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Programming Languages: Telling the Computers What to Do

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Title: Programming Languages: Telling the Computers What to Do


1
Programming Languages Telling the Computers
What to Do
  • Chapter 16

2
Objectives
  • Describe what programmers do and do not do
  • Explain how programmers define a problem, plan
    the solution and then code, test, and document
    the program
  • List and describe the levels of programming
    languages machine, assembly, high level, very
    high level, and natural
  • Describe the major programming languages in use
    today
  • Explain the concepts of object-oriented
    programming

3
Contents
  • Program
  • Programmers
  • The Programming Process
  • Choosing a Language
  • Traditional Programming
  • Object-Oriented Programming
  • Learning to Program

4
Program
  • Set of instructions written in a programming
    language that tells the computer what to do

5
Programmers
  • Prepare instructions that make up the program
  • Run the instructions to see if they produce the
    correct results
  • Make corrections
  • Document the program
  • Interact with
  • Users
  • Managers
  • Systems analysts
  • Coordinate with other programmers to build a
    complete system

6
The Programming Process
  • Defining the problem
  • Planning the solution
  • Coding the program
  • Testing the program
  • Documenting the program

7
The Programming ProcessDefining the Problem
  • What is the input
  • What output do you expect
  • How do you get from the input to the output

8
The Programming ProcessPlanning the Solution
  • Algorithm detailed solution to a problem
  • Design tools
  • Flowchart
  • Pseudocode
  • Desk-checking
  • Structured walkthrough

9
The Programming ProcessPlanning the Solution
  • Accept series of numbers
  • and display the average

10
The Programming ProcessPlanning the Solution
Accept series of numbers and display the average
11
The Programming ProcessCoding the Program
  • Translate algorithm into a formal programming
    language
  • Syntax
  • How to key in the statements?
  • Text editor
  • Programming environment Interactive Development
    Environment (IDE)

12
The Programming ProcessTesting the Program
  • Translation compiler
  • Translates from source module into object module
  • Detects syntax errors
  • Link linkage editor (linker)
  • Combines object module with libraries to create
    load module
  • Finds undefined external references
  • Debugging
  • Run using data that tests all statements
  • Logic errors

13
The Programming ProcessTesting the Program
14
The Programming ProcessDocumenting the Program
  • Performed throughout the development
  • Material generated during each step
  • Problem definitions
  • Program plan
  • Comments within source code
  • Testing procedures
  • Narrative
  • Layouts of input and output
  • Program listing

15
Choosing a Language
  • Choice made for you
  • What is available?
  • Required interface
  • What do you know best?
  • Which language lends itself to the problem to be
    solved?

16
Language Generations
  • Low levels closer to binary
  • High levels closer to human code
  • Five Generations
  • Procedural Languages
  • Machine language
  • Assembly language
  • High-level language 3GL
  • Nonprocedural Languages
  • Very high-level language 4GL
  • Natural language 5GL

17
Machine Language
  • Written in strings of 0 and 1
  • Only language the computer understands
  • All other programming languages are translated to
    machine language
  • Computer dependent

18
Assembly Language
  • Mnemonic codes
  • Names for memory locations
  • Computer dependent
  • Assembler translates from Assembly to machine
    language

19
3GLHigh-Level Languages
  • 1960s
  • Languages designed for specific types of problems
    and used syntax familiar to the people in that
    field
  • FORTRAN math
  • COBOL business
  • Compile translates from high-level language to
    machine language

20
4GLVery High-Level Languages
  • Programmer specifies the desired results the
    language develops the solution
  • Ten times more productive with a 4GL than a
    procedural language
  • Query Languages
  • Retrieve information from databases
  • Easy to learn and use

21
5GLNatural Languages
  • Resemble natural or spoken English
  • Translates human instructions into code the
    computer can execute
  • Commonly used by non-programmers to access
    databases

22
Third Generation LanguagesTraditional Programming
  • Describe data
  • Describe procedures or operations on that data
  • Data and procedures are separate

23
Third Generation Languages
  • FORTRAN
  • 1954
  • Represent complex mathematical formulas
  • C/C has replaced FORTRAN
  • COBOL
  • 1959
  • Business
  • Large complex data files
  • Formatted business reports

24
Third Generation Languages
FORTRAN
25
Third Generation Languages
COBOL
26
Third Generation Languages
  • BASIC
  • 1965
  • Popularity grew with PC popularity (1970s)
  • Easy to learn
  • Used little memory
  • RPG
  • 1965
  • Report generation quickly creates complex
    reports

27
Third Generation Languages
BASIC
28
Third Generation Languages
  • Visual Basic
  • 1987
  • Create complex user interfaces
  • Uses standard Windows features
  • Event-driven user controls the program
  • C
  • 1972
  • Efficient code
  • Portability
  • C
  • Enhancement of C

29
Third Generation Languages
C
30
OOPObject-Oriented Programming
  • Object
  • Self-contained unit of data and instructions
  • Includes
  • Related facts (data)
  • Related functions (instructions to act on that
    data)
  • Example
  • Object cat
  • Data feet, nose, fur, tail
  • Functions eat, purr, scratch, walk
  • Cat Kitty, Susan

31
OOPObject-Oriented Programming
  • Encapsulation describes the objects self-
    containment
  • Attributes the facts that describe the object
  • Methods / operations the instructions that tell
    the object what to do
  • Instance one occurrence of an object
  • Messages activate methods
  • Example A walk message causes Kitty to move

32
OOPObject-Oriented Programming
  • Class defines characteristics unique to all
    objects of that class
  • Inheritance Objects of a class automatically
    posses all of the characteristics of the class
    from which it was derived
  • Subclass inherits characteristics from class
    and defines additional characteristics that are
    unique

33
OOPObject-Oriented Programming
  • Example
  • Class Animal
  • Subclass Cat
  • Subclass Persian cat
  • Instance Kitty
  • Objects can be reused

34
OOPObject-Oriented Programming
  • Languages
  • C
  • Can write both structured and object-oriented
    code
  • Visual Basic
  • Rudimentary features of object-oriented language

35
Third Generation Languages
  • Java
  • Cross-platform
  • Java Virtual Machine (JVM)
  • Sits on top of computers regular platform
  • Translates compiled Java code into instructions
    for the specific platform
  • Applets

36
OOPObject-Oriented Programming
  • Using Objects in Business
  • Class Customer
  • Subclass Retail or Wholesale
  • Instance John Smith
  • Retail and Wholesale customers automatically
    inherit customer address since it is part of the
    Customer class

37
Learning to Program
  • Enroll in courses
  • Read
  • Use tutorials
  • View Sample code
  • Write code (start small)
  • Use Help

38
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