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Introduction to Computer
Programming
Dr. Kamal Gulati
2
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.
3
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.
4
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.
5
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.
6
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.
7
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.
8
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.
9
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.
10
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.
11
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.
12
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.
13
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).
14
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
15
High Level Language Examples
• Consider the following programs that add two numbers
together:
BASIC
10 I = 3
20 J = 2
30 K = I + J
Pascal
program AddIt;
var
i, j, k : integer;
begin
i := 3;
j := 2;
k := i + j;
end.
C++
int main( )
{
int i, j, k;
i = 3;
j = 2;
k = i + j;
return 0;
}
LOGO
to add :I :J :K
MAKE “I :3
MAKE “J :2
MAKE “K :I + :J
end
16
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.
17
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.
18
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.
19
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
20
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
21
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
22
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
23
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
24
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.
25
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!
26
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
27
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!
28
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.
29
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.
30
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.
31
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
32
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.)
33
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).
34
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
35
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.
36
Top Down Design 2
Structure Chart
Sub task Sub task Sub task
Main Task
37
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.
38
Top Down Design 4
39
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
40
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
41
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
42
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
43
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

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Introduction to Computer Programming

  • 2. 2 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.
  • 3. 3 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.
  • 4. 4 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.
  • 5. 5 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.
  • 6. 6 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.
  • 7. 7 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.
  • 8. 8 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.
  • 9. 9 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.
  • 10. 10 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.
  • 11. 11 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.
  • 12. 12 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.
  • 13. 13 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).
  • 14. 14 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
  • 15. 15 High Level Language Examples • Consider the following programs that add two numbers together: BASIC 10 I = 3 20 J = 2 30 K = I + J Pascal program AddIt; var i, j, k : integer; begin i := 3; j := 2; k := i + j; end. C++ int main( ) { int i, j, k; i = 3; j = 2; k = i + j; return 0; } LOGO to add :I :J :K MAKE “I :3 MAKE “J :2 MAKE “K :I + :J end
  • 16. 16 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.
  • 17. 17 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.
  • 18. 18 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.
  • 19. 19 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
  • 20. 20 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
  • 21. 21 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
  • 22. 22 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
  • 23. 23 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
  • 24. 24 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.
  • 25. 25 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!
  • 26. 26 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
  • 27. 27 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!
  • 28. 28 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.
  • 29. 29 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.
  • 30. 30 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.
  • 31. 31 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
  • 32. 32 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.)
  • 33. 33 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).
  • 34. 34 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
  • 35. 35 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.
  • 36. 36 Top Down Design 2 Structure Chart Sub task Sub task Sub task Main Task
  • 37. 37 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.
  • 39. 39 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
  • 40. 40 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
  • 41. 41 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
  • 42. 42 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
  • 43. 43 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