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© Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved.
1
Chapter 1 – Introduction to Computers
and C++ Programming
Outline
1.1 Introduction
1.2 What Is a Computer?
1.3 Computer Organization
1.4 Evolution of Operating Systems
1.5 Personal Computing, Distributed Computing and Client/Server
Computing
1.6 Machine Languages, Assembly Languages and High-level
Languages
1.7 The History of C
1.8 The C Standard Library
1.9 The Key Software Trend: Object Technology
1.10 C++ and C++ How to Program
1.11 Java and Java How to Program
1.12 Other High-level Languages
1.13 Structured Programming
1.14 The Basics of a typical C Program Development Environment
© Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved.
2
Chapter 1 – Introduction to Computers
and C++ Programming
Outline
1.15 Hardware Trends
1.16 History of the Internet
1.17 History of the World Wide Web
1.18 General Notes About C and this Book
© Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved.
3
Objectives
• In this chapter, you will learn:
– To understand basic computer concepts.
– To become familiar with different types of programming
languages.
– To become familiar with the history of the C programming
language.
– To become aware of the C standard library.
– To understand the elements of a typical C program development
environment.
– To appreciate why it is important to learn C in a first programming
course.
– To appreciate why C provides a foundation for further study of
programming languages in general and of C++ and Java in
particular.
© Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved.
4
1.1 Introduction
• We will learn
– The C programming language
– Structured programming and proper programming techniques
• This book also covers
– C++
• Chapter 15 – 23 introduce the C++ programming language
– Java
• Chapters 24 – 30 introduce the Java programming language
• This course is appropriate for
– Technically oriented people with little or no programming
experience
– Experienced programmers who want a deep and rigorous
treatment of the language
© Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved.
5
1.2 What is a Computer?
• Computer
– Device capable of performing computations and making
logical decisions
– Computers process data under the control of sets of
instructions called computer programs
• Hardware
– Various devices comprising a computer
– Keyboard, screen, mouse, disks, memory, CD-ROM, and
processing units
• Software
– Programs that run on a computer
© Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved.
6
© Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved.
7
1.3 Computer Organization
• Six logical units in every computer:
1. Input unit
• Obtains information from input devices (keyboard, mouse)
2. Output unit
• Outputs information (to screen, to printer, to control other
devices)
3. Memory unit
• Rapid access, low capacity, stores input information
4. Arithmetic and logic unit (ALU)
• Performs arithmetic calculations and logic decisions
5. Central processing unit (CPU)
• Supervises and coordinates the other sections of the computer
6. Secondary storage unit
• Cheap, long-term, high-capacity storage
• Stores inactive programs
© Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved.
8
1.4 Evolution of Operating Systems
• Batch processing
– Do only one job or task at a time
• Operating systems
– Manage transitions between jobs
– Increased throughput
• Amount of work computers process
• Multiprogramming
– Computer resources are shared by many jobs or tasks
• Timesharing
– Computer runs a small portion of one user’s job then moves
on to service the next user
© Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved.
9
1.5 Personal Computing, Distributed
Computing, and Client/Server Computing
• Personal computers
– Economical enough for individual
• Distributed computing
– Computing distributed over networks
• Client/server computing
– Sharing of information across computer networks between
file servers and clients (personal computers)
© Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved.
10
1.6 Machine Languages, Assembly
Languages, and High-level Languages
Three types of programming languages
1. Machine languages
• Strings of numbers giving machine specific instructions
• Example:
+1300042774
+1400593419
+1200274027
2. Assembly languages
• English-like abbreviations representing elementary computer
operations (translated via assemblers)
• Example:
LOAD BASEPAY
ADD OVERPAY
STORE GROSSPAY
© Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved.
11
1.6 Machine Languages, Assembly
Languages, and High-level Languages
Three types of programming languages (continued)
3. High-level languages
• Codes similar to everyday English
• Use mathematical notations (translated via compilers)
• Example:
grossPay = basePay + overTimePay
© Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved.
12
1.7 History of C
• C
– Evolved by Ritchie from two previous programming
languages, BCPL and B
– Used to develop UNIX
– Used to write modern operating systems
– Hardware independent (portable)
– By late 1970's C had evolved to "Traditional C"
• Standardization
– Many slight variations of C existed, and were incompatible
– Committee formed to create a "unambiguous, machine-
independent" definition
– Standard created in 1989, updated in 1999
© Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved.
