Computer Programming 1
Using C#
by
Fidel C. Romasanta
Dezza Marie M. Magsino
and
Mindoro State College of Agriculture and Technology (MinSCAT)
Calapan City Campus
All rights reserved. No part of this book may be reproduced or used in any manner
whatsoever without prior written permission of the authors except for the use of brief
quotations in a book review.
Cover Page designed: Mr. Leoben Lucero
MINDORO STATE COLLEGE OF AGRICULTURE AND TECHNOLOGY
Calapan City Campus
Masipit, Calapan City, Oriental Mindoro 5200
Tel. No. (043) 286-7371
Table of Contents
UNIT 1
INTRODUCTION TO PROGRAMMING
CHAPTER 1:
Computers and Programming
Lesson 1.
Computers .......................................................................................................
Lesson 2.
Programming ...................................................................................................
Learning Activities ..................................................................................................................
Chapter Test ........................................................................................................................
CHAPTER 2:
Algorithms
Lesson 1.
Input Process Output........................................................................................
Lesson 2.
Divide and Conquer..........................................................................................
Lesson 3.
Pseudocode .....................................................................................................
Lesson 4.
Flowchart .........................................................................................................
Learning Activities ..................................................................................................................
Chapter Test ........................................................................................................................
UNIT 2
INTRODUCTION TO PROGRAMMING LANGUAGE
CHAPTER 3:
Lesson 1
Lesson 2
Lesson 3
Lesson 4
Lesson 5
Chapter Test
C# Overview
Historical Background of C# ............................................................................
Programming Features of C# ...........................................................................
The .Net Framework.........................................................................................
C# Program Structure ......................................................................................
Compiling and Executing the Program ..............................................................
........................................................................................................................
CHAPTER 4:
C# Data Types and Data Conversion
Lesson 1
Integer Types ...................................................................................................
Lesson 2
Real Floating-point Types.................................................................................
Lesson 3
Boolean Type ...................................................................................................
Lesson 4
String Types .....................................................................................................
Lesson 5
Object Type......................................................................................................
Lesson 6. Type Conversion.....................................................................................................
Learning Activities ..................................................................................................................
Chapter Test ........................................................................................................................
CHAPTER 5:
Variables
Lesson 1. Naming Variables ...................................................................................................
Lesson 2. Defining Variables ...................................................................................................
Lesson 3. Initializing Variables ................................................................................................
Lesson 4. Accepting Values from User ....................................................................................
Learning Activities ..................................................................................................................
Chapter Test ........................................................................................................................
CHAPTER 6:
Operators
Lesson 1
Arithmetic Operators ........................................................................................
Lesson 2
Relational Operators ........................................................................................
Lesson 3
Logical Operators .............................................................................................
Lesson 4
Bitwise Operators .............................................................................................
Lesson 5
Assignment Operators ......................................................................................
Lesson 6
Precedence ......................................................................................................
Learning Activities ..................................................................................................................
Chapter Test ........................................................................................................................
UNIT 3
CONTROL FLOW
CHAPTER 7:
Conditional If Statements
Lesson 1
If statement ......................................................................................................
Lesson 2
If and Else ........................................................................................................
Lesson 3
Nested if and else statement ............................................................................
Lesson 4
Common Programming Errors ..........................................................................
Learning Activities ..................................................................................................................
Chapter Test ........................................................................................................................
CHAPTER 8:
Conditional Switch Statement
Lesson 1
Switch Statement .............................................................................................
Lesson 2
Nested Switch Statement .................................................................................
Lesson 3
Common Programming Errors ..........................................................................
Learning Activities ..................................................................................................................
Chapter Test ........................................................................................................................
CHAPTER 9:
Loops
Lesson 1
While................................................................................................................
Lesson 2
Do while ...........................................................................................................
Lesson 3
For ..................................................................................................................
Lesson 4
Common Programming Errors ..........................................................................
Learning Activities ..................................................................................................................
Chapter Test ........................................................................................................................
CHAPTER 10:
Arrays
Lesson 1
Arrays as Arguments ........................................................................................
Lesson 2
Array Initialization .............................................................................................
Lesson 3
Single Dimensional ..........................................................................................
Lesson 4
Two-Dimensional .............................................................................................
Lesson 5
Common Programming Errors ..........................................................................
Learning Activities ..................................................................................................................
Chapter Test ........................................................................................................................
CHAPTER 11:
Lesson 1
Lesson 2
Modularity Using Functions
What is a Function ...........................................................................................
Types of Function.............................................................................................
Lesson 3
Advantages of Function ....................................................................................
Lesson 4
Function and Parameter Declarations ...............................................................
Lesson 5
Returning a Single Value ..................................................................................
Lesson 6
Returning Multiple Values .................................................................................
Lesson 7
Variable Scope .................................................................................................
Lesson 8
Variable Storage Category ...............................................................................
Lesson 9
Common Programming Errors ..........................................................................
Learning Activities ..................................................................................................................
Chapter Test ........................................................................................................................
1
Introduction to
Programming
CHAPTER 1:
Computers and Programming
CHAPTER 2:
Algorithms
CHAPTER
1
Computer
Programming
The term programming or computer programming refers to the process of making computer programs.
Computer programs are created by the programmer with the help of programming languages. A programming
language is a set of instructions consisting of rules, syntax, numerical and logical operators, and utility functions.
Learning Outcomes
At the end of this Chapter, the students must have:
 published a reflection paper about the programming language on a blog page; and
 created a professional quality portfolio covering the ten (10) popular mobile/desktop/web applications.
 Pretest
MUTIPLE CHOICE:
Write only the letter (UPPERCASE LETTER) that corresponds to your answer. Write your
answer to the space provided before each number.
_______ 1. The physical parts of the computer are referred to as __________.
a) hardware
b) software
c) the operating system
d) tools
_______ 2. The part of a computer that runs programs is called __________.
a) RAM
b) secondary storage
c) main memory
d) the CPU
_______ 3. A video display is a(n) __________ device.
a) output
b) input
c) secondary storage
d) main memory
_______ 4. The computer stores a program while the program is running, as well as the data that the program is
working with, in __________.
a) secondary storage
b) the CPU
c) main memory
d) the microprocessor
_______ 5. A type of memory that can hold data for long periods of time, even when there is no power to the
computer, is called __________.
a) RAM
b) main memory
c) secondary storage
d) CPU storage
Lesson 1 Computers
What is Computer?


is a an electronic device that can manipulates data according to a precise
set of instructions.
electronic machine that performs high-speed mathematical or logical.
1
A computer is a sophisticated electronic device that can perform a series of tasks according to a precise set
of instructions. Electronic device that performs high-speed mathematical or logical operation. However, it is
important to remember that it is still a device that cannot work alone. Computer needs instructions or series of
instructions called computer program or program to follow. Program made by the programmer using programming
languages.
Programs are commonly referred to as software. Software is essential to a computer because it controls
everything the computer does. All of the software that we use to make our computers useful is created by
individuals working as programmers or software developers. A programmer, or software developer, is a person with
the training and skills necessary to design, create, and test computer programs. Computer programming is an
exciting and rewarding career. In other words, programmers, programming languages, and computer programs has
a vital role in today's technology.
Computer Hardware and Software
The physical parts of the computer that you can touch (tangible) are referred to as the computer’s hardware.
The programs that execute on a computer are referred to as software.
Hardware
The term hardware refers to all of the physical parts, that a computer is made of. A computer is not one
single device, but a system of devices that all work together. Each part in a computer plays its own part. As shown
in Figure 1.2, a typical computer system consists of the following major components:
 The central processing unit (CPU)
 Main memory
 Secondary storage devices
 Input devices
 Output devices
Figure 1.2
Components of Computer System
CPU
The central processing unit (CPU) is the most important component of the computer because it is the part of
a computer that actually runs programs. The CPU is a small chip know as microprocessor.
Main Memory
This is where the computer stores a program being executed, as well as the data currently being processed.
For instance, you are using word processing program (ex.: Microsoft Word) to write an essay for your classes.
While you do this, both the Microsoft Word and the essay are stored in main memory.
Main memory also known as random-access memory, or RAM. It is called this because the CPU is able to
quickly access data stored at any random location in RAM. RAM is usually a volatile type of memory that is used
only for temporary storage while a program is running. Meaning all data stored in RAM will be erased when the
computer is turned off.
Input Devices
The component that send data to the computer is called an input device. Common input devices are the
keyboard, mouse, scanner, microphone, and digital camera.
Output Device
Output is any information (processed data) the computer produces for people or for other devices. It might
be a student grades, a list of names, sales report, income statement, etc. The data is sent to an output device.
Common output devices are video displays, printers and speakers.
Secondary Memory
Secondary storage commonly know as auxiliary storage is a type of memory that can hold data for long
periods of time, even when there is no power to the computer. Programs and important data are normally stored in
secondary memory and loaded into main memory as needed.
The most common type of secondary storage device is the hard disk drive (HDD). A disk drive stores data by
magnetically encoding it onto a circular disk. Most computers have a disk drive mounted inside their case. Compact
disc (CD), digital versatile disc (DVD), universal serial bus (USB) flash drive, and memory card are also popular for
data storage.
Software
Software refers to set of electronic instructions that tell the hardware what to do. These sets of instructions
are also known as programs, and each of them has a specific purpose. Programs that make computers active.
In computer science, software are classified into two categories:
System software
System software refers to the program that control and manage the basic operations of a computer. System
software typically includes the following types of programs:
Operating System is the most fundamental set of programs on a computer. The most important
piece of software in computer is the operating system because it controls the computer and its
peripheral devices (hardware), and allows other programs to run on the computer. Figure 1.3 shows
screens from three popular operating systems: Windows 10, Mac OS X, and Linux.
Utility Program performs a specialized task that enhances the computer’s operation or safeguards
data. Examples of utility programs are virus scanners, file compression programs, and data backup
programs.
