chapter 1 an overview of computers and programming languages

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CHAPTER 1 AN OVERVIEW OF COMPUTERS AND PROGRAMMING LANGUAGES

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CHAPTER 1 AN OVERVIEW OF COMPUTERS AND PROGRAMMING LANGUAGES. In this chapter, you will: Learn about different types of computers Explore the hardware and software components of a computer system Learn about the language of a computer Learn about the evolution of programming languages - PowerPoint PPT Presentation

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Page 1: CHAPTER 1 AN OVERVIEW OF COMPUTERS AND PROGRAMMING LANGUAGES

CHAPTER 1

AN OVERVIEW OF COMPUTERS

AND PROGRAMMING LANGUAGES

Page 2: CHAPTER 1 AN OVERVIEW OF COMPUTERS AND PROGRAMMING LANGUAGES

In this chapter, you will: Learn about different types of computers Explore the hardware and software components of a

computer system Learn about the language of a computer Learn about the evolution of programming languages Examine high-level programming languages Discover what a compiler is and what it does Examine how a high-level language program is

processed Learn what an algorithm is and explore problem-

solving techniques Become aware of structured design and object-

oriented design programming methodologies Become aware of Standard C++ and ANSI/ISO

Standard C++

Page 3: CHAPTER 1 AN OVERVIEW OF COMPUTERS AND PROGRAMMING LANGUAGES

A BRIEF OVERVIEW OF THE HISTORY OF COMPUTERS

Computers that are in use can be classified in the following categories:

• Main frame computers.

• Mid size computers.

• Micro computers (also called personal computers).

Page 4: CHAPTER 1 AN OVERVIEW OF COMPUTERS AND PROGRAMMING LANGUAGES

ELEMENTS OF A COMPUTER SYSTEMHardware

CPU-The CPU has several components in it. CU - It has three main functions.

Fetch and decode the instruction. Control the flow of information (instruction or data) in

and out of MM. Control the operation of the internal components of

CPU.• PC-program counter points to the next instruction to be

executed.• IR-instruction register holds the instruction that is currently

being executed.• ALU-arithmetic logic unit. This component is responsible for

carrying out all arithmetic and logical operations.• ACC-accumulator. Once ALU performs the operation the

results are placed in ACC.

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Main Memory Directly connected to the CPU. All programs must be loaded into MM before they can be

executed. All data must be brought into MM before it can be manipulated. When the power of the computer is turned off every thing in the

main memory is lost for good.

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Page 8: CHAPTER 1 AN OVERVIEW OF COMPUTERS AND PROGRAMMING LANGUAGES

Secondary storage Everything in main memory is lost when the

computer is turned off. Information stored in main memory must be

transferred to some other device for permanent storage.

The device that stores information permanently is called secondary storage.

Examples of secondary storage are hard disks, floppy disks, Zip disks,CD-ROMs, and tapes.

Page 9: CHAPTER 1 AN OVERVIEW OF COMPUTERS AND PROGRAMMING LANGUAGES

Input/Output devices

For a computer to perform a useful task, it must be able to take in data and programs and display the results of calculations.

The devices that feed data and programs into computers are called input devices.

The keyboard, mouse, and secondary storage are examples of input devices.

The devices that the computer uses to display results are called output devices.

A monitor, printer, and secondary storage are examples of output devices.

Page 10: CHAPTER 1 AN OVERVIEW OF COMPUTERS AND PROGRAMMING LANGUAGES

Software Software are programs written to perform specific

tasks.

Two types of programs System programs - programs that take control of the

computer. Application programs - programs that perform a specific

task. (Word processors, spreadsheets, and games are examples of application programs.)

Page 11: CHAPTER 1 AN OVERVIEW OF COMPUTERS AND PROGRAMMING LANGUAGES

THE LANGUAGE OF A COMPUTER• Two types of electrical signal - analog and digital. Since

inside the computer digital signals are processed, the language of a computer is a sequence of 0s and 1s.

• The language of a computer is called the machine language.

• The digit 0 or 1 is called a binary digit or in short form a bit.

• A sequence of 0s and 1s is also referred as a binary code.

Page 12: CHAPTER 1 AN OVERVIEW OF COMPUTERS AND PROGRAMMING LANGUAGES

Bit: A bit is a binary digit 0 or 1.

