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Programming

Learn the basics of software programming, including software models, programming languages, control structures, and data types. Explore examples and applications in various programming languages.

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Programming

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  1. Programming Week 5 LBSC 690 Information Technology

  2. Software • Software models aspects of reality • Input and output represent the state of the world • Software describes how the two are related • Examples • Ballistic computations • Alta Vista • Microsoft Word

  3. Types of Software • Application programs (e.g., Powerpoint) • What you normally think of as a “program’’ • Compilers and interpreters • Programs used to write other programs • Operating system (e.g., Windows XP) • Manages display, CPU, memory, disk, tape, • Embedded program (e.g., BIOS) • Permanent software inside some device

  4. Programming Languages • Used to specify every detail of the model • Special purpose • Able to specify an entire class of models • Spreadsheets (Excel, ...) • Databases (Access, Oracle, ...) • General purpose • Able to specify any possible model • JavaScript, Java, Perl, C, C++, ...

  5. History of Programming • Machine language • Language that machine can understand • Assembly language • Assembler changes names to machine code • High-level languages • Compiler/Interpreter translates to machine language • FORTRAN, COBOL, C, C++, Javascript • Visual programming language • Visually arrange the interface components • Visual Basic, …

  6. Machine Language • Everything is a binary number • Operations • Data • For instance 00001000 ADD 00010101 first number (21) 01010110 second number (86) 00001000 00010101 01010110

  7. Assembly Language • Symbolic instruction codes and addresses • Symbolic instruction code “ADD” • Symbolic address “SUM1” • For instance ADD 21, SUM1

  8. High level Languages • Procedural (modular) Programming • Group instructions into meaningful abstractions • C, Pascal, Perl • Object oriented programming • Group “data” and “methods” into “objects” • Naturally represents the world around us • C++, Java, JavaScript

  9. Object Models • Represent things in the world as “objects” • Simplest objects are “variables” • Represented with a name (n, teacher, …) • May be assigned a value (n=4, teacher=“Doug”, …) • Represent actions with “methods” • Simplest methods are “operations” • Represented with a symbol (+, -, *, /, ^, …) • “Classes” group objects with methods • Models how kinds of things behave • Objects are instances of classes

  10. Data Types • Boolean: true/false • Numbers: 5, 9,3.1415926 • Strings: “Hello World” • Variables: f, celsius, • Class: Temperature • Instance: collegeParkTemperature • Method: toCelsius(f)

  11. Operations and Assignments • -x reverse the sign of x (negation) • 6+5 Add 6 and 5 (numeric) • “Hello” + “World” Concatenate two strings • 2.1 * 3 Multiply two values • x++ increase value of x by 1 • x = 5 set the value of x to be 5 • x += y x = x + y • x *= 5 x = x * 5

  12. Function • A set of codes for achieving a simple task • Can be reused many times function toCelsius(f) { celsius = 5/9 * (f-32) return celsius }

  13. Statements • Simple assignment statements celsius = 5/9 * (f-32) • Statements that invoke a method Temperature.toCelsius(104) • Return a value from a method return celsius

  14. Basic Control Structures • Sequential • Conditional • Repetition

  15. Sequential Control Structure • a = 2 • b = 3 • c = a * b

  16. Conditional Selection Control Structure if (gender == “male”) { greeting = “Hello, Sir” } else { greeting = “Hello, Madam” }

  17. Comparisons • x == y returns true if x and y are equal • x != y returns true if x and y are not equal • x > y returns true if x is greater than y • x <= y returns true if x is smaller than or equal to y • x && y returns true if both x and y are true • x || y returns true if either x or y is true • !x returns true if x is false

  18. Repetition Control Structure Program Example 1: n = 1 while ( n <= 10) { document.writeln(n) n++ } Program 2: For (n = 1; n <= 10; n++) { document.writeln(n) }

  19. Arrays • A set of elements • For example, the number of days in each month • Each element is assigned an index • A number used to refer to that element • For example, x[4] is the fifth element (count from zero!) • Arrays and repetitions work naturally together

  20. Programming for the Web • Common Gateway Interface (CGI) [Server side] • Forms encode field values into a URL • CGI passes field values to a Perl program • Program generates a web page as a response • JavaScript [Client-side, interpreted] • Human-readable “source code” sent to the browser • Web browser runs the program • Java applets [Client-side, compiled] • Machine-readable “bytecode” sent to browser • Web browser runs the program

  21. JavaScript <HTML> <HEAD> <TITLE>My first script</TITLE> </HEAD> <BODY BGCOLOR=WHITE> <H1> <SCRIPT LANGUAGE=JAVASCRIPT TYPE="TEXT/JAVASCRIPT"> document.write("Hello, world!") </SCRIPT> </H1> </BODY></HTML> Try it at http://www.umiacs.umd.edu/~daqingd/Courses/firstscript.html

  22. Handling Events • Events: • actions that users perform while visiting the page • Embedded in modern GUI • Use event handlers to response events • Event handlers triggered by events • Examples of event handlers in Javascript • onMouseover: the mouse moved over an object • onMouseout: the mouse moved off an object • onClick: the user clicked on an object

  23. A Simple rollover.html • Open Netscape, not IE • Type in URL http://www.umiacs.umd.edu/~daqingd/Courses/rollover.htm • Move mouse over and away the image • View source • flyer, tank are variables (“new Image”) • flyer.src specifies the value • Event handlers “onMouseover” and “onMouseoff” • Name of the image is defined by NAME = “images” • <!– Hide script from old browsers … • If (document.images) { … to test browser function

  24. Using Function • Repetitive tasks => functions • Load http://www.umiacs.umd.edu/~daqingd/Courses/multirollover1.htm • View sources • Load http://www.umiacs.umd.edu/~daqingd/Courses/multirollover2.htm • View sources • Function chgImg handle changing images for all • Program is shorter and clearer • document.textField equal to document[“textField”]

  25. Hands On: Adopt a JavaScript Program • Launch a Web browser • Internet Explorer would be the best choice • http://www.umiacs.umd.edu/~daqingd/Courses/selector.htm • See how it behaves if you are 13 (or 65) • View source and read the program • Save a local copy • Make some changes and see how it works

  26. JavaScript Resources • Google “javascript” • More than you want to read • Dr Allen’s javascript page • http://www.glue.umd.edu/~rba/COURSES/TECHNOLOGY/JAVASCRIPT/ • Engineering and Physical Sciences Library

  27. Discussion Point: Mythical Person-Month • Why is software development different from manufacturing car? • If it would take one person three months, why does it take four people SIX months?

  28. Programming is Creative Activity • Three stages • Planning • Realization • testing • Hard to estimate right • Pressure to estimate too low • Assume everything will go well

  29. Estimating Completion Time • Rules of thumb • 1/3 specification • 1/6 coding • 1/2 test planning, testing, and fixing! • Add time for coding to learn as you go, but don’t take time away from the other parts! • Reread the section on “gutless estimating” if you are tempted

  30. Person /= Months • Interchangeable only when partitions • not sequential constrained • not involve communication among them • no training needed • Otherwise, • Keep sequential • Effort of communication added • Effort of training added • More people means more communications

  31. Communications • Sort of like continuous training • Who needs to know what I just learned? • Can be minimized by good partitioning • Limit the number of interfaces • Can be facilitated by computers • Asynchronous communication techniques • Email, private newsgroups, voice mail

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