Software Development Tools are the programs that programmers use to create, modify, and test
software. Assemblers, compilers, and interpreters are examples of programs that fall into this
category.
Figure 1.3
Screens from the Windows, Mac OS X, and Ubunto Linux operating systems
Windows 10
Mac OS X
Note: A Photo of Windows 10. https://www.extremetech.com/
computing/260311-take-screenshot-windows. Copyright 2018 by Joel
Hruska
Note: A Photo of Mac OS X. https://appleinsider.com/articles/07/10/25/
extensive_mac_os_x_10_5_leopard_screenshot_gallery. Copyright
2008 by AppleInsider Staff
Ubuntu Linux
Note: A Photo of Ubuntu Linux. https://sea.pcmag.com/linux-reviews-and-pricecomparisons-from-pc-magazi/28816/ubuntu-linux-18-bionic-beaver. Copyright
2020 by Ben Moore
Application software
Application software helps computer users to solve problems or carry out everyday tasks. Programs that
people normally spend most of their time running on their computers. Commonly used application software are
word processing, desktop publishing software, spreadsheets, database, graphics, communication, web browsers,
and game programs.
Lesson 2 Programming
Computer Programming
Computer programming is an act of writing computer programs by computer programmer using
programming language.
Computer Programmer
Computer programmer also know as software developer is a person who can write computer programs or
who can do computer programming.
Programming Language
A programming language is a software use to develop computer programs, scripts, or other sets of
instructions for computers to execute. The following are few of the programming languages:
Types of Language:
 Machine Language. Machine language is the language understood by the computer because it is
defined by the hardware of the computer. Each instruction or command is a collection of zeros
and ones called binary (Ex.: 0101 1000 0101 1001 1100 0111). For that reason machine
language is the hardest language for a person to understand, but it is the only language
understood by the computer. All computer programs must be converted/translated into machine
language.
 Assembly/Low-Level Language. Assembly language uses English-like abbreviations to represent
operations performed on the data. It uses short mnemonic codes for instructions and allows the
programmer to introduce names for blocks of memory that hold data. A program written in
assembly language must be translated into machine language with the help of the special
program called an assembler.
Sample Assembly code:
MOV TOTAL, 48
ADD MARKS, 10
MOV AL, 10
 High-Level Language. A high-level language uses English-like instructions and common
mathematical notations. High-level language allows programmers to create powerful and
complex programs without knowing how the CPU works. As a result, it is easy and not timeconsuming to create a program in high-level language. Before it can be executed by computer,
the program must be changed to machine code before executed. For high level language
interpreter or compiler will translate the source code into object code. List of well-known highlevel programming languages is shown in Table 1.1.
Table 1.1
Language
Ada
BASIC
FORTRAN
Programming Languages
Description
Ada was created in the 1970s, primarily for applications used by the U.S. Department of
Defense. The language is named in honor of Countess Ada Lovelace, an influential and
historic figure in the field of computing.
Beginners All-purpose Symbolic Instruction Code is a general-purpose language that was
originally designed in the early 1960s to be simple enough for beginners to learn. Today,
there are many different versions of BASIC.
FORmula TRANslator was the first high-level programming language. It was designed in the
COBOL
Pascal
C and C++
C#
Java
Python
Ruby
Visual Basic
1950s for performing complex mathematical calculations.
Common Business-Oriented Language was created in the 1950s, and was designed for
business applications.
Pascal was created in 1970, and was originally designed for teaching programming. The
language was named in honor of the mathematician, physicist, and philosopher Blaise
Pascal.
C and C++ (pronounced “c plus plus”) are powerful, general-purpose languages developed at
Bell Laboratories. The C language was created in 1972 and the C++ language was created in
1983.
Pronounced “c sharp.” This language was created by Microsoft around the year 2000 for
developing applications based on the Microsoft .NET platform.
Java was created by Sun Microsystems in the early 1990s. It can be used to develop
programs that run on a single computer or over the Internet from a web server.
Python, the language we use in this book, is a general-purpose language created in the early
1990s. It has become popular in business and academic applications.
Ruby is a general-purpose language that was created in the 1990s. It is increasingly
becoming a popular language for programs that run on web servers.
Visual Basic (commonly known as VB) is a Microsoft programming language and software
development environment that allows programmers to create Windows based applications
quickly. VB was originally created in the early 1990s.
Compiler
A compiler is program that converts the instruction of a high level language into machine language as a
whole. A program written in high level language is called source code. The compiled version of the source code is
called an object or executable program and can then be executed as many times as needed.
Interpreter
An interpreter is a program that converts one statement of a program at a time. It executes this statement
before translating the next statement of the source program. If there is an error in the statement, the interpreter will
stop working and displays an error message.
Figure 1.4
Programming Cycle
Generally there are five (5) steps in Programming Cycle.
1. Defining the problem – defining what has to be done or
what problem has to be solved
2. Planning the solution – select the best method for
solving the problem
3. Coding the solution – prepare the set of instructions for
the computer to execute
4. Checking out the program – perform debugging and
testing the program using representative input data
5. Documentation – write up the full specifications for
other program users
 Learning Activities
Activity 1: Reflection Paper Writing and Publishing
Directions: Trace the development of any programing language and give your insights regarding the highlights
of the development. Use the space below as your draft. Publish this writing in a blog page (see
sample at this link: https://tinyurl.com/y5xngthe). For video tutorial on how to do blogging, you may
click this link: https://youtu.be/YIr_0x1OzKs.
Submit your work to google class on or before the date as reflected in in your study schedule. See
Rubric in Blogging in the classwork.
.
.
.
Activity 2: Programming Language Portfolio
Directions: Directions: Create a professional quality photography portfolio covering the ten popular mobile/
desktop applications. Submit your work on our google class on or before the date as reflected in
on your study schedule. See Rubric in Portfolio Development in the classwork.
Amazing! You may now take the assessment. If you have
not completed the task, or you have difficulty in accomplishing
the activity, please send me a message to our google class or
you may ask clarifications through a text message or phone
calls on the contact number included in your course guide.
 Chapter Test
GENERAL RULES: Write your answer to the space provided before each number.
I – MUTIPLE CHOICE: Write only the letter (UPPERCASE LETTER) that corresponds to your answer.
_______ 1. What group of programming languages is easiest for the computer to understand?
a) The machine languages
b) The high-level languages
c) The low-level languages
d) The human languages
_______ 2. Which of the following is true of interpreted programs?
a) All statements are translated then executed.
b) Each statement is translated and executed before the next statement.
c) Source code is translated into machine language as a whole then executed.
d) All of these
_______ 3. Before a program written in a high-level language can be executed, which of the following must take
place?
a) A program must be interpreted.
b) A program must be compiled.
c) A & B
d) A program can be executed immediately.
_______ 4. Which of the following is true of the interpreter?
a) It translates instructions written in assembly language into machine language.
b) It translates machine language into a high-level language.
c) It translates a high-level language into machine language.
d) All of these
_______ 5. A(n) __________ is a set of instructions that a computer follows to perform a task.
a) compiler
b) program
c) interpreter
d) programming language
_______ 6. The physical devices that a computer is made of are referred to as __________.
a) hardware
b) software
c) the operating system
d) tools
_______ 7. The part of a computer that runs programs is called __________.
a) RAM
b) secondary storage
c) main memory
d) the CPU
_______ 8. Today, CPUs are small chips known as __________.
a) microcontrollers
b) microprocessors
c) memory chips
d) operating systems
_______ 9. The computer stores a program while the program is running, as well as the data that the program is
working with, in __________.
a) secondary storage
b) the CPU
c) main memory
d) the microprocessor
_______ 10. This is a volatile type of memory that is used only for temporary storage while a program is running.
a) RAM
b) secondary storage
c) the hard disk drive
d) the USB drive
_______ 11. A type of memory that can hold data for long periods of time, even when there is no power to the
computer, is called __________.
a) RAM
b) main memory
c) secondary storage
d) CPU storage
_______ 12. A component that collects data from computer users and sends it to the computer is called
__________.
a) output devices
b) input devices
c) secondary storage devices
d) main memory
_______ 13. A video display is a(n) __________ device.
a) output
b) input
c) secondary storage
d) main memory
_______ 14. A __________ is enough memory to store a letter of the alphabet or a small number.
a) byte
b) bit
c) switch
d) transistor
_______ 15. A byte is made up of eight __________.
a) CPUs
b) instructions
c) variables
d) bits
_______ 16. In a(n) __________ numbering system, all numeric values are written as sequences of 0s and 1s.
a) hexadecimal
b) binary
c) octal
d) decimal
_______ 17. A bit that is turned off represents the following value: __________.
a) 1
b) –1
c) 0
d) “no”
_______ 18. Computers can only execute programs that are written in __________.
a) Java
b) assembly language
c) machine language
d) C#
_______ 19. The __________ translates an assembly language program to a machine language program.
a) assembler
b) compiler
c) translator
d) interpreter
_______ 20. A(n) __________ file is the compiled version of a high-level language program.
a) assembler
b) object
c) source code
d) binary
II – TRUE or FALSE: Write T if the statement is true, otherwise write F.
_______ 1. Today, CPUs are huge devices made of electrical and mechanical components such as vacuum tubes
and switches.
_______ 2. Main memory is also known as RAM.
_______ 3. Any piece of data that is stored in a computer’s memory must be stored as a binary number.
_______ 4. Images, like the ones you make with your digital camera, cannot be stored as binary numbers.
_______ 5. Machine language is the only language that a CPU understands.
_______ 6. Assembly language is considered a high-level language.
_______ 7. An interpreter is a program that both translates and executes the instructions in a high-level language
program.
_______ 8. A syntax error does not prevent a program from being compiled and executed.
_______ 9. Windows, Linux, and Mac OSX are all examples of application software.
_______ 10. Word processing programs, spreadsheet programs, email programs, web browsers, and games are all
examples of utility programs.
