WELCOME TO CMPT 110
Chapter 1
COURSE INFO
Instructor: Richard Frank [email protected] TA: Kyle Demeule [email protected]
CMPT 110 (D100) Programming in Visual Basic Class Hours
Tuesday: 10:30am-11:20am @ AQ 3005 Thursday: 9:30am-11:20am @ C 9000
Office: TBD Office Hours: Tuesday 9:30am 10:20am
CALENDAR OBJECTIVE/DESCRIPTION
Topics will include
User interfaces Objects Event-driven programming Program design File and data management
OBJECTIVES
Introduction to programming in the event-driven paradigm using the Visual Basic language.
Well cover
Forms Controls Events Menus Objects Subprograms Modular design Decisions and repetition File and data management Special features
This is an entry-level course, not a developer's seminar.
4
GRADING
Assignments
30%
5 assignments
Midterm
exam 30%
Week 7 - Oct 16
Final
exam 40%
As per SFU date/location
REQUIRED BOOKS
An Introduction to Programming Using Visual Basic 2010, (w/VS2010 DVD), 8/E, D.I. Schneider , Prentice-Hall, 2010 Text comes with DVD to install VB at home
ACADEMIC HONESTY STATEMENT
Academic honesty plays a key role in our efforts to maintain a high standard of academic excellence and integrity. Students are advised that ALL acts of intellectual dishonesty will be handled in accordance with the SFU Academic Honesty and Student Conduct Policies (http://www.sfu.ca/policies/Students/index.html). Students are also encouraged to read the School's policy information page (http://www.cs.sfu.ca/undergrad/Policies/). Cheaters will be caught 0.
SYLLABUS
SYLLABUS
YOUR BACKGROUND?
Any programming? Expert at Windows? Excel formulas (if, lookup, )? Installing programs?
10
CHAPTER 1 - INTRO
11
Chapter 1
CHAPTER 1 - AN INTRODUCTION TO COMPUTERS AND PROBLEM SOLVING
1.1 An Introduction to Computers 1.2 Windows, Folders, and Files 1.3 Program Development Cycle 1.4 Programming Tools
12
COMMUNICATING
WITH THE
COMPUTER
Machine language
low level, hard for humans to understand
Visual Basic
high level, understood by humans, consists of instructions such as Click, If, Do Usable in other applications (Word, Excel)
13
COMPUTERS AND COMPLICATED TASKS
Tasks are broken down into instructions that can be expressed by a computer language
A program is a sequence of instructions Programs can be only a few instructions or millions of lines of instructions Examples?
In real life? In computers?
14
ALL PROGRAMS HAVE IN COMMON
Take data and manipulate it to produce a result
Input Process Output
Input Output
15
HARDWARE AND SOFTWARE
Hardware
The physical components of a computer
Keyboard Disk drive Monitor
Software
The instructions that tell the computer what to do
16
PROGRAMMER AND USER
Programmer the person who solves the problem and writes the instructions for the computer
User any person who uses the program written by the programmer
17
PROBLEM SOLVING
Developing the solution to a problem Algorithm a step by step series of instructions to solve a problem
18
PROBLEM SOLVING
Problems
are solved by carefully reading them to determine what data are given and what outputs are requested
a step-by-step procedure is devised to process the given data and produce the requested output procedure is called an algorithm
Then
This
Finally,
a computer program is written to carry out the algorithm
19
VISUAL BASIC 2010
BASIC originally developed at Dartmouth in the early 1960s
Visual Basic created by Microsoft in 1991
Visual Basic 2010 is similar to original Visual Basic, but more powerful
20
XP VERSUS VISTA
Windows XP
Windows Vista
21
1.2 WINDOWS, FOLDERS, AND FILES
Windows and Its Little Windows Mouse Actions Files and Folders
22
WINDOWS
AND ITS
LITTLE WINDOWS
Difference between Windows and windows. Title bar indicates if window is active.
23
MOUSE ACTIONS
Clicking (single-clicking) means pressing and releasing the left mouse button once.
Double-clicking means clicking the left mouse button twice in quick succession
Note: An important Windows convention is that clicking selects an object so you can give Windows or the document further directions about it, but double-clicking tells Windows to perform a default operation.
24
MOUSE ACTIONS
Pointing
means moving your mouse across your desk until the mouse pointer is over the desired object on the screen
means to linger the mouse at a particular place and wait for a message or menu to appear usually moves a Windows object. If you see a sentence that begins Drag the . . . , you need to click on the object and hold
25
Hovering
Dragging
FILES AND FOLDERS
File: holds programs or data. Its name usually consists of letters, digits, and spaces.
Folder: contains files and other folders (called subfolders).