13
1.8 The C Standard Library
• C programs consist of pieces/modules called
functions
– A programmer can create his own functions
• Advantage: the programmer knows exactly how it works
• Disadvantage: time consuming
– Programmers will often use the C library functions
• Use these as building blocks
– Avoid re-inventing the wheel
• If a premade function exists, generally best to use it rather than
write your own
• Library functions carefully written, efficient, and portable
© Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved.
14
1.9 The Key Software Trend: Object
Technology
• Objects
– Reusable software components that model items in the real
world
– Meaningful software units
• Date objects, time objects, paycheck objects, invoice objects,
audio objects, video objects, file objects, record objects, etc.
• Any noun can be represented as an object
– Very reusable
– More understandable, better organized, and easier to
maintain than procedural programming
– Favor modularity
© Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved.
15
1.10 C++ and C++ How to Program
• C++
– Superset of C developed by Bjarne Stroustrup at Bell Labs
– "Spruces up" C, and provides object-oriented capabilities
– Object-oriented design very powerful
• 10 to 100 fold increase in productivity
– Dominant language in industry and academia
• Learning C++
– Because C++ includes C, some feel it is best to master C,
then learn C++
– Starting in Chapter 15, we begin our introduction to C++
© Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved.
16
1.11 Java and Java How to Program
• Java is used to
– Create Web pages with dynamic and interactive content
– Develop large-scale enterprise applications
– Enhance the functionality of Web servers
– Provide applications for consumer devices (such as cell
phones, pagers and personal digital assistants)
• Java How to Program
– Closely followed the development of Java by Sun
– Teaches first-year programming students the essentials of
graphics, images, animation, audio, video, database,
networking, multithreading and collaborative computing
© Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved.
17
1.12 Other High-level Languages
• Other high-level languages
– FORTRAN
• Used for scientific and engineering applications
– COBOL
• Used to manipulate large amounts of data
– Pascal
• Intended for academic use
© Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved.
18
1.13 Structured Programming
• Structured programming
– Disciplined approach to writing programs
– Clear, easy to test and debug and easy to modify
• Multitasking
– Specifying that many activities run in parallel
© Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved.
19
1.14 Basics of a Typical C Program
Development Environment
• Phases of C++ Programs:
1. Edit
2. Preprocess
3. Compile
4. Link
5. Load
6. Execute
Program is created in
the editor and stored
on disk.
Preprocessor program
processes the code.
Loader puts program
in memory.
CPU takes each
instruction and
executes it, possibly
storing new data
values as the program
executes.
Compiler creates
object code and stores
it on disk.
Linker links the object
code with the libraries
Loader
Primary Memory
Compiler
Editor
Preprocessor
Linker
Primary Memory
.
.
.
.
.
.
.
.
.
.
.
.
Dis
k
Dis
k
Disk
CPU
Dis
k
Dis
k
© Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved.
20
1.15 Hardware Trends
• Every year or two the following approximately
double:
– Amount of memory in which to execute programs
– Amount of secondary storage (such as disk storage)
• Used to hold programs and data over the longer term
– Processor speeds
• The speeds at which computers execute their programs
© Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved.
21
1.16 History of the Internet
• The Internet enables
– Quick and easy communication via e-mail
– International networking of computers
• Packet switching
– The transfer of digital data via small packets
– Allows multiple users to send and receive data
simultaneously
• No centralized control
– If one part of the Internet fails, other parts can still operate
• TCP/IP
• Bandwidth
– Information carrying capacity of communications lines
© Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved.
22
1.17 History of the World Wide Web
• World Wide Web
– Locate and view multimedia-based documents on almost any
subject
– Makes information instantly and conveniently accessible
worldwide
– Possible for individuals and small businesses to get
worldwide exposure
– Changing the way business is done
© Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved.
