Presentation is loading. Please wait.

Presentation is loading. Please wait.

Chapter 1 Overview of Programming and Problem Solving 1.

Similar presentations


Presentation on theme: "Chapter 1 Overview of Programming and Problem Solving 1."— Presentation transcript:

1 Chapter 1 Overview of Programming and Problem Solving 1

2 2 Chapter 1 Topics l Computer Programming l Programming Life-Cycle Phases l Creating an Algorithm l Machine Language vs. Assembly Language vs. High Level Languages l Compilation and Execution Processes l C++ History l Basic Control Structures l Computer Components l Computing Profession Ethics l Problem-Solving Techniques

3 3 What is Computer Programming? It is the process of planning a sequence of steps(called instructions) for a computer to follow. l From Wiki: Computer programming (often shortened to programming or coding) is the process of writing, testing, debugging/troubleshooting, and maintaining the source code of computer programs. This source code is written in a programming language STEP 1 STEP 2 STEP 3...

4 4 Programming Life Cycle Phases Problem-Solving Implementation Maintenance

5 5 Problem-Solving Phase Analyze the problem and specify what the solution must do Develop a general solution (algorithm) to solve the problem Flowcharts or other related techniques (NS- chart) are used to form an algorithm. Verify that your solution really solves the problem

6 6 An Algorithm An algorithm is a step-by-step procedure for solving a problem with a finite amount of data in a finite amount of time

7 Chapter 1 - VB 20107 Flowchart symbols

8 Chapter 1 - VB 20108 Flowchart symbols continued

9 9 Flowchart

10 10

11 11 Algorithm to Determine an Employee’s Weekly Wages 1. Get the employee’s hourly payRate 2. Get the hours worked this week 3. Calculate this week’s regular wages 4. Calculate this week’s overtime wages(if any) 5. Add the regular wages to overtime wages(if any) to determine total wages for the week Exercise: Draw a flowchart for this problem

12 12 What is a Programming Language? A programming language is a language with strict grammar rules, symbols, and special words used to construct a computer program

13 13 Implementation Phase: Program Translating your algorithm into a programming language is called coding With C++, you use Documentation -- your written comments Compiler -- translates your program into machine language Main Program -- may call subalgorithms

14 14 Implementation Phase: Test Testing your program means running(executing) your program on the computer, to see if it produces correct results If it does not, then you must find out what is wrong with your program or algorithm and fix it--this is called debugging

15 15 Maintenance Phase Use and modify the program to meet changing requirements or correct errors that show up in using it Maintenance begins when your program is put into use and accounts for the majority of effort on most programs Wholly rewriting program with a clear design sometimes a useful alternative to modifying the existing program to meet changing requirements

16 Software Maintenance Tips Check the existing code works as claimed Make changes to a copy of the existing code After acheiving desired functionality, change related aspects of the program to leave clean, consistent code for the next programmer Keep backup copies of current version of code to assist in developing new programs 16

17 17 Programming Life Cycle 1 Problem-Solving Phase Analysis and Specification General Solution(Algorithm) Verify 2 Implementation Phase Concrete Solution(Program) Test 3 Maintenance Phase Use Maintain

18 18 A Tempting Shortcut? GOAL THINKING CODE REVISE DEBUG TEST CODE Shortcut?

19 19 Memory Organization l Two circuit states correspond to 0 and 1 l Bit (short for binary digit) refers to a single 0 or 1 l Bit patterns represent both the computer instructions and computer data l 1 byte = 8 bits l 1 KB = 1024 bytes l 1 MB = 1024 x 1024 = 1,048,576 bytes = 10 6 bytes l 1 GB = 1024 x 1024 x 1024 = 10 9 bytes

20 20 How Many Possible Digits? l Binary(base 2) numbers use 2 digits: just 0 and 1 l Decimal(base 10) numbers use 10 digits: 0 through 9 l Hexadecimal (base 16) l Octal (base 8)

21 21 Machine Language Is the language that can be directly used by the computer l Is not portable l Runs only on a specific type of computer l Is made up of binary-coded instructions(strings of 0s and 1s) n (ex) 10001001101110010101100010 …

22 Assembly Language l A programming upgrade from machine language l More abstract - Instructions for program are in a mnemonic l Computer cannot directly execute the instructions l An assembler program translates the assembly language instructions into machine binary code 22

