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Chp 01-ntroduction to Computers and Programming.pptx
1.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Chapter 1: Introduction to Computers and Programming
2.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. 1.1 Why Program?
3.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Why Program? Computer – programmable machine designed to follow instructions Program – instructions in computer memory to make it do something Programmer – person who writes instructions (programs) to make computer perform a task SO, without programmers, no programs; without programs, a computer cannot do anything
4.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. 1.2 Computer Systems: Hardware and Software
5.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Main Hardware Component Categories: 1. Central Processing Unit (CPU) 2. Main Memory 3. Secondary Memory / Storage 4. Input Devices 5. Output Devices
6.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Main Hardware Component Categories Figure 1-2
7.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Central Processing Unit (CPU) Comprised of: Control Unit Retrieves and decodes program instructions Coordinates activities of all other parts of computer Arithmetic & Logic Unit Hardware optimized for high-speed numeric calculation Hardware designed for true/false, yes/no decisions
8.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. CPU Organization Figure 1-3
9.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Main Memory • It is volatile. Main memory is erased when program terminates or computer is turned off • Also called Random Access Memory (RAM) • Organized as follows: • bit: smallest piece of memory. Has values 0 (off, false) or 1 (on, true) • byte: 8 consecutive bits. Bytes have addresses.
10.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Main Memory • Addresses – Each byte in memory is identified by a unique number known as an address.
11.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Main Memory • In Figure 1-4, the number 149 is stored in the byte with the address 16, and the number 72 is stored at address 23.
12.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Secondary Storage • Non-volatile: data retained when program is not running or computer is turned off • Comes in a variety of media: • magnetic: floppy disk, hard drive • optical: CD-ROM, DVD • Flash drives, connected to the USB port
13.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Input Devices • Devices that send information to the computer from outside • Many devices can provide input: • Keyboard, mouse, scanner, digital camera, microphone • Disk drives, CD drives, and DVD drives
14.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Software-Programs That Run on a Computer • Categories of software: • System software: programs that manage the computer hardware and the programs that run on them. Examples: operating systems, utility programs, software development tools • Application software: programs that provide services to the user. Examples : word processing, games, programs to solve specific problems
15.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. 1.3 Programs and Programming Languages
16.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Programs and Programming Languages • A program is a set of instructions that the computer follows to perform a task • We start with an algorithm, which is a set of well-defined steps.
17.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Example Algorithm for Calculating Gross Pay
18.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Machine Language • Although the previous algorithm defines the steps for calculating the gross pay, it is not ready to be executed on the computer. • The computer only executes machine language instructions
19.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Machine Language • Machine language instructions are binary numbers, such as 1011010000000101 • Rather than writing programs in machine language, programmers use programming languages.
20.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Programs and Programming Languages • Types of languages: • Low-level: used for communication with computer hardware directly. Often written in binary machine code (0’s/1’s) directly. • High-level: closer to human language
21.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Some Well-Known Programming Languages (Table 1-1 on Page 10) BASIC FORTRAN COBOL C C++ C# Java JavaScrip t Python Ruby Visual Basic
22.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. From a High-Level Program to an Executable File a) Create file containing the program with a text editor. b) Run preprocessor to convert source file directives to source code program statements. c) Run compiler to convert source program into machine instructions. d) Run linker to connect hardware-specific code to machine instructions, producing an executable file. • Steps b–d are often performed by a single command or button click. • Errors detected at any step will prevent execution of following steps.
23.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. From a High-Level Program to an Executable File
24.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Integrated Development Environments (IDEs) • An integrated development environment, or IDE, combine all the tools needed to write, compile, and debug a program into a single software application. • Examples are Microsoft Visual C++, Turbo C++ Explorer, CodeWarrior, etc.
25.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Integrated Development Environments (IDEs)
26.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. 1.4 What is a Program Made of?
27.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. What is a Program Made of? • Common elements in programming languages: • Key Words • Programmer-Defined Identifiers • Operators • Punctuation • Syntax
28.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Program 1-1
29.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Key Words • Also known as reserved words • Have a special meaning in C++ • Can not be used for any other purpose • Key words in the Program 1-1: using, namespace, int, double, and return
30.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Key Words
31.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Programmer-Defined Identifiers • Names made up by the programmer • Not part of the C++ language • Used to represent various things: variables (memory locations), functions, etc. • In Program 1-1: hours, rate, and pay.
32.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Operators • Used to perform operations on data • Many types of operators: • Arithmetic - ex: +,-,*,/ • Assignment – ex: = • Some operators in Program1-1: << >> = *
33.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Operators
34.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Punctuation • Characters that mark the end of a statement, or that separate items in a list • In Program 1-1: , and ;
35.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Punctuation
36.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Syntax • The rules of grammar that must be followed when writing a program • Controls the use of keywords, operators, programmer-defined symbols, and punctuation
37.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Variables • A variable is a named storage location in the computer’s memory for holding a piece of data. • In Program 1-1 we used three variables: • The hours variable was used to hold the hours worked • The rate variable was used to hold the pay rate • The pay variable was used to hold the gross pay
38.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Variable Definitions • To create a variable in a program you must write a variable definition (also called a variable declaration) • Here is the statement from Program 1-1 that defines the variables: double hours, rate, pay;
39.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Variable Definitions • There are many different types of data, which you will learn about in this course. • A variable holds a specific type of data. • The variable definition specifies the type of data a variable can hold, and the variable name.
40.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Variable Definitions • Once again, line 7 from Program 1-1: double hours, rate, pay; • The word double specifies that the variables can hold double-precision floating point numbers. (You will learn more about that in Chapter 2)
41.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. 1.5 Input, Processing, and Output
42.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Input, Processing, and Output Three steps that a program typically performs: 1) Gather input data: • from keyboard • from files on disk drives 2) Process the input data 3) Display the results as output: • send it to the screen • write to a file
43.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. 1.6 The Programming Process
44.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. The Programming Process
45.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. 1.7 Procedural and Object-Oriented Programming
46.
Copyright © 2015,
2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved. Procedural and Object-Oriented Programming • Procedural programming: focus is on the process. Procedures/functions are written to process data. • Object-Oriented programming: focus is on objects, which contain data and the means to manipulate the data. Messages sent to objects to perform operations.
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