Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Cs1123 2 comp_prog


Published on

Published in: Technology
  • Be the first to comment

  • Be the first to like this

Cs1123 2 comp_prog

  1. 1. Introduction to Programming (CS1123) By Dr. Muhammad Aleem, Department of Computer Science, Mohammad Ali Jinnah University, Islamabad Fall 2013
  2. 2. What is a Computer? • A computer is a electro-mechanical device that works semi-automatically to process input data according to the stored set of instructions and produces output or resultant data. A Computer System Instructions Data Results
  3. 3. Components of a Computer System Main Memory CPU Arithmetic and Logic Unit Control Unit Computer Peripheral Devices / Connected devices Keyboard Mouse Display CD Rom Hard Disk
  4. 4. Computer Instructions and Programs • Instruction: A computer instruction is a command or directive given to a computer to perform specific task. Examples: Add 2 and 5, Print “Hello World” • Program: A program is sequence of instructions written in programming language that directs a computer to solve a problem Examples: Draw a square, etc.
  5. 5. Computer Instructions and Programs • Program “Draw a square” 1 – Draw a vertical line of length n inches 2 – Draw a horizontal line of n inches 3– Draw a vertical line of length n inches 4 – Draw a horizontal line of n inches
  6. 6. Computer Software System Operating Systems (Windows, Linux, MAC, Solaris) Compilers / Libraries (C++, C, Java) Application Programs (.cpp, .c, .java,) Computer Hardware
  7. 7. Programming Languages • Classification of programming languages: 1. Machine language 2. Low-level languages 3. High-level languages
  8. 8. 1. Machine level languages • A computer understands only sequence of bits or 1’s and 0’s (the smallest piece of information) • A computer program can be written using machine languages (01001101010010010….) • Very fast execution • Very difficult to write and debug • Machine specific (different codes on different machines)
  9. 9. 2. Low level languages • English encrypted words instead of codes (1’s and 0’s) • More understandable (for humans) • Example: Assembly language • Requires: “Translation” from Assembly code to Machine code compare: cmpl #oxa,n cgt end_of_loop acddl #0x1,n end_of_loop: 1001010101001101 1110010110010100 0101010111010010 0110100110111011 1101100101010101 Assembler Assembly Code Machine Code
  10. 10. 3. High level languages • Mostly machine independent • Close to natural language (English like language keywords) • Easy to write and understand programs • Easy to debug and maintain code • Requires compilers to translate to machine code • Slower than low-level languages
  11. 11. 3. High level languages • Some Popular High-Level languages – COBOL (COmmon Business Oriented Language) – FORTRAN (FORmula TRANslation) – BASIC (Beginner All-purpose Symbolic Instructional Code) – Pascal (named for Blaise Pascal) – Ada (named for Ada Lovelace) – C (whose developer designed B first) – Visual Basic (Basic-like visual language by Microsoft) – C++ (an object-oriented language, based on C) – Java
  12. 12. Programming Paradigms • Programming paradigm is the fundamental style of computer programming 1. Imperative 2. Functional 3. Logical 4. Object Oriented
  13. 13. Imperative Paradigm • Machine based modes (Sequence of steps required to compute) • Statements executed sequentially step-wise • Emphasis on How is to compute • How to obtain the required results or output • Example languages: C, Pascal, Ada, etc.
  14. 14. Imperative Paradigm Languages
  15. 15. Functional/Logical Paradigm • Specify what is to be computed using programming abstractions. • Responsibility of a programmer is to specify What is to compute • How to compute is implementation dependent and is managed by language compiler • Example languages: Lisp, Scheme, Erlang, Haskell, Scala etc.
  16. 16. Object-Oriented Paradigm • Programming with Abstract Data Types, to model real world • Basic Program Unit: Class (a programmer defined type) – A entity that contains data and methods which work on the data • Basic Run-time Unit: Object – Instance of a class during execution
  17. 17. Problem Solving Steps 1. Understand the problem 2. Plan the logic 3. Code the program 4. Test the program 5. Deploy the program into production
  18. 18. 1. Understanding the Problem • Problems are often described in natural language like English. • Users may not be able to specify needs well, and the needs may changing frequently • Identify the requirements 1. Inputs or given data-items 2. Required output(s) or desired results 3. Indirect inputs (may not be given directly, you have to calculate or assume)
  19. 19. 1. Understanding the Problem – Example: Calculate the area of a circle having the radius of 3 cm • Inputs: – Radius=3 • Output: – Area • Indirect Inputs: – Pi=3.14 – Area = 3.14 * (3*3) = 28.27
  20. 20. 2. Plan the Logic • Identify/Outline small steps in sequence, to achieve the goal (or desired results) • Tools such as flowcharts and pseudocode can be used: 1. Flowchart: a pictorial representation of the logic steps 2. Pseudocode: English-like representation of the logic • Walk through the logic before coding
  21. 21. 3. Code the Program • Code the program: –Select the programming language –Write the program instructions in the selected programming language –Use the compiler software to translate the program into machine understandable code or executable file –Syntax errors (Error in program instructions) are identified by the compiler during compilation and can be corrected.
  22. 22. 4. Test the Program • Testing the program –Execute it with sample data and check the results –Identify logic errors if any (undesired results or output) and correct them –Choose test data carefully to exercise all branches of the logic (Important)
