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Ch 11: Introduction to Programming: Tutoring Solution

About This Chapter

The Introduction to Programming chapter of this College Information Systems and Computer Applications Tutoring Solution is a flexible and affordable path to learning about introductory programming. These simple and fun video lessons are each about five minutes long and they teach all of the operations involving introductory programming required in a typical college information systems and computer applications course.

How it works:

  • Begin your assignment or other information systems and computer applications work.
  • Identify the introductory programming concepts that you're stuck on.
  • Find fun videos on the topics you need to understand.
  • Press play, watch and learn!
  • Complete the quizzes to test your understanding.
  • As needed, submit a question to one of our instructors for personalized support.

Who's it for?

This chapter of our college information systems and computer applications tutoring solution will benefit any student who is trying to learn introductory programming and earn better grades. This resource can help students including those who:

  • Struggle with understanding validation tools, programming language, how to write a program or any other introductory programming topic
  • Have limited time for studying
  • Want a cost effective way to supplement their business learning
  • Prefer learning business topics visually
  • Find themselves failing or close to failing their Introduction to Programming unit
  • Cope with ADD or ADHD
  • Want to get ahead in information systems and computer applications
  • Don't have access to their business teacher outside of class

Why it works:

  • Engaging Tutors: We make learning introductory programming simple and fun.
  • Cost Efficient: For less than 20% of the cost of a private tutor, you'll have unlimited access 24/7.
  • Consistent High Quality: Unlike a live information systems and computer applications tutor, these video lessons are thoroughly reviewed.
  • Convenient: Imagine a tutor as portable as your laptop, tablet or smartphone. Learn introductory programming on the go!
  • Learn at Your Pace: You can pause and rewatch lessons as often as you'd like, until you master the material.

Learning Objectives

  • Become familiar with the basics of programming.
  • Explain the use of validation tools.
  • Learn how to use flow charts to map out codes.
  • List the five basic elements of programming.
  • Take a look at programming syntax and logic.
  • Map codes using pseudocode.
  • Recognize the different data types involved in programming.
  • Use data structures to organize data.
  • List the steps required for writing programs.
  • Compare and contrast object-oriented programming and procedural programming.
  • Explore various programming languages.

46 Lessons in Chapter 11: Introduction to Programming: Tutoring Solution
What Is Programming? - Definition & Introduction for Beginning Programmers

1. What Is Programming? - Definition & Introduction for Beginning Programmers

This lesson will give a quick but thorough overview of what programming is, what we need to know to program, and the contents of our programming toolbox.

Gathering User Requirements: Meetings, Observation & Surveys

2. Gathering User Requirements: Meetings, Observation & Surveys

This lesson introduces requirements gathering and describes the four tools programmers use to find out what their customers want: document gathering, interviews, observation and surveys.

Using Validation Tools: Prototyping, Survey Review, Document Review & User Requirements

3. Using Validation Tools: Prototyping, Survey Review, Document Review & User Requirements

Programmers use validation tools to make sure that they have a clear understanding of what the customer wants their program to do. This lesson will look at requirements document review, survey review, and prototyping.

Analysis and Design Tools: Analysis Definition and Flow Charts Introduction

4. Analysis and Design Tools: Analysis Definition and Flow Charts Introduction

Now that the requirements are pretty well known, you can start analyzing how you are going to write your code. One of the first steps is to model the activities involved. A useful tool for this is a flowchart, which is what we will look at in this lesson. At the end, you will have good basic knowledge of how to create simple flowcharts.

Mapping Code Using Outlines and Flow Charts

5. Mapping Code Using Outlines and Flow Charts

Once you have a good understanding of the process you are trying to automate, it's time to start mapping out how your code is going to work. Two tools that are useful in this are outlines and flowcharts. This lesson will teach you how to take your activity 'model' and get ready to turn it into code.

5 Basic Elements Of Programming

6. 5 Basic Elements Of Programming

There are five basic programming elements, or operations: input, output, arithmetic, conditional, and looping. Every program uses at least two of these. This lesson will describe each one to you and show you examples in simple code.

Programming Logic & Syntax: The Programming Toolbox

7. Programming Logic & Syntax: The Programming Toolbox

A programming language has its own syntax that dictates how words and symbols can be put together to form a program. Learn about programming's use of statements, variables and keywords in this video lesson.

Using Pseudocode to Map Code

8. Using Pseudocode to Map Code

Pseudocode is a plain English version of the detailed steps of a computer program that can be read by non-programmers. Learn about using pseudocode to implement the logic of a program before writing the actual code.

Data Types in Programming: Numbers, Strings and Others

9. Data Types in Programming: Numbers, Strings and Others

Within a programing language, a data type of an object determines what type of values an object can have and what operations can be performed on the object. Learn about the most common data types, including strings, numbers, Booleans, lists and arrays.

