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How Are Computers Programmed?

How Are Computers Programmed?. CPS120: Introduction to Computer Science Lecture 5. Problem Solving. Is an art, not a science It must be experienced, it can't be taught Guidelines can be provided Based on experience Sound like platitudes Are internalized as we learn to solve problems

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How Are Computers Programmed?

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  1. How Are Computers Programmed? CPS120: Introduction to Computer Science Lecture 5

  2. Problem Solving • Is an art, not a science • It must be experienced, it can't be taught • Guidelines can be provided • Based on experience • Sound like platitudes • Are internalized as we learn to solve problems • It requires patience

  3. Problem Solving Tasks • Establish the context of the problem • Understand the problem • Determine the primary goals of the solution • Create a solution

  4. Problem Solving Guidelines • One big problem is unsolvable • Many small problems can be managed • Understand the problem: What is needed? • Write on paper what results are expected • What functions (procedures) will be required to generate these results • What information will need to be given to these functions • Describe what the functions do before you write a single line of code

  5. Programs • A 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.

  6. The Program Development Cycle

  7. Understand the problem • Become familiar with what the program is trying to accomplish • Read the specifications • Ask questions • Understand the specifications • Eliminate extraneous information

  8. Plan the Program’s Logic • Decide how to best meet the program’s specifications • Often uses a flowchart or pseudocode • Divide the program into subroutines, functions or modules • Subroutines cost less and take less time to maintain • Can be used in other programs • Several programmers can work on the same project

  9. Code the Program • Put the solution, generally documented with pseudocode or a flowchart into a programming language

  10. Machine-Readable Form • Key the program into a computer

  11. Translate the program • Translated into machine language using an assembler, a compiler or an interpreter • Includes the elimination of syntax errors • Generate executable file

  12. Test the Program • Logic errors are not listed during the translation projects • Only way to find logic errors is to do program testing • Involves using sample data as input • Executing the program • Checking the results manually • Know as debugging

  13. Document the Program • Internal Documentation • Comments • External Documentation • Program specification • Layout chart • Hierarchy chart • Program flowchart • Pseudo-code • Data Dictionary • Input, Output, Work Area • Name, description, type, initial value, calculation • Source listing • Test Plan

  14. Programming Languages • A programming language is a set of rules that provides a way of telling a computer what operations to perform.

  15. Levels of Programming Languages • Machine language • Assembly Language • High Level Languages • Fourth Generation Languages (4GL)

  16. Machine Languages • different for each computer processor 0100 001101 100000 001101 110001 00101 10001 10000 01110 111001 . . .

  17. Assembly Languages • different for each computer processor main proc pay mov ax, dseg mov ax, 0b00h add ax, dx mov a1, b1 mul b1, ax mov b1, 04h

  18. High-Level Languages • Higher Level Languages • Use traditional programming logic where the programming instructions tell the computer what to do and how to perform the required operations. • 4GLs • Use high-level English-like instructions to specify what to do, not how to do it .

  19. Interpreter vs. Compiler • Interpreter • Translates instructions to machine code line-by-line. • Compiler • Translates the entire program to machine code before running it.

  20. Types of Programming Languages • Machine language • Procedure-oriented languages • Object-oriented languages • Event-driven languages

  21. Early Language History • FORTRAN (short for Formula Translator, developed in the 1950s by IBM • In 1958, a language called ALGOL (Algorithm Language) was developed • COBOL (Common Business Oriented Language) was created in 1960 to serve as the primary language for large-scale programs • In 1964, the BASIC language (Beginners All-Purpose Symbolic Instruction Code) was first used • In 1965, a language called PL/I was developed in hopes of being everything to everyone. • PL/I proved to be too complex. • In the late 1960s, Niklaus Wirth developed a teaching language called Pascal.

  22. Later Language History • Ada, which was developed in 1983, is large and complex. • Smalltalk is graphical and object-oriented. Concepts developed with Smalltalk were important to the development and continued development of languages like C++ and Java • The C language was derived from ALGOL. • C++ is C with the addition of object-oriented concepts.

  23. Procedure-Oriented Languages • FORTRAN • COBOL • Pascal • C • Ada

  24. OOED Languages • Object-oriented languages • Smalltalk • C++ • Ada 95 • Event-driven languages • Visual Basic • most Visual languages

  25. What Can a Program Do? • A program can only instruct a computer to: • Read Input • Sequence • Calculate • Store data • Compare and branch • Iterate or Loop • Write Output

  26. Fundamental Programming Concepts • Assignment of values to a variable • Iteration (Looping) • Over a set of set of statements • With respect to a logical expressions (conditions) • Delegation of sub-tasks to functions / procedures

  27. The Structure Theorem The Structure Theorem states that any algorithm can be built from three basic control structures. • One-after-another (Sequence) • Decision-making (Selection) • Making choices between 2 or more alternatives • Repetition (Iteration) • Concerned with repetitive tasks (and the termination conditions of loops)

  28. C++ Control Structures • "Sequence statements" are imperatives • "Selection" is the "if then else" statement • AND, OR, NOT and parentheses ( ) can be used for compound conditions • "Iteration" is satisfied by a number of statements • "while" • " do " • "for" • The case-type statement is satisfied by the "switch" statement. • CASE statements are used for most non-trivial selection decisions

  29. Sequence Control Structures • Sequence control structures direct the order of program instructions. • The fact that one instruction follows another—in sequence—establishes the control and order of operations.

  30. Calculate • A program can instruct a computer to perform mathematical operations. Add 1 to Counter

  31. Store • A program will often instruct a computer to store intermediate results. Place 1 in Counter

  32. 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-THEN • IF-THEN-ELSE

  33. Entry false true Exit True statement a IF-THEN Test condition p

  34. Entry Test condition p false true “false” statement a “true” statement a Exit IF-THEN-ELSE

  35. Iterate • A program loop is a form of iteration. A computer can be instructed to repeat instructions under certain conditions.

  36. Iteration Control Structures • Iteration control structures are looping mechanisms. • Loops repeat an activity until stopped. The location of the stopping mechanism determines how the loop will work: • Leading decisions • Trailing decisions

  37. Leading Decisions • If 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.

  38. Entry Exit No Test condition p Yes Loop statement a DO WHILE Loop

  39. Trailing Decisions • If 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.

  40. Entry Exit No Yes Test condition p DO UNTIL Loop Loop statement a

  41. Programmer Productivity Tools • Modular Programming • Structured Programming • Object-oriented Programming

  42. Modular Programming • Large programs are divided by functional parts into subroutines • Strong cohesion • Loose coupling

  43. Structured Programming • Composed of sequence, decision (selection), and repetition (looping or iteration) structures • Structured program languages lend themselves to flowcharts, structure charts, and pseudocode. • Structured programming languages work best where the instructions have been broken up into small, manageable parts. • Looks at a problem as procedures • Data are maintained separately from data

  44. Structured Program Rules • Use only sequence, decision, and repetition • Only one entrance into and one exit from a structure • Connectors only allowed when continuing processing from one column or page to another • Decision and repetition structures can be nested • Only one STOP instruction is permitted. It must be in the MAINLINE routine

  45. Structured Programming Advantages • Standard method for solving problems • GO-TO less • Easier to test and debug • Written by more than one programmer • Reusability • Thrashing minimized

  46. Object-Oriented Programs • Developed to respond to programming issues that structured programming did not adequately address • Rarely possible to anticipate the design of a completed system before implementation • GUIs were difficult to develop in traditional procedure-oriented languages • Sharing data across routines is error prone • Information hiding allows programmers to determine what data is exposed to various routines

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