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Chapter 1 introduces computer systems, programming, and C++ programming, covering the basic components of computers, the software involved, and the programming process. It explains the distinction between high-level and low-level programming languages, as well as the roles of compilers and linkers in translating code. The chapter also touches on the history of programming languages and the importance of algorithms in problem-solving.

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0% found this document useful (0 votes)
5 views

savitchch01-111003180700-phpapp01

Chapter 1 introduces computer systems, programming, and C++ programming, covering the basic components of computers, the software involved, and the programming process. It explains the distinction between high-level and low-level programming languages, as well as the roles of compilers and linkers in translating code. The chapter also touches on the history of programming languages and the importance of algorithms in problem-solving.

Uploaded by

ryzeljohn.deguia
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
You are on page 1/ 62

Chapter 1

Introduction to Computers and


C++ Programming

Copyright © 2012 Pearson Addison-Wesley. All rights reserved.


Overview

1.1 Computer Systems

1.2 Programming and Problem Solving

1.3 Introduction to C++

1.4 Testing and Debugging

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 3


1.1
Computer Systems

Copyright © 2012 Pearson Addison-Wesley. All rights reserved.


Computer Systems

◼ A computer program is…


◼ A set of instructions for a computer to follow

◼ Computer software is …
◼ The collection of programs used by a computer

◼ Includes:
◼ Editors
◼ Translators
◼ System Managers

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 5


Hardware
◼ Three main classes of computers

◼ PCs (Personal Computer)


◼ Relatively small used by one person at a time

◼ Workstation
◼ Larger and more powerful than a PC

◼ Mainframe
◼ Still larger
◼ Requires support staff
◼ Shared by multiple users

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 6


Networks

◼ A number of computers connected to


share resources
◼ Share printers and other devices

◼ Share information

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 7


Computer Organization

◼ Five main components


◼ Input devices
◼ Allows communication to the computer
◼ Output devices
◼ Allows communication to the user
◼ Processor (CPU)

◼ Main memory
◼ Memory locations containing the running program
◼ Secondary memory
◼ Permanent record of data often on a disk Display 1.1
Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 8
Computer Memory
◼ Main Memory
◼ Long list of memory locations

◼ Each contains zeros and ones


◼ Can change during program execution
◼ Binary Digit or Bit
◼ A digit that can only be zero or one
◼ Byte
◼ Each memory location has eight bits
◼ Address
◼ Number that identifies a memory location

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 9


Larger Data Items

◼ Some data is too large for a single byte


◼ Most integers and real numbers are too large

◼ Address refers to the first byte

◼ Next few consecutive bytes can store the


additional
bits for larger data
Display 1.2

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 10


Data or Code?
◼ ‘A’ may look like 01000001
◼ 65 may look like 01000001
◼ An instruction may look like 01000001

◼ How does the computer know the meaning


of 01000001?
◼ Interpretation depends on the current instruction

◼ Programmers rarely need to be concerned with


this problem.
◼ Reason as if memory locations contain letters and
numbers rather than zeroes and ones

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 11


Secondary Memory

◼ Main memory stores instructions and


data while a program is running.
◼ Secondary memory
◼ Stores instructions and data between sessions

◼ A file stores data or instructions in

secondary memory

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 12


Secondary Memory Media
◼ A computer might have any of these
types of secondary memory
◼ Hard disk

◼ Fast
◼ Fixed in the computer and not normally removed
◼ Floppy disk
◼ Slow
◼ Easily shared with other computers
◼ Compact disk
◼ Slower than hard disks
◼ Easily shared with other computers
◼ Can be read only or re-writable

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 13


Memory Access

◼ Random Access
◼ Usually called RAM

◼ Computer can directly access any memory location

◼ Sequential Access
◼ Data is generally found by searching through

other items first


◼ More common in secondary memory

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 14


The Processor
◼ Typically called the CPU
◼ Central Processing Unit

◼ Follows program instructions

◼ Typical capabilities of CPU include:

add
subtract
multiply
divide
move data from location to location

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 15


Computer Software
◼ The operating system
◼ Allows us to communicate with the computer

◼ Is a program

◼ Allocates the computer’s resources

◼ Responds to user requests to run other


programs

◼ Common operating systems include…


◼ UNIX Linux DOS
Windows Macintosh VMS
Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 16
Computer Input

◼ Computer input consists of


◼ A program

◼ Some data

Display 1.3

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 17


High-level Languages
◼ Common programming languages include …

C C++ Java Pascal Visual Basic FORTRAN Perl


COBOL Lisp Scheme Ada C# Python

◼ These high – level languages


◼ Resemble human languages

◼ Are designed to be easy to read and write

◼ Use more complicated instructions than


the CPU can follow
◼ Must be translated to zeros and ones for the CPU
to execute a program

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 18


Low-level Languages
◼ An assembly language command such as

ADD X Y Z

might mean add the values found at x and y


in memory, and store the result in location z.

