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This chapter explores the fundamentals of high-level language programming with a focus on graphical programming and user interfaces. It contrasts textual output with graphical representations, detailing the essential roles of operating systems like MS-DOS and Mac OS. Key concepts include graphical user interfaces, graphic primitives in CAD, and the significance of frame buffers and refresh rates. The chapter covers the practical aspects of creating graphics, displaying windows, and the software development cycle that includes coding, debugging, and maintenance.
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Chapter 7 Introduction to High-Level Language Programming
Graphical Programming • Textual output vs. graphics • Text-oriented OS: MS-DOS, VMS • Graphical User Interface: Mac OS, MS Windows, X-Window • Related subjects: • Visualization of 3-D surface (Figure 7.30) • Computer graphics • Computer Aided Design (CAD), CAM
Graphic Primitives • Modern computer terminals use bit mapped display. • The screen is made up of picture elements (pixels). • Black-and-white, gray scale display, color display • The memory that stores the actual screen image is called a frame buffer. • Refresh rate
Graphics Library (0,0) • Contains routines for: • Drawing simple geometric shapes (lines, circles) • Creating and selecting colors • Displaying windows • Pull-down menus • buttons (maxX, maxY)
Ex: Small Graphics Library • clearscreen(I) • moveto(x,y) • getmaxx() • getmaxy() • setcolor(I) • lineto(x,y) • rectangle(x1,y1,x2,y2) • circle(x,y,r) • writedraw(value,x,y) • getmouse(x,y)
Examples • Move to center of screenX=getmaxx();Y=getmaxy();moveto(X/2,Y/2); • Draw a line from (20,20) to (100,100)clearscreen(0);setcolor(1);moveto(20,20);lineto(100,100);
Creating a titled window Clearscreen(0); Setcolor(1); Rectangle(50,50,350,80); Rectangle(50,80,350,300); Moveto(50,60); Lineto(150,60); Moveto(50,70); Lineto(150,70); Moveto(250,60); Lineto(350,60); Moveto(250,70); Lineto(350,70); Writedraw(“Title”,180,70); Title
The Big Picture • Software engineering • Coding (implementation) is a small part of the software life cycle. • May occupy only 10-20% of the total time spent by programmers and designers. • What are the other important steps?
Software Development Cycle • Before implementation • Feasibility study • Problem specification • Program design • Algorithm selection or development, and analysis • Implementation • Coding • Debugging • After implementation • Testing,verification and benchmarking • Documentation • Maintenance
Scaling Up • Programs that students write in a first programming course may be a few hundred lines. • Truly large software systems may contains millions of lines of code. • Refer to Figure 7.35.