23
1.18 General Notes About C
and This Book
• Program clarity
– Programs that are convoluted are difficult to read,
understand, and modify
• C is a portable language
– Programs can run on many different computers
– However, portability is an elusive goal
• We will do a careful walkthrough of C
– Some details and subtleties are not covered
– If you need additional technical details
• Read the C standard document
• Read the book by Kernigan and Ritchie

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C programming Introduction

  • 1. © Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved. 1 Chapter 1 – Introduction to Computers and C++ Programming Outline 1.1 Introduction 1.2 What Is a Computer? 1.3 Computer Organization 1.4 Evolution of Operating Systems 1.5 Personal Computing, Distributed Computing and Client/Server Computing 1.6 Machine Languages, Assembly Languages and High-level Languages 1.7 The History of C 1.8 The C Standard Library 1.9 The Key Software Trend: Object Technology 1.10 C++ and C++ How to Program 1.11 Java and Java How to Program 1.12 Other High-level Languages 1.13 Structured Programming 1.14 The Basics of a typical C Program Development Environment
  • 2. © Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved. 2 Chapter 1 – Introduction to Computers and C++ Programming Outline 1.15 Hardware Trends 1.16 History of the Internet 1.17 History of the World Wide Web 1.18 General Notes About C and this Book
  • 3. © Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved. 3 Objectives • In this chapter, you will learn: – To understand basic computer concepts. – To become familiar with different types of programming languages. – To become familiar with the history of the C programming language. – To become aware of the C standard library. – To understand the elements of a typical C program development environment. – To appreciate why it is important to learn C in a first programming course. – To appreciate why C provides a foundation for further study of programming languages in general and of C++ and Java in particular.
  • 4. © Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved. 4 1.1 Introduction • We will learn – The C programming language – Structured programming and proper programming techniques • This book also covers – C++ • Chapter 15 – 23 introduce the C++ programming language – Java • Chapters 24 – 30 introduce the Java programming language • This course is appropriate for – Technically oriented people with little or no programming experience – Experienced programmers who want a deep and rigorous treatment of the language
  • 5. © Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved. 5 1.2 What is a Computer? • Computer – Device capable of performing computations and making logical decisions – Computers process data under the control of sets of instructions called computer programs • Hardware – Various devices comprising a computer – Keyboard, screen, mouse, disks, memory, CD-ROM, and processing units • Software – Programs that run on a computer
  • 6. © Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved. 6
  • 7. © Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved. 7 1.3 Computer Organization • Six logical units in every computer: 1. Input unit • Obtains information from input devices (keyboard, mouse) 2. Output unit • Outputs information (to screen, to printer, to control other devices) 3. Memory unit • Rapid access, low capacity, stores input information 4. Arithmetic and logic unit (ALU) • Performs arithmetic calculations and logic decisions 5. Central processing unit (CPU) • Supervises and coordinates the other sections of the computer 6. Secondary storage unit • Cheap, long-term, high-capacity storage • Stores inactive programs
  • 8. © Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved. 8 1.4 Evolution of Operating Systems • Batch processing – Do only one job or task at a time • Operating systems – Manage transitions between jobs – Increased throughput • Amount of work computers process • Multiprogramming – Computer resources are shared by many jobs or tasks • Timesharing – Computer runs a small portion of one user’s job then moves on to service the next user
  • 9. © Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved. 9 1.5 Personal Computing, Distributed Computing, and Client/Server Computing • Personal computers – Economical enough for individual • Distributed computing – Computing distributed over networks • Client/server computing – Sharing of information across computer networks between file servers and clients (personal computers)
  • 10. © Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved. 10 1.6 Machine Languages, Assembly Languages, and High-level Languages Three types of programming languages 1. Machine languages • Strings of numbers giving machine specific instructions • Example: +1300042774 +1400593419 +1200274027 2. Assembly languages • English-like abbreviations representing elementary computer operations (translated via assemblers) • Example: LOAD BASEPAY ADD OVERPAY STORE GROSSPAY
  • 11. © Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved. 11 1.6 Machine Languages, Assembly Languages, and High-level Languages Three types of programming languages (continued) 3. High-level languages • Codes similar to everyday English • Use mathematical notations (translated via compilers) • Example: grossPay = basePay + overTimePay
