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Copyright © 2015, 2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved.
Chapter 1:
Introduction
to
Computers
and
Programming
Copyright © 2015, 2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved.
1.1
Why Program?
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
Copyright © 2015, 2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved.
1.2
Computer Systems: Hardware
and Software
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
Copyright © 2015, 2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved.
Main Hardware Component
Categories
Figure 1-2
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
Copyright © 2015, 2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved.
CPU Organization
Figure 1-3
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.
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.
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.
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
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
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
Copyright © 2015, 2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved.
1.3
Programs and Programming
Languages
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.
Copyright © 2015, 2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved.
Example Algorithm for Calculating Gross
Pay
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
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.
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
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
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.
Copyright © 2015, 2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved.
From a High-Level Program to an
Executable File
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.
Copyright © 2015, 2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved.
Integrated Development Environments
(IDEs)
Copyright © 2015, 2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved.
1.4
What is a Program Made of?
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
Copyright © 2015, 2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved.
Program 1-1
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
Copyright © 2015, 2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved.
Key Words
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.
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:
<< >> = *
Copyright © 2015, 2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved.
Operators
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 ;
Copyright © 2015, 2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved.
Punctuation
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
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
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;
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.
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)
Copyright © 2015, 2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved.
1.5
Input, Processing, and Output
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
Copyright © 2015, 2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved.
1.6
The Programming Process
Copyright © 2015, 2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved.
The Programming Process
Copyright © 2015, 2012, 2009 Pearson Education, Inc., Publishing as Addison-Wesley All rights reserved.
1.7
Procedural and Object-Oriented
Programming
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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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.