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1 Introducing Programming Copyright 2005
2 Goals By the end of this lecture, you should Understand the different types of programming languages. Understand the basic procedures in a program as input, processing and output. Understand the importance of variables. Understand a basic map of the program development cycle.
3 Software Software is comprised of instructions that get a computer to perform a task. Application Software Word Processors Database s/w Spreadsheets Painting programs Web browsers, programs System Software Operating Systems Windows Macintosh OS Unix Linux Drivers
4 Programming Languages Programming languages allow programmers to code software. The three major families of languages are: Machine languages Assembly languages High-Level languages
5 Machine Languages Comprised of 1s and 0s The native language of a computer Difficult to program one misplaced 1 or 0 will cause the program to fail. Example of code:
6 Assembly Languages Assembly languages are a step towards easier programming. Assembly languages are comprised of a set of elemental commands which are tied to a specific processor. Assembly language code needs to be translated to machine language before the computer processes it. Example: ADD ,
7 High-Level Languages High-level languages represent a giant leap towards easier programming. The syntax of HL languages is similar to English. Historically, we divide HL languages into two groups: Procedural languages Object-Oriented Oriented languages (OOP)
8 Procedural Languages Early high-level languages are typically called procedural languages. Procedural languages are characterized by sequential sets of linear commands. The focus of such languages is on structure. Examples include C, COBOL, Fortran, LISP, Perl, HTML, VBScript
9 Object-Oriented Oriented Languages Most object-oriented oriented languages are high- level languages. The focus of OOP languages is not on structure, but on modeling data. Programmers code using blueprints of data models called classes. Examples of OOP languages include C++, Visual Basic.NET and Java.
10 Compiling Regardless of the HL Language, all HL programs need to be translated to machine code so that a computer can process the program. Some programs are translated using a compiler.. When programs are compiled, they are translated all at once. Compiled programs typically execute more quickly than interpreted programs, but have a slower translation speed.
11 Interpreting Some programs are translated using an interpreter.. Such programs are translated line-by by-line instead of all at once (like compiled programs). Interpreted programs generally translate quicker than compiled programs, but have a slower execution speed.
12 Programming Example Simple programming problem: Convert a price from British pounds into Dollars. Pseudocode Input the price of the item, PoundPrice,, in pounds Compute the price of the item in dollars: Set DollarPrice = 1.62 * PoundPrice Write DollarPrice
13 Programming Example Translating to Basic: INPUT PoundPrice LET DollarPrice = 1.62 * PoundPrice PRINT DollarPrice END
14 Input & Variables Input operations get data into the programs A user is prompted to enter data: Write Enter the price in pounds Input PoundPrice Computer programs store data in named sections of memory called variables.. In the example above, the variable is named PoundPrice.. The value of a variable can, and often does, change throughout a program.
15 Numeric Data Types of Data Integer data, I.e., whole numbers, Floating point data have a decimal point 23.0, -5.0 Character data (alphanumeric) All the characters you can type at the keyboard Letters & numbers not used in calculations Boolean data TRUE/FALSE
16 Data Processing and Output Set DollarPrice = 1.62 * PoundPrice The above statement is a processing statement. Take the value in the variable PoundPrice, multiply by 1.62, and set the variable DollarPrice to the result of the multiplication. Write DollarPrice Output the value in DollarPrice to the monitor.
17 Assignment Operations Set counter = counter + 1 Assignment statements change the value in a variable Take the value of counter,, add 1, and store the result back in the same variable.
18 Arithmetic Operations Name Symbol Example Result Exponentiation ^ 4^2 16 Multiplication * 16*2 32 Division / 16/2 8 Addition Subtraction
19 Data Hierarchy 1. Parenthesis 2. Exponentiation 3. Multiplication/Division 4. Addition/Subtraction
20 Hierarchy of Operations Example 3 * (6 + 2) / 12 (7 5) ^ 2 * 3 ( ) first = 3 * 8 / 12 2 ^ 2 * 3 ^ next = 3 * 8 / 12 4 * 3 Mult/Div (L to R) = 24 / 12 4 * 3 Mult/Div (L to R) = 2 12 Add/Subtr = -10
21 Data Output Send information from the program to the screen, or printer, or disk file. Write DollarPrice The computer displays the value of the variable DollarPrice to the screen and the cursor goes to the next line.
22 Data Output Write The price in Dollars is, DollarPrice The output looks like this: The price in Dollars is 162 The text inside the is output to the user as is, and it is the value in the variable that is output.
