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Event Driven Programming

Event Driven Programming. Objects Methods and Properties. Programming. Programming is the act of writing instructions that tell a computer how to do something. Sending a Simple Instruction to a Computer. I want the computer to shut down How would I do this? (Use of my senses)

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Event Driven Programming

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  1. Event Driven Programming Objects Methods and Properties

  2. Programming Programming is the act of writing instructions that tell a computer how to do something.

  3. Sending a Simple Instruction to a Computer I want the computer to shut down How would I do this? (Use of my senses) How would I tell one of you to do it? (Use of natural language) How do we tell the computer to turn itself off?

  4. Natural Language and Computers “ok computer turn your self off now” • Does the computer understand the words we have used? • Strong regional accents? • Consider the following… • Off computer turn now • OK puter turn theselov now • Cmptrtrnyrslf ff nw • Natural language allows for ambiguity and imprecision • Computers are really quite thick

  5. Symbols and Meaning • We use symbols all of the time in our daily life • “Represents” the tune “three blind mice” but it isn’t the tune South Nottingham College High Road Beeston NG9 4AH • Represents the address but it isn’t the place

  6. Which Code is Correct? DimMyAgeAsInteger MyAge = 23 IfMyAge > 21 Then lblError-Text = "You are old enough" EndIf Or… DimMyAgeAsInteger MyAge = 23 IfMyAge > 21 Then lblError.Text = "You are old enough" EndIf

  7. Computer Programming We want to create: • A system that accurately identifies the individual components in a computer so we may control them • A system that may be used to set the sequence of instructions such that they are carried out in the way we intend • A system of representation that is easy to maintain avoiding unnecessary duplication and excess baggage • Something that is reasonably easy for us as human beings to write and understand (we don’t want the symbols to get in the way of the meaning)

  8. Objects, Methods, Properties • Lots of new terms to understand • Objects provide tools for referencing and controlling bits of the computer • Methods tell objects to do something • Properties control the settings of an object

  9. Cuba the Cat - Methods Release - let Cuba outside Feed - give Cuba some food Scoop - clean up after Cuba • Methods make the object do something

  10. Cuba the Cat - Properties Legs 4 Tails 1 Ears 2 Fangs 3 Properties tell us how the object is set up

  11. The Computer as an Object • We want to represent and control the computer • View the computer system as a set of objects MyComputer.TurnOff() • MyComputer represents the entire computer • TurnOff is a method that turns the computer off

  12. Important Key Concepts Object A way of representing computer technology so that we may control it Method Used to tell an object to do something Property Used to find out or control something out about the object, i.e colour.

  13. Overview Programming is the act of writing instructions that tell a computer how to do something We need a standard system of notation allowing us to represent what the computer is to do that makes reasonable sense to human beings

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