How to Organize Data Using Data Structures: Files, Arrays, Lists and Others

10. How to Organize Data Using Data Structures: Files, Arrays, Lists and Others

A data structure is a collection of data elements that are organized in some way. Learn about the different types of data structures in programming, such as files, lists, arrays, stacks, queues and trees.

How to Write a Program: Coding, Testing & Debugging

11. How to Write a Program: Coding, Testing & Debugging

Programmers use an integrated development environment for formatting code, checking syntax, and testing programs. Learn about some of the specific tools used by programmers, such as syntax highlighting, autocompletion, and debugging.

Object-Oriented Programming vs. Procedural Programming

12. Object-Oriented Programming vs. Procedural Programming

There are several alternative approaches to the programming process. Two of the most important approaches are procedural programming and object-oriented programming. Learn about the differences between these two approaches in this video lesson.

Object-Oriented Programming: Objects, Classes & Methods

13. Object-Oriented Programming: Objects, Classes & Methods

Object-oriented programming has become the most widely used approach to software development. Learn about the core concepts of object-oriented programming and how they are implemented using objects, classes and methods in this video lesson.

Machine Code and High-level Languages: Using Interpreters and Compilers

14. Machine Code and High-level Languages: Using Interpreters and Compilers

The only language computer hardware can understand is binary code consisting of 1s and 0s. Learn how compilers and interpreters are used to translate a computer program into binary code in this video lesson.

Programming Languages: C++, Java, Python and Others

15. Programming Languages: C++, Java, Python and Others

There are hundreds of different programming languages, but only a few of them are really popular. Learn about some of the most widely used programming languages and what they are being used for in this video lesson.

Metalanguage: Definition & Examples

16. Metalanguage: Definition & Examples

In this lesson, we will analyze and define the term metalanguage. We will also look over a few examples, explore the connection between metalanguage and computer science and, lastly, complete a brief quiz.

Programming Flowcharts: Types, Advantages & Examples

17. Programming Flowcharts: Types, Advantages & Examples

In this lesson you will learn what a flow chart is and why computer programmers use them when developing new applications. You will also learn about five common flow charts and see examples of them.

What is an Algorithm in Programming? - Definition, Examples & Analysis

18. What is an Algorithm in Programming? - Definition, Examples & Analysis

In this lesson, we look at what a programming algorithm is - and what it isn't. We also look at an example of a common algorithm shown as both a numbered list and a flowchart, after which we briefly analyze what it does.

What is an HTML Document? - Structure, Types & Examples

19. What is an HTML Document? - Structure, Types & Examples

An HTML document is a file containing Hypertext Markup Language, and its filename most often ends in the .html extension. An HTML document is a text document read in by a Web browser and then rendered on the screen.

What is COBOL Programming? - History & Examples

20. What is COBOL Programming? - History & Examples

The programming language COBOL has been around since the 1950's, though by the changing standards of technology it was considered to be old news by the 1980's. Still, the programming language continues to be used today and shows no signs of fading away anytime soon. This lesson will take a brief look at the history, resiliency and continued revelance of COBOL.

What is JavaScript? - Function & Uses

21. What is JavaScript? - Function & Uses

In order to build today's websites, you'll need to know more than just HTML. This lesson introduces you to JavaScript, which allows you to put code into your websites to increase their functionality.

What is Programming Language? - Types & Examples

22. What is Programming Language? - Types & Examples

In this lesson, we will look at what a programming language is, what language computers really use, and types of languages people use to communicate with computers.

What Is Stack Overflow? - Errors, Exceptions & Causes

23. What Is Stack Overflow? - Errors, Exceptions & Causes

In this lesson, we'll explore something called stack overflow. We'll examine its definition, see the basics of how a stack works, explain what errors and exceptions are, and list some causes of stack overflow.

What is WSDL? - Definition & Example

24. What is WSDL? - Definition & Example

In this lesson, we will explore the XML format WSDL, often used in Java web development. We'll learn about the usefulness of this format and how it is structured.

Writing Pseudocode: Algorithms & Examples

25. Writing Pseudocode: Algorithms & Examples

In this lesson, we will cover the writing of pseudocode by describing what it is and why we use it, and look at some common techniques. Then, we'll present a few examples to give you a better idea.

XML Schema: Definition & Example

26. XML Schema: Definition & Example

In this era of internet commerce, data is constantly being exchanged on the web. In this lesson, we'll learn how XML schema files manage this information

What is XSD? - Examples & Tutorial

27. What is XSD? - Examples & Tutorial

This lesson is about XSD, which is frequently used with XML. This lesson will define XSD, show some examples, and present a brief tutorial on how to help validate XML files using XSD.

