Year 11 · Computer Science · Summer 2

After the exams · Lesson 5 of 5

Course evaluation

Theory7.1 The program development life cycle

Year 11 · Computer Science · After the exams · Lesson 5 of 5

You will learn to

  • Evaluate the course: what helped you learn, and what did not.
  • Identify the hardest topic and the most useful lesson, with a reason for each.
  • Suggest one change for next year's Year 11.

Year 11 · Computer Science · After the exams · Lesson 5 of 5

Success criteria

You have got it when you can say:

  • I can give one specific example of something that helped me learn.
  • I can name the hardest topic and say why it was hard.
  • I can write one clear, kind suggestion for next year.

Year 11 · Computer Science · After the exams · Lesson 5 of 5

Retrieval starter

Questions from before. Write your answers, then show them.

  1. Last unit

    In a trace table you write a new row…

    A Only for OUTPUTB Only at the endC Each time a value changes

    C. Each time a value changes

  2. Earlier this year

    Which is a low-level language?

    A PythonB JavaC Assembly language

    C. Assembly language

  3. Last year

    An interrupt is…

    A A signal that makes the CPU pause and deal with somethingB A type of virusC A loop that never ends

    A. A signal that makes the CPU pause and deal with something

Year 11 · Computer Science · After the exams · Lesson 5 of 5

Key words (1 of 3)

Program development life cycle
The four stages of making a program: analysis, design, coding and testing.
Abstraction
Removing details that do not matter so you can focus on the ones that do.
Decomposition
Breaking a problem into smaller parts that are easier to solve.
Structure diagram
A top-down diagram that shows how a system is split into sub-systems.

Year 11 · Computer Science · After the exams · Lesson 5 of 5

Key words (2 of 3)

Flowchart
A diagram of an algorithm using standard shapes joined by flow lines.
Pseudocode
A structured, code-like way of writing an algorithm that is not tied to one language.
Check digit
An extra digit calculated from the other digits, used to catch typing errors.
Normal data
Test data that should be accepted.

Year 11 · Computer Science · After the exams · Lesson 5 of 5

Key words (3 of 3)

Abnormal data
Test data that should be rejected.
Extreme data
The largest and smallest values that should be accepted.

The explanation · step 1 of 3 · part 1 of 3

Four stages, in order

The program development life cycle is the set of stages a programmer goes through to make a program.

There are four stages: analysis, design, coding and testing.

It is called a cycle because problems found in testing send you back to an earlier stage.

The explanation · step 1 of 3 · part 2 of 3

Four stages, in order (continued)

StageQuestion it answersWhat is produced
AnalysisWhat must the program do?A list of requirements
DesignHow will it do it?Structure diagrams, flowcharts, pseudocode
CodingCan we build it?Program code, tested as it is written
TestingDoes it work for all data?Test results with test data
?Why?

Planning before coding is faster overall. A mistake fixed in the design costs minutes. The same mistake found after coding can cost hours.

The explanation · step 1 of 3 · part 3 of 3

Four stages, in order (continued)

!Watch out

Learn the four names exactly. Cambridge uses analysis, design, coding, testing. Words like 'planning' or 'making' do not earn the mark.

The explanation · step 2 of 3 · part 1 of 3

Analysis: understand the problem

In analysis you find out exactly what the problem is and what the program must do. These needs are the requirements.

Abstraction means removing the details that do not matter, so you can focus on what does.

Decomposition means breaking a big problem into smaller parts that are easier to solve.

The explanation · step 2 of 3 · part 2 of 3

Analysis: understand the problem (continued)

e.g.Example
Problem: a school canteen wants a top-up system for student cards. Requirements: input the card number and amount, add the amount to the balance, show the new balance. Abstraction: the colour of the card and the student's hair colour do not matter. Keep card number, name and balance. Decomposition: read card → choose amount → take payment → update balance.

The explanation · step 2 of 3 · part 3 of 3

Analysis: understand the problem (continued)

?Why?

Abstraction stops you wasting time on details that will not affect the program. Decomposition turns one scary problem into several small, easy ones.

The explanation · step 3 of 3 · part 1 of 3

Design, coding and testing

In design you plan how the program will work. You decompose further and use structure diagrams, flowcharts and pseudocode.

In coding you write the program. You test each part as you write it. This is called iterative testing: write a bit, test it, fix it, repeat.

In testing you run the finished program with planned test data to check it works for every kind of input.

The explanation · step 3 of 3 · part 2 of 3

Design, coding and testing (continued)

e.g.Example
Canteen system: Design: a flowchart for 'take payment'. Coding: write 'update balance' and test it with one card before writing the next part. Testing: try a top-up of 10 euros (normal), -5 euros (abnormal) and the largest allowed amount (extreme).

The explanation · step 3 of 3 · part 3 of 3

Design, coding and testing (continued)

!Watch out

Do not mix up iterative testing and final testing. Iterative testing happens during coding, part by part. Final testing uses a full test plan on the finished program.

Year 11 · Computer Science · After the exams · Lesson 5 of 5

Homework and the challenge

Homework

None.

End-of-unit challenge

No test. A showcase.