26
KEY TERMS IN USING FOLDERS AND FILES
Term
Disk File name Extension Filename Path Filespec
Example
Hard disk, CD PAYROLL .TXT PAYROLL.TXT TextFiles\PAYROLL.TXT C:\TextFiles\PAYROLL.TXT
27
WINDOWS EXPLORER
Used to view, organize and manage folders and files. Manage: copy, move, delete
28
BIOGRAPHICAL HISTORY OF COMPUTING
29
Chapter 1
1800S
George Boole devised Boolean algebra
Charles Babbage created "analytical engine Augusta Ada Byron first computer programmer Herman Hollerith founder of company that would become IBM
30
1930S
Alan Turing deciphered German code in WWII; father of artificial intelligence John V. Atanasoff inventor of first electronic digital special purpose computer
31
1940S
Howard Aiken built large scale digital computer, Mark I
Grace M. Hopper originated term "debugging"; pioneered development and use of COBOL John Mauchley and J. Presper Eckert built first large scale general purpose computer, ENIAC
32
1940S CONTINUED
John von Neumann developed stored program concept
Maurice V. Wilkes built EDSAC, first computer to use stored program concept
John Bardeen, Walter Brattain, and William Shockley developed transistor that replaced vacuum tubes
33
1950S
John Backus created Fortran; early user of interpreters and compilers
Reynold B. Johnson invented the disk drive
Donald L. Shell developed efficient sorting algorithm
34
1960S
John
G. Kemeny and Thomas E. Kurtz invented BASIC Bohm and Guiseppe Jacopini proved that any program can be written with only 3 structures: sequence, decision, and loops
W. Dijkstra stimulated move to structured programming by declaring "GOTO" harmful
35
Corrado
Edsger
1960S CONTINUED
Harlan B. Mills advocated use of structured programming
Donald E. Knuth wrote definitive work on algorithms.
Ted Hoff, Stan Mazer, Robert Noyce, and Frederico Faggin developed first microprocessor
36
1960S CONTINUED
Douglas Engelbart invented computer mouse
37
1970S
Ted
Codd - software architect; laid the groundwork for relational databases
Allen and Bill Gates cofounders of Microsoft Corporation Wozniak and Stephen Jobs - cofounders of Apple Computer Inc. Bricklin and Dan Fylstra - wrote VisiCalc, the first electronic spreadsheet program
38
Paul
Stephen
Dan
1970S CONTINUED
Dennis
Ritchie - creator of the C programming language.
Thompson - created the Unix operating system Kay developer of Smalltalk, a pure objectoriented language Chamberlain - created a database programming language, later known as SQL,
39
Ken
Alan
Don
1980S
Phillip
Don Estridge - at IBM directly responsible for the success of the personal computer.
D. Kapor cofounder of Lotus Corporation Button - group product manager for applications programmability at Microsoft;
Mitchell
Tom
headed the team that developed QuickBasic, QBasic, and Visual Basic.
40
1980S CONTINUED
Alan
Cooper - considered the father of Visual Basic.
BernersLee - father of the World Wide Web. Word. Simonyi - father of
Tim
Charles
Bjarne
Stroustrup - creator of the C++ programming language.
Richard
M. Stallman - founded Free Software Foundation
41
1990S
Marc Andreessen - inventor of the Web browser.
James Gosling creator of Java. Linus Torvalds - developed the popular Linux operating system.
42
2000S
Sergey M. Brin and Lawrence E. Page founders of Google
Mark Zuckerberg founder of Facebook. Steve Chen, Chad Hurley, and Jawed Karim founders of YouTube.
43
1.3 PROGRAM DEVELOPMENT CYCLE
Performing a Task on the Computer Program Planning
44
TERMINOLOGY
TIP
A computer program may also be called:
Project Application Solution
45
PROGRAM DEVELOPMENT CYCLE
Software refers to a collection of instructions for the computer
The computer only knows how to do what the programmer tells it to do Therefore, the programmer has to know how to solve problems
Take big problem, break it down Break it down further Repeat until you get to very fundamental steps
46
PERFORMING A TASK ON THE COMPUTER
Determine Output Identify Input Determine process necessary to turn given Input into desired Output
47
PICTORIAL REPRESENTATION OF THE
PROBLEM SOLVING PROCESS
48
PROBLEM-SOLVING: APPROACH LIKE
ALGEBRA CLASS
How fast is a car traveling if it goes 50 miles in 2 hours? Output: Input: Process:
49
PROGRAM PLANNING
A recipe is a good example of a plan
Ingredients and amounts are determined by what you want to bake
Ingredients are input The way you combine them is the processing What is baked is the output
50
PROGRAM PLANNING TIPS
Always have a plan before trying to write a program
The more complicated the problem, the more complex the plan must be Planning and testing before coding saves time coding
51
PROGRAM DEVELOPMENT CYCLE
1. Analyze: Define the problem.
2. Design: Plan the solution to the problem.
3. Choose the interface: Select the objects (text boxes, buttons, etc.).
4. Code: Translate the algorithm into a programming language. 5. Test and debug: Locate and remove any errors in the program.
6. Complete the documentation: Organize all the materials that describe the program.
52
DOCUMENTATION
Why is documentation important?
