Transcript Chapter 9

Invitation to Computer Science
6th Edition
Chapter 9
Introduction to High-Level Language
Programming
Objectives
In this chapter, you will learn about:
• The language progression
• A family of languages
• Introduction to Java
• Virtual data storage
• Statement types
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Objectives (continue)
In this chapter, you will learn about:
• Two examples in five-part harmony
• Feature analysis
• Meeting expectations
• Managing complexity
• Object-oriented programming
• Graphical programming
• Software engineering
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The Language Progression
• Using computers to solve problems
– Often involves writing programs in a high-level
programming language
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Where Do We Stand?
• Early days of computing
– Programmers were satisfied with assembly language
• Programs mostly written by very technically oriented
people
• Later decades
– Programmers demanded a more comfortable
programming environment
• Programs were now also written by “nontechie” people
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Where Do We Stand and What
Do We Want?
• Disadvantages of assembly language
– Programmer must “manually” manage the
movement of data items
– Programmer must take a microscopic view of a task,
breaking it down into tiny subtasks at the level of
what is going on in individual memory locations
– Assembly language program is machine specific
– Statements are not natural-language-like
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Where Do We Stand and What Do
We Want? (continued)
• Expectations of a program written in a high-level
language
– Programmer need not manage the details of the
movement of data items within memory
– The programmer can take a macroscopic view of
tasks, thinking at a higher level of problem solving
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Getting Back to Binary
• Compiler
– Converts high-level language instructions into
machine language instructions
• Linker
– Inserts requested object code from code libraries
into the object code for the requesting program
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Figure 9.1 Transitions of a High-Level Language Program
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A Family of Languages
• Procedural languages
– Program consists of sequences of statements that
manipulate data items
– Follow directly from the Von Neumann computer
architecture
– Random access memory stores and fetches values
to and from memory cells
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Two Examples in Five-Part Harmony
• Favorite number
– Figure 9.2 shows pseudocode algorithm
– Algorithm implemented in Ada (Figure 9.3), C++
(Figure 9.4), C# (Figure 9.5), Java (Figure 9.6), and
Python (Figure 9.7)
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Figure 9.2 Pseudocode Algorithm for Favorite Number
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Figure 9.3 Ada Program for Favorite Number
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Figure 9.4 C++ Program for Favorite Number
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Figure 9.5 C# Program for Favorite Number
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Figure 9.6 Java Program for Favorite Number
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Figure 9.6 Java Program for Favorite Number (continued)
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Figure 9.7 Python Program for Favorite Number
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Introduction to Java: A Simple Java
Program
• Comments
– Give information to human readers of code
• Class header
– Announces that a class is about to be defined
• Class
– A collection of methods
• Method
– A section of code that performs a service
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A Simple Java Program
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Running a Java Program
• File containing the Java code
– Same name as the class
– File extension .java
– Example: TravelPlanner.java
• Running a Java program
– Program compiled
• Example: File TravelPlanner.class created
– Translation to object code completed; program
linked, loaded, and executed
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Virtual Data Storage
• Identifiers
– Names of variables, methods, classes, packages
and interfaces. just ways of referring to them.