III – IDENTIFICATION: Identify the answer in the following questions.
_________________ 1. What is the most important component in a computer?
_________________ 2. What number does a bit that is turned on represent?
_________________ 3. What number does a bit that is turned off represent?
_________________ 4. What would you call a device that works with binary data?
_________________ 5. What type of programming language is this code 0010 0000 1110 0110 0000 0001 ?
_________________ 6. What are the short words that are used in assembly language called?
_________________ 7. What type of software controls the internal operations of the computer’s hardware?
_________________ 8. What type of programming language is this code ADD AX, 0010 ?
_________________ 9. What type of programming language is this code AREA = LENGTH * WIDTH; ?
_________________ 10. What do we call a program written in high level language?
CHAPTER
2
Algorithms
In mathematics and computer science, an algorithm is a step-by-step procedure to solve a problem or to
perform a task. One of the most obvious examples of an algorithm is a recipe.
Learning Outcomes
At the end of this Chapter, the students must have:
 analyzed problems and defined the computing requirements appropriate to its solution;
 analyzed user needs and take them into account in the selection, creation, evaluation and administration of
computer-based systems; and
 created a portfolio covering the types of algorithm.
 Pretest
MUTIPLE CHOICE:
Write only the letter (UPPERCASE LETTER) that corresponds to your answer. Write your
answer to the space provided before each number.
_______ 1. What is an algorithm?
a) A chart showing the flow of a series of events
b) A decision arrived at by following instructions
c) Step-by-step instructions used to solve a problem
d) A computer program that follows a chart
_______ 2. If something needs to be processed what flowchart symbol do we use?
a) oval
b) rectangle
c) parallelogram
d) diamond
_______ 3. What shape in the flowchart represents a decision?
a) rectangle
b) diamond
c) oval
d) parallelogram
_______ 4. What does an oval represent in a flowchart?
a) decision making
b) start
c) stop
d) process
_______ 5. In a flowchart how are symbols connected?
a) Symbols do not get connected together in a flowchart
b) With lines and an arrow to show the direction of flow
c) With dashed lines and numbers
d) With solid lines to link events
Lesson 1 Input-Process-Output (IPO)
Input-Process-Output (IPO) model, is a widely used approach in systems analysis and software engineering
for describing the structure of an information processing program or other process.
Figure 2.1
IPO model
A computer program or any other sort of process using the input-process-output model receives inputs from
a user or other source, does some computations on the inputs, and returns the results of the computations. The
system divides the work into three categories:
1. input - data that is needed to solve the problem
2. process - the task that will be carried out to solve the problem
3. output - the end result of the problem
For example, a program might be written to compute the price of apples if the quantity in kg and price per kg
are given. Following the IPO model, the program must:
 Ask the user for the weight (quantity in kg) of apple and price per kilogram (input)
 Perform a calculation to compute the total price of apple (process)
 Display the total price (output)
Quantity
PricePerKilo
Price = Quantity * PricePerKilo
Price
Second example, compute the sum of three numbers, the program must:
 Ask the user for the three number (input)
 Perform a calculation to compute the sum (process)
 Display the sum (output)
Num1
Num2
Num3
Sum = Num1 + Num2 + Num3
Sum
Third example, compute the area of a rectangle, the program must:
 Ask the user for the length and width (input)
 Perform a calculation to compute the area (process)
 Display the area (output)
Length
Width
Area = Length * Width
Area
 Exercises
Write the IPO algorithm of the following problems:
 Compute and print the area and perimeter of the square using the given side.
 Write a program to calculate the average grade of three students.
 Convert Fahrenheit temperatures into Celsius temperatures.
 Convert kilogram into pounds.
 Convert meter into inch.
 Convert kilometer into mile.
 Calculate the car park charges: The 1st three hours costs ₱20.00. The subsequent hours cost ₱5.00
per hour. Write an algorithm based on a vehicle’s entry and exit time.
Lesson 2 Divide and Conquer
A divide-and-conquer algorithm works by recursively breaking down a problem into two or more subproblems of the same or related type, until these become simple enough to be solved directly. The solutions to the
sub-problems are then combined to give a solution to the original problem (shown in Figure 2.2).
Figure 2.2



Divide and Conquer Diagram
Divide - break the given problem into smaller sub-problems.
Conquer - Solve the smaller sub-problems. If the sub-problem is small enough, then solve it directly.
Combine - Merge the solutions of the sub-problems to get the solution to the actual or original problem.
Sample Task: Prepare a Breakfast
Step 1:
1. Start
2. Prepare a Breakfast
3. End
Step 2:
1. Start
2. Prepare a Breakfast
2.1 Prepare a tuna sandwich
2.2 Prepare some chips
2.3 Make a cup of coffee
3. End
Step 3:
1. Start
2. Prepare a Breakfast
2.1 Prepare a tuna sandwich
2.1.1 Take 2 slices of bread
2.1.2 Prepare tuna paste
2.2 Prepare some chips
2.3 Make a cup of coffee
3. End
Step 4:
1. Start
2. Prepare a Breakfast
2.1 Prepare a tuna sandwich
2.1.1 Take 2 slices of bread
2.1.2 Prepare tuna paste
2.2 Prepare some chips
2.2.1 Cut potatoes into slices
2.2.2 Fry the potatoes
2.3 Make a cup of coffee
3. End
Step 5:
1. Start
2. Prepare a Breakfast
2.1. Prepare a tuna sandwich
2.1.1 Take 2 slices of bread
2.1.2 Prepare tuna paste
2.2. Prepare some chips
2.2.1 Cut potatoes into slices
2.2.2 Fry the potatoes
2.3. Make a cup of coffee
2.3.1 Boil water
2.3.2 Add water, sugar and
coffee
3. End
For example, a program might be written to sort an array using the divide and conquer approach.
 Given array
 Divide the array into two halves
 Again, divide each subpart recursively into two halves until you get individual elements.
 Then, merge the individual elements in a sorted manner. Here, conquer and combine steps go side by
side.
Lesson 3 Pseudocode
Pseudocode is an outline of a program, written in a form that can easily be converted into real programming
statements. It resembles the actual program that will be implemented later. However, it cannot be compiled nor
executed.
Pseudocode normally codes the following actions:
 Initialization of variables
 Assignment of values to the variables
 Arithmetic operations
 Relational operations
For example, a program might be written to compute the price of apples if the quantity in kg and price per kg
are given. The program must:
 Ask the user for the weight (quantity in kg) of apple and price per kilogram (input)
 Perform a calculation to compute the total price of apple (process)
 Display the total price (output)
a. Start
b. Read Quantity
c. Read PricePerKg
d. Price = Quantity * PricePerKg
e. Print Price
f. End
Second example, compute the sum of three numbers, the program must:
 Ask the user for the three number (input)
 Perform a calculation to compute the sum (process)
 Display the sum (output)
a. Start
b. Read N1
c. Read N2
d. Read N3
e. Sum = N1 + N2 + N3
f. Print Sum
g. End
Third example, compute the area of a rectangle, the program must:
 Ask the user for the length and width (input)
 Perform a calculation to compute the area (process)
 Display the area (output)
a. Start
b. Read Length
c. Read Width
d. Area = Length * Width
e. Print Area
f. End
 Exercises
Write the Pseudocode of the following problems:
 Compute and print the area and perimeter of the square using the given side.
 Write a program to calculate the average grade of three students.
 Convert Fahrenheit temperatures into Celsius temperatures.
 Convert kilogram into pounds.
 Convert meter into inch.
 Convert kilometer into mile.
 Calculate the car park charges: The 1st three hours costs ₱20.00. The subsequent hours cost ₱5.00
per hour. Write an algorithm based on a vehicle’s entry and exit time.
Lesson 4 Flowchart
A flowchart is a diagram representing the logical sequence in which a combination of steps or operations is
to be performed. It consists of labeled geometrical symbols that are interconnected.
representation of an algorithm. It is intended for communication and documentation.
It is also a visual
Flowchart Symbols:
Terminal Symbol (oval) – use to designate the beginning and the end of the program.
Input/output Symbol (parallelogram) – represents an instruction to an input or an
output device.
Processing Symbol (rectangle) – represent a group of program instructions that
perform a processing function of the program such as to perform arithmetic
operations.
Decision Symbol (diamond) – denotes a point in the program where more than one
path can be taken.
Preparation Symbol (hexagon) – represent an instruction or group of instructions that
will alter, or modify a program’s course of execution. It is commonly used to
specify operations such as control, index register, initialization, switch setting,
and in indicating loops.
On-page Connector (small circle) – a none processing symbol use to connect one part
of a flowchart to another without drawing flow lines.
Off-page Connector (small pentagon) – to designate entry to or exit from a page when
a flowchart requires more than one page.
Flow Direction Indicators (arrowheads) – use to show the direction of processing or
data flow. These are added to flow lines if a flowchart appears confusing is its
layout. Arrowheads are not required when the logic flow is from top to bottom or
from left to right.
Flow lines (horizontal/vertical lines) – use to show reading order or sequence in which
flowchart symbols are to be read. Flow lines are sometimes drawn with
arrowheads. The commonly accepted practice is to indicate an arrowhead if
the logic flow is from right to left or from bottom to top.
Table 2.1
Arithmetic and Relational Operators
Arithmetic Operators
Relational Operators
OPERATORS
MEANING
OPERATORS
MEANING
+
Addition
<
Less than
-
Subtraction
>
Greater than
*
Multiplication
=
Equal
/
Division
≤
Less than or equal
Div
Division integer
≥
Greater than or equal
Mod
Modulus (remainder)
≠
Not equal
For example, a program might be written to compute the price of apples if the quantity in kg and price per kg
are given. The program must:
 Ask the user for the weight (quantity in kg) of apple and price per kilogram (input)
 Perform a calculation to compute the total price of apple (process)
 Display the total price (output)
Figure 2.3
Simple Flowchart
START
READ Quantity
START
Note: You can combine
inputs into one symbol.
