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Overview

Computer Programming Tutorial

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Overview

In today's society computers and computer information systems are implemented everywhere and are used to perform a diverse variety of functions and tasks. The applications that computers can be put to use in are numerous and limited only by the imagination. At the most basic level a computer is simply a device which accepts information, processes it in a well defined, deterministic fashion then spits the resulting information back out. The general concept of a computer and what it does is very simple. However, the conceptual simplicity of the computer makes it extremely versatile and flexible as to what it can be implemented as and used for. This means that a computer can be any device which accepts, processes and outputs information and in doing so accomplishes some useful task. Computers come in all sizes, shapes and forms. Besides being implemented as the familiar desktop computer, a computer can be a server, mainframe, laptop device, palmtop device, embedded system, micro controller, watch, cellular phone, calculator, etc... But, no matter what form a computer takes they all share one thing in common. The usefullness and reliability of a computer is dependent on the quality of the software that is written for it to run. All computers need software for them to perform their intended task and all good quality software needs to be designed, written and maintained by competent and skilled computer programmers.

Computer Programming Tutorial

The purpose of this section is to present a tutorial in computer science and and modern programming techniques. Some of you who are viewing this section may find some of this information obvious, especially if you are a veteran programmer or analyst. Please keep in mind that some people may not find this stuff obvious, especially for those with no previous programming experience. However, if you are bored and wish to skip ahead to the demo section click here.

Lets start off with a very brief overview of computer science and the art of computer programming.

Computer Science is the study of algorithms and the machines that implement them. Every program ever written first starts off as an algorithm. The algorithm expresses a sequence of procedures that is used to solve a well defined problem. Once an algorithm is established it is implemented in a programming language usually this would be a high level language which shares many similarities in terms of syntax and semantics to the way an algorithm is expressed. Algorithms are basically ideas and these are usually written out in plain simple language like English. Algorithms expressed in this form is commonly called pseudo code. This is important because the most critical and difficult part of a program is not the computer language code, but the plan or idea that is used for carrying out the task. Once you come up with the plan or idea it can be implemented it any language you wish to use (of course choosing the language that has the features necessary to do the job always helps). Coding the program is always the easy part. An effective algorithm will make the difference in both the reliability and efficiency of a program.

What kind of task can a computer solve? The task must be well defined.
This implies the following 4 properties:

Structure of Algorithms

How is a complex algorithm built from simple actions?

The "simple steps" being combined may be: Any algorithm however complex, can be built by combining primitive operations and sub-algorithms in accordance with four formation rules:

Complexity of Algorithms

If we are writing a simple program that will do simple calculations of a small set of data, then the efficiency of the program is of little importance. However, if the computations are complex and therefore time-consuming then the time efficiency of the algorithm may be critical to the success of the program

Since the quality of the code and the speed of execution of instruction is system dependent, computer scientists have came up with a methodology for calculating time efficiency which excludes those factors and is primarily based on the input to the algorithm.

The time complexity of an algorithm is expressed in the form of a formula which gives the general magnitude of the algorithm in terms of the average size of computation needed run an algorithm to completion. Formulas shown in this way are called Big-Oh notation, which has the form O(x) where a formula is substituted in place of "x"

What about formulas in which there are multiple terms of varying degrees?
For instance, lets take the real example of the common select sort algorithm:

// The following code is the select sort algorithm
// implemented in the C programming language
for (outer = 0; outer < limit - 1; ++outer)
  for (inner = outer + 1; inner < limit; ++inner)
    if (array[inner] < array[outer])
      swap(array[inner], array[outer]);


if you multiply the limits of both loops you end up with a formula of:
limit2 - limit

The formula has two terms the first has a degree of 2 the other has a degree of 1
In this case you take the term with the highest degree and disregard all the other terms.

The next section will go over some modern techniques in programming and program design.

Programming and Program Design Techniques

Creating and Running Programs

Before I start with techniques I'll go over a very simplified process for developing programs. This is essentially what all programmers do when given a problem to solve. The information presented in the diagram is fairly obvious and needs no further explanation.

