Introduction to Programming – A Practical Approach
About the course
A programming Language has some predefined definitions of their keywords and Constants. On the basis of that, we designed some communicate instructions. These instructions are called statements. these statements generate a program to control the behavior of a machine or to express algorithms. These statements are converted into machine code using these predefined definitions. this machine code interacts with the machine, particularly a computer.
The description of a programming language is usually split into the two components of syntax (form) and semantics (meaning). Some languages are defined by a specification document (for example, the C programming language is specified by an ISO Standard) while other languages (such as Perl) have a dominant implementation that is treated as a reference. A few programming languages are having both. The common things in them are the basic language defined by a standard and extensions taken from effective applications.
Pre-requisites for Introduction to Programming: A Practical Approach
- You should have a Basic working knowledge of computer operations.
- You should have a 32-bit system where you can install the runtime environment or IDE.
- You should have basic logic building skills, problem solving skills.
- You should also have knowledge of fundamentals of mathematics which includes prime number, factorial etc.
1. Basic programming Concepts
Learning Objectives: This chapter attempts to cover the basics of computer programming using simple and practical approach for the benefit of the participants. A computer program is simply a set of instructions given to the computer to process data & information and perform desired tasks. Computer programming is the process of giving a set of instructions to the computer.
Programming includes building logics and implementing them in the form of statements. The objective of programming is to create a logical sequence of instructions which are finally given to the computer to perform specific tasks.
Topics: Introduction to programming, Introduction to programming language, How to write Source code, Compiled and interpreted language.
2. Programming Syntax
Learning Objectives: In this chapter, the you’ll get to know about the programming syntaxes. In computer science, a syntax is a set of rules or structure to create instructions which the computer can understand easily. The purpose of syntax in programming is to represent the statements in a computer understandable format.
3. Data Type and Variables
Learning Objectives: This chapter introduces datatypes and variables. When it comes to programming, datatypes and variables are very critical. No programming language can operate without the use of datatypes and variables. Datatypes or simply type is the specification of the kind of data. It denotes the kind of data or value it is. Almost all programming languages support different datatypes like integer, character, boolean etc. A variable is a piece of memory or we can say a container which stores data or value. The datatype of the variables is defined to store the data as per the requirements in the program.
Topics: What is Variables and Datatypes, Strong, loose and duck-typed languages, Working with numbers, Working with characters and strings, Using operators, Using white space, Adding comments to code for human understanding
4. Understanding Conditional code
Learning Objectives: This chapter covers conditional logic and introduces conditional statements. Decision making is critical to computer programming. There will be different scenarios when you will be given two or more options and you will have to select an option based on the given conditions. For that you’ll have to include conditional statements within your program. There are different statements available to implement conditions within the program. These are if-else statement, netted if statement and switch-case statement.
Topics: Working with if statement, Building with complex conditions, Setting comparison operators, Writing the switch statement.
5. Introduction to modular code
Learning Objectives: This chapter covers an introduction to Modular code. The modular programming is a process of fragmenting or dividing a computer program into separate sub-programs or modules. A module is a separate software component which can often be used in a variety of applications and functions with other components of the system. Similar functions are grouped together in the same unit of programming code and separate functions are developed as separate units of code so that the code can be reused by other applications.
Topics: Break code, Creating and using functions, Working with parameters and arguments, Variable scope, Splitting code into different files.
6. Introduction to iteration-Using Loops
Topics: What is iteration?, Creating a while statement, Writing a for loop.
7. Strings in detail
Learning Objectives: This chapter attempts to cover Strings. A string is typically a contiguous sequence of symbols or values. Technically, a string is an array of characters which includes letters, numerals, symbols and punctuation marks. The length is an important characteristic of string which is nothing but the count of total characters in a string. The length can be any natural number. A useful string in different programming applications is an empty string which contains no characters and the string length is zero. Another important term in strings is a substring which is any contiguous sequence of characters within a string. This chapter covers details of strings operations like adding two strings and converting characters to uppercase and lowercase etc.
Topics: Using string concatenation, How to find Patterns in strings, What are regular expressions?.
Learning Objectives: This chapter is all about collections. A collection is referred to as a grouping of data items that have some shared significance to the problem being solved and need to be operated upon together in some controlled manner. Generally, data items will be of same type or in languages supporting inheritance, derived from parent type. A collection is a concept which is applicable to abstract data types and does not prescribe a specific implementation as a concrete data structure, though often there is a conventional choice.
Topics: Working with arrays, Nature of arrays, Looping through collections, Collections in other languages.
9. Programming Approach
Learning Objectives: This chapter will cover the programming approach. Object oriented programming languages provide multiple effective techniques which are important for programming and design. The vital thing is look for the designs that fit the problems and use the language constructs that best represent the designs in the code.
Topics: Introduction to Programming approach, Writing pseudo code.
10. Input and Output basics
Learning Objectives: This chapter covers the basics of input and output which are the two important aspects of programming. The term Input is referred to as supplying data or information to the computer program while output is the information received from the computer which could be the result of any specified operation or process. There are multiple programming languages which include built-in functions for accepting input data and supply it to the computer program for specified tasks. The same data will be processed by the computer and will be returned back in the form of output. The output could be any data displayed on the screen or any information printed on the paper through printer.
Topics: Input-output and persistence, Reading and writing from the DOM, Event driven programming, What is file I-O.
11. When we make mistakes
Learning Objectives: This chapter will cover the know hows of debugging. While writing the programs, there will be different situations where an error will occur. The error can be fixed by debugging the code. Debugging, in computer programming, is a multistep process that involves identifying a problem, isolating the source of the problem, and then either correcting the problem or determining a way to work around it. The final step of debugging is to test the correction or workaround and make sure it works.