• Keyword
– Has a special meaning in Java
• Java is a case-sensitive, free-format language
• Variable
– A named location in memory
– Must be declared before it can be used
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Some of the Java Primitive Data Types
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Virtual Data Storage (continued)
• An array
– Groups together a collection of memory locations, all
storing data of the same type
Figure 8.5
A 12-Element Array Hits
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Statement Types
• Input/output statements
– Input statement
• Collects a specific value from the user for a
variable within the program
– Output statement
• Writes a message or the value of a program
variable to the user’s screen or to a file
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Statement Types (continued)
• Assignment statement
– Assigns a value to a program variable
• Control statement
– Directs the flow of control
• Can cause it to deviate from the usual sequential
flow
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Input Statements
• A prompt
– A message that tells the user what kind of input the
program wants
• Console class
– Not a standard Java class; written for this book
– Can be used to handle both the prompt and the
retrieval of the value in one statement
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Input Statements (continued)
• Methods
– readInt
– readDouble
– readChar
• Syntax
variable1 = Console.readInt(prompt);
variable2 = Console.readDouble(prompt);
variable3 = Console.readChar(prompt);
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Managing Complexity: Divide and
Conquer
• Divide and conquer
– Divide the problem into small pieces
– In a computer program
• Divide the code into modules or subprograms,
each of which does some part of the overall task
• Empower these modules to work together to solve
the original problem
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Figure 8.20 Structure Charts
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Using Methods
• Method
– A module of code in Java
– Named using ordinary Java identifiers
– By custom, name starts with a lowercase letter
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Using Methods (continued)
• Two types of methods
– void method
• Does not pass any value back to the main method
– nonvoid method
• Returns a single new value back to the main method
• Overall form of a method invocation
method-identifier(argument list) (same class)
class-identifier.method-identifier(argument list)
(different class)
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Eg
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•
•
•
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public class TravelPlanner
{
public static void main(String[] args)
{
int speed = 1;
double distance = 0;
double time;
•
•
•
•
speed = Console.readInt("Enter speed in mph:");
distance = Console.readDouble("Enter your distance in miles;");
time = distance/speed;
System.out.print("At " + speed + "mph, it will take " + time + "hours to travel " +
distance + " miles");
}
}
•
•
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Writing Methods
• General form of the method header
scope-indicator return-indicator identifier(parameter list)
• Arguments in Java are passed by value
• A variable declared within a method can be
used only within that method
• Return statement
– Syntax
return expression;
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Figure 9.27
Some Java Terminology
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Eg
•
•
•
•
•
•
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public class TravelPlanner
{
public static void main(String[] args)
{
int speed = 1;
double distance = 0;
double time;
•
•
•
•
speed = Console.readInt("Enter speed in mph:");
distance = Console.readDouble("Enter your distance in miles;");
time = distance/speed;
System.out.print("At " + speed + "mph, it will take " + time + "hours to travel " +
distance + " miles");
}
}
•
•
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Output Statements
• Output to the screen
System.out.println(string);
• The string can be
– Empty
System.out.println();
– Literal string
System.out.println("Here's your answer." );
– Composed of two or more items
System.out.println("Give me " + 5);
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The Assignment Statement
• General form
variable = expression;
• Expression is evaluated first; the result is
written into the memory location specified on
the left
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The Assignment Statement
(continued)
• Examples
B = 2;
• Suppose that B is an integer variable
A = B + C;
• Suppose that A, B, and C are integer variables
Letter = 'm';
• Suppose that Letter is a variable of type char
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• Type casting: happen when an integer value is
assigned to a double value.
• Initialize variable as soon as they they declared,
like:
– int count = 0;
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Control Statements
• Types of control mechanisms
– Sequential
• Instructions are executed in order
– Conditional
• The choice of which instructions to execute next
depends on some condition
– Looping
• A group of instructions may be executed many
times
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Control Statements (continued)
• Sequential is default mode of execution
• Conditional flow of control
– Evaluation of a Boolean condition (also called a
Boolean expression)
– The programming statement to execute next is
based on the value of the Boolean condition (true or
false)
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Control Statements (continued)
• Conditional flow of control (continued)
– if-else statement
if (Boolean condition)
S1;
else
S2;
– if variation of the if-else statement
if (Boolean condition)
S1;
S1, S2 may be compound statement (may have serval statements)
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Conditional Flow of Control
(If-Else)
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If-Else with Empty Else
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Comparison Operator
Symbol
==
<
<=
>
>=
!=
Example
2==5
2<5
2<=5
2>5
2>=5
2!=5
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Example Result
F
T
T
F
F
T
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Boolean Operator
Operator
AND
OR
NOT
Symbol
&&
||
!