Use comma to separate
two or more variables
READ Quantity,
PricePerKg
READ PricePerKg
Price = Quantity * PricePerKg
Price = Quantity * PricePerKg
PRINT Price
PRINT Price
END
END
Second example, compute the sum of three numbers, the program must:
 Ask the user for the three number (input)
 Perform a calculation to compute the sum (process)
 Display the sum (output)
START
Compute the Area of a rectangle
START
READ N1, N2, N3
Sum = N1 + N2 + N3
PRINT Sum
N1 = 11
N2 = 4
N3 = 7
Area = 11 + 4 + 7
= 22
22
END
END
Third example, compute the area of a rectangle, the program must:
 Ask the user for the length and width (input)
 Perform a calculation to compute the area (process)
 Display the area (output)
Compute the Area of a rectangle
START
START
Length = 10
Width = 5
READ Length, Width
Area = 10 * 5
= 50
Area = Length * Width
50
PRINT Area
END
END
 Exercises
Draw the flowchart of the following problems:
 Compute and print the area and perimeter of the square using the given side.
 Write a program to calculate the average grade of three students.
 Convert Fahrenheit temperatures into Celsius temperatures.
 Convert kilogram into pounds.
 Convert meter into inch.
 Convert kilometer into mile.
 Calculate the car park charges: The 1st three hours costs ₱20.00. The subsequent hours cost ₱5.00
per hour. Write an algorithm based on a vehicle’s entry and exit time.
Flowchart with Decision
For example, a program might be written to accept grade and print “FAILED” if grade is less than 75,
otherwise print “PASSED”. The program must:
 Ask the user for the grade (input)
 Display “FAILED” if grade is less than 75, otherwise display “PASSED” (process and output)
START
PASSED or FAILED
START
READ Grade
Grade = 87
PRINT “PASSED”
NO
Is
Grade < 75
?
YES
No
PRINT “FAILED”
PASSED
END
If the inputted grade is 87, then the remarks will be PASSED.
87 < 75
END
You can also use the on-page connector (small circle) to connect one part of a flowchart to another instead
of a long flow line.
.
START
READ Grade
PRINT “PASSED”
NO
Is
Grade < 75
?
YES
PRINT “FAILED”
A
A
END
Second example, draw a flowchart to get a number from the user and print whether it is positive or negative,
the program must:
 Ask the user for a number
 If a number is less than zero then print “NEGATIVE”, otherwise print “POSITIVE”.
START
READ Num
PRINT “POSITIVE”
NO
Is
Num < 0
?
YES
PRINT “NEGATIVE”
A
A
END
Third example, draw a flowchart to get a number from the user and print whether it is even or odd, the
program must:
 Ask the user for a number
 If a number divided by 2 is zero remainder then print “EVEN”, otherwise print “ODD”.
START
READ Num
PRINT “ODD”
NO
Is
Num mod
2=0?
YES
PRINT “EVEN”
A
A
END
Forth example, draw a flowchart to get two numbers from the user and print the smaller number, the
program must:
 Ask the user for the two numbers
 If first number is less than the second number, print the value of first number, otherwise print the value of
the second number.
START
READ N1, N2
PRINT N2
NO
Is
N1 < N2
?
YES
PRINT N1
A
A
END
 Exercises
Draw the flowchart of the following problems:
 Take three numbers from the user and print the biggest number.
 Takes a year from user and print whether that year is a leap year or not.
 Takes an age from the user and print whether the age is minor or adult. Minor age is below 18.
 Calculate the car park charges: The 1st three hours costs ₱20.00. The subsequent hours cost ₱10.00
per hour. Write an algorithm based on a vehicle’s entry and exit time.
Flowchart with Loop
 Loop – a sequence of steps to be executed a specified number of times.
 Counter – is set up in a program loop to keep track of the number of times the program segment is
repeated.
For example, make a flowchart the will print numbers 1 to 20
 Step 1: Start
 Step 2: C=1, initialization of counter
 Step 3: Yes, C is less than or equal to 20

Step 4: Print the value of C

Step 5: C = C + 1, value of counter will increase by 1

Step 6: Go to Step 3
 Step 7: No, C is not less than or equal to 20

Step 8: End
END
START
C=1
A
NO
IS
C<=20
?
YES
PRINT C
C=C+1
A
Second example, compute and print the sum of numbers 1 to 20
 Step 1: Start
 Step 2: C=1, initialization of counter
 Step 3: Sum = 0, initialization of sum
 Step 4: Yes, C is less than or equal to 20

Step 5: Sum = Sum + C, add the value of the counter to the sum

Step 6: C = C + 1, value of counter will increase by 1

Step 7: Go to Step 4
 Step 8: No, C is not less than or equal to 20

Step 9: Print the value of Sum

Step 10: End
START
C=1
Sum = 0
A
PRINT Sum
NO
IS
C<=20
?
YES
END
Sum = Sum + C
C=C+1
A
 Exercises
Draw the flowchart of the following problems:
 Take ten numbers from the user and print the biggest number.
 Compute and print the sum of all even and all odd numbers of numbers 1 to 10.
 Print the smallest and the largest number in ten (10) inputted integers.
 Determine if the inputted integer is a prime number or not.
 Compute and print the average grade of fifty (50) students.
 Learning Activities
Activity 1: Algorithms Portfolio
Directions: Create a portfolio covering all lesson activities in the algorithm.
Amazing! You may now take the assessment. If you have
not completed the task, or you have difficulty in accomplishing
the activity, please send me a message to our google class or
you may ask clarifications through a text message or phone
calls on the contact number included in your course guide.
 Chapter Test
GENERAL RULES: Write your answer to the space provided before each number.
I – MUTIPLE CHOICE: Write only the letter (UPPERCASE LETTER) that corresponds to your answer.
_______ 1. List of instruction for carrying out some process step by step.
a) algorithms
b) Interpreter
c) Compiler
d) pseudocode
_______ 2. What is a diagrammatic representation that illustrates the sequence of operations to be performed to get
the solution of a problem?
a) Algorithms
b) Flowchart
c) Programming
d) Pseudocode
_______ 3. What shape do flowcharts begin with?
a) rectangle
b) oval
c) diamond
d) parallelogram
_______ 4. What shape do flowcharts use to show an output?
a) rectangle
b) oval
c) diamond
d) parallelogram
_______ 5. What shape do flowcharts use to show a decision?
a) rectangle
b) oval
c) diamond
d) parallelogram
_______ 6. What shape do flowcharts use to show an action or process?
a) rectangle
b) oval
c) diamond
d) parallelogram
_______ 7. What shape do flowcharts use to show an input?
a) rectangle
b) oval
c) diamond
d) parallelogram
_______ 8. What shape do flowcharts end with?
a) rectangle
b) oval
c) diamond
d) parallelogram
_______ 9. It is a visual representation of an algorithm.
a) interpreter
b) flowchart
c) pseudocode
d) compiler
_______ 10. What is the purpose of flow lines and arrowheads in flowchart?
a) Represents when something is input into the program or output from the program
b) Asks a question and then determines which route the program will take
c) An action done by the program (e.g. calculate the area of a square)
d) Shows the direction and sequence of processes
_______ 11. A benefit of using flowcharts is ________.
a) They help you program faster
b) They write the program for you
c) They help you visualize the instructions
d) They are easier
_______ 12. What is the purpose of terminal symbol?
a) Indicates the beginning or end of the flowchart
b) Indicates an action or step in the flowchart process.
c) A subroutine by user request, where the user is able to request info
d) Indicates that the program has a save function.
_______ 13. Which of the following is incorrect? Algorithms can be represented:
a) as pseudo codes
b) as syntax
c) as programs
d) as flowcharts
_______ 14. In a flowchart how are symbols connected?
a) Symbols do not get connected together in a flowchart
b) With lines and an arrow to show the direction of flow
c) With dashed lines and numbers
d) With solid lines to link events
_______ 15. When can algorithms be used?
a) Only with computers
b) Only when programming
c) Only with flowcharts
d) Any time to design solutions to problems
II – TRUE or FALSE: Write T if the statement is true, otherwise write F.
_______ 1. Algorithm refers to a special method usable for the solution to a problem.
_______ 2. We can show the sequence of steps in an algorithm in a structural diagram called a flow chart.
_______ 3. Only top software programmers can write an algorithm.
_______ 4. When you write an algorithm the order of the instructions is very important.
_______ 5. Any algorithm is a program.
2
Introduction to C#
Programming
CHAPTER 3:
C# Overview
CHAPTER 4:
C# Data Types and Data Conversion
CHAPTER 5:
Variables
CHAPTER 6:
Operators
CHAPTER
3
C# Overview
C# is a modern, general-purpose, object-oriented programming language developed by Microsoft and
approved by European Computer Manufacturers Association (ECMA) and International Standards Organization
(ISO).
Learning Outcomes
.
At the end of this Chapter, the students must have:
 applied the basic structure of programming language; and
 created a program with basic input and output C# commands
 Pretest
MUTIPLE CHOICE:
Write only the letter (UPPERCASE LETTER) that corresponds to your answer. Write your
answer to the space provided before each number.