  • 12. © Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved. 12 1.7 History of C • C – Evolved by Ritchie from two previous programming languages, BCPL and B – Used to develop UNIX – Used to write modern operating systems – Hardware independent (portable) – By late 1970's C had evolved to "Traditional C" • Standardization – Many slight variations of C existed, and were incompatible – Committee formed to create a "unambiguous, machine- independent" definition – Standard created in 1989, updated in 1999
  • 13. © Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved. 13 1.8 The C Standard Library • C programs consist of pieces/modules called functions – A programmer can create his own functions • Advantage: the programmer knows exactly how it works • Disadvantage: time consuming – Programmers will often use the C library functions • Use these as building blocks – Avoid re-inventing the wheel • If a premade function exists, generally best to use it rather than write your own • Library functions carefully written, efficient, and portable
  • 14. © Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved. 14 1.9 The Key Software Trend: Object Technology • Objects – Reusable software components that model items in the real world – Meaningful software units • Date objects, time objects, paycheck objects, invoice objects, audio objects, video objects, file objects, record objects, etc. • Any noun can be represented as an object – Very reusable – More understandable, better organized, and easier to maintain than procedural programming – Favor modularity
  • 15. © Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved. 15 1.10 C++ and C++ How to Program • C++ – Superset of C developed by Bjarne Stroustrup at Bell Labs – "Spruces up" C, and provides object-oriented capabilities – Object-oriented design very powerful • 10 to 100 fold increase in productivity – Dominant language in industry and academia • Learning C++ – Because C++ includes C, some feel it is best to master C, then learn C++ – Starting in Chapter 15, we begin our introduction to C++
  • 16. © Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved. 16 1.11 Java and Java How to Program • Java is used to – Create Web pages with dynamic and interactive content – Develop large-scale enterprise applications – Enhance the functionality of Web servers – Provide applications for consumer devices (such as cell phones, pagers and personal digital assistants) • Java How to Program – Closely followed the development of Java by Sun – Teaches first-year programming students the essentials of graphics, images, animation, audio, video, database, networking, multithreading and collaborative computing
  • 17. © Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved. 17 1.12 Other High-level Languages • Other high-level languages – FORTRAN • Used for scientific and engineering applications – COBOL • Used to manipulate large amounts of data – Pascal • Intended for academic use
  • 18. © Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved. 18 1.13 Structured Programming • Structured programming – Disciplined approach to writing programs – Clear, easy to test and debug and easy to modify • Multitasking – Specifying that many activities run in parallel
  • 19. © Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved. 19 1.14 Basics of a Typical C Program Development Environment • Phases of C++ Programs: 1. Edit 2. Preprocess 3. Compile 4. Link 5. Load 6. Execute Program is created in the editor and stored on disk. Preprocessor program processes the code. Loader puts program in memory. CPU takes each instruction and executes it, possibly storing new data values as the program executes. Compiler creates object code and stores it on disk. Linker links the object code with the libraries Loader Primary Memory Compiler Editor Preprocessor Linker Primary Memory . . . . . . . . . . . . Dis k Dis k Disk CPU Dis k Dis k
  • 20. © Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved. 20 1.15 Hardware Trends • Every year or two the following approximately double: – Amount of memory in which to execute programs – Amount of secondary storage (such as disk storage) • Used to hold programs and data over the longer term – Processor speeds • The speeds at which computers execute their programs
  • 21. © Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved. 21 1.16 History of the Internet • The Internet enables – Quick and easy communication via e-mail – International networking of computers • Packet switching – The transfer of digital data via small packets – Allows multiple users to send and receive data simultaneously • No centralized control – If one part of the Internet fails, other parts can still operate • TCP/IP • Bandwidth – Information carrying capacity of communications lines
  • 22. © Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved. 22 1.17 History of the World Wide Web • World Wide Web – Locate and view multimedia-based documents on almost any subject – Makes information instantly and conveniently accessible worldwide – Possible for individuals and small businesses to get worldwide exposure – Changing the way business is done
  • 23. © Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved. 23 1.18 General Notes About C and This Book • Program clarity – Programs that are convoluted are difficult to read, understand, and modify • C is a portable language – Programs can run on many different computers – However, portability is an elusive goal • We will do a careful walkthrough of C – Some details and subtleties are not covered – If you need additional technical details • Read the C standard document • Read the book by Kernigan and Ritchie