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Eg
(2<5)&&(2>7)
(2<5)||(2>7)
!(2==5)
Eg result
F
T
T
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public class TravelPlanner
{
public static void main(String[] args)
{
int speed = 1;
double distance = 0;
double time;
int hours = 0;
int minutes = 0;
char choice = 'M';
speed = Console.readInt("Enter speed in mph:");
distance = Console.readDouble("Enter your distance in miles;");
choice = Console.readChar("Decimal hours or hours and mins");
if (choice == 'D')
{
time = distance/speed;
System.out.print("At " + speed + "mph, it will take " + time + "hours to travel " + distance + " miles");
}
else
{
time = distance/speed;
hours = (int) time;
minutes = (int)((time - hours)*60);
System.out.print("At " + speed + "mph, it will take " + hours + " hours " + minutes + " minutes " + distance + " miles");
}
}
}
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Control Statements (continued)
• Looping (iteration)
– The loop body may be executed repeatedly based
on the value of the Boolean condition
– while statement
while (Boolean condition)
S1;
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While Loop
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public class TravelPlanner {
public static void main(String[] args) {
int speed = 1;
double distance = 0;
double time;
int hours = 0;
int minutes = 0;
char choice = 'M';
char more = 'Y';
more = Console.readChar("Want to plan a trip? (Y or N):");
while (more == 'Y') {
speed = Console.readInt("Enter speed in mph:");
distance = Console.readDouble("Enter your distance in miles;");
choice = Console.readChar("Decimal hours or hours and mins: ");
if (choice == 'D') {
time = distance / speed;
System.out.print("At " + speed + " mph, it will take " + time + " hours to travel " + distance + " miles ");
} else {
time = distance / speed;
hours = (int) time;
minutes = (int) ((time - hours) * 60);
System.out.print("At " + speed + " mph, it will take " + hours + " hours " + minutes + " minutes " + distance + "
miles ");
}
}
System.out.println();
more = Console.readChar("Want to plan another trip? (Y or N):");
}
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Another Example
Algorithm (Psudo code)
Get value for user’s choice about continuing
While user wants to continue, do the following steps
Get value for pool radius
Get value for choice of task
If taske choice is circumference
Compute pool circumference
print output
Else (task to aread)
Compute pool area
print output
Get value for user’s choice about continuing
Stop
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public class SportsWorld {
public static void main(String[] args) {
double radius = 0.0;
double circumference = 0.0;
double area = 0.0;
char taskToDo = ' ';
char more = 'Y';
more = Console.readChar("Want to process a pool? (Y or N):");
while (more == 'Y') {
System.out.println();
radius = Console.readDouble("Enter the value of radius:");
System.out.println("Enter your choice of task: ");
taskToDo = Console.readChar("C to circumference; A to compute area ");
if (taskToDo == 'C') {
circumference = 2 * Math.PI * radius;
System.out.print("The circumference for a pool of radius " + radius + " is " + circumference);
} else {
area = Math.PI * radius * radius;
System.out.print("The area for a pool of radius " + radius + " is " + area);
}
System.out.println();
more = Console.readChar("Want to process another trip? (Y or N):");
}
}
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}
Data Cleanup (Again)
• In this problem:
– Input is a set of integer data values that may contain
0s, and 0s are considered to be invalid data
– Output is to be a clean data set where the 0s have
been eliminated
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Figure 9.8 The Converging-Pointers Algorithm for Data Cleanup
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Invitation to Computer Science, 6th Edition
Figure 9.9 Ada ConvergingPointers Algorithm
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Invitation to Computer Science, 6th Edition
Figure 9.9 Ada ConvergingPointers Algorithm
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Figure 9.9 Ada ConvergingPointers Algorithm (continued)
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Figure 9.9 Ada ConvergingPointers Algorithm (continued)
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Figure 9.10 C++ ConvergingPointers Algorithm
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Figure 9.10 C++ ConvergingPointers Algorithm
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Figure 9.10 C++ Converging-Pointers Algorithm (continued)
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Figure 9.11 C#
Converging-Pointers
Algorithm
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Figure 9.11 C# ConvergingPointers Algorithm (continued)
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Figure 9.11 C# ConvergingPointers Algorithm (continued)
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Feature Analysis
• If you have studied one (or more) of the online
chapters for Ada, C++, C#, Java, or Python:
– Compare them with the features of the other
languages by scanning Figure 9.15
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Figure 9.15 Feature
Analysis of Five
High-Level
Languages
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Figure 9.15 Feature
Analysis of Five HighLevel Languages
(continued)
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Figure 9.15
Feature Analysis of
Five High-Level
Languages
(continued)
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Figure 9.15 Feature
Analysis of Five HighLevel Languages
(continued)
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Figure 9.15 Feature
Analysis of Five HighLevel Languages
(continued)
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Figure 9.15 Feature
Analysis of Five HighLevel Languages
(continued)
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Meeting Expectations
• Expectations for programs written in a high-level
programming language
– Programmer need not manage details of the
movement of data items within memory or pay any
attention to exactly where those items are stored
– Programmer can take a macroscopic view of tasks,
thinking at a higher level of problem solving
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Meeting Expectations (continued)
• Expectations for programs written in a high-level
programming language (continued)
– Programs written in a high-level language will be
portable rather than machine specific
– Programming statements in a high-level language
will be closer to natural language and will use
standard mathematical notation
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Object-Oriented Programming: What
Is It?
