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An Object-Oriented Approach to Programming Logic and Design. 2. Objectives. Understand computer componentsUnderstand the evolution of programming techniquesDescribe the steps involved in the programming processUnderstand flowcharts and pseudocode statements. An Object-Oriented Approach to Progra
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1. An Object-Oriented Approach to Programming Logic and Design Chapter 1
An Overview of Computers and Logic
2. An Object-Oriented Approach to Programming Logic and Design 2 Objectives Understand computer components
Understand the evolution of programming techniques
Describe the steps involved in the programming process
Understand flowcharts and pseudocode statements
3. An Object-Oriented Approach to Programming Logic and Design 3 Objectives (continued) Create an application class with a main() method
Use and name variables
Assign values to variables
Describe data types
4. An Object-Oriented Approach to Programming Logic and Design 4 Understanding Computer Components and Operations Two major components of any computer system:
Hardware: equipment or devices associated with the computer
Software: programs, or sets of instructions, written by programmers
Application software – applied to a task, such as word processing, spreadsheets, payroll, etc.
System software – manage computer resources
5. An Object-Oriented Approach to Programming Logic and Design 5 Understanding Computer Components and Operations (continued) Together, hardware and software accomplish four major operations:
Input
Processing
Output
Storage
6. An Object-Oriented Approach to Programming Logic and Design 6 Understanding Computer Components and Operations (continued) Input: a means for data to enter the computer through an input device such as:
Mouse
Keyboard
Scanner
7. An Object-Oriented Approach to Programming Logic and Design 7 Understanding Computer Components and Operations (continued) Processing: performing mathematical or other operations on the data
Takes place in the central processing unit (CPU) using machine instructions
Software provides machine instructions to the CPU
Software is written using programming languages
8. An Object-Oriented Approach to Programming Logic and Design 8 Understanding Computer Components and Operations (continued) Output: a means for data to be viewed, printed, interpreted, or stored, using devices such as:
Printer
Monitor
Speakers
9. An Object-Oriented Approach to Programming Logic and Design 9 Understanding Computer Components and Operations (continued) Storage: maintaining the data in internal or external storage devices
Internal storage: main memory, which is volatile (lost when the power is turned off)
External storage: permanent storage outside of main memory in devices such as
Disk drives: hard and floppy
USB memory drives
Magnetic tapes and cartridges
Compact discs (CD-ROMs) and digital video discs (DVDs)
10. An Object-Oriented Approach to Programming Logic and Design 10 Understanding Computer Components and Operations (continued) Programming languages: used to create machine instructions in a language that humans can understand
Common languages include Visual Basic, C#. C++, COBOL, RPG, Fortran, Java, etc.
Programming languages have rules governing the usage and punctuation, called the syntax
Programming language instructions are translated to machine instructions using a compiler or interpreter
11. An Object-Oriented Approach to Programming Logic and Design 11 Understanding Computer Components and Operations (continued) Two kinds of programming language errors:
Syntax errors: incorrect spelling or incorrect structure of the language elements
Semantic (logic) errors: incorrect instructions or incorrect order of instructions
When the program has been written and compiled, it must then be executed or run
12. An Object-Oriented Approach to Programming Logic and Design 12 Understanding Computer Components and Operations (continued) Example of a logic error in instructions for making a cake:
Stir
Add two eggs
Add a gallon of gasoline
Bake at 350 degrees for 45 minutes
Add three cups of flour
13. An Object-Oriented Approach to Programming Logic and Design 13 Understanding the Evolution of Programming Techniques: Languages Computer programming began in the 1940s, using machine instructions and codes for memory addresses
Newer languages look more like natural languages, using variables to represent memory addresses
14. An Object-Oriented Approach to Programming Logic and Design 14 Understanding the Evolution of Programming Techniques: Structure Older programs were written as one component, from start to finish
Newer programs are written as separate, self-contained, reusable components that are combined together
15. An Object-Oriented Approach to Programming Logic and Design 15 Understanding the Evolution of Programming Techniques: Techniques Two major techniques for developing programs:
Procedural programming: focuses on creating procedures and steps for accomplishing subtasks
Object-Oriented programming (OOP): focuses on objects, their attributes, behaviors, and states
Attributes: features of an object
Behaviors: what the object does
States: the set of values of all of the attributes
16. An Object-Oriented Approach to Programming Logic and Design 16 Understanding the Programming Process Object-oriented approach to developing a computer software system involves three tasks:
Object-oriented analysis (OOA): analyzing the system
Object-oriented design (OOD): designing the system