23 23 High Level Languages Portable User writes program in language similar to natural language such as English l Many use a compiler to translate programs written in certain high-level languages Examples -- FORTRAN, COBOL, Pascal, Ada, Modula-2, C++, Java l Most are standardized by ISO/ANSI to provide an official description of the language

24 24 Three C++ Program Stages (In Windows Environment) other code from libraries, etc. other code from libraries, etc. written in machine language written in machine language written in machine language written in machine language written in C++ written in C++ via compiler (Visual C++) via linker SOURCEOBJECT EXECUTABLE myprog.cppmyprog.objmyprog.exe

25 25 Three C++ Program Stages (In Unix/Linux Environment) other code from libraries, etc. other code from libraries, etc. written in machine language written in machine language written in machine language written in machine language written in C++ written in C++ via compiler (gcc, g++) via linker SOURCEOBJECT EXECUTABLE myprog.cppmyprog.oa.out

26 26 Java Programming Language l Achieves portability by using both a compiler and an interpreter l First, a Java compiler translates a Java program into an intermediate Bytecode--not machine language Then, an interpreter program called the Java Virtual Machine(JVM) translates a single instruction in the bytecode program to machine language and immediately runs it, one at a time

27 27 Basic Control Structures l A sequence is a series of statements (instructions) that execute one after another l A selection(branch) statement is used to determine which of two different statements to execute depending on certain conditions l A looping(repetition) statement is used to repeat statements while certain conditions are met l A subprogram is a smaller part of another program; a collection of subprograms solves the original problem l Each of these ways of structuring statements controls the order in which the computer executes the statements

28 28 SEQUENCE Statement...

29 29 SELECTION(branch) IF Condition THEN Statement1 ELSE Statement2 Statement1 Statement Statement2 Condition... True False

30 30 LOOP(repetition) Statement Condition... False True WHILE Condition DO Statement1

31 31 SUBPROGRAM(function) SUBPROGRAM1... SUBPROGRAM1 a meaningful collection of SEQUENCE, SELECTION, LOOP, SUBPROGRAM

32 32 Some C++ History l 1972 : Dennis Ritchie at Bell Labs designs C and 90% of UNIX is then written in C l Late 70’s : OOP becomes popular l Bjarne Stroustrup at Bell Labs adds features to C to form “C with Classes” l 1983 : Name C++ first used l 1998 : ISO/ANSI standardization of C++

33 33 Computer Components Arithmetic Logic Unit Control Unit Auxiliary Storage Device Memory Unit(RAM & Registers) Central Processing Unit(CPU) Input Device Output Device Peripherals

34 34 Memory Unit l Is an ordered sequence of storage cells, each capable of holding a piece of information l Each cell has its own unique address The information held can be input data, computed values, or your program instructions

35 35 Central Processing Unit l Has two components to execute program instructions n Arithmetic/Logic Unit performs arithmetic operations, and makes logical comparisons n Control Unit controls the order in which your program instructions are executed

36 36 Peripherals l Are input, output, or auxiliary storage devices attached to a computer n Input Devices include keyboard and mouse n Output Devices include printers, video display, LCD screens n Auxiliary Storage Devices include disk drives, scanners, CD-ROM and DVD-ROM drives, modems, sound cards, speakers, and digital cameras

37 37 Computing Profession Ethics l Copy software only with permission from the copyright holder l Give credit to another programmer by name whenever using his/her code l Use computer resources only with permission l Guard the privacy of confidential data l Protect computer resources against harmful programs, malware l Use software engineering principles to develop software free from errors

38 38 What are the Areas of Computer Science? The Computing Curriculum 1991(ACM/IEEE) l Algorithms and Data Structures l Architecture l Artificial Intelligence and Robotics l Database and Information Retrieval l Human-Computer Communication l Numerical and Symbolic Computation l Operating Systems l Programming Languages l Software Engineering l Social and Professional Context l Computer Networks l Computer Graphics (Animation, Virtual Reality, Computer Game) l World Wide Web

39 39 Problem Solving Techniques l Ask questions -- about the data, the process, the output, error conditions l Look for familiar things -- certain situations arise again and again l Solve by analogy -- it may give you a place to start l Use means-ends Analysis l Divide and conquer l Building-block approach l Merge solutions l Overcome mental block


Download ppt "Chapter 1 Overview of Programming and Problem Solving 1."

Similar presentations


Ads by Google