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Introtoprogramming 200909194032

COMPUTER

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0% found this document useful (0 votes)
38 views43 pages

Introtoprogramming 200909194032

COMPUTER

Uploaded by

bgjt.susovan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 43

Introduction to Computer

Programming
Dr. Kamal Gulati
Computer Programs
• Software refers to programs that make the
computer perform some task.
• A program is a set of instructions that tells
the computer what to do.
• When you have written a program, the
computer will behave exactly as you have
instructed it. It will do no more or no less
than what is contained in your specific
instructions.

2
Writing Programs
• Learning to write programs requires two skills.

– You need to use specific terminology and punctuation


that can be understood by the machine; that is, you need
to learn a programming language.

– You need to develop a plan for solving a particular


problem. This planor algorithmis a sequence of steps
that, when followed, will lead to a solution of the
problem.

3
Solving Problems
• Initially, you may think that learning a language is
the more difficult task because your problems will
have relatively easy solutions. Nothing could be
further from the truth!
• The single most important thing you can do as
a student of computer science is to develop the
skill to solve problems.
• Once you have this skill, you can learn to write
programs in several different languages.

4
What Is a Computer Language?
• A microprocessor is designed to “understand” a
set of commands called an “instruction set”
• All instructions must be provided to the CPU in its
native language, called machine language.
• All data transmission, manipulation, storage, and
retrieval is done by the machine using electrical
pulses representing sequences of binary digits.
• If eight-digit binary codes are used, there are 256
numbered instructions from 00000000 to
11111111.
5
Machine Language
• Instructions for adding two numbers would consist
of a sequence of these eight-digit codes from
00000000 to 11111111.
• Instructions written in this form are referred to as
machine language.
• It is the native language that the CPU “speaks”
and “understands”.
• It is possible to write an entire program in
machine language. However, this is very time
consuming and difficult to read and understand.
6
Programming Languages
• Fortunately, special languages have been
developed that are more easily understood (than
machine language).
• These special languages are called programming
languages.
• These languages provide a way to write computer
programs that are understood by both computers
and people.
• Programming languages have their own
vocabulary and rules of usage.
• Some languages are very technical, while others
are similar to English.
7
Assembly Language
• The programming language that is most like
machine language is assembly language.
• Assembly language uses letters and numbers to
represent machine language instructions.
• An assembler is a program that reads the codes the
programmer writes in assembly language and
“assembles” a machine language program based
on those codes.
• However, assembly language is still difficult to
read.
8
Comparing Machine Language &
Assembly Language
• For example, the machine code for adding
two integers might be:
010000110011101000111101010000010010101101000010
• While the assembly language code might
be:
LOAD A
ADD B
STORE C
– This causes the number in A to be added to the number in B, and
the result is stored for later use in C.

9
Low Level Languages
• Machine Language and Assembly Language are
both called low-level languages.
• In a low-level language, it is necessary for the
programmer to know the instruction set of the
CPU in order to program the computer.
• Each instruction in a low-level language
corresponds to one or only a few microprocessor
instructions.

10
High Level Languages
• A high-level language is any programming
language that uses words and symbols to make it
relatively easy to read and write a computer
program.
• In a high-level language, instructions do not
necessarily correspond one-to-one with the
instruction set of the CPU.
• One command in a high-level language may
correspond to many microprocessor instructions.

11
High Level Languages 2
• Many high-level languages have been
developed. These include:
• FORTRAN, COBOL, BASIC, Logo,
Pascal, C, C++, Java, and others.
• These languages simplify even further the
terminology and symbolism necessary for
directing the machine to perform various
manipulations of data.

12
Advantages Of
High Level Languages
• High Level Languages:

– Reduce the number of instructions that must be written.


– Allow programs to be written in a shorter amount of
time than a low-level language would take.
– Reduce the number of errors that are made, because…
• The instructions are easier to read.
– Are more portable (the programs are easier to move
among computers with different microprocessors).

