System and application software
GOOD DAY, students, this is lesson 17 in our series of lessons. In this week’s lesson, we will conclude looking at system and application software and begin a new unit.
GRAPHICAL USER INTERFACE
A graphical user interface (GUI, commonly pronounced ‘guey’) is a human computer interface (HCI) based upon a graphical display. GUIs are most commonly found on workstations or PCs fitted with graphics adapters able to support high-resolution graphics. GUI is a variation of the menu-driven system of selecting commands with the use of the mouse and pointers, along with the use of windows. Thus, this interface is often summarised using the acronym WIMP, which stands for windows, icons, menus (‘pop-up’ and ‘pull-down’) and pointers. A mouse is used to click on an icon to execute some operation or select options from a pop-up or pull-down menu.
ADVANTAGES OF GUIS
1. Its user-friendliness results in less anxiety on the part of the user.
2. Icons/symbols easier to recognise and provide the user with a context. 3. Fewer command errors. 4. Reduce typing.
DISADVANTAGES OF GUIS
1. It may consume more screen space. 2. For programmers, the design of GUIs is more complex. 3. Increased use of computer memory can lead to slower processing. We have now officially concluded the Fundamentals of Hardware and Software unit and will begin a new unit: Problemsolving and program design.
PROBLEM-SOLVING AND PROGRAM DESIGN
Betty Williams had quoted, “There’s no use talking about the problem unless you talk about the solution.”
You will certainly apply this notion to this unit, as you will be given computer-related problems for which you will have to determine their solutions.
SO, WHAT DOES PROBLEM-SOLVING INVOLVE?
The business dictionary defines problem-solving as the process of working through details of a problem to reach a solution. Problem-solving may include mathematical or systematic operations and can be a measure of an individual’s critical-thinking skills.
In our everyday life, we actually solve simple problems. For example, you have a problem meeting your deadlines. How would you solve this problem? 1. Examine the problem – determine why you are having difficulty meeting your deadlines.
2. Determine possible solutions to the problem, such as using reminders on your phone, workbook, etc., for the deadlines you have to meet; getting your parents involved in reminding you about your deadlines; completing the tasks assigned as soon as you get them, etc. 3. Evaluate to determine the best solution to the problem. 4. Choose the best solution to your problem.
Similarly, the computer is designed to solve problems for you, the user. How is this possible? A computer solves end-user problems by following a set of instructions given to it by the programmer and producing the specified results.
The computer programmer creates the instructions for the computer to follow. These instructions are referred to as computer programs. A computer program is a finite set of clear and specific instructions written in a programming language.
PROBLEM-SOLVING ON THE COMPUTER
The design of any computer program involves two major phases: The problem-solving phase. The implementation phase. The problem-solving phase includes the following steps: 1) Define the problem. 2) Find a solution to the problem. 3) Evaluate alternative solutions. 4) Represent the most efficient solution as an algorithm (An algorithm may be defined as a sequence of logical steps used to solve a problem).
5) Test the algorithm for correctness. The implementation phase is comprises the following steps: 1) Translate the algorithm into a specific programming language. 2) Execute the program on the computer. 3) Maintain the program.
DEFINING THE PROBLEM
Defining the problem is a way to help the programmer understand what he or she is required to do. It involves breaking down the problem into three key components: 1. What is given (the input). 2. The expected results (the output). 3. The tasks that must be performed (processing).
These three components can be illustrated using what is a called a defining diagram. Some texts may refer to this as the Input Processing and Output (IPO) chart. The defining diagram is a formal approach to defining a problem. The defining diagram is a table with three columns, which represent the three components: input, processing and output.
We have come to the end of this lesson. See you next week, when we will continue to look at problem-solving and program design. Remember, if you fail to prepare, you prepare to fail.