53
1.4 PROGRAMMING TOOLS
Flowcharts Pseudocode Hierarchy Chart Direction of Numbered NYC Streets Algorithm Class Average Algorithm
54
PROGRAMMING TOOLS
Three
tools are used to convert algorithms into computer programs:
Flowchart - Graphically depicts the logical steps to carry out a task and shows how the steps relate to each other. Pseudocode - Uses English-like phrases with some Visual Basic terms to outline the program. Hierarchy chart - Shows how the different parts of a program relate to each other.
55
PROBLEM SOLVING EXAMPLE
How many stamps do you use when mailing a letter? One rule of thumb is to use one stamp for every five sheets of paper or fraction thereof.
56
ALGORITHM
1.
INPUT:
2. PROCESSING: 3. PROCESSING: 4. OUTPUT:
57
FLOWCHARTS
Graphically depict the logical steps to carry out a task and show how the steps relate to each other.
58
FLOWCHART SYMBOLS
59
FLOWCHART SYMBOLS
CONTINUED
60
FLOWCHART EXAMPLE
61
PSEUDOCODE
Uses English-like phrases with some Visual Basic terms to outline the task.
62
PSEUDOCODE
Determine
EXAMPLE
the proper number of stamps
for a letter
Read Sheets (input) Set the number of stamps to Sheets / 5 (processing) Round the number of stamps up to the next whole number (processing) Display the number of stamps (output)
63
HIERARCHY CHARTS
Show
how the different parts of a program relate to each other
Hierarchy charts may also be called
structure charts HIPO (Hierarchy plus Input-Process-Output) charts top-down charts VTOC (Visual Table of Contents) charts
64
HIERARCHY CHARTS EXAMPLE
65
DIVIDE-AND-CONQUER
METHOD
Used in problem solving take a large problem and break it into smaller problems solving the small ones first Breaks a problem down into modules
66
STATEMENT STRUCTURES
Sequence follow instructions from one line to the next without skipping over any lines
Decision - if the answer to a question is Yes then one group of instructions is executed. If the answer is No, then another is executed
Looping a series of instructions are executed over and over
67
SEQUENCE FLOW CHART
68
DECISION FLOW CHART
69
LOOPING
FLOW CHART
70
DIRECTION OF NUMBERED NYC STREETS ALGORITHM
Problem: Given a street number of a one-way street in New York City, decide the direction of the street, either eastbound or westbound Discussion: in New York City even numbered streets are Eastbound, odd numbered streets are Westbound
71
FLOWCHART
72
PSEUDOCODE
Determine the direction of a numbered NYC street Get street If street is even Then Display Eastbound Else Display Westbound End If
73
HIERARCHY CHART
74
MOVIE RATING EXAMPLE
Kids want to watch the movie, Avatar. Decide whether he or she can watch the movie based on his or her age.
Solution?
75
CLASS AVERAGE ALGORITHM
Problem:
Calculate and report the gradepoint average for a class
The average grade equals the sum of all grades divided by the number of students
Output: Input: Processing:
Discussion:
76
FLOWCHART
We need a loop to read and then add the grades for each student in the class
Inside the loop, we also need to count the number of students in the class grade = sum of grades / number of students
77
PSEUDOCODE
Program: Determine the average grade of a class
Initialize Counter and Sum to 0 Do While there are more data Get the next Grade Add the Grade to the Sum Increment the Counter Loop Compute Average = Sum / Counter Display Average
78
HIERARCHY CHART
79
COMMENTS
When
tracing a flowchart, start at the start symbol and follow the flow lines to the end symbol
an algorithm at the flowchart stage is known as desk checking pseudocode, and hierarchy charts are program planning tools that are not dependent on the programming language being used
80
Testing
Flowcharts,
COMMENTS CONTINUED
There are four primary logical programming constructs
sequence decision loop unconditional branch
Appear in some languages as GOTO statements Involves jumping from one place in a program to another Structured programming uses the sequence, decision, and loop constructs but forbids the unconditional branch
81
TIPS AND TRICKS OF FLOWCHARTS
Flowcharts
are time-consuming to write and difficult to update this reason, professional programmers are more likely to favor pseudocode and hierarchy charts
flowcharts so clearly illustrate the logical flow of programming techniques, they are a valuable tool in the education of programmers
82
For
Because
TIPS AND TRICKS OF PSEUDOCODE
There are many styles of pseudocode
Some programmers use an outline form Some use a form that looks almost like a programming language
The pseudocode in the case studies of this text focus on the primary tasks to be performed by the program and leaves many of the routine details to be completed during the coding process
83
TIPS AND TRICKS OF HIERARCHY CHARTS
Many people draw rectangles around each item in a hierarchy chart
In the text, rectangles are omitted to encourage the use of hierarchy charts by making them easier to draw
84
FOR NEXT WEEK
Read Chapter 2 & Appendix D Install Visual Studio 2010
85
PROGRAMMING
IS USEFUL!
86