__________ 1. Who is the development team leader of the C# programming language?
a) Dennis Ritchie
b) Anders Hejlsberg
c) Martin Richards
d) Ken Thompson
__________ 2. Who is the development team leader of the C language?
a) Dennis Ritchie
b) Anders Hejlsberg
c) Martin Richards
d) Ken Thompson
__________ 3. Who is the developer of the B language?
a) Dennis Ritchie
b) Anders Hejlsberg
c) Martin Richards
d) Ken Thompson
__________ 4. Using
, we can create applications that run on Windows.
a) .NET Framework
b) Xamarin
c) .NET Core
d) Compiler
__________ 5. Using
, we can create applications that run on Windows, Linux, and Mac
a) .NET Framework
b) Xamarin
c) .NET Core
d) Compiler
Lesson 1 Historical Background
C# (pronounced see-sharp) was developed by Microsoft within its .NET framework initiative and later
approved as a standard by ECMA (ECMA-334) and International Standards Organization (ISO). The C#
programming language is general-purpose object-oriented programming (OOP). C# development team was lead by
"Anders Hejlsberg" in 2002.
C evolved from two previous programming languages, B and BCPL. Martin Richards developed BCPL in
1967 designed mainly for writing operating systems and compilers. Ken Thompson developed B, modeled on
BCPL, and early versions of the UNIX operating system were developed in this language in 1970 at Bell
Laboratories. Dennis Ritchie evolved the C language from B at Bell Laboratories in 1972. UNIX was developed in C
and most major operating systems today are also developed in C. During the 70s C continues to evolve and in
1978 Kernighan and Ritchie published one of the most widely-read computer books of all time, namely, The C
Programming Language. C was extremely portable and provided much more powerful features than either BCPL or
B.
Figure 3.1
History of C#
C# is based on C Language and C++ but has many additional extensions. Java and C# are both being
updated to keep up with each other. Cross-development with Visual Basic, Visual C++, F#, IronPython, and many
other .NET languages. Figure 3.2 shows the history of .NET Framework.
Figure 3.2
History of .NET Framework
Note: A Photo of .NET Framework History. https://codingsight.com/asp-net-core-1-0-part-1-introduction-general-description-future-net-framework/.
Copyright 2016 by Karen Tazayan
.NET Framework
The .NET framework is a revolutionary platform that helps you to write the following types of applications:
 Windows applications
 Web applications
 Web services
The .NET framework applications are multi-platform applications. The framework has been designed in such
a way that it can be used from any of the following languages: C#, C++, Visual Basic, Jscript, COBOL, etc. All these
languages can access the framework as well as communicate with each other.
The .NET framework consists of an enormous library of codes used by the client languages such as C#.
Following are some of the components of the .NET framework:
 Common Language Runtime (CLR)
 The .Net Framework Class Library
 Common Language Specification
 Common Type System
 Metadata and Assemblies
 Windows Forms
 ASP.Net and ASP.Net AJAX
 ADO.Net
 Windows Workflow Foundation (WF)
 Windows Presentation Foundation
 Windows Communication Foundation (WCF)
 LINQ
Figure 3.3
.NET Framework Today
Note: A Photo of .NET Framework Today. https://codingsight.com/asp-net-core-1-0-part-1-introduction-general-description-future-netframework/. Copyright 2016 by Karen Tazayan
In Figure 3.3 shows that:
 using .NET Framework, we can create mobile, desktop, and web applications that run on Windows PCs,
devices and servers.
 using .NET Core, we can create applications that run on Windows, Linux, and Mac.
 using Xamarin we can create native Android, iOS, and Windows apps, using existing .NET skills.
Strong Programming Features of C#
Although C# constructs closely follow traditional high-level languages, C and C++ and being an objectoriented programming language. It has strong resemblance with Java, it has numerous strong programming
features that make it endearing to a number of programmers worldwide.
Following is the list of few important features of C#:
 Boolean Conditions
 Automatic Garbage Collection
 Standard Library
 Assembly Versioning
 Properties and Events
 Delegates and Events Management
 Easy-to-use Generics
 Indexers
 Conditional Compilation
 Simple Multithreading
 LINQ and Lambda Expressions
 Integration with Windows
Integrated Development Environment (IDE) for C#
Microsoft provides the following development tools for C# programming:
 Visual Studio Subscription (with pay)
 Professional Edition

Enterprise Edition
 Visual Studio Community Edition (shown in Figure 3.4)
 Visual Studio Community (Windows OS)
 Visual Studio Code (Windows, LINUX, Mac OS)

Figure 3.4
Visual Studio Community for Mac
Download page for Visual Studio Community Edition
Note: A Photo of Download page for Visual Studio Community Edition. https://visualstudio.microsoft.com/free-developer-offers/. You need an
active internet connection for installing the community edition.
The Visual Studio Community Edition is freely available from Microsoft official website. Using these tool, you
can write all kinds of C# programs from simple command-line applications to more complex applications. You can
also write C# source code files using a basic text editor like Notepad, and compile the code into assemblies using
the command-line compiler, which is again a part of the .NET Framework.
You can download it from Microsoft Visual Studio. It gets installed automatically on your machine.
Writing C# Programs on Linux or Mac OS
Although the.NET Framework runs on the Windows operating system, there are some alternative versions
that work on other operating systems. Visual Studio Code and Visual Studio Community for Mac are free version of
the Visual Studio which includes a C# compiler and runs on several operating systems, including various flavors of
Linux and Mac OS. Kindly check Visual Studio Code and Visual Studio Community for Mac.
Lesson 2 Installing of C#
If you have already installed Visual Studio 2019 and C#, you can skip this section. If you haven’t installed
C#, this section tells you how to download and install the Visual Studio. Visual Studio Community is a modified
version that is available from Microsoft at no charge. Although the Community version of Visual Studio is missing
some features found in the commercial version, you could compile and run all the sample programs in this book
using Visual Studio.
Software and Hardware Requirements
At present time, the Visual Studio 2019 can be installed in the following operating system (OS 64 bit
recommended ) :
Software requirements:
 Windows 7 SP1 (with latest Windows Updates): Home Premium, Professional, Enterprise, Ultimate
 Windows Server 2012 R2 (with Update 2919355): Essentials, Standard, Datacenter
 Windows 8.1 (with Update 2919355): Core, Professional, and Enterprise
 Windows Server 2016: Standard and Datacenter
 Windows Server 2019: Standard and Datacenter
 Windows 10 version 1703 or higher: Home, Professional, Education, and Enterprise (LTSC and S are
not supported)
Hardware requirements:
 1.8 GHz or faster processor. Quad-core or better recommended
 2 GB of RAM; 8 GB of RAM recommended (2.5 GB minimum if running on a virtual machine)
 Hard disk space: Minimum of 800MB up to 210 GB of available space, depending on features installed;
typical installations require 20-50 GB of free space.
 Hard disk speed: to improve performance, install Windows and Visual Studio on a solid-state drive
(SSD).
 Video card that supports a minimum display resolution of 720p (1280 by 720); Visual Studio will work
best at a resolution of WXGA (1366 by 768) or higher.
Downloading Visual Studio
At the time that this book is written, you can go to https://visualstudio.microsoft.com/free-developer-offers/ to
download the Community version (shown in Figure 1.3) or go to https://visualstudio.microsoft.com/vs/pricing/ to
download paid version (Professional and Enterprise) of Visual Studio. The installation page should look similar to
what is shown in Figure 3.5.
Figure 3.5
Visual Studio Installer
Depending upon the speed of your system and Internet connection, it can take more than 1 hour to
download and install the 6+ gigabytes of files used during the installation process. By continuing to install Visual
Studio means, you agree to the License Agreement for the Visual Studio edition you selected.
The program displays a dialog box that tells you the items that are about to be installed. Unless you are
constrained by disk space, you should leave all the options checked so that they are all installed. Otherwise, you
can uncheck those options that you do not want to be installed. See Figure 3.6.
Figure 3.6
Installation Item Checklist
Having made your selections, click the Install button to initiate the installation process. Your display will look
similar to Figure 3.7.
Figure 3.7
Installation Process
Lesson 3 Program Structure
Creating a Project
Move the cursor to the upper-left side of the screen, and select the File ► New ► Project menu option from
the main program menu bar, as shown in Figure 3.8.
Figure 3.8
Creating New Project
Select New Project from the menu. Your program screen changes, as shown in Figure 3.9.
Figure 3.9 shows a number of predefined project templates from which to choose. Make sure you have
selected the Templates Visual C# Windows menu option that appears on the left side of the screen. These
templates define the types of programs that you can develop with C#. For this purposes, select the Console
Application template.
Figure 3.9
New Project Dialog
When you select one of the templates, Visual Studio creates that type of project for you as well as writing
some stub code for you. Stub codes are predefined pieces of code that Visual Studio writes for you as a
background process. From the templates shown in Figure 1.8, select the Console Application template. You should
also type in the name you want the program to have. Type HelloWorld for the example and designated the project
to be placed in the C:\User\delfi\source\repos. You can use the Browse button to select some other directory, or
you can click the Create button as shown in Figure 3.10.
Figure 3.10
Name and Location of the Project
Click
Browse
button to change
project location.
Creating Hello World Program
A C# program consists of the following parts:
 Namespace declaration
 A class
 Class methods
 Class attributes
 A Main method
 Statements and Expressions
 Comments
Figure 3.11
HelloWorld Console Application
using System;
namespace HelloWorld
{
class Program
{
static void Main(string[] args)
{
/* my first program in C# */
Console.WriteLine("Hello World!");
Console.ReadKey();
}
}
}
When Figure 3.11 code is compiled and executed, it produces the following result:
Hello World!
Let us look at the various parts of the given program shown in Figure 3.11:
 The first line of the program using System; - the using keyword is used to include the System
namespace in the program. An instruction that we may want to use one or more objects defined in the
System namespace. A program generally has multiple using statements.
 The next line has the namespace declaration. A namespace is a collection of classes. The HelloWorld
namespace contains the class HelloWorld.
 The next line has a class declaration, the class HelloWorld contains the data and method definitions
that your program uses. Classes generally contain multiple methods. Methods define the behavior of the
class. However, the HelloWorld class has only one method Main.
 The next line defines the Main method, which is the entry point for all C# programs. The Main method
states what the class does when executed.