23 2.1 The Program Development Cycle
24 Programming as Problem Solving Problem solving principles: 1. Completely understand the problem 2. Devise a plan to solve it 3. Carry out the plan 4. Review the results Developing a Program: 1. Analyze the problem 2. Design the program 3. Code the program 4. Test the program An example of programming as problem solving, Brewster s Thousands follows
25 1) Analyze the Problem Brewster s Thousands The problem: Brewster wants to invest money at a local bank. There are many options such as interest rates, terms of deposit, compounding frequencies. He needs a program to compute, for any given initial investment, the final maturity (value) of the deposit. What are the inputs? (given data) What are the outputs? (required data) How will we calculate the required outputs from the given inputs?
26 2) Design the Program Create an outline of the program An algorithm a step by step procedure that will provide the required results from the given inputs. Algorithm Examples: Instructions on how to make a cake, use the bank s ATM, etc.
27 3) Code the Program Once the design is completed, write the program code. Code is written in some programming language such as BASIC, Pascal, C++, Java, etc. In this course we write code in pseudo- code, developing the skills to be used when studying the specific languages.
28 4) Testing the program Locate any errors (bugs) Testing is done throughout the development cycle Desk-checking checking,, or code walkthrough is performed to locate errors in the code. Pretend you are the computer and execute your own code. Ultimate test is to run the program to see if the outputs are correct for the given inputs.
29 Modular Programming Determine the major tasks that the program must accomplish. Each of these tasks will be a module. Some modules will be complex themselves, and they will be broken into sub-modules, and those sub-modules may also be broken into even smaller modules. This is called top-down design
30 Mapping Modules Inputs Input Variables: Principal PercentageRate Term Frequency Processes Rate of Interest: Set Rate = PercentageRate/100 Final Value: Outputs Display: Write FinalValue Set FinalValue = Principal * (1 + Rate / Frequency) ^ (Frequency * Term)
31 Code Modules A module is an independent, self- contained section of code that performs a single task. The main module is the module that drives the application. It controls all other modules. Typically, the main module calls other modules in order to have them perform certain tasks.
32 Program Control & Modules When the main module calls another module, program control transfers to the called module. Program control cedes back to the main module when the called module finishes.
33 Main module Display program title and brief description of program Call Input Data Module Call Perform Calculations module Call Output Results Module End Program Input Data module Prompt for Principal, PercentageRate, Term, Frequency Input Principal, PercentageRate, Term, Frequency End module Perform Calculations module Set Rate = PercentageRate / 100 Set FinalValue = Principal * (1 + Rate / Frequency) ^ (Frequency * Term) End module Output Results Module Write Principal, PercentageRate, Term, Frequency Write FinalValue End module
34 Hierarchy Chart (HIPO Chart) A HIPO Chart ( Hierarchy of Inputs, Processes & Outputs ) is similar to an organization chart it shows what modules exist and how they are related. It s a good idea to keep modules short about 1 page per module. We will have very small modules while getting comfortable using these tools.
35 HIPO Chart for Brewster s Thousands Example Main Module Input Data Perform Calculations Output Results
36 Coding Coding is done in a specific programming language. In this part of the course, we will use pseudocode. Later, we ll adapt our pseudocode to write in JavaScript. Coding before finishing a solid algorithm is a lot like putting the cart before the horse and usually spells disaster. Time well-spent in the design phase will head off problems in coding!
37 Documentation Internal Documentation Comments explain to the reader the logic and decision processes of the programmer. Comments are ignored by an interpreter or compiler. Types of comments include code comments, documentation comments & module comments. External Documentation External documentation includes a user s guide and, typically, a more technical system administrator s guide.
38 Testing Most of the work should be done before the phase begins creating of a testing document. Two types of testing: Testing for errors Quality/Usability testing Two phases of testing: Alpha testing (Internal testing) Beta testing (Testing at the customer site w/ live data)
39 Types of Errors Syntax wrong grammar, i.e., breaking the rules of how to write the language Forgetting punctuation, misspelling keyword The program will not run at all with syntax errors Logic - the program runs, but does not produce the expected results. Using an incorrect formula, incorrect sequence of statements, etc.
40 Structured Programming A method for designing and coding programs in a systematic, organized manner. It combines the principles of top-down design, modularity and the use of the three accepted control structures of sequence, repetition and selection.
41 Control Structures Sequence in sequential order. The simplest of control structures start at the beginning and continue in sequential order. Selection selectively execute statements Called a branch,, it requires a condition to determine when to execute statements.
42 Control Structures Repetition repeat statements more than once Called a loop,, it needs a stop condition, I.e, the program will continue to loop until some condition is met.
43 Event-Driven Programming In an event-driven program, the flow of control is based on the user s clicking on menus and buttons, etc. These user actions are called events. Event-driven programming still uses the basic principles of structured programming program modules, control structures, good programming style, and program testing.
44 Resources Venit,, Stewart. Extended Prelude to Programming: Concepts and Design. Scott/Jones, Inc., 2002.
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