◼ Assembly language must be translated to


machine language (zeros and ones)
0110 1001 1010 1011
◼ The CPU can follow machine language

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 19


Compilers
◼ Translate high-level language to
machine language

◼ Source code
◼ The original program in a high level language
◼ Object code
◼ The translated version in machine language

Display 1.4

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 20


Linkers
◼ Some programs we use are already compiled
◼ Their object code is available for us to use

◼ For example: Input and output routines

◼ A Linker combines
◼ The object code for the programs we write
and
◼ The object code for the pre-compiled routines
into
◼ The machine language program the CPU can
run
Display 1.5
Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 21
History Note
◼ First programmable computer
◼ Designed by Charles Babbage

◼ Began work in 1822

◼ Not completed in Babbage’s life time

◼ First programmer
◼ Ada Augusta, Countess of Lovelace

◼ Colleague of Babbage

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 22


Section 1.1 Conclusion
◼ Can you…
◼ List the five main components of a computer?

◼ List the data for a program that adds two numbers?

◼ Describe the work of a compiler?

◼ Define source code? Define object code?

◼ Describe the purpose of the operating system?

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 23


1.2
Programming and Problem-
Solving

Copyright © 2012 Pearson Addison-Wesley. All rights reserved.


Algorithms

◼ Algorithm
◼ A sequence of precise instructions that

leads to a solution

◼ Program
◼ An algorithm expressed in a language the

computer can understand

Display 1.6
Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 25
Program Design

◼ Programming is a creative process


◼ No complete set of rules for creating a program

◼ Program Design Process


◼ Problem Solving Phase

◼ Result is an algorithm that solves the problem


◼ Implementation Phase
◼ Result is the algorithm translated into a
programming
language

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 26


Problem Solving Phase

◼ Be certain the task is completely specified


◼ What is the input?

◼ What information is in the output?

◼ How is the output organized?

◼ Develop the algorithm before implementation


◼ Experience shows this saves time in getting

your program to run.


◼ Test the algorithm for correctness

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 27


Implementation Phase
◼ Translate the algorithm into a programming
language
◼ Easier as you gain experience with the language

◼ Compile the source code


◼ Locates errors in using the programming language

◼ Run the program on sample data


◼ Verify correctness of results

◼ Results may require modification of Display 1.7


the algorithm and program

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 28


Object Oriented Programming
◼ Abbreviated OOP

◼ Used for many modern programs

◼ Program is viewed as interacting objects


◼ Each object contains algorithms to describe
its behavior
◼ Program design phase involves designing
objects and their algorithms

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 29


OOP Characteristics
◼ Encapsulation
◼ Information hiding

◼ Objects contain their own data and algorithms

◼ Inheritance
◼ Writing reusable code

◼ Objects can inherit characteristics from other objects

◼ Polymorphism
◼ A single name can have multiple meanings depending
on its context

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 30


Software Life Cycle

◼ Analysis and specification of the task


(problem definition)
◼ Design of the software
(object and algorithm design)
◼ Implementation (coding)
◼ Maintenance and evolution of the system
◼ Obsolescence

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 31


Section 1.2 Conclusion
◼ Can you…
◼ Describe the first step to take when creating

a program?

◼ List the two main phases of the program


design process?

◼ Explain the importance of the problem-solving phase?

◼ List the steps in the software life cycle?

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 32


1.3
Introduction to C++

Copyright © 2012 Pearson Addison-Wesley. All rights reserved.


Introduction to C++
◼ Where did C++ come from?
◼ Derived from the C language

◼ C was derived from the B language

◼ B was derived from the BCPL language

◼ Why the ‘++’?