 The next line /*...*/ is ignored by the compiler and it is put to add comments in the program. Programs
usually contain comments. Multiple line comments are enclosed between a starting /* and an ending */.
The compiler ignores anything between these two markers. Single line comments are preceded by //.
Comments are a very important part of programming and you should generously comment your
programs.
 The Main method specifies its behavior with the statement Console.WriteLine("Hello World!");
 WriteLine is a method of the Console class defined in the System namespace. This statement causes
the message "Hello, World!" to be displayed on the screen.
 The last line Console.ReadKey(); is for the Visual Studio.NET Users. This makes the program wait for
a key press and it prevents the screen from running and closing quickly when the program is launched
from Visual Studio .NET. It is worth to note the following points:
 C# is case sensitive.
 All statements and expressions must end with a semicolon (;).
 The program execution starts at the Main method.
 Unlike Java, the program file name could be different from the class name.
Lesson 4 Compiling and Executing the Program
If you are using Visual Studio IDE for compiling and executing C# programs, take the following steps:
 Click Debug ►Start Debugging or Run button or press F5 key to execute the project as shown in
Figure 3.12. A Command Prompt window appears that contains the line Hello World.
Figure 3.12
Compiling and Executing the Program
Lesson 5 Basic Syntax of Input and Output Commands
C# User Input
You have already learned that Console.WriteLine() is used to output (display) values. Now we will use
Console.ReadLine() to get user input.
In the following example, the user can input his or her name, which is stored in the variable yourName. Then
we print the value of yourName:
using System;
namespace HelloName
{
class Program
{
static void Main(string[] args)
{
// my second program in C#
Console.WriteLine("Enter your Name: ");
/* Create a string variable and get user input
from the keyboard and store it in the variable */
String yourName = Console.ReadLine();
// Display the value of variable yourName
Console.WriteLine(“Hello “ + yourName);
Console.ReadKey();
}
}
}
Console.WriteLine(“Hello “ + yourName);
or you can use Console.WriteLine with placeholder {sequence number}
Console.WriteLine(“Hello {0}, have a nice day“, yourName);
User Input and Numbers
The Console.ReadLine() method returns a string. Therefore, you cannot get information from another data
type, such as int. The following program will cause an error: Cannot implicitly convert type 'string' to 'int' like what is
shown in Figure 3.13.
using System;
namespace HelloName
{
class Program
{
static void Main(string[] args)
{
// User input and number
Console.WriteLine("Enter your age: ");
int age = Console.ReadLine();
Console.WriteLine(“You're {0} years old now.", age);
Console.ReadKey();
}
}
}
Figure 3.13
Sample Program Error
Syntax error with
red line.
Error message when mouse
hover on error command.
You must convert your input string into integer. You can convert any type explicitly, by using one of the
Convert.To methods:
using System;
namespace HelloName
{
class Program
{
static void Main(string[] args)
{
// User input and number
Console.WriteLine("Enter your age: ");
int age = Convert.ToInt32(Console.ReadLine());
Console.WriteLine(“You're {0} years old now.", age);
Console.ReadKey();
}
}
}
 Learning Activities
Activity 1: Programming Portfolio
1. Write a program to print the following message on the screen: This is my first C# Program. Add a few blank
lines before and after the message (hint: use "\n").
2. Write a program to print your initial:
3. Write a program that will accept the first name, middle name and last name, then print the full name.
Amazing! You may now take the assessment. If you have
not completed the task, or you have difficulty in accomplishing
the activity, please send me a message to our google class or
you may ask clarifications through a text message or phone
calls on the contact number included in your course guide.
 Chapter Test
GENERAL RULES: Write your answer to the space provided before each number.
I – MUTIPLE CHOICE: Write only the letter (UPPERCASE LETTER) that corresponds to your answer.
_______ 1. Who is the developer of C language?
a) Dennis Ritchie
b) Brian Kernighan
c) Martin Richards
d) Ken Thompson
_______ 2. Who is the inventor of B language.
a) Brian Kernighan
b) Martin Richards
c) Ken Thompson
d) Dennis Ritchie
_______ 3. Using
, we can create applications that run on Windows.
a) .NET Framework
b) Xamarin
c) .NET Core
d) Compiler
_______ 4. Using
, we can create applications that run on Windows, Linux, and Mac
a) .NET Framework
b) Xamarin
c) .NET Core
d) Compiler
_______ 5. The
method is used to get user input.
a) WriteLine()
b) Readline()
c) Write()
d) ReadLine()
_______ 6. The
method is used to display the string to the console.
a) WriteLine()
b) ReadLine()
c) ReadKey()
d) Writeline()
_______ 7. Multiple line comments are enclosed between
marks.
.
a) /** comments here…
b) // comments here…
c) *// comments here…
d) /* comments here …*/
_______ 8. What punctuation must each command line have at the end of the line?
a) : (colon)
b) , (coma)
c) ! (exclamation point)
d) ; (semicolon)
_______ 9. The C# programming language is
a) case-sensitive
b) it depends
c) not case-sensitive
d) none of these
_______ 10. Who is the developer of BCPL language.
a) Brian Kernighan
b) Martin Richards
c) Ken Thompson
d) Dennis Ritchie
.
II – TRUE or FALSE: Write T if the statement is true, otherwise write F.
_______ 1. A syntax error does not prevent a program from being compiled and executed.
_______ 2. Single line comments are preceded by //.
_______ 3. C# development team was lead by Anders Hejlsberg in 2002.
_______ 4. Using .NET Core, we can create native Android, iOS, and Windows apps.
_______ 5. Just press F5 key to execute the C# project.
CHAPTER
4
C# Data Types and
Data Conversion
Data is the fundamental currency of the computer. All computer processing deals with analysis,
manipulation and processing of data. Data is entered, stored and retrieved from computers.
Learning Outcomes
.
At the end of this Chapter, the students must have:
 described and differentiated data types used in C#
 created a program with type conversions and character and string manipulation.
 Pretest
MUTIPLE CHOICE:
Write only the letter (UPPERCASE LETTER) that corresponds to your answer. Write your
answer to the space provided before each number.
_______ 1. When a variable must contain a whole number, assign the type
.
a) int
b) short
c) long
d) All of these
_______ 2. According to the C# specification, what are the respective sizes (in bytes) of the following three data
types: short; int; and long?
a) 1, 2, 4
b) 1, 2, 8
c) 2, 2, 4
d) 2, 4, 8
_______ 3. When a data type must contain fraction numbers, assign the type
.
a) int
b) double
c) char
d) long
_______ 4. This method removes all leading and trailing whitespaces of the string.
a) Trim()
b) TrimStart()
c) TrimEnd()
d) All of these
_______ 5. This method returns the uppercase letter of a string.
a) IsLower()
b) ToLower()
c) ToUpper()
d) IsUpper()
Lesson 1 Integer Types
An integer data type is any numeric value expressed as a whole number. Integer values cannot have a
fractional component associated with them. Table 4.1 lists the various integer data types that you can use in your
programs.
Table 4.1
Integer Data Types
TYPE SPECIFIER
BITS
RANGE
DATA
byte
8
0 through 255
sbyte
8
-128 through 127
short
16
-32, 768 through 32,767
ushort
16
0 through 65,535
int
32
-2,147,483,648 through 2,147,483,647
uint
32
0 through 4,294,967,295
U, u
long
64
-9,223,372,036,854,775,808 through
L, l
ulong
64
0 through 18,446,744,073,709,551,615
UL, ul
As shown in Table 4.1, some data types are prefixed with the letter “s” (sbyte) while others are prefixed with
the letter “u”. The “s” means the data are signed quantities (meaning minimum range, while the “u” means they are
unsigned quantities.
You can use sizeof(datatype) method to get the exact storage size (in byte) of the object or type. Following
is an example to get the size of int type:
using System;
namespace dataSize
{
class Program
{
static void Main(string[] args)
{
// Display the size of data type in byte
Console.WriteLine("Size of int: {0}", sizeof(int));
Console.ReadKey();
}
}
}
Lesson 2 Floating-point Types
A floating-point data type is any numeric value expressed as a fraction number. Table 4.2 lists the various
floating-point data types that you can use in your programs.
As shown in Table 4.2, each C# type keyword from the leftmost column is an alias for the
corresponding .NET type. They are interchangeable. For example, the following declarations declare variables of
the same type:
double A = 12.3;
System.Double B = 12.3;
Table 4.2
TYPE
SPECIFIER
Floating-point Data Types
BITS
RANGE
PRECISION
DATA
SUFFIX
.NET Type
decimal
128
-1.0 x 10-28 to 7.9228 x 1028
28-29 digits
0.0M
System.Decimal
double
64
5.0 x 10-324 to 1.7 x 10308
~15-17 digits
0.0D
System.Double
float
32
-1.5 x 10-45 to 3.4 x 1038
~6-9 digits
0.0F
System.Single
The decimal floating-point data type is appropriate for financial and monetary calculations because the
decimal type has more precision and a smaller range than both float and double.
Lesson 3 Boolean Type
In C# the bool data type is a primitive data type having one of two values: true or false. This is a
fundamental data type that is very common in computer programs.
Very often, in programming, you will need a data type that can only have one of two values, like:
YES / NO
ON / OFF
TRUE / FALSE
For this, C# has a bool data type, which can take the values true or false.
Table 4.3
Boolean Data Type
TYPE SPECIFIER
bool
BITS
8
RANGE
DATA
SUFFIX
true or false
The bool type is the result type of comparison and equality operators. A bool expression can be a controlling
conditional expression in the if, do, while, and for statements and in the conditional operator.