• Object-oriented programming (OOP)
– A program is a simulation of some part of the world
that is the domain of interest
– Each object is an example drawn from a class of
similar objects
• Key elements of OOP
– Encapsulation
• A class consists of its subtask modules and its
properties, and both components are
“encapsulated” with the class
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What Is It? (continued)
• Key elements of OOP (continued)
– Inheritance
• Once a class A of objects is defined, a class B of
objects can be defined as a “subclass” of A
– Polymorphism
• One name, the name of the service to be
performed, has several meanings, depending on
the class of the object providing the service
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Java and OOP
• Java is an object-oriented programming
language
• Objects: Instances of a class
• Instance variables: Properties
• Instance methods: Services
• Static method
– Can be invoked by giving the class name, a dot, the
method name, and a list of arguments. Use class to
call static method
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Java and OOP (continued)
• Syntax to request an object to invoke a method
object-identifier.method-identifier(argument list)
• Calling object
– The object that invokes a method
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package myproject;
public class SportsWorld {
public static void main(String[] args) {
double newRadius = 0.0;
char taskToDo = ' ';
char more = 'Y';
Circle SwimmingPool = new Circle();
more = Console.readChar("Do you want to prcess a new pool? (Y or N): ");
while (more == 'Y')
{
System.out.println();
newRadius = Console.readDouble("Enter the value to the radius of the pool: ");
SwimmingPool.setRadius(newRadius);
System.out.println("Enter your choice of task.");
taskToDo = Console.readChar("C to compue ciucumference, A to compute area: ");
System.out.println();
if (taskToDo == 'C')
System.out.println("the ciccumference for a pool radius "
+ SwimmingPool.getRadius() + " is " + SwimmingPool.doCircumference());
else
System.out.println("the area for a pool radius "
+ SwimmingPool.getRadius() + " is " + SwimmingPool.doAreaY());
•
more = Console.readChar("Do you want to prcess a new pool? (Y or N): ");
•
}
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One more example
public class Circle {
public void setRadius(double value)
{
radius =value;
}
public double getRadius()
{
return radius;
}
public double doCircumference()
{
return 2 * Math.PI * radius;
}
public double doArea()
{
return Math.PI * radius * radius;
}
private double radius;
}
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public class Rectangle {
public void setWidth(double value)
{
width =value;
}
public void setHeight(double value)
{
height =value;
}
public double getWidth()
{
return width;
}
public double getHeitgh()
{
return height;
}
public double doArea()
{
return width * height;
}
protected double width, height;
}
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public class Square {
public void setSide(double value)
{
side = value;
}
public double getSide()
{
return side;
}
public double doArea()
{
return side * side;
}
private double side;
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public class Square2 extends Rectangle{
public void setSide(double value)
{
width = value;
height = value;
}
}
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public class Ceometry {
public static void main(String[] args) {
Circle joe = new Circle();
joe.setRadius(23.5);
System.out.println("The area of a circle with radius " + joe.getRadius() + " is " +
joe.doArea());
Rectangle luis = new Rectangle();
luis.setWidth(12.4);
luis.setHeight(18.1);
System.out.println("The area of a rectangle with dimensions " + luis.getWidth() + "
and " + luis.getHeight() + " is " + luis.doArea());
Square anna = new Square();
anna.setSide(3);
System.out.println("The area of a square with side " + anna.getSide() + " is " +
anna.doArea());
Square2 tyler = new Square2();
tyler.setSide(4.2);
System.out.println("The area of a square with side " + tyler.getWidth() + " is " +
tyler.doArea());
}
}
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What Have We Gained?
• Two major advantages of OOP
– Software reuse
– A more natural “world view”
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Graphical Programming: Graphics
Hardware
• Bitmapped display
– The screen is made up of thousands of individual
picture elements, or pixels, laid out in a twodimensional grid
• Frame buffer
– Memory that stores the actual screen image
• Terminal hardware displays the frame buffer
value of every individual pixel on the screen
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Figure 8.34
Pixel Numbering System in a Bitmapped Display
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Graphics Software
• Graphics library
– Contains a collection of software routines that
control the setting and clearing of pixels
• Abstract Windowing Toolkit (AWT)
– Contains routines that allow users to create powerful
interfaces
• Swing components
– Even more powerful GUI components than AWT
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Graphics Software (continued)
• Graphics class
– Contains drawing commands that allow you to
• Draw geometric shapes (lines, rectangles, ovals,
polygons, and so on)
• Set, change, and define colors
• Fill in or shade objects
• Create text in a range of fonts and sizes
• Produce graphs and charts
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import java.awt.*;
public class Graph {
public static void main(String[] args) {
Frame f = new Frame("Eg 1");
f.setSize(500, 500);
f.setVisible(true);
Eg
Graphics g;
g = f.getGraphics();
g.setColor(Color.blue);
while (true)
{
g.drawLine(168, 112, 112, 168);
g.drawOval(100, 100, 80, 80);
g.drawString("No Entry", 112, 145);
}
}
}
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Other functions
• drawRect(int x, int y, int width, int height);
• drawRoundRect(int x, int y, int width, int height, int
arcWidth, int arcHeight);
• fillRect(int x, int y, int width, int height);
• fillRoundRect(int x, int y, int width, int height, int
arcWidth, int arcHeight);
• fillOvel(int x, int y, int width, int height);
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The Big Picture: Software Engineering
• Software development life cycle
– Overall sequence of steps needed to complete a
large-scale software project
• Studies have shown that on big projects:
– Initial implementation of the program may occupy
only 10–20% of the total time
– 25–40% of time is spent on problem specification
and program design
– 40–65% is spent on tasks that follow implementation
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Figure 9.16 Steps in the Software Development Life Cycle
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Scaling Up
• Figure 9.17 categorizes software products in terms
of :
– Size
– Number of programmers needed for development
– Duration of the development effort
• Software engineering
– Large-scale software development
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Figure 9.17 Size
Categories of Software
Products
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The Software Development Life Cycle
• The feasibility study
– Evaluation, costs vs benefits
• purchase new system
– Feasibility document
• Problem specification
– Clear, concise, unambiguous statement of the
problem
– Problem specification document
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The Software Development Life Cycle
• Program design
– Design solution
– Divide-and-conquer
– Program design document
• Breaks into subtasks and various classes
• Algorithm selection or development, and analysis
– Pseudo code
– Analysis of efficiency
– rationale
• Coding
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The Software Development Life Cycle
(continued)
• Debugging
– Locating and correcting program errors
• Syntax errors
• Runtime errors
• Logic errors
– A=A+317
• Testing, verification, and benchmarking
–
–
–
–
Empirical testing
Unit testing
Integration testing
Regression testing
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The Software Development Life Cycle
(continued)
• Testing, verification, and benchmarking
– Output data satisfies certain conditions
– Performance falls within required limits
– Correct and efficient program
• Documentation
–
–
–
–
Internal documentation
External documentation
Technical documentation
User documentation
• Maintenance
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The Software Development Life Cycle
(continued)
• Maintenance
– Adapting
– 65%
– Involves repetition of previous steps
•
•
•
•
Feasibility study
Implementation
Testing
Updated documentation
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Modern Environments
• Integrated Development Environment
– Lets programmer perform a number of tasks within
the shell of a single application program
• Rapid prototyping
– Allows miscommunications between the user and
the programmer to be identified and corrected early
in the development process
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Summary
• In a high-level language, the programmer:
– Need not manage storage
– Can think about the problem at a higher level
– Can use more powerful program instructions that are
more like natural language
– Can write a much more portable program
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Summary (continued)
• Software development life cycle
– Overall sequence of steps needed to complete a
large-scale software project
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