Topics: What is debugging?, Tracing through a section of code, Understanding error messages, Using debuggers.
12. What is object-orientation?
Learning Objectives: This chapter attempts to cover the details object oriented programming. Object-oriented programming (OOP) as the name suggests is the language which works around objects. OOP refers to a type of computer programming (software design) in which programmers not only define the datatype of a data structure, but also the types of operations that can be applied to the data structure. There are multiple object oriented programming languages available such as Java, C++ and C#.
Topics: Introduction to object-oriented languages, classes and objects, Review of object-oriented languages.
13. Advanced Topics
Learning Objectives: This chapter covers some of the advanced concepts of programming like memory management, algorithms and multithreading. Multithreading is process of executing multiple processes or threads concurrently, appropriately supported by the operating system. Multitasking can be achieved by the use of Multiprocessing and Multithreading. However, multithreading is used more frequently because threads share a common memory area. Threads don't allocate separate memory area so saves memory, and context-switching between the threads takes less time than process.
Topics: Memory management across languages, What are algorithms?, What is multithreading?.
14. More about Languages.
Learning Objectives: This chapter covers more about languages. A programming language is a standard computer language which is designed to interact with computer or other machines. Programs can be created to perform specified tasks and to control the behavior of the machines with the help of programming languages.
Topics: What are languages?, C-based languages, The Java world, .NET languages- C# and Visual Basic .NET, Ruby, Python, Objective-C, Libraries and frameworks.
Q1. Who is our Instructor?
Ans. All our instructors are domain experts from the Industry or are from world-renowned academic Institutes and have at least 10-12 yrs of relevant experience in their domains. They are subject matter experts and are trained by Electronics & ICT Academy for providing online training so that participants get a great learning experience.
Q2. What are the payment options?
Ans. You can pay by Credit Card, Debit Card or Net Banking from all the leading banks. We use a SBI Payment Gateway. Additionally, you may send us a cheque with appropriate details or use wire transfer.
Q3. How to get my queries resolved?
Ans. You can email us at email@example.com
Q4. What internet speed is required to attend the LIVE classes?
Ans. 1Mbps of internet speed is recommended to attend the LIVE classes. However, we have seen people attending the classes from a much slower internet.
Q5. How soon after signing up would I get access to the learning content?
Ans. As soon as your payment is verified, you will immediately get access to our course content in the form of a complete set of previous class recordings, PPTs, PDFs, assignments and access to our 24x7-support team. You can start learning right away.
Q6. What are the system requirements?
Ans. Your system should have a 4GB RAM, a processor better than core 2 duo and operating system can be of 32bit or 64 bit.
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2. Also the candidates belonging to SC / ST category can also avail full scholarship of Rs. 12,500(You need to submit SC / ST certificate in a format prescribed by the Central Govt. :
Click on 'Direct Enrollment ' in the course
Registration is required for course enrollment and scholarship request.
You will get an activation link in the mail. Click on it and follow the instructions to complete your registration.
Login with your username and password. You will be redirected to your dashboard.
You can browse available courses from Home Page or by clicking Courses link on menu bar. Navigating to a course will give you two options: 1.Direct Enrollment 2. Scholarship Enrollment
Logged in user can fill their details in the 'Scholarship Application' available in each course.
We will mail you further details after processing your application based on your academic and professional record.
After processing your scholarship request, we will send you the necessary details.
You can directly enroll for the course by clicking on ‘Direct Enrollment’, if you do not require scholarship.
*CGPA to percentage conversion formula:
Equivalent Percentage = CGPA obtained X 9.5 X (10/CGPA Scale)
Example: If CGPA obtained is 8.00 on the scale of 10, then Equivalent
percentage will be 8.00 X 9.5 X (10/10) = 76%,
or If CGPA is 3.7 out of 4, then Equivalent percentage will be 3.7 X 9.5 X (10/4) = 87.88%
We urge you to provide correct information to your best knowledge. Certificates will be withheld if found that you have misrepresented any data / information.
Basic Programming Concepts
Introduction to Programming
Introduction to Programming Language
How To Write Source Code
Compiled and Interpreted Languages
Datatype and Variables
What is Variable and Datatype
Strong, Loose and Duck-typed Languages
Working with Numbers
Working with Characters and Strings
Using White Space
Adding Comments to code for Human Understanding
Understanding Conditional Code
Working with if Statement
Building with Complex Conditions
Setting Comparison Operators
Writing the Switch Statement
Introduction to Modular Code
Breaking your Code a Part
Creating and Using Functions
Working with Parameters and Arguments
Splitting Code into Different Files
Introduction to Iteration Using Loops
What is Iteration?
Creating a While Statement
Writing a For Loop
Strings in Detail
Using String Concatenation
How to find Patterns in Strings
What are Regular Expressions?
Working with Arrays
Nature of Arrays
Looping through Collections
Collections in Other Languages
Introduction to Programming Approach
Writing Pseudo Code
Input and Output Basics
Input-output and Persistence
Reading and Writing from the DOM
Event Driven Programming
What is File I-O
When we Make Mistakes
What is debugging?
Tracing Through a Section of Code
Understanding Error Messages
What is Object-Orientation?
Introduction to Object-Oriented Languages
Classes and Objects
Review of Object-Oriented Languages
Memory Management Across Languages
What are algorithms?
What is Multi-Threading?
More About Languages
What are Languages?
The Java World
.NET Languages- C# and Visual Basic .NET
Singly Linked Lists