13
Advantages Of
Low Level Languages
• Low Level Languages:

– Instructions can be written to enable the


computer to do anything that the hardware will
follow.
– Require less memory
– Run more quickly

14
High Level Language Examples
• Consider the following programs that add two numbers
together:
BASIC Pascal C++ LOGO
10 I = 3 program AddIt; int main( ) to add :I :J :K
20 J = 2 var { MAKE “I :3
30 K = I + J i, j, k : integer; int i, j, k; MAKE “J :2
begin i = 3; MAKE “K :I + :J
i := 3; j = 2; end
j := 2; k = i + j;
k := i + j; return 0;
end. }

15
Interpreters and Compilers
• Programmers writing in a high-level language enter
the program’s instructions into a text editor.
• The files saved in this format are called text files.
• A program written in a high-level language is called
source code.
• The programs are translated into machine language
by interpreters or compilers.
• The resulting machine language code is known as
object code.

16
Interpreters
• An interpreter is a program that translates the
source code of a high-level language into machine
language.
• Each instruction is interpreted from the
programming language as needed (line by line of
code).
• Every time the program is run, the interpreter must
translate each instruction again.
• In order to “run” the program, the interpreter must
be loaded into the computer’s memory.
17
Compilers
• A compiler is another program that translates a
high-level language into machine language.
• A compiler makes the translation once so that the
source code don’t have to be translated each time
the program is run.
– The source code is translated into a file called an object
file.
– A program called a linker is used to create an
executable program.
– Most modern compilers let you compile and link in a
single operation, and have an “IDE” (Integrated
Development Environment) to enter text, debug,
compile, link, and run programs.
18
Debug
• Bug: An error in coding or logic that causes a
program to malfunction or to produce incorrect
results.
• Debug: To detect, locate, and correct logical or
syntactical errors in a program.
• Folklore attributes the first use of the term “bug”
to a problem in one of the first electronic
computers that was traced to a moth caught
between the contacts of a relay in the machine.
http://www.microsoft.com/canada/home/terms/2.7.1.
1_B.asp

19
Programming Languages:
First Generation
• Generation 1 – Late 1940s to Early 1950s:
Machine Languages
– Programmers entered programs and data
directly into RAM using 1s and 0s
– Several disadvantages existed:
• Coding was error prone, tedious, and slow
• Modifying programs was extremely difficult
• It was nearly impossible for a person to decipher
someone else’s program
• Programs were not portable
20
Programming Languages:
Second Generation
• Generation 2 – Early 1950s to Present:
Assembly Languages
– Uses mnemonic symbols to represent
instructions and data
– Assembly language is:
• More programmer friendly than machine language
• Tedious to use and difficult to modify
• Since each type of computer has its own unique
assembly language, it is not portable

21
Programming Languages:
Third Generation
• Generation 3 – Mid-1950s to Present:
High-Level Languages
– Designed to be human friendly – easy to read,
write, and understand
– Each instruction corresponds to many
instructions in machine language
– Translation to machine language occurs through
a program called a ‘compiler’
– Examples: FORTRAN, COBOL, BASIC, C,
Pascal, C++, and Java

22
Basic Approaches of
Programming
• High-level programming languages utilize
two different approaches
– Procedural approach
• Examples: COBOL, FORTRAN, BASIC, C, C++,
and Pascal

– Object-oriented approach
• Examples: Smalltalk, C++, and Java

23
What Is a Program?
• Program
– A list of instructions written in a special code,
or language.
– The program tells the computer which
operations to perform,
– and in what sequence to perform them.
– Garbage In, Garbage Out (G.I.G.O.)
– Get what you asked for, not necessarily what
you want.

24
Why Programming?
• To Develop Problem Solving Skills
– It is very important to develop problem
solving skills. Programming is all about
solving problems.
– Requires creativity and careful thought.
– Analyze the problem and break it down into
manageable parts (modules, procedures,
functions)
• It’s also rewarding!
25
Program Development
• Planning is a critical issue
– Don’t type in code “off the top of your head”
• Programming Takes Time
– Plan on writing several revisions
– Debugging your program
• Programming requires precision
– One misplaced semi-colon will stop the
program

26
Exercise in Frustration
• Plan well (using paper and pencil)
• Start early
• Be patient
• Handle Frustration
• Work Hard
• Don’t let someone else do part of the program for
you.
• Understand the Concepts Yourself!
• Solve the problem yourself!
27
Step 1
Good Programming Habits
• 1. Analysis
– Is the computer the appropriate tool for solving
this problem?
– Would the problem be better solved with
human interaction or paper and pencil?
– Sometimes human judgment is preferable.