Console.WriteLine(10 > 9); // returns True, because 10 is higher than 9
Lesson 4 String Type
The string data type is used to store a sequence of characters (text). String values must be surrounded by
double quotes:
string greeting = "Hello World";
Console.WriteLine(greeting);
The char data type is used to store a single character. The character must be surrounded by single quotes,
like 'A' or 'c':
char myGrade = 'B';
Console.WriteLine(myGrade);
Table 4.4
Character and String Data Types
TYPE SPECIFIER
BITS
RANGE
char
16
single character surrounded by
single quotes
string
string does not have
sequence of characters (text)
DATA
SUFFIX
'\0'
string greeting = "Welcome to OOP";
Console.WriteLine(greeting);
Lesson 5 Object Type
The Object Type is the ultimate base class for all data types in C# Common Type System (CTS). Object is
an alias for System.Object class. The object types can be assigned values of any other types, value types,
reference types, predefined or user-defined types. However, before assigning values, it needs type conversion.
When a value type is converted to object type, it is called boxing and on the other hand, when an object type
is converted to a value type, it is called unboxing.
object obj;
obj = 100; // this is boxing
Lesson 6 Type Conversion
Type conversion is converting one type of data to another type. It is also known as Type Casting. In C#,
type casting has two forms:
 Implicit type conversion - These conversions are performed by C# in a type safe manner. For
example, conversions from smaller to larger integral types and conversions from derived classes to base
classes.
char ► int ► long ► float ► double
 Explicit type conversion - These conversions are done explicitly by users using the pre-defined
functions. Explicit conversions require a cast operator.
double ► float ► long ► int ► char
Implicit casting is done automatically when passing a smaller size type to a larger size type:
int myNumber = 9;
double myDouble = myNumber;
Console.WriteLine(myNumber);
Console.WriteLine(myDouble);
Console.ReadKey();
// Automatic casting: int to double
// Outputs 9
// Outputs 9
Explicit casting must be done manually by placing the type in parentheses in front of the value:
double myDouble = 99.99;
int myNumber = (int)myDouble;
Console.WriteLine(myDouble);
Console.WriteLine(myNumber);
Console.ReadKey();
// Manual casting: double to int
// Outputs 99.99
// Outputs 99
C# Type Conversion Methods
As shown in Table 4.5, C# has the following built-in type conversion methods:
Table 4.5
C# Conversion Method
METHODS
DESCRIPTION
ToBoolean
Converts a type to a Boolean value, where possible.
ToByte
Converts a type to a byte.
ToChar
Converts a type to a single Unicode character, where possible.
ToDateTime
Converts a type (integer or string type) to date-time structures.
ToDecimal
Converts a floating point or integer type to a decimal type.
ToDouble
Converts a type to a double type.
ToInt16
Converts a type to a 16-bit integer.
ToInt32
Converts a type to a 32-bit integer.
ToInt64
Converts a type to a 64-bit integer.
ToSbyte
Converts a type to a signed byte type.
ToSingle
Converts a type to a small floating point number.
ToString
Converts a type to a string.
ToType
Converts a type to a specified type.
ToUInt16
Converts a type to an unsigned int type.
ToUInt32
Converts a type to an unsigned long type.
ToUInt64
Converts a type to an unsigned big integer.
It is also possible to convert data types explicitly by using built-in methods, such as Convert.ToBoolean,
Convert.ToDouble, Convert.ToString, Convert.ToInt32 (int) and Convert.ToInt64 (long):
bool isPwd = false;
int myInt = 99;
double myDouble = 12545.245;
Console.WriteLine(Convert.ToString(myInt));
// convert int to
Console.WriteLine(Convert.ToDouble(myInt));
// convert int to
Console.WriteLine(Convert.ToInt32(myDouble)); // convert double
Console.WriteLine(Convert.ToString(isPwd));
// convert bool to
Console.ReadKey();
string
double
to int
string
99
99
12545
False
Lesson 7 String Function
A string in C# is actually an object, which contain properties and methods that can perform certain
operations on strings. For example, the length of a string can be found with the Length property:
Table 4.6
Components of Computer System
STRING
FUNCTIONS
DEFINITIONS
SYNTAX AND EXAMPLES
Contains()
The C# Contains method checks
whether specified character or string is
exists or not in the string value.
string.Contains(stringtoCheck);
string mySkul=”MinSCAT”;
Console.WriteLine (mySkul.Contains(“CAT”));
//OUTPUT: TRUE
Console.WriteLine (mySkul.Contains(“cat”));
//OUTPUT: FALSE
EndsWith()
This EndsWith Method checks whether
specified character is the last character
of string or not.
string.EndsWith(stringtoCheck);
string mySkul=”MinSCAT”;
Console.WriteLine (mySkul.EndsWith(“AT”));
//OUTPUT: TRUE
Console.WriteLine (mySkul.EndsWith(“aT”));
//OUTPUT: FALSE
IndexOf()
Returns the index position of first
occurrence of specified character.
string mySkul = "MinSCAT";
Console.WriteLine(mySkul.IndexOf("A"));
//OUTPUT: 5
Insert()
Insert the string or character in the
string at the specified position.
Insert(int Indexvalue, string value);
string s = "MCAT";
Console.WriteLine(s.Insert(1,"inS"));
//OUTPUT: MinSCAT
LastIndexOf()
Returns the index position of last
occurrence of specified character.
LastIndexOf(string value);
string s = "MinSCAT-Calapan";
Console.WriteLine(s.LastIndexOf("a"));
//OUTPUT: 13
Length()
It is a string property that returns length string mySkul=”MinSCAT”;
int x=mySkul.Length;
of string.
string.Length;
//value of x is equal to 7
This method deletes all the characters
from beginning to specified index
position.
string.Remove(int StartIndex, [int count]);
string s = "MinSCAT-Calapan City Campus";
Console.WriteLine(s.Remove(15,5));
//OUTPUT: MinSCAT Calapan Campus
This method replaces the character.
string.Replace(oldString, newString);
string a=”I hate you”;
Console.WriteLine(a.Replace(“hate”,”love”);
//OUTPUT: I love you.
Substring()
This method returns substring.
string.substring(int startingIndex, [int charLength]);
string mySkul=”MinSCAT”;
Console.WriteLine(mySkul.Substring(3));
//OUTPUT: SCAT
Console.WriteLine(mySkul.Substring(1,4));
//OUTPUT: inSC
ToLower()
Converts String into lower case based
on rules of the current culture.
string.ToLower ();
String mySkul=”MinSCAT”;
Console.WriteLine(mySkul.ToLower());
//OUTPUT: minscat
ToUpper()
Converts String into Upper case based String mySkul=”MinSCAT”;
Console.WriteLine(mySkul.ToUpper());
on rules of the current culture.
Remove()
Replace()
string.ToUpper();
//OUTPUT: MINSCAT
Trim
It removes extra whitespaces from
beginning and ending of string.
string.Trim();
String mySkul=” MinSCAT ”;
Console.WriteLine(mySkul.Trim());
//OUTPUT: MinSCAT
 Learning Activities
Activity 1: Programming Portfolio
1. Write a program in C# to separate the individual characters from a string.
Test Data
Input the string : MinSCAT
Output: M i n S C A T
2. Write a program in C# to print individual characters of the string in reverse order.
Test Data
Input the string: MinSCAT
String in reverse order: TACSniM
3. Write a program in C# to count the total number of words in a string.
Test Data
Input the string : Welcome to MinSCAT
Total number of words in the string is : 3
4. Write a program in C# count a total number of alphabets, digits and special characters in a string.
Test Data
Input the string : Welcome to ITE212 - Object-Oriented Programming
Number of Alphabets in the string is : 37
Number of Digits in the string is : 3
Number of Special characters in the string is : 6
5. Write a program in C# to count a total number of vowel or consonant in a string.
Test Data
Input the string : Welcome to Object-Oriented Programming
The total number of vowel in the string is : 13
The total number of consonant in the string is : 21
Amazing! You may now take the assessment. If you
have not completed the task, or you have difficulty in
accomplishing the activity, please send me a message to our
google class or you may ask clarifications through a text
message or phone calls on the contact number included in
your course guide.
 Chapter Test
General Rules: Write your answer to the space provided before each number.
I – MUTIPLE CHOICE: Write only the letter (UPPERCASE LETTER) that corresponds to your answer.
_______ 1. When a variable must contain a whole number, assign the type
a) short
b) int
c) long
d) All of these
_______ 2. According to the C# specification, what are the respective minimum sizes (in bytes) of the following
three data types: short; int; and long?
a) 1, 2, 4
b) 1, 2, 8
c) 2, 2, 4
d) 2, 4, 8
_______ 3. When a data type must contain fraction numbers, assign the type
a) int
b) double
c) char
d) long
_______ 4. Which of the following convert expression to integer type in C#?
a) int.Parse
b) Convert.ToInt32
c) A & B
d) All of these
_______ 5. Which of the following is an 8-byte Integer?
a) char
b) long
c) short
d) int
_______ 6. Which of the following is NOT an Integer?
a) char
b) long
c) short
d) int
_______ 7. Which of the following does not store a sign?
a) short
b) integer
c) byte
d) single
_______ 8. Which of the following is the correct default value of a Boolean type?
a) 0
b) 1
c) true
d) false
_______ 9. What kind of data will this variable store – char fName; ?
a) a single character
b) numeric
c) text string
d) true/false value
_______ 10. What is the size of a char in C#?
a) 4 bits
b) 7 bits
c) 16 bits
d) 8 bits
_______ 11. What will be the output of this code?
string str = “You are awesome!!”; Console.WriteLine(str[9]);
a) a
b) e
c) w
d) error
_______ 12. What will be the output of this code if you use the value of variable str in question #11.
Console.Write(str.Substring(8, 8));
a) aweso
b) awesome
c) awesome!
d) awesome!!