Object-oriented programming (OOP): writing the programs
Our focus is on writing programs that are already designed
17. An Object-Oriented Approach to Programming Logic and Design 17 Understanding the Programming Process (continued) Steps in writing programs:
Envision and create the objects that are required, and identify how they relate to each other (data modeling)
Create the classes (the code to create a general category, or template, for an object including its attributes and behaviors)
Code the statements in the program to manipulate the objects
18. An Object-Oriented Approach to Programming Logic and Design 18 Understanding the Programming Process (continued) Steps in writing programs (continued):
Compile the program to obtain machine instructions
Test the program
Put the program into production
19. An Object-Oriented Approach to Programming Logic and Design 19 Understanding the Programming Process (continued)
20. An Object-Oriented Approach to Programming Logic and Design 20 Using Flowcharts and Pseudocode Statements Flowchart: a pictorial representation of the logical steps of the program
Program steps are in boxes, connected with flowlines (arrows) to show the order of processing
Pseudocode: an English-like representation of the logical steps of the program; looks like a programming language, but isn’t
21. An Object-Oriented Approach to Programming Logic and Design 21 Using Flowcharts and Pseudocode Statements (continued)
22. An Object-Oriented Approach to Programming Logic and Design 22 Creating an Application Class with a main() Method In “pure view,” every application is a class
Pseudocode for an application begins with the word class and end with endClass
Method: a set of statements that performs some task or group of tasks
If a class contains only one method that executes, the method is named main()
23. An Object-Oriented Approach to Programming Logic and Design 23 Creating an Application Class with a main() Method (continued) Identifier: the name of a programming object such as a class, method, or variable
Specific programming languages have rules for the structure of identifiers
Our rules for pseudocode are:
Identifier names must be one word, with letters, digits, hyphens, underscores, but no spaces
Identifiers should have an appropriate meaning
Compound words such as HelloClass are OK
24. An Object-Oriented Approach to Programming Logic and Design 24 Creating an Application Class with a main() Method (continued) The statement main() is the method header
A class that contains a main() method is an executable program
Every method ends with a return statement.
Place the action statements of the main() method between the main() method header and the return statement
25. An Object-Oriented Approach to Programming Logic and Design 25 Creating an Application Class with a main() Method (continued)
26. An Object-Oriented Approach to Programming Logic and Design 26 Creating an Application Class with a main() Method (continued)
27. An Object-Oriented Approach to Programming Logic and Design 27 Creating an Application Class with a main() Method (continued)
28. An Object-Oriented Approach to Programming Logic and Design 28 Using and Naming Variables
29. An Object-Oriented Approach to Programming Logic and Design 29 Using and Naming Variables (continued)
30. An Object-Oriented Approach to Programming Logic and Design 30 Assigning Values to Variables Assignment statements: assign values to variables
calculatedAnswer = inputNumber * 2
Assignment operator: requires the name of a memory location on its left side where the result will be stored
Named constant: a named memory location, similar to a variable, whose value never changes during program execution
31. An Object-Oriented Approach to Programming Logic and Design 31 Understanding Data Types Two basic types of data—text and numeric
Numbers: written as digits with no quotation marks; used for numeric calculations. Ex: 42
String constant: a specific set of characters enclosed in quotations. Ex: “Chris”
Character variables: variables that hold a single character
String variables: variables that hold a group of characters
32. An Object-Oriented Approach to Programming Logic and Design 32 Understanding Data Types (continued)
33. An Object-Oriented Approach to Programming Logic and Design 33 Understanding Data Types (continued)
34. An Object-Oriented Approach to Programming Logic and Design 34 Understanding Data Types (continued)
35. An Object-Oriented Approach to Programming Logic and Design 35 Understanding Data Types (continued)
36. An Object-Oriented Approach to Programming Logic and Design 36 Summary Hardware and software accomplish four major operations: Input, Processing, Output, and Storage
Computer programming languages are used to write machine instructions
Object-oriented programming, or OOP, focuses on objects and describes their features, or attributes, and their behaviors
37. An Object-Oriented Approach to Programming Logic and Design 37 Summary (continued) A programmer must identify objects and classes, code the program, translate it into machine language, test it, and put it into production
Flowcharts and/or pseudocode are used to plan the logic for a programming solution
Variables are named memory locations whose contents can vary
Choose meaningful names for your variables
38. An Object-Oriented Approach to Programming Logic and Design 38 Summary (continued) Assignment always takes place from right to left
Variable declaration tells the computer what type of data to expect
Numeric, character, and string variables are handled differently by the computer