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CHAPTER 1 INTRODUCTION. CHAPTER GOALS To understand the activity of programming To learn about the architecture of computers To learn about machine code.

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Presentation on theme: "CHAPTER 1 INTRODUCTION. CHAPTER GOALS To understand the activity of programming To learn about the architecture of computers To learn about machine code."— Presentation transcript:

1 CHAPTER 1 INTRODUCTION

2 CHAPTER GOALS To understand the activity of programming To learn about the architecture of computers To learn about machine code and high level programming languages To become familiar with your computing environment and your compiler To compile and run your first Java program To recognize syntax and logic errors

3 PREREQUISITES Computer savvy (file management, text editing)  Problem solving skills  Time management  High school math (algebra, trigonometry)  No prior programming background required

4 What is a computer?  Central processing unit  Memory  Peripherals  Executes very simple instructions  Executes instructions very rapidly  General purpose device  Programs describe specific actions

5 Central Processing Unit

6 Schematic Diagram of a Computer

7 Programming Languages  Machine/Virtual Machine 21 40 16 100 163 240  Assembler iload intRate bipush 100 if_icmpgt intError  High-level language if (intRate > 100)...

8 The Java Programming Language  Simple  Safe  Platform-independent ("write once, run anywhere")  Rich library  Designed for the internet

9 Applets on a Web Page

10 Becoming Familiar with your Computer Login Locate the Java compiler Understand files and folders Write a simple program (later) Save your work

11 A Shell Window

12 An Integrated Development Environment

13 File Hello.java 1 public class Hello 2{ 3public static void main(String[] args) 4{ 5// display a greeting in the console window 6System.out.println("Hello, World!"); 7} 8}

14 A simple program  public class ClassName  public static void main(String[] args)  // comment  Method call object.methodName(parameters)  System class  System.out object  println method

15 Syntax 1.1: Method Call object.methodName(parameters) –Example: System.out.println("Hello, Dave!"); –Purpose: To invoke a method of an object and supply any additional parameters

16 Compiling and Running  Type program into text editor  Save  Open command shell  Compile into byte codes javac Hello.java  Execute byte codes java Hello

17 From Source Code to Running Program

18 Errors  Syntax errors System.ouch.print("..."); System.out.print("Hello);  Detected by the compiler  Logic errors System.out.print("Hell");  Detected (hopefully) through testing

19 The Edit-Compile-Test Loop


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