prof. ken regis institute for computer engineering florida state university oktober 2002prof. ken...
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Prof. Ken Regis Institute for Computer Engineering
Florida State University
Oktober 2002 Prof. Ken Regis - FIT 1-1 1
Ken Regis
Why learn about programming?
programming teaches you how to solve problems
programming helps you be more precise (doesn’t win you many friends though!)
why did the computer scientist stay in the shower forever?the instructions on the shampoo said “lather, rinse, repeat!”
programming gets you more out of your computer
you may not be programming, butknowing a little bit about Computer Scienceand knowing a little bit about Programmingwill help you work with people who do
ProgramsA program is a set of step-by-step
instructions that directs the computer to do the tasks you want it to do and produce the results you want.
You have already programmed!You wrote complex formulas in Excel
=$D5*EKSP(-LN(2)*E$4/$C5)
You used SQL to talk to databasesSELECT * FROM contacts
WHERE age BETWEEN 18 AND 35;
You programmed in MATLABfunction r = fz(x)global M p w1; X = [cos(x), sin(x); -sin(x), cos(x)]; r1 = M' - p' - X*w1'; r = r1'*r1;
ProgrammingProgramming consists of two steps:
algorithmic design (the architects) coding (the construction workers)
Programming requires: a programming language to express your ideas a set of tools to design, edit, and debug your code either
a compiler to translate your programs to machine code a machine to run the executable code
or an interpreter to translate and execute your program
Programming LanguagesA programming language is a set of rules
that provides a way of telling a computer what operations to perform.
Levels of Programming LanguagesMachine languageAssembly LanguageHigh Level LanguagesFourth Generation Languages (4GL)Fifth Generation Languages (5GL)
Machine Languagesdifferent for each computer processor
0100001101 100000 001101 11000100101 10001 1000001110111001. . .
Assembly Languagesdifferent for each computer processor
main proc paymov ax, dsegmov ax, 0b00hadd ax, dxmov a1, b1mul b1, axmov b1, 04h
High-Level LanguagesHigher Level Languages
Use traditional programming logic where the programming instructions tell the computer what to do and how to perform the required operations.
4GLsUse high-level English-like instructions to
specify what to do, not how to do it .
Types of high level Programming Languages
Procedure-oriented languagesObject-oriented languagesEvent-driven languagesDeclarative languages
Procedure-Oriented LanguagesFORTRANCOBOLPascalCAda
OOED Languages
Object-oriented languagesSmalltalkC++Ada 95JavaC#
Event-driven languagesVisual Basicmost Visual languages
Declarative languages (5GL)Functional(?): Lisp, Scheme, SML
Also called applicativeEverything is a function
Logic: PrologBased on mathematical logicRule- or Constraint-based
Lots more LanguagesThere are many programming languages out
therespecification languages, e.g. Z, UMLdocument languages, e.g. LaTeX, Postscriptcommand languages, e.g. csh, MATLABquery languages, e.g. SQLScripting languages, e.g. Perl, Python,
JavaScript, VBScript, ASP, PHP, …
What determines a “good” languageFormerly: Run-time performance
(Computers were more expensive than programmers)
Now: Life cycle (human) cost is more importantEase of designing, codingDebuggingMaintenanceReusability
FADS
Why so many?Why does some people speak French?Most important: the choice of paradigm, and
therefore language, depends on how humans best think about the problem
Other considerations:efficiencycompatibility with existing codeavailability of tools
What can a program do?A program can only instruct a computer
to:SequenceCalculateStore dataCompare and branchIterate or LoopWrite OutputRead Input
Sequence Control StructuresSequence control structures direct the order
of program instructions.The fact that one instruction follows another
—in sequence—establishes the control and order of operations.
CalculateA program can
instruct a computer to perform mathematical operations.
Add 1 to
Counter
StoreA program will often
instruct a computer to store intermediate results.
Place 1 in
Counter
Compare and Branch
A program can instruct a computer to compare two items and do something based on a match or mismatch which, in turn, redirect the sequence of programming instructions.There are two forms:IF-THENIF-THEN-ELSE
IF-THEN
Test Test condition pcondition p
falsefalse truetrue
EntryEntry
ExitExitTrue True
statement astatement a
IF-THEN-ELSE
falsefalse truetrue
EntryEntry
ExitExit
Test Test condition pcondition p
““true” true” statement astatement a
““false” false” statement astatement a
IterateA program loop is a
form of iteration. A computer can be instructed to repeat instructions under certain conditions.
