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PHP Programming

Learn the fundamentals of PHP programming, including session management, web-enabled databases, and client-side and server-side programming. Explore topics such as relational normalization, structured programming, and object-oriented design.

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PHP Programming

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  1. PHP Programming Session 2 INFM 718N Web-Enabled Databases

  2. Agenda • Programming • PHP • Idea Rally (40 minutes) • Programming well

  3. (PC) Interface Design (IE, Firefox) Client-side Programming (JavaScript) Interaction Design Interchange Language (HTML, XML) Server-side Programming (PHP) Business rules (MySQL) (PC, Unix) • Relational normalization • Structured programming • Software patterns • Object-oriented design • Functional decomposition Client Hardware Web Browser Database Server Hardware

  4. Software • Software represents an aspect of reality • Input and output represent the state of the world • Software describes how the two are related • Programming languages specify the model • Data structures model things • Structured programming models actions • Object-oriented programming links the two • A development process organizes the effort

  5. ? ? The Big Picture Input Output

  6. Language Learning • Learn some words • Put those words together in simple ways • Examine to broaden your understanding • Create to deepen your mastery • Repeat until fluent

  7. Thinking About PHP • Local vs. Web-server-based display • HTML as an indirect display mechanism • “View Source” for debugging • Procedural perspective (vs. object-oriented)

  8. Making PHP ----- HTML stuff ----- <?php ----- PHP stuff ----- ?> ----- HTML stuff ----- http://---URL stuff---/xxxxx.php

  9. Variables • Name starts with a $ • Case sensitive (assume everything could be!) • Hold a value • Number (integer, float) • String (double quotes, \ escape character) • TRUE, FLASE • NULL • Need not be declared, automatically cast

  10. Operators in PHP • Arithmetic operators + - * / • Logical operators < <= == != >= > && || ! • String operator .

  11. Statements in PHP • Sequential {…; …;…;} Semicolons are required at the end of every statement • Conditional if (3==i) {…} else {…} • Loop foreach ($array as $key => $value) {…} while ($row=mysql_fetch_array(…)) {…} For ($i=0; $i<10; $i++) {…} • Braces are optional around a single statement

  12. Arrays in PHP • A set of key-element pairs $days = array(“Jan”->31, “Feb”=>28, …); $months = explode(“/”, “Jan/Feb/Mar/…/Dec”); $_POST • Each element is accessed by the key • {$days[“Jan”]} • $months[0]; • Arrays and loops work naturally together

  13. Thinking about Arrays • Naturally encodes an order among elements • $days = rksort($days); • Natural data structure to use with a loop • Do the same thing to different data • PHP unifies arrays and hashtables • Elements may be different types

  14. Functions in PHP • Declaration function multiply($a, $b=3){return $a*$b;} • Invoking a method $b = multiply($b, 7); • All variables in a function have only local scope • Unless declared as global in the function

  15. Why Modularity? • Limit complexity • Extent • Interaction • Abstraction • Minimize duplication

  16. Using PHP with (X)HTML Forms <form action=“formResponseDemo.php”, method=“post”> email: <input type=“text”, name=“email”, value=“<?php echo $email ?>”, size=30 /> <input type=“radio”, name=“sure”, value=“yes” /> Yes <input type=“radio”, name=“sure”, value=“no” /> No <input type=“submit”, name=“submit”, value=“Submit” /> <input type=“hidden”, name=“submitted”, value=“TRUE” /> </form> if (isset($_POST[“submitted”])) { echo “Your email address is $email.”; } else { echo “Error: page reached without proper form submission!”; }

  17. Sources of Complexity • Syntax • Learn to read past the syntax to see the ideas • Copy working examples to get the same effect • Interaction of data and control structures • Structured programming • Modularity

  18. Syntax How layout helps reading How variables are named How strings are used How input is obtained How output is created Structured Programming How things are nested How arrays are used Modular Programming Functional decomposition How functions are invoked How arguments work How scope is managed How errors are handled How results are passed Some Things to Pay Attention To