  23. 23. 5. Deploy the Program • Putting the program into production –Do this after testing is complete and all known errors have been corrected
  24. 24. Introduction to Pseudocode • One of the popular representation based on natural language • Widely used –Easy to read and write –Allow the programmer to concentrate on the logic of the problem • Structured in English language (Syntax/grammar)
  25. 25. What is Pseudocode (continued...) • English like statements • Each instruction is written on a separate line • Keywords and indentation are used to signify particular control structures. • Written from top to bottom, with only one entry and one exit • Groups of statements may be formed into modules
  26. 26. Some Basic Constructs • Print  Output is to be sent to the Printer • Write  Output is to be written to a file • Display  Output is to be written to the screen • Prompt  required before an input instruction Get, causes the message to be sent to the screen • Compute /Calculate  Calculation performed by computer • Calculation operations: +, -, *, /, ()
  27. 27. Some Basic Constructs • Set  Used to set inital value, E.g., Set Marks to 0 • =  Place values from right hand-side item to left hand side E.g., Marks = 67 • Save  Save the variable in file or disk E.g., Save Marks
  28. 28. Comparison/Selection IF student_Marks are above 50 THEN Result = “Pass“ ELSE Result = “Fail“ ENDIF  • Making decision by comparing values • • Keywords used: •IF, THEN, ELSE IF student_Marks are above 50 THEN Result = “Pass“ ELSE Result = “Fail“ ENDIF
  29. 29. Comparison/Selection CASE of <condition-variable> Case <valueA> Do Step1 Case <valueB> Do Step2 Case <valueC> Do Step3 ENDCASE • Case Strtucture  Multiple banching based on value of condition • Three keywords used: • CASE of, Case, ENDCASE
  30. 30. Comparison/Selection • Case Strtucture  Example...
  31. 31. Repeat a group of Statements DOWHILE student_total < 50 Read student record Print student name Add 1 to student_total ENDDO • Repeating set of instruction base on some condition • Keyword used: •DOWHILE, ENDDO
  32. 32. Example Pseudocode Program • A program is required to read three numbers, add them together and print their total. Inputc Processing Output Number1 Number2 Number3 total
  33. 33. Solution Algorithm Add_three_numbers Set total to 0 Read number1 Read number2 Read number3 Total = number1 + number2 + number3 Print total END
  34. 34. Repeat Until (Loop) • Repeat-Until statement (loop) REPEAT Do StepA Do StepB UNTIL conditionN is True - What is the Difference between (While & Repeat) ? Example:…
  35. 35. Flowcharts • “A graphic representation of a sequence of operations to represent a computer program” • Flowcharts show the sequence of instructions in a single program or subroutine.
  36. 36. A Flowchart • A Flowchart – Shows logic of an algorithm or problem – Shows individual steps and their interconnections – E.g., control flow from one action to the next
  37. 37. Name Symbol Description Oval Beginning or End of the Program Parallelogram Input / Output Operations Rectangle Processing for example, Addition, Multiplication, Division, etc. Diamond Denotes a Decision (or branching) for example IF-Then-Else Arrow Denotes the Direction of logic flow Flowchart Symbols
  38. 38. Example 1 Step 1: Input M1,M2,M3,M4 Step 2: GRADE = (M1+M2+M3+M4)/4 Step 3: if (GRADE < 50) then Print “FAIL” else Print “PASS” endif START Input M1,M2,M3,M4 GRADE(M1+M2+M3+M4)/4 IS GRADE<50 STOP YN Print “FAIL” Print “PASS”
  39. 39. Example 2 • Write an algorithm and draw a flowchart to convert the length in feet to centimeter.
  40. 40. Example 2 Algorithm • Step 1: Read Lft • Step 2: Lcm = Lft x 30 • Step 3: Print Lcm Flowchart START Read Lft Lcm = Lft x 30 STOP Print LCM
  41. 41. Example 3 • Write an algorithm and draw a flowchart that will read the two sides of a rectangle and calculate its area.
  42. 42. Example 3 Algorithm • Step 1: Read W,L • Step 2: A = L x W • Step 3: Print A START Read W, L A  L x W STOP Print A
  43. 43. DECISION STRUCTURES • The expression A>B is a logical expression • It describes a condition we want to test • if A>B is true (if A is greater than B) we take the action on left • Print the value of A • if A>B is false (if A is not greater than B) we take the action on right • Print the value of B
  44. 44. IF–THEN–ELSE STRUCTURE • The algorithm for the flowchart is as follows: If A>B then print A Else print B endif is A>B Y N Print A Print B
  45. 45. • Multiple branching based on a single condition CASE STRUCTURE CASE Condition Do Step A Do Step B Do Step C Do Step D
  46. 46. Relational / Logical Operators Relational Operators Operator Description > Greater than < Less than = Equal to  Greater than or equal to  Less than or equal to  Not equal to
  47. 47. Example 4 • Write an algorithm that reads two values, finds largest value and then prints the largest value. ALGORITHM Step 1: Read VALUE1, VALUE2 Step 2: if (VALUE1 > VALUE2) then MAX  VALUE1 else MAX  VALUE2 endif Step 3: Print “The largest value is”, MAX -- DRAW the Flow Chart for the Program
  48. 48. Selection Structure • A Selection structure can be based on 1. Dual-Alternative (two code paths) 2. Single Alternative (one code path) is A>B Y N Print A Print B Dual Alternative Example 
  49. 49. Selection Structure • Single Alternative Example Pseudocode: IF GPA is greater than 2.0 Then Print “Promoted ” End IF GPA > 2.0 N Y Print “Promoted”
  50. 50. Loop Structure • Repetition (WHILE structure) – Repeats a set of actions based on the answer to a question/condition pseudocode: DoWHILE <Some-True-Condition> Do Something ENDDO
  51. 51. Loop Structure • REPEAT-UNTIL structure – Repeats a set of actions until a condition remains True – pseudocode: REPEAT Do-Something UNTIL <Some True Condition>