Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Java Software Solutions Foundations of Program Design Sixth Edition by Lewis.

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Presentation transcript:

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Java Software Solutions Foundations of Program Design Sixth Edition by Lewis & Loftus Chapter 1: Introduction

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-2 Introduction This chapter explores the fundamentals of computer processing – Read on your own –components of a computer –how those components interact –how computers store and manipulate information –computer networks –the Internet and the World Wide Web –Appendix B (digital representation of numbers) –In class –programming and programming languages –an introduction to Java –an overview of object-oriented concepts

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Software Computer consists of hardware and software Software (program) is used to make the computer execute a particular task A program is written in a particular language We will be using Java J2SE 6

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-4 Software Categories Operating System –controls all machine activities –provides the user interface to the computer –manages resources such as the CPU and memory –Windows XP, Unix, Linux, Mac OS Application program –generic term for any other kind of software –word processors, missile control systems, games Most operating systems and application programs have a graphical user interface (GUI)

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-5 Program Development The mechanics of developing a program include several activities –writing the program in a specific programming language (such as Java) –translating the program into a form that the computer can execute –investigating and fixing various types of errors that can occur Software tools can be used to help with all parts of this process

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-6 Language Levels There are four programming language levels: –machine language –assembly language –high-level language –fourth-generation language Each type of CPU has its own specific machine language The other levels were created to make it easier for a human being to read and write programs

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-7 Programming Languages Each type of CPU executes only a particular machine language A program must be translated into machine language before it can be executed A compiler is a software tool which translates source code into a specific target language Often, that target language is the machine language for a particular CPU type

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-8 Syntax and Semantics The syntax rules of a language define how we can put together symbols, reserved words, and identifiers to make a valid program –A program that is syntactically correct is not necessarily logically (semantically) correct The semantics of a program statement define what that statement means (its purpose or role in a program) –A program will always do what we tell it to do, not what we meant to tell it to do

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-9 Syntax A programming language specifies the words and symbols that we can use to write a program A programming language employs a set of rules that dictate how the words and symbols can be put together to form valid program statements

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-10 Java The Java programming language was created by Sun Microsystems, Inc. It was introduced in 1995 and it's popularity has grown quickly since Java is – general purpose – platform-independent – object-oriented language – includes an extensive library of classes

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-11 Java Translation The Java compiler translates Java source code into a special representation called bytecode Java bytecode is not the machine language for any traditional CPU Another software tool, called an interpreter, translates bytecode into machine language and executes it The Java compiler is not tied to any particular machine –Java is considered to be architecture-neutral

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-12 Java Translation Java source code Machine code Java bytecode Bytecode interpreter (java) Bytecode compiler Java compiler (javac)

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-13 Java Program Structure In the Java programming language: –A program is made up of one or more classes –A class contains one or more methods –A method contains program statements These terms will be explored in detail throughout the course A Java application always contains a method called main See Lincoln.java Lincoln.java

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-14 Java Program Structure public class MyProgram {}{} // comments about the class class header class body Comments can be placed almost anywhere

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-15 Java Program Structure public class MyProgram {}{} // comments about the class public static void main (String[] args) {}{} // comments about the method method header method body

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-16 Comments Comments in a program are called inline documentation They should be included to explain the purpose of the program and describe processing steps They do not affect how a program works Java comments can take three forms: // this comment runs to the end of the line /* this comment runs to the terminating symbol, even across line breaks */ /** this is a javadoc comment */

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-17 Identifiers Identifiers are the words a programmer uses in a program An identifier can be made up of letters, digits, the underscore character ( _ ), and the dollar sign Identifiers cannot begin with a digit Java is case sensitive - Total, total, and TOTAL are different identifiers By convention, programmers use different case styles for different types of identifiers, such as –title case for class names - Lincoln –upper case for constants - MAXIMUM

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-18 Identifiers Sometimes we choose identifiers ourselves when writing a program (such as Lincoln ) Sometimes we are using another programmer's code, so we use the identifiers that he or she chose (such as println ) Often we use special identifiers called reserved words that already have a predefined meaning in the language A reserved word cannot be used in any other way

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-19 Reserved Words The Java reserved words: abstract assert boolean break byte case catch char class const continue default do double else enum extends false final finally float for goto if implements import instanceof int interface long native new null package private protected public return short static strictfp super switch synchronized this throw throws transient true try void volatile while

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-20 White Space Spaces, blank lines, and tabs are called white space White space is used to separate words and symbols in a program Extra white space is ignored A valid Java program can be formatted many ways Programs should be formatted to enhance readability, using consistent indentation See Lincoln2.javaLincoln2.java See Lincoln3.javaLincoln3.java

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-21 Errors A program can have three types of errors The compiler will find syntax errors and other basic problems (compile-time errors) –If compile-time errors exist, an executable version of the program is not created A problem can occur during program execution, such as trying to divide by zero, which causes a program to terminate abnormally (run-time errors) A program may run, but produce incorrect results, perhaps using an incorrect formula (logical errors)