  19. The “Idea Rally” • A 90-second “elevator pitch” • One interesting and feasible idea • Plus why they should want you on their team! • Showing one optional powerpoint slide • Illustrate your point, don’t say the same words! • One-page handout (22 copies) • Your idea in a short paragraph • Your name, picture and contact information • A list of your strengths

  20. First Things First • Functionality • Content • Usability • Security/Stability

  21. What are Requirements? • Attributes • Appearance • Concepts (represented by data) • Behavior • What it does • How you control it • How you observe the results

  22. Who Sets the Requirements? • People who need the task done (customers) • People that will operate the system (users) • People who use the system’s outputs • People who provide the system’s inputs • Whoever pays for it (requirements commissioner)

  23. The Requirements Interview • Focus the discussion on the task • Look for entities that are mentioned • Discuss the system’s most important effects • Displays, reports, data storage • Learn where the system’s inputs come from • People, stored data, devices, … • Note any data that is mentioned • Try to understand the structure of the data • Shoot for the big picture, not every detail

  24. The Project Plan • One-page contract • Between developer and requirements commissioner • Goal The problem to be solved • Product What you plan to deliver • Scope Available time and personnel • Roles What you expect each other to do

  25. Programming Skills Hierarchy • Reusing code [run the book’s programs] • Understanding patterns [read the book] • Applying patterns [modify programs] • Coding without patterns [programming] • Recognizing new patterns

  26. Best Practices • Design before you build • Focus your learning • Program defensively • Limit complexity • Debug syntax from the top down

  27. Rapid Prototyping + Waterfall Update Requirements Write Specification Initial Requirements Choose Functionality Create Software Build Prototype Write Test Plan

  28. Focus Your Learning • Find examples that work • Tutorials, articles, examples • Cut them down to focus on what you need • Easiest to learn with throwaway programs • Once it works, include it in your program • If it fails, you have a working example to look at

  29. Defensive Programming • Goal of software is to create desired output • Programs transform input into output • Some inputs may yield undesired output • Methods should enforce input assumptions • Guards against the user and the programmer! • Everything should be done inside methods

  30. Limiting Complexity • Single errors are usually easy to fix • So avoid introducing multiple errors • Start with something that works • Start with an existing program if possible • If starting from scratch, start small • Add one new feature • Preferably isolated in its own method

  31. Types of Errors • Syntax errors • Detected at compile time • Run time exceptions • Cause system-detected failures at run time • Logic errors • Cause unanticipated behavior (detected by you!) • Design errors • Fail to meet the need (detected by stakeholders)

  32. Debugging Syntax Errors • Focus on the first error message • Fix one thing at a time • The line number is where it was detected • It may have been caused much earlier • Understand the cause of “warnings” • They may give a clue about later errors • If all else fails, comment out large code regions • If it compiles, the error is in the commented part

  33. Run Time Exceptions • Occur when you try to do the impossible • Use a null variable, divide by zero, … • The cause is almost never where the error is • Why is the variable null? • Exceptions often indicate a logic error • Find why it happened, not just a quick fix!

  34. Debugging Run-Time Exceptions • Run the program to get a stack trace • Where was this function called from? • Print variable values before the failure • Reason backwards to find the cause • Why do they have these values? • If necessary, print some values further back

  35. Logic Errors • Evidenced by inappropriate behavior • Can’t be automatically detected • “Inappropriate” is subjective • Sometimes very hard to detect • Sometimes dependent on user behavior • Sometimes (apparently) random • Cause can be hard to pin down

  36. Debugging Logic Errors • First, look where the bad data was created • If that fails, print variables at key locations • if (DEBUG) echo “\$foobar = $foobar”; • Examine output for unexpected patterns • Once found, proceed as for run time errors • define (“DEBUG”, FALSE); to clean the output

  37. Three Big Ideas • Functional decomposition • Outside-in design • High-level languages • Structured programming, object-oriented design • Patterns • Design patterns, standard algorithms, code reuse

  38. One-Minute Paper What was the muddiest point in today’s class? • Be brief! • No names!

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