C++ Flow of Control
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 3
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 5
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 6
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
Networks
A number of computers connected to share resources Share printers and other devices Share information
Slide 1- 7
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 8
Display 1.1
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 9
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 10
Display 1.2
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 11
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 12
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 13
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 14
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 15
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 16
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
Computer Input
Computer input consists of A program
Some data
Slide 1- 17
Display 1.3
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 18
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 19
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 20
Display 1.4
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 21
Display 1.5
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 22
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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?
Slide 1- 23
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 25
Display 1.6
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 26
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 27
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
the algorithm and program
Slide 1- 28
Display 1.7
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 29
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 30
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 31
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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?
Slide 1- 32
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 34
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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++
Slide 1- 35
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
A Sample C++ Program
A simple C++ program begins this way #include <iostream> using namespace std; int main() {
And ends this way return 0; }
Slide 1- 36
Display 1.8
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 37
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 38
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 39
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 40
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
Explanation of code (5/5)
Program statement cout << number_of_pods; Sends the value of variable number_of_pods
to the monitor
Slide 1- 41
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 42
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 43
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 44
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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.
Slide 1- 45
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
Run a Program
Obtain code in 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
Slide 1- 46
Display 1.10
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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>
Slide 1- 47
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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.”
Slide 1- 49
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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
Slide 1- 50
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
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?
Slide 1- 51
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
Chapter 1 -- End
Slide 1- 52
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
Display 1.1
Slide 1- 53
Back Next
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
Display 1.2
Slide 1- 54
Back Next
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
Display 1.3
Slide 1- 55
Back Next
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
Display 1.4
Slide 1- 56
Back Next
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
Display 1.5
Slide 1- 57
Back Next
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
Display 1.6
Slide 1- 58
Back Next
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
Display 1.7
Slide 1- 59
Back Next
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
Display 1.8
Slide 1- 60
Next Back
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
Display 1.9
Slide 1- 61
Back Next
Copyright © 2012 Pearson Addison-Wesley. All rights reserved.
Display 1.10
Slide 1- 62
Next Back
- Slide Number 1
- Chapter 1
- Overview
- 1.1
- Computer Systems
- Hardware
- Networks
- Computer Organization
- Computer Memory
- Larger Data Items
- Data or Code?
- Secondary Memory
- Secondary Memory Media
- Memory Access
- The Processor
- Computer Software
- Computer Input
- High-level Languages
- Low-level Languages
- Compilers
- Linkers
- History Note
- Section 1.1 Conclusion
- 1.2
- Algorithms
- Program Design
- Problem Solving Phase
- Implementation Phase
- Object Oriented Programming
- OOP Characteristics
- Software Life Cycle
- Section 1.2 Conclusion
- 1.3
- Introduction to C++
- C++ History
- A Sample C++ Program
- Explanation of code (1/5)
- Explanation of code (2/5)
- Explanation of code (3/5)
- Explanation of code (4/5)
- Explanation of code (5/5)
- Program Layout (1/3)
- Program Layout (2/3)
- Program Layout (3/3)
- Running a C++ Program
- Run a Program
- Section 1.3 Conclusion
- 1.4
- Testing and Debugging
- Program Errors
- Section 1-4 Conclusion
- Chapter 1 -- End
- Display 1.1
- Display 1.2
- Display 1.3
- Display 1.4
- Display 1.5
- Display 1.6
- Display 1.7
- Display 1.8�
- Display 1.9
- Display 1.10