and illustration. Examples
include Adobe Photoshop, Adobe Illustrator, CorelDRAW, Sketch, and Affinity
Designer.
2. Image Editing Software: Specifically designed for editing and manipulating digital
images. It offers features for adjusting colors, cropping, resizing, retouching, and
applying effects to photos. Examples include Adobe Photoshop, GIMP (GNU Image
Manipulation Program), Adobe Lightroom, and Paint.NET.
3. Illustration Software: Used for creating vector-based illustrations and artwork. These
applications allow users to create scalable graphics with shapes, lines, and colors.
Examples include Adobe Illustrator, CorelDRAW, Inkscape, and Affinity Designer.
4. 3D Modeling Software: Used for creating three-dimensional models of objects,
characters, environments, and animations. These applications are widely used in
industries such as gaming, animation, architecture, and product design. Examples include
Autodesk Maya, Blender, Cinema 4D, and Autodesk 3ds Max.
5. Animation Software: Enables users to create animated content, including cartoons,
motion graphics, visual effects, and interactive presentations. These applications provide
tools for creating, editing, and rendering animations. Examples include Adobe Animate
(formerly Flash), Autodesk Maya, Blender, and Toon Boom Harmony.
6. Desktop Publishing (DTP) Software: Used for designing and publishing print materials
such as books, magazines, flyers, and brochures. These applications provide tools for
layout, typography, and image placement. Examples include Adobe InDesign,
QuarkXPress, Scribus, and Affinity Publisher.

Examples of Graphic Package:


1. Adobe Creative Cloud: A suite of graphic design, image editing, and multimedia
software offered by Adobe Systems. Includes applications such as Photoshop, Illustrator,
InDesign, and Premiere Pro.
2. CorelDRAW: A vector graphics editor developed by Corel Corporation, used for
illustration, layout, and graphic design.
3. Blender: An open-source 3D creation suite that supports the entire 3D pipeline, including
modeling, rigging, animation, simulation, rendering, compositing, and motion tracking.
4. GIMP (GNU Image Manipulation Program): A free and open-source raster graphics
editor used for image editing, retouching, and drawing.
5. Autodesk Maya: A professional 3D computer graphics software used for modeling,
simulation, rendering, and animation.
6. Sketch: A vector graphics editor for macOS used for UI/UX design, web design, and
digital product design.

CorelDraw: CorelDRAW is a comprehensive vector graphics editor that provides tools and
features for designing and editing vector-based artwork. It allows users to create scalable
graphics that can be resized without losing quality, making it suitable for various purposes such
as print, web, signage, and digital media.

Instant Artist: Instant Artist is a graphics software program developed by Autodesk, Inc. It was
released in the early 1990s and was primarily designed for home users and hobbyists who
wanted to create digital art and graphics without needing advanced skills or knowledge of
complex software.

Instant Artist provided users with a range of easy-to-use tools for creating drawings, paintings,
and illustrations. It offered features such as drawing tools, paintbrushes, shapes, stamps, and
special effects, allowing users to create artwork using their mouse or a digital pen.

One of the notable features of Instant Artist was its library of pre-designed templates, clip art,
and images that users could incorporate into their creations. This made it easy for users to
quickly create greeting cards, banners, posters, and other types of digital artwork without starting
from scratch.

WEEK 6

Topic: GRAPHIC PACKAGE II

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