Design Techniques

In designing any serious large scale program, technique is very important. Technique often makes the difference in whether the resulting program becomes an unmanageable, unreliable, nearly indecipherable monstrosity or an elegant, easy to understand, easy to extend piece of software engineering. To go over all the modern techniques available to the programmer/designer would take far too much space. Instead I'll skim over briefly the general concepts involved.

The most general, useful and straight forward technique for designing a program is to use encapsulation and abstraction.

In program commands you specify some unique operation to be done on a piece of data which changes its value in some way. The word to note here is data. An unique operation is done to a piece of data for each command you specify against it. However, not all operations on the piece of data is valid. This all depends on what the data was intended to be used for.

For example:
suppose you intend to use a particular piece of data to hold the results of a mathematical calculation then the type of the data would be numeric such as a floating point value or an integer value as opposed to alphanumeric, which would include letters as well as numbers. For example, this page is a document with alphanumeric data, since it includes words that can have both letters and numbers. But, not all operations that are valid for numbers are valid for words and vice versa. For instance, all the basic arithmetic operations add, subtract, multiply and divide is valid for numbers, but these don't have any clearly defined meaning if we apply them to words. What does it mean to multiply the words: "hello" and "world"? Similarly, we may come up with a few operations that we find useful when applied to words such as joining two words to make a new word (concatenation) or searching through a word and replacing all occurrences of a particular letter with another letter, but again these operations don't make sense or have any useful purpose when applied to numbers. Sure when you join "456" with "789" you end up with a new number "456789", but you wouldn't normally do this when you do arithmetic. At least, not the arithmetic I was taught in school! The point is only a limited subset of operations out of a limitless number of operations are valid for a particular type of data. Also, data can be combined or used in such a way that makes it an entirely new type of data altogether. For example, a series of letters makes a string. A string in the form of plain language and has some meaning attached to it is a word. A unique series of words makes up a vocabulary or dictionary. A pair of numbers could be used as a coordinate. Two coordinates describes a square, box or window. These data types that I've just described could each have unique operations that are valid only for them.

The old style of dealing with different types of data was just to pass them off to sub-procedures and have them check whether or not they were passed valid data to work on. The sub-procedures would accept arguments that are passed to it from the main program or from other sub-procedures. However, this places the responsibility on the programmer to match every piece of data correctly with every procedure that is used in the program. This style of programming is called procedural or structural programming. In this style the procedures or operations to be performed on data is separate from the data itself. The idea is that in a program, data is passed to a procedure or a series of procedures which operates on the piece of data in order to manipulate it. Some people thought that separating the data from the procedures that is applied on them and having to explicitly "pass" each piece of data to the corresponding procedure in order to manipulate the data was too much mucking around and too messy.

This brings us to the concept of an Abstract Data Type or ADT for short. The ADT demonstrates the technique of abstraction for simplifying the data elements and their relationships within a program. The ADT builds a conceptual model for a particular type of data by grouping the data elements that composes the data type with the specific operations which are required and valid for it. Instead of having data operations and data elements separated within a program and matched data-to-procedure. the ADT model requires that each piece of data and their corresponding operations be grouped together. Also with an ADT the specification of the ADT is separate from the declarations which implements it. This is because an ADT is an abstract model of the data type. With an ADT you can specify what operations a particular type of data should support while leaving the actual the implementation of the data type independent from the its specifications. Why would you want to do that? Well, because its one of the most powerful techniques available to the software engineer when designing a program. This is because during the construction of the program once you have the behaviour of each of the data types specified, performing an operation on a piece of data is simply a matter of calling the appropriate member function that is part of the ADT. Since the details of the implementation for the particular data type is hidden within the ADT class this is one less component of the program the programmer needs to worry about. Another advantage of this is since, the implementation for accessing and manipulating the data is hidden with the only interface "outside" of the ADT done through member functions (also called methods), the ADT becomes a self-contained module.

This self-contained property of an ADT offers a number of important advantages:

An abstract data type is a formal description of data elements and relationships as envisioned by the software engineer; it is thus a conceptual model. Ultimately this model must be implemented in an appropriate programming language.

The specification of an abstract data type involves three factors:
  1. A description of the elements that compose the data type.
  2. A description of the relationships between the individual components in the data type.
  3. A description of the operations we wish to perform on the components of the data type.

A simple example of abstraction would be an alarm clock. The alarm clock has a display showing the time. And some buttons