_______ 13. What is the name of the process by which two or more strings are joined together?
a) Concatenation
b) Method
c) Association
d) Substring
_______ 14. It returns the uppercase letter of a string.
a) IsLower()
b) ToLower()
c) ToUpper()
d) IsUpper()
_______ 15. Removes all leading and trailing whitespaces of the string.
a) Trim()
b) TrimStart()
c) TrimEnd()
d) All of these
CHAPTER
5
Variables
A variable is a symbolic name for data or information. Each variable has a specific data type, which
determines the size and layout of the variable's memory, the range of values that can be stored within that memory,
and the set of operations that can be applied to the variable.
Learning Outcomes
.
At the end of this Chapter, the students must have:
 Applied best practices in naming and declaring variables.
 created a program with variable manipulation.
 Pretest
MUTIPLE CHOICE:
Write only the letter (UPPERCASE LETTER) that corresponds to your answer. Write your
answer to the space provided before each number.
_______ 1. In order to properly use a variable,
.
a) the variable must have a valid type
b) the variable name must begin with a letter or underscore
c) the variable name cannot be a keyword
d) All of these
_______ 2. When a variable must contain a whole number, assign the type
a) int
b) short
c) long
d) All of these
_______ 3. Which of the following is correct about variable naming conventions in C#?
a) A name must begin with a letter or underscore that could be followed by a sequence of letters,
digits (0 - 9) or underscore.
b) The first character in an identifier cannot be a digit.
c) A & B
d) None of the above.
_______ 4. Which of the following C# declarations are invalid?
a) byte edad;
b) int sweldo;
c) string yourName;
d) double 1stSalary;
_______ 5. Which of the following is a valid variable?
a) TIN#
b) ReadKey
c) 2ndPrize
d) sALaRy
Lesson 1 Naming Variables
A variable is simply a name you give to a specific piece of data. Back in the dark ages of programming, you
might store an integer value at memory address 10,000. In those days there were no variable names. You simply
typed in 10000 anytime you wanted to reference that integer value. It didn’t take long before programmers started
writing programming tools that let them use symbolic names (such as operand1) for memory addresses, which
made the act of writing programs much easier and less error prone, hence the advent of variable names.
A variable name, also called an identifier, has several syntax rules you must follow to keep the Visual Studio
compiler happy. These syntax rules are as follows:
 The first character must be a letter (a through z, A through Z) or an underscore (_).
 An identifier can consist of letters, numbers (0 - 9) and underscores only.
 Reserved words or keywords (e.g. words that already have a special purpose in the language
such as int, char and double) cannot be used as variable names.
Although it is not a rule, it is also a good idea to give variables meaningful names, but without overdoing it.
Address1 is a better name than a1 even though Visual Studio accepts either name. A second convention, called
camel notation, is that long variable names start with lowercase letters and that each following word in the name is
capitalized, as in yourFirstName. Camel notation makes it easier to read the variable names.
Example:
int lengthOfTheRectangle; //bad
double lengthRec; //good
In addition, please note carefully that C# is case sensitive. For example, the identifiers Rate, rate and RATE
are all considered to be different by the C# compiler. This is a common source of compiler error and programming
error.
Lesson 2 Defining Variables
In C# before a variable can be used, it must be defined or declared. Declarations associate a specific data
type with each variable that is declared, and this tells the compiler to set aside an appropriate amount of memory
space to hold values associated with the variable.
Syntax:
<type> <variableName>;
Example:
string empName;
double grossSalary, deduction, netSalary;
In the first statement, only a single string variable empName was declared, whereas in the second statement
three double variables were declared in one go. In this case, each variable must be separated from the other by a
comma.
Lesson 3 Initializing Variables
Variables are initialized (assigned a value) with an equal sign followed by a constant expression. The
general form of initialization is:
Syntax:
<variableName> = value;
Example:
string empName;
double grossSalary, deduction, netSalary;
empName = “Pedro dela Cruz”;
grossSalary = 24000.00;
deduction = 15230.77;
netSalary = 8769.23;
Variables can be initialized in their declaration. The initializer consists of an equal sign followed by a
constant expression as:
Syntax:
<data_type> <variableName> = value;
Example:
string empName = “Pedro dela Cruz”;
double grossSalary = 24000.00,
deduction = 15230.77, netSalary = 8769.23;
Lesson 4 Accepting Values from User
The Console class in the System namespace provides a function ReadLine() for accepting input from the
user and store it into a variable.
Write a simple program that accepts three values (employee's name, gross salary, and deduction) from the
keyboard and performs a mathematical operation to compute the net salary (net salary = gross salary - deduction).
Console Application:
using System;
namespace UserInput
{
class Program
{
static void Main(string[] args)
{
string empName;
double grossSalary, deduction, netSalary;
Console.Write("Name: ");
empName = Console.ReadLine();
Console.Write("Gross Salary: ");
grossSalary = Convert.ToDouble(Console.ReadLine());
Console.Write("Deduction: ");
deduction = Convert.ToDouble(Console.ReadLine());
netSalary = grossSalary - deduction;
Console.WriteLine("Net Salary: " + netSalary);
Console.ReadKey();
}
}
}
Sample Output:
 Learning Activities
Programming Portfolio: Solve the following problems using Console Application
1. Write a program to display the computed salary of the employee. Program should accept employee's
name, number of hours worked, rate per hour, and deduction.
Test Data
Employee’s Name: Juan dela Paz
Number of hours worked: 40
Rate per hour: 520.85
Deduction: 5400
Salary: 15434.00
2. Write a program to display student information and the computed tuition fee. Program should accept
student’s name, ID Number, total number of units, tuition fee per unit.
Test Data
Student’s Name: Pedro Mendoza
ID number: MCC2020-00001
Number of units: 24
Tuition per unit: 200
Tuition Fee: 4800
Amazing! You may now take the assessment. If you
have not completed the task, or you have difficulty in
accomplishing the activity, please send me a message to our
google class or you may ask clarifications through a text
message or phone calls on the contact number included in
your course guide.
 Chapter Test
General Rules: Write your answer to the space provided before each number.
I – MUTIPLE CHOICE: Write only the letter (UPPERCASE LETTER) that corresponds to your answer.
_______ 1. When a variable must contain a whole number, assign the
type.
a) long
b) int
c) short
d) All of these
_______ 2. In order to properly use a variable,
.
a) the variable must have a valid data type
b) the variable name must begin with a letter or underscore
c) the variable name cannot be a keyword
d) All of these
_______ 3. Which of the following is correct about variable naming conventions in C#?
a) A name must begin with a letter or underscore that could be followed by a sequence of letters,
digits (0 - 9) or underscore.
b) The first character in an identifier cannot be a digit.
c) A & B
d) None of the above.
_______ 4. Which of the following is an invalid C# declarations?
a) byte age;
b) int num;
c) string yourName;
d) double 1stSalary;
_______ 5. Which of the following is an invalid C# variable ?
a) IDnO
b) $ALaRy
c) Writeline
d) my1stTime
_______ 6. What kind of data will this variable store – char middleInitial; ?
a) numeric
b) Text
c) a single character
d) true/false value
_______ 7. Which of the following is false?
a) Variable values can change while a program runs
b) Variables make it possible to process almost any kind of data
c) All variables use the same amount of memory
d) Variable values can be stored in a database or file.
_______ 8. Which of the following is an invalid C# declarations?
a) byte userAge;
b) integer intScore;
c) string strName;
d) decimal netSalary;
_______ 9. Which of the following is a method use to examine if data can be converted into another type of data?
a) Parse
b) Convert
c) TryParse
d) ConvertTo
_______ 10. Naming convention in which the first letter of each word in a compound word is capitalized, except for
the first word.
a) Camel Case
b) Lower Case
c) Pascal Case
d) Upper Case
CHAPTER
Learning Outcomes
 Pretest
6
Operators
3
Control Flow
CHAPTER 7:
Conditional If Statements
CHAPTER 8:
Conditional Switch Statement
CHAPTER 9:
Loops
CHAPTER 10: Arrays
CHAPTER 11: Modularity Using Functions
CHAPTER
Learning Outcomes
 Pretest
7
Conditional If
Statements
Blogging Rubric
SCORE
2
4
6
10
Idea and
Content
The ideas expressed
are not original, often
confused, and are
not connected to
discussions around
the subject matter.
The ideas
expressed are not
necessarily original
and are not usually
connected to the
discussion around
the subject matter.
The student
expressed some
original ideas. The
majority of ideas
are related to the
subject matter.
The student has
many original
ideas and
expressed them
clearly. The great
majority of ideas
are related to the
subject matter.
Post
Frequency
The post frequency
is below course
expectation.
The post frequency
is slightly below
average.
The post frequency
is slightly above
average.
The post
frequency greatly
exceeds course
expectations.
Writing Quality
The post show very
poor quality. There
is little to no
evidence of reading
other information in
order to form new
meaning of the topics
at hand.
The post show a
below average,
overly casual
writing style with a
lack of attention to
style. Students pay
little attention to
other reading and
mostly regurgitate
previous personal
views.
The post show an
above average
writing style. The
content
demonstrates that
the students read
moderately, and
attempts to
synthesize
information and
form new meaning.
The post is well
written and
characterized by
elements of a
strong writing
style. The content
demonstrates that
the student is wellread, synthesizes
learned content,
and constructs
new meaning.
Community
Students do not
show evidence in
any participation in
the blogging
community, or the
course community,
through the use of
weblogs.
Students rarely
participated in the
blogging
community. Most, if
not all, participation
was limited to the
weblogs of other
classmates.
The student
participated
moderately in the
blogging
community. There
was some evidence
of out-of-class
participation.
The student
participated
actively in the
blogging
community via
comments on
other weblogs,
and citing others in
their research and
writing.
The student did
nothing to enhance
or personalize the
weblog space.
There is very little
evidence of
multimedia
enhancement and
the student blog is
primarily textbased.
The student
enhanced their
weblog to some
extent using video,
audio, images, or
other add-ons.
The student
greatly enhanced
their weblog space
using video, audio,
images, or other
add-ons.
CRITERION
Use of
Enhancements
MARK