◼ ++ is an operator in C++ and results in a cute pun

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 34


C++ History
◼ C developed by Dennis Ritchie at AT&T
Bell Labs in the 1970s.
◼ Used to maintain UNIX systems

◼ Many commercial applications written in c

◼ C++ developed by Bjarne Stroustrup at AT&T


Bell Labs in the 1980s.
◼ Overcame several shortcomings of C

◼ Incorporated object oriented programming

◼ C remains a subset of C++

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 35


A Sample C++ Program
◼ A simple C++ program begins this way

#include <iostream>
using namespace std;

int main()
{

◼ And ends this way

return 0;
}
Display 1.8

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 36


Explanation of code (1/5)
◼ Variable declaration line

int number_of_pods, peas_per_pod, total_peas;

◼ Identifies names of three variables to name numbers


◼ int means that the variables represent integers

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 37


Explanation of code (2/5)
◼ Program statement

cout << “Press return after entering a number.\n”;

◼ cout (see-out) used for output to the monitor

◼ “<<“ inserts “Press…a number.\n” in the data


bound for the monitor

◼ Think of cout as a name for the monitor


◼ “<<“ points to where the data is to end up

◼ ‘\n’ causes a new line to be started on the monitor


Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 38
Explanation of code (3/5)
◼ Program statement

cin >> number_of_pods;

◼ cin (see-in) used for input from the keyboard

◼ “>>” extracts data from the keyboard

◼ Think of cin as a name for the keyboard


◼ “>>” points from the keyboard to a variable where the data
is stored

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 39


Explanation of code (4/5)
◼ Program statement

total_peas = number_of_pods * peas_per_pod;

◼ Performs a computation
◼ ‘*’ is used for multiplication
◼ ‘=‘ causes total_peas to get a new value based on
the calculation shown on the right of the equal sign

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 40


Explanation of code (5/5)

◼ Program statement

cout << number_of_pods;

◼ Sends the value of variable number_of_pods


to the monitor

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 41


Program Layout (1/3)

◼ Compiler accepts almost any pattern of line


breaks and indentation
◼ Programmers format programs so they
are easy to read
◼ Place opening brace ‘{‘ and closing brace ‘}’

on a line by themselves
◼ Indent statements

◼ Use only one statement per line

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 42


Program Layout (2/3)
◼ Variables are declared before they are used
◼ Typically variables are declared at the beginning of

the program
◼ Statements (not always lines) end with a semi-colon

◼ Include Directives
#include <iostream>
◼ Tells compiler where to find information about items

used in the program


◼ iostream is a library containing definitions of cin and

cout

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 43


Program Layout (3/3)
◼ using namespace std;
◼ Tells the compiler to use names in iostream in
a “standard” way

◼ To begin the main function of the program


int main()
{
◼ To end the main function
return 0;
}
◼ Main function ends with a return statement

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 44


Running a C++ Program

◼ C++ source code is written with a text


editor

◼ The compiler on your system converts


source code to object code.

◼ The linker combines all the object code


into an executable program.

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 45


Run a Program

◼ Obtain code in Display 1.10 Display 1.10


◼ Compile the code
◼ Fix any errors the compiler indicates and
re-compile the code
◼ Run the program
◼ Now you know how to run a program on
your system

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 46


Section 1.3 Conclusion
◼ Can you…

◼ Describe the output of this line?

cout << “C++ is easy to understand.”;

◼ Explain what this line does?

cin >> peas_per_pod;

◼ Explain this? #include <iostream>

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 47


1.4
Testing and Debugging

Copyright © 2012 Pearson Addison-Wesley. All rights reserved.


Testing and Debugging
◼ Bug
◼ A mistake in a program

◼ Debugging
◼ Eliminating mistakes in programs

◼ Term used when a moth caused a failed relay

on the Harvard Mark 1 computer. Grace Hopper


and other programmers taped the moth in logbook
stating:
“First actual case of a bug being found.”

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 49


Program Errors
◼ Syntax errors
◼ Violation of the grammar rules of the language

◼ Discovered by the compiler

◼ Error messages may not always show correct location of


errors
◼ Run-time errors
◼ Error conditions detected by the computer at run-time

◼ Logic errors
◼ Errors in the program’s algorithm

◼ Most difficult to diagnose

◼ Computer does not recognize an error

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 50


Section 1-4 Conclusion
◼ Can you…
◼ Describe the three kinds of program errors?

◼ Tell what kind of errors the compiler catches?

◼ What kind of error is produced if you forget a


punctuation symbol such as a semi-colon?

◼ Tell what type of error is produced when a program


runs but produces incorrect results?

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 51


Chapter 1 -- End

Copyright © 2012 Pearson Addison-Wesley. All rights reserved. Slide 1- 52


Display 1.1 Back Next

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