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-22 Problem Solving The purpose of writing a program is to solve a problem Solving a problem consists of multiple activities: –Understand the problem –Design a solution –Consider alternatives and refine the solution –Implement the solution –Test the solution These activities are not purely linear – they overlap and interact

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-23 Problem Solving The key to designing a solution is breaking it down into manageable pieces When writing software, we design separate pieces that are responsible for certain parts of the solution An object-oriented approach lends itself to this kind of solution decomposition We will dissect our solutions into pieces called objects and classes

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-24 Object-Oriented Programming Java is an object-oriented programming language As the term implies, an object is a fundamental entity in a Java program Objects can be used effectively to represent real- world entities For instance, an object might represent a particular employee in a company Each employee object handles the processing and data management related to that employee

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-25 Objects An object has: –state - descriptive characteristics –behaviors - what it can do (or what can be done to it) The state of a bank account includes its account number and its current balance The behaviors associated with a bank account include the ability to make deposits and withdrawals Note that the behavior of an object might change its state

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-26 Classes An object is defined by a class A class is the blueprint of an object The class uses methods to define the behaviors of the object The class that contains the main method of a Java program represents the entire program A class represents a concept, and an object represents the embodiment of that concept Multiple objects can be created from the same class

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-27 Objects and Classes Bank Account A class (the concept) John’s Bank Account Balance: $5,257 An object (the realization) Bill’s Bank Account Balance: $1,245,069 Mary’s Bank Account Balance: $16,833 Multiple objects from the same class

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Inheritance One class can be used to derive another via inheritance Classes can be organized into hierarchies

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-29 Storing Information Digitally

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-30 Analog vs. Digital There are two basic ways to store and manage data: Analog –continuous, in direct proportion to the data represented –music on a record album - a needle rides on ridges in the grooves that are directly proportional to the voltages sent to the speaker Digital –the information is broken down into pieces, and each piece is represented separately –music on a compact disc - the disc stores numbers representing specific voltage levels sampled at specific times

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-31 Digital Information Computers store all information digitally: –numbers –text –graphics and images –video –audio –program instructions In some way, all information is digitized - broken down into pieces and represented as numbers

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-32 Representing Text Digitally For example, every character is stored as a number, including spaces, digits, and punctuation Corresponding upper and lower case letters are separate characters H i, H e a t h e r

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-33 Binary Numbers Once information is digitized, it is represented and stored in memory using the binary number system A single binary digit (0 or 1) is called a bit Devices that store and move information are cheaper and more reliable if they have to represent only two states A single bit can represent two possible states, like a light bulb that is either on (1) or off (0) Permutations of bits are used to store values

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-34 Bit Permutations 1 bit bits bits bits Each additional bit doubles the number of possible permutations

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-35 Bit Permutations Each permutation can represent a particular item There are 2 N permutations of N bits Therefore, N bits are needed to represent 2 N unique items 2 1 = 2 items 2 2 = 4 items 2 3 = 8 items 2 4 = 16 items 2 5 = 32 items 1 bit ? 2 bits ? 3 bits ? 4 bits ? 5 bits ? How many items can be represented by

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-36 Number Systems From Appendix B Normally, we use decimal numbers Computers use base 2

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-37 Decimal Numbers (aka base-10) Decimal numbers are represented using the 10 digits 0-9 A single digit can represent 10 values Two digits can represent 100 values Three digits can represent 1000 different values N digits can represent 10 N different values

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-38 Place Values Each position in a number has a place value which is the power of 10 to multiply the digit by 8427 = 8 * * * *10 0 = 8 * *100+2*10+7*1 Numbers in other bases work similarly –Multiplier for a position is a power of the base

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-39 Binary Numbers (aka base 2) There are only two binary digits - 0 and 1 The value of each place is a power of = 1*23 + 1*22 + 0*21+1*20 = 1 * * * * 1 = 13 A binary digit is called a bit. 8 binary digits is called a byte

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-40 Octal and Hexadecimal Numbers In computer science we often use base 8 and base 16 because they are easier to read than very long binary numbers –the conversion between these bases and base 2 is very easy. Base 8 (octal) numbers use the digits 0-7 Base 16 (hexadecimal) numbers use 0-9 plus A, B, C, D, E, F

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-41 Conversions Binary to octal (hexadecimal): group digits into sets of 3 (4) and replace each set by the equivalent octal (hexadecimal) digit Octal (hexadecimal) to binary: replace each digit by the 3 (4) bits of the binary representation for that digit.

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-42 Examples 1237 = = C = = F48A

Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-43 Converting Decimal to Binary The position of the highest order bit is the largest power of 2 that is less than or equal to the number. The highest order bit is the remainder when the number is divided by 2. Each successive bit, is the remainder when the result of the previous bit is divided by 2 Read the remainders up to get the number