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COBOL Programming Course  (Object Oriented Programming Language Using COBOL)

COM 213.

Introduction to COBOL 


Introduction
Unit aims, objectives, prerequisites.
What is COBOL?
A brief introduction to the COBOL programming language. A historical overview. COBOL's dominance in the business computing domain. Characteristics of COBOL applications. Some reasons for COBOL's success.

Introduction to Programming
This section provides a gentle introduction to programing in general and to programming in COBOL in particular by means of writing some simple COBOL programs.
COBOL basics
This section presents the fundamentals of constructing COBOL programs. It explains the notation used in COBOL syntax diagrams, enumerates the COBOL coding rules, and examines the hierarchical structure of COBOL programs.
The Four Divisions
Provides an introduction to the structure and purpose of the four COBOL divisions.

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 COBOL Control structures


Introduction
Unit aims, objectives, prerequisites.

Selection using IF
This section demonstrates selection using the IF statement. It introduces Relation Conditions, Class Condition, Sign Condition and Complex Conditions. It also covers Implied Subjects and Nested IFs.

Condition Names
In this section the concept of a Condition Name is explained.

Using the SET verb with Condition Names
This section demonstrates how the SET verb may be used to set a Condition Name to true.

 

BASIC Programming

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BASIC Programming attempted to teach simple computer programming on the Atari 2600.
BASIC Programming was released for the Atari 2600 console in 1979. One of only a few non-gaming cartridges, this program allowed consumers to create some simple programs using its own unique programming language, which was superficially similar to dialects of BASIC, but differed in many important respects. The extremely small RAM memory size of the Atari 2600, 128 bytes, severely restricted the possibilities of this cartridge.
The BASIC Programming display is divided into six regions:
  • "Program" - where instructions are written (maximum of nine lines of code).
  • "Stack" - shows temporary results of what your program does.
  • "Variables" - displays the values of any variables your program is using.
  • "Output" - displays any output values your program is creating.
  • "Status" - displays the amount of available memory remaining
  • "Graphics" - contains two colored squares that can be manipulated by your program.
BASIC Programming requires two Atari keyboard controllers, and came with special overlays to show how to type the different commands and letters. The cartridge was programmed by Warren Robinett.


 

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