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An ObjectOriented Approach to Programming Logic and Design

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Title: An ObjectOriented Approach to Programming Logic and Design


1
An Object-Oriented Approach to Programming Logic
and Design
  • Chapter 1
  • An Overview of Computers and Logic

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
Objectives (continued)
  • Create an application class with a main() method
  • Use and name variables
  • Assign values to variables
  • Describe data types

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
Understanding Computer Components and Operations
(continued)
  • Together, hardware and software accomplish four
    major operations
  • Input
  • Processing
  • Output
  • Storage

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
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
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
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
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
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
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
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
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
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
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
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
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
Understanding the Programming Process (continued)
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 isnt

21
Using Flowcharts and Pseudocode Statements
(continued)
Example Flowchart
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
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
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
Creating an Application Class with a main()
Method (continued)
26
Creating an Application Class with a main()
Method (continued)
27
Creating an Application Class with a main()
Method (continued)
28
Using and Naming Variables
  • Variables or fields are memory locations whose
    contents can change over time
  • Most of the objects in programs contain variables
    that hold the objects attributes
  • Use the same rules for naming variables as for
    naming classes

29
Using and Naming Variables (continued)
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
Understanding Data Types
  • Two basic types of datatext 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
Understanding Data Types (continued)
  • Variable declaration statement contains the data
    type and the identifier
  • Initializing a variable setting an initial
    starting value for the variable
  • Types of numeric data (depending on the
    programming language) may include integer,
    floating point, and other types
  • Default values automatic values for
    uninitialized variables

33
Understanding Data Types (continued)
Example Declare the variable, and set the value
afterwards
34
Understanding Data Types (continued)
Example Initialize the variable when declaring it
35
Understanding Data Types (continued)
Example DoubleNumber class allows the user to
enter a number and see the result when the value
is doubled.
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
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
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
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