What is Alphanumeric? - Definition & Characters

28. What is Alphanumeric? - Definition & Characters

In this lesson, we will explore alphanumeric characters, why computer programmers use character codes, and how to use ASCII and the character map to create alphanumeric characters with numeric codes.

Aspect Oriented Programming: Definition & Concepts

29. Aspect Oriented Programming: Definition & Concepts

Nothing remains constant in the world of programming. Object-oriented programming may still hold court, but a new concept is in town: Aspect-Oriented Programming (AOP). We will define the term and provide some key concepts for this methodology.

Aspect-Oriented Programming vs. Object-Oriented Programming

30. Aspect-Oriented Programming vs. Object-Oriented Programming

Entire programming languages (Java) have been built around object-oriented programming methods. Both technology and methodologies evolve, spawning new ideas and methods. This lesson compares a new methodology (aspect-oriented programming) against object-oriented programming.

Application Programming Interface (API): Definition & Example

31. Application Programming Interface (API): Definition & Example

How often have we tried to reinvent the wheel? It is counterproductive to rebuild something that works. APIs (Application Programming Interfaces) are programming tools that we can use without having to reinvent fire. We will define the term and provide a working example.

APIs in Java

32. APIs in Java

Java provides a wide array of tools in your programs to perform many tasks, such as reading files or taking input from the keyboard. These tools are collectively called the Java APIs. This lesson will provide an overview and code examples of APIs in action.

Applet: Definition & Uses

33. Applet: Definition & Uses

In the lesson we will examine the definition of an applet. We will understand its basic uses in varying web-based applications and the different ways interactions take place with the user.

Applets in HTML: Definition & Example

34. Applets in HTML: Definition & Example

In this lesson we define what an applet is, review the syntax necessary to create an applet, and incorporate an applet into HTML code to be run. We will also discuss Java source code compiling necessary in creating the applet.

Applets in Java: Definition & Example

35. Applets in Java: Definition & Example

An applet isn't a tiny apple (nor is it related to Apple technology). It's a small Java program that runs on the web. In this lesson, we'll define the Java applet and provide a working code example.

Lifecycle of an Applet

36. Lifecycle of an Applet

A Java Applet is a web-enabled application: It lives and dies on the Web. This lesson will cover each step in the life cycle of an applet and provide an example of a working Java applet.

Importance of Java Applets in Software Development

37. Importance of Java Applets in Software Development

Do you like websites with graphics and animation? In this lesson, you will learn how the Java Applet has made websites more interactive and dynamic. You will also learn about the history and future of Java Applets.

Java: Applet vs. Application

38. Java: Applet vs. Application

In this lesson, we will briefly be examining the programming language called Java and focusing on its differences as an applet and as an application. Differences in development, functionality, independence and security are discussed.

Applets: Advantages & Disadvantages

39. Applets: Advantages & Disadvantages

In this lesson, we will be examining the definition of an applet, understanding its applications and analyzing its related advantages and disadvantages.

Arithmetic Operators in Programming: Definition & Examples

40. Arithmetic Operators in Programming: Definition & Examples

We ask computers to perform a variety of operations for us during the course of a day. In this lesson, we'll define arithmetic operators, highlight some of the common ones, and give some specific examples.

Array of Pointers in C++

41. Array of Pointers in C++

An array is a list or holding tank for a set of values. Once those values are set it's very hard to re-order them or add new items. However, we can use an array of pointers instead. This lesson will cover the concept of using pointers in an array and provide working code examples.

Array of Pointers to Strings

42. Array of Pointers to Strings

Manipulating character-based data in computer programs is important as many activities require it. In this lesson, we'll take a look at arrays, pointers and strings, what they are, and when we might use them together.

Array of Pointers to Structs

43. Array of Pointers to Structs

The need to manipulate groupings of dissimilar information is important in computer programming. In this lesson, we'll take a look at arrays, pointers, and structs, what they are, and when we might use them together.

Array of Pointers to Functions

44. Array of Pointers to Functions

Programmers are constantly looking for ways to simplify, and modularize their programs. In this lesson, we'll take a look at arrays, pointers, and functions, what they are, and when we might use these programming features together.

ASCII Table & Codes

45. ASCII Table & Codes

A computer doesn't see characters like we do. Instead, it uses codes to represent these values. The most common code standard is ASCII. This lesson will discuss the ASCII table and the set of codes it contains.

Background Thread vs. Foreground Thread

46. Background Thread vs. Foreground Thread

The ability to run more than one program at once is important for computers today. In this lesson, we'll take a look at the thread, what it is, what background and foreground means with respect to them, and why they are important.

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