NoNo
Iteration Control StructuresIteration control structures are looping
mechanisms. Loops repeat an activity until stopped. The
location of the stopping mechanism determines how the loop will work:
Leading decisionsTrailing decisions
Leading DecisionsIf the stop is at the beginning of the iteration,
then the control is called a leading decision.The command DO WHILE performs the
iteration and places the stop at the beginning.
DO WHILE Loop
NoNo
YesYes
EntryEntry
ExitExit
Test Test condition pcondition p
Loop Loop statement astatement a
Trailing DecisionsIf the stop is at the end of the iteration, the
control mechanism is called a trailing decision.
The command DO UNTIL performs the iteration and puts the stop at the end of the loop.
DO UNTIL Loop
Loop Loop statement astatement a
NoNo YesYes
EntryEntry
Test Test condition pcondition p
ExitExit
Programs are Solutionsto ProblemsProgrammers arrive at these solutions by
using one or more of these devices:Logic flowchartsPseudocodeStructured ProgrammingUMLObject Oriented Programming
Logic FlowchartsThese represent the
flow of logic in a program and help programmers “see” program design.
Terminator. Shows the starting and ending points of the program. A terminator has flowlines in only one direction, either in (a stop node) or out (a start node).
Data Input or Output. Allows the user to inputdata and results to be displayed.
Processing. Indicates an operation performed by the computer, such as a variable assignment or mathematical operation.
Decision. The diamond indicates a decision structure. A diamond always has two flowlines out. One flowlineout is labeled the “yes” branch and the other is labeled the “no” branch.
Predefined Process. One statement denotes a group of previously defined statements. For instance, “Calculate m!” indicates that the program executes the necessary commandsto compute m factorial.
Connector. Connectors avoid crossing flowlines, making the flowchart easier to read. Connectors indicate where flowlines are connected. Connectors come in pairs, one witha flowline in and the other with a flowline out.
Off-page connector. Even fairly small programs can have flowcharts that extend severalpages. The off-page connector indicates the continuation of the flowchart on another page. Just like connectors, off-page connectors come in pairs.
Flowline. Flowlines connect the flowchart symbols and show the sequence of operations during the program execution.
Common Flowchart Symbols
Start
sum=0
Input price
sum=sum+price
Moreitems?
vat=sum x 0.25total=sum+vat
Output sum, vat, and total
Stop
No
Yes
PsuedocodeThis device is not visual but is considered a
“first draft” of the actual program.Pseudocode is written in the programmer’s
native language and concentrates on the logic in a program—not the syntax of a programming language.
sum=0While More items do Input price sum=sum+priceEnd Whilevat=sum x 0.25total=sum+vatOutput sum, vat, total
Structured ProgrammingStructured program languages lend
themselves to flowcharts and pseudocode.Structured programming languages work
best where the instructions have been broken up into small, manageable parts.
Object Oriented ProgrammingEverything is an objectA program is a bunch of objects telling
each other what to do by sending messages
Each object has its own memory made up of other objects
Every object has a typeAll objects of a particular type can
receive the same messages(Alan Kay)
The object conceptAn object is an encapsulation of data and
behaviour, modeled after real-world objectsAn object is an instance of an abstract data typeAn abstract data type is implemented via a classAn object has
identity (a unique reference) state (also called characteristics) behaviour
Behaviour is implemented via methods Methods are often implemented using structured
programmingAn objects methods and state are access via dot
notation I.e document.write(“Hello World”)
Analyze the problem
Design the solution algorithm
Design the user interface
Write the code
Test and debug the program
Complete the documentation
Programming and DebuggingWrite code
Syntax Rules of the language
Logic Order of execution of various parts of the program
Programming and DebuggingProgramming Errors
Syntax error Misuse of syntax
e.g., typing fer instead of for
Logic errors Unintended operation of program
e.g., Infinite loop
Programming and DebuggingDebugging
Tracing and resolving errors in a program Coined by Admiral Grace Hopper
Moth short-circuited a relay “bug” in the system
Removed it system “debugged” Not an exact science – more a black art Human against evil machine!
So really, why learn about programming?Programmers make lots of money. Programming really is fun. Programming is very intellectually
rewarding. Programming makes you feel superior to
other people. Programming gives you complete control
over an innocent, vulnerable machine, which will do your evil bidding with a loyalty not even your pet dog can rival.