• A sequence of 8 bits is called a byte. • Coding Scheme

• ASCII (American Standard Code for Information Interchange).

• 128 characters•A is encoded as 1000001 (66th character)•3 is encoded as 0110011.

• EBCDIC (used by IBM)-256 characters

• Unicode - 65536 characters. Two bytes are needed to store a character.

Page 13: CHAPTER 1 AN OVERVIEW OF COMPUTERS AND PROGRAMMING LANGUAGES

THE EVOLUTION OF PROGRAMMING LANGUAGES

Early computers were programmed in machine language.

Suppose we want to represent the equation

wages = rate · hoursto calculate the weekly wages in machine language.

If 100100 stands for load, 100110 stands for multiplication and 100010 stands for store, then the following sequence of instructions might be needed to calculate the weekly wages.

100100 0000 010001

100110 0000 010010

100010 0000 010011

Page 14: CHAPTER 1 AN OVERVIEW OF COMPUTERS AND PROGRAMMING LANGUAGES

Assembly languages - an instruction in assembly language is an easy-to-remember form called a mnemonic.

Using the assembly language instructions, the equation to calculate the weekly wages can be written as follows:

LOAD rateMULT hourSTOR wages

Assembler: An assembler is a program that translates a program written in assembly language into an equivalent program in machine language.

Page 15: CHAPTER 1 AN OVERVIEW OF COMPUTERS AND PROGRAMMING LANGUAGES

High level languages- Basic, FORTRAN, COBOL, Pascal, C++, C

In order to calculate the weekly wages, the equation

wages = rate · hours

in C++, can be written as follows:

wages = rate * hours;

Compiler: A compiler is a program that translates a program written in a high level language to an equivalent machine language.

Page 16: CHAPTER 1 AN OVERVIEW OF COMPUTERS AND PROGRAMMING LANGUAGES

PROCESSING A HIGH-LEVEL LANGUAGE PROGRAM

The following steps are necessary to execute a program written in a high level language, say, C++:

1. Use an editor to create a program (that is type) in C++. This program is called the source program.

Source program: A program written in a high-level language.

2. Check that the program obeys the rules of the programming language and translate the program in to an equivalent machine language. All this is accomplished by the compiler. The equivalent machine language program is called an object program.

Object program: The machine language version of the high-level language program.

Page 17: CHAPTER 1 AN OVERVIEW OF COMPUTERS AND PROGRAMMING LANGUAGES

3. The programs that you write in a high-level language are developed using a software development kit (SDK), which contains many programs that are useful in creating your program. This prewritten code resides in a place called the library.

Linker: A program that combines the object program with other programs provided by the SDK and used in the program to create the executable code.

4. The next step is to load the executable program into the main memory for execution and a program called loader accomplishes this.

Loader: A program that loads an executable program into main memory.

5. The final step is to execute the program.

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PROGRAMMING WITH THE PROBLEM ANALYSIS–CODING–EXECUTION CYCLE

• Programming is a process of problem solving. • Problem solving techniques

Analyze the problem Outline the problem requirements Design steps, called an algorithm, to solve the problem

Algorithm: A step-by-step problem-solving process in which a solution is arrived at in a finite amount of time.

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Problem solving process 1. (a) Analyze the problem.

(b) Outline the problem and its solution requirements.

(c) Design steps (algorithm) to solve the problem.

2. (a) Implement the algorithm in a programming language,

such as C++.

(b) Verify that the algorithm works.

3. Maintenance: Maintenance requires using and modifying the program if the problem domain changes.

Page 21: CHAPTER 1 AN OVERVIEW OF COMPUTERS AND PROGRAMMING LANGUAGES

Problem Analysis-Coding-Execution Cycle

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Analysis of the problem is the first and the most important step. This phase requires us to:

1. Thoroughly understand what the problem is about.

2. Understand the problem requirements. Some of the requirements could be:

a. Does the program require interaction with the user?

b. Does the program manipulate data? If the program manipulates data, the programmer must know what the data are and how the data are represented, that is, look at sample data.

c. Is there any output of the program? If yes, the programmer should know how the results should be generated.

3. If the problem is complex, divide the problem into sub-problems. Analyze each sub-problem as above.

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• Dividing a problem into smaller subproblems is called structured design.

• The structured design approach is also known as top-down design, stepwise refinement, and modular programming.

• In structured design, the problem is divided into smaller problems.

• Each subproblem is then analyzed, and a solution is obtained to solve the subproblem.

• The solutions of all subproblems are then combined to solve the overall problem.

• This process of implementing a structured design is called structured programming.

Page 24: CHAPTER 1 AN OVERVIEW OF COMPUTERS AND PROGRAMMING LANGUAGES

• The next step is to design an algorithm to solve the problem.

• If the problem was broken into subproblems, design algorithms for each subproblem.

• Once the necessary steps have been designed, check the correctness of the algorithm.

• Sometimes algorithm’s correctness can be tested using sample data.

• At times some mathematical analysis might be required to test the correctness of the algorithm.

• Once the algorithm is designed and correctness verified, the next step is to write the equivalent code into the high level language.

• Then using an editor enter the program into the computer.

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• The next step is to ensure that the program follows the constructs of the language. • Run the code through the compiler.

• If the compiler generates error, we must go back, look at the code, remove the errors, and run the code again through the compiler.

• If there are no syntax errors, the compiler generates the equivalent machine code, the linker links the machine code with the systems resources, and the loader can then place the program into the main memory so that it can be executed.

• The final step is to execute the program.

• The compiler only guarantees that the program follows the rules of the language. It does not guarantee that the program will run correctly.

Page 26: CHAPTER 1 AN OVERVIEW OF COMPUTERS AND PROGRAMMING LANGUAGES

Example 1-1Design an algorithm to find the perimeter and area of a rectangle.

The perimeter and area of the rectangle are given by the following formulas:

perimeter = 2 · (length + width)

area = length · width

Page 27: CHAPTER 1 AN OVERVIEW OF COMPUTERS AND PROGRAMMING LANGUAGES

The algorithm to find the perimeter and area of the rectangle is, therefore:

1. Get the length of the rectangle.

2. Get the width of the rectangle.

3. Find the perimeter using the following equation:

perimeter = 2 · (length + width)

4. Find the area using the following equation:

area = length · width

Page 28: CHAPTER 1 AN OVERVIEW OF COMPUTERS AND PROGRAMMING LANGUAGES

Example 1-2Design an algorithm that calculates the monthly paycheck of a sales-person at a local department store.

Every salesperson has a base salary. The salesperson also receives a bonus at the end of each month based on the following criteria: If the salesperson has been with the store for five or less years, the bonus is $10 for each year that he or she has worked there. If the salesperson has been with the store for more than five years, the bonus is $20 for each year that he or she has worked there. The salesperson can earn an additional bonus as follows: If the total sale made by the salesperson for the month is more than $5000 but less than $10000, he or she receives a 3% commission on the sale. If the total sale made by the salesperson for the month is at least $10000, he or she receives a 6% commission on the sale.

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The algorithm to calculate a salesperson’s monthly paycheck.

1. Get baseSalary.2. Get noOfServiceYears.3. Calculate bonus using the following formula:

if(noOfServiceYears is less than or equal to

five)

bonus = 10 · noOfServiceYears

otherwise

bonus = 20 · noOfServiceYears

4. Get totalSale.

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5. Calculate additionalBonus using the following formula.

if (totalSale is less than 5000)

additionalBonus = 0

otherwise

if(totalSale is greater than or equal to

5000 and totalSale is less than 10000)

additionalBonus = totalSale · (0.03)

otherwise

additionalBonus = totalSale · (0.06)

6. Calculate payCheck using the equation

payCheck = baseSalary + bonus + additionalBonus

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OBJECT-ORIENTED PROGRAMMING• In OOD, the first step in the problem-solving process is to identify

components called objects, which form the basis of the solution, and determine how these objects interact with one another.

• After identifying the objects, the next step is to specify for each object the relevant data and possible operations to be performed on that data.

• Each object consists of data and operations on that data. • An object combines data and operations on the data into a single unit. • A programming language that implements OOD is called an

object-oriented programming (OOP) language. • Because an object consists of data and operations on that data, you

need to learn how to represent data in computer memory, how to manipulate data, and how to implement operations.

• To create operations, you write algorithms and implement them in a programming language.

• To work with objects, you need to know how to combine data and operations on the data into a single unit.

• C++ was designed especially to implement OOD. Furthermore, OOD works well and is used in conjunction with structured design.