28
Step 2
Good Programming Habits
• 2. Specification of the Problem
– Formulate a clear and precise statement of what
is to be done (clear and unambiguous).
– Know what data are available
– Know what may be assumed
– Know what output is desired & the form it
should take
– Divide the problem into sub problems
– Doesn’t discuss “how to” solve the problem
yet.
29
Step 3
Good Programming Habits
• 3. Develop an Algorithm
– Algorithm:
• a finite sequence of effective statements that when applied to
the problem, will solve it.
– Effective Statement:
• a clear unambiguous instruction that can be carried out.
– Algorithms should have:
• specific beginning and ending that is reached in a reasonable
amount of time (a finite amount of time).
– This is done before sitting down at the computer.

30
Step 3.5
Good Programming Habits
• 3.5 Document the Program
– Programming Style
• Upper / Lower Case, Indenting, format
– Comments
– Descriptive Identifier Names
• Variables, Constants, Procedures, Functions
– Pre & Post Conditions
• For each Procedure and Function
– Output
31
Step 4
Good Programming Habits
• 4. Code the Program
– After algorithms are correct
– Desk check your program
• Without the computer,
just paper and pencil
• 4.1 Type and Run the Program
– Look for errors
• Syntax Errors (semi colon missing, etc.)
• Logic Errors (divide by zero, etc.)

32
Step 4.2
Good Programming Habits
• 4.2 Test the Results
– Does it produce the correct solution?
– Check results with paper and pencil.
– Does it work for all cases?
• Border, Edge, Extreme Cases
– Revise the program if not correct.
– The coding process is not completed until the
program has been tested thoroughly and works
properly (recheck the specifications).

33
Step 5
Good Programming Habits
• 5. Interpretation
– The program may execute without any obvious
errors.
– It may not produce the results which solve the
problem.
• G.I.G.O Get what you ask for,
not what you want.
• Recheck your program with the original
specifications

34
Top Down Design
• Subdivide the problem into major tasks
– Subdivide each major task into smaller tasks
• Keep subdividing until each task is easily solved.
• Each subdivision is called stepwise
refinement.
• Each task is called a module
• We can use a structure chart to show
relationships between modules.

35
Top Down Design 2

Structure Chart

Main Task

Sub task Sub task Sub task

36
Top Down Design 3
• Pseudocode

– is written in English with C++ like sentence


structure and indentations.
– Major Tasks are numbered with whole numbers
– Subtasks use decimal points for outline.

37
Top Down Design 4

38
Writing Programs
• Vocabulary
– reserved words
• have a predefined meaning that can’t be changed
– library identifiers
• words defined in standard libraries
– programmer supplied identifiers
• defined by the programmer following a well defined
set of rules

39
Writing Programs 2
• Words are CaSe SeNsItIvE
– For constants use ALL CAPS (UPPERCASE)
– For reserved words and identifiers use
lowercase
• Syntax
– rules for construction of valid statements,
including
• order of words
• punctuation

40
Writing Code
• Executable Statement
– basic unit of grammar
• library identifiers, programmer defined identifiers,
reserved words, numbers and/or characters
– A semicolon terminates a statement in many
programming languages
• Programs should be readable

noformat.cpp format.cpp
41
The Use of Comments
• Comments should be included to help make
the program more clear to someone reading
the code other than the author.
• Use comments after the header to explain
the function of the program, & throughout
the program

42
Test Programs
• Test programs are short programs written to
provide an answer to a specific question.
• You can try something out
• Practice the programming language
• Ask “what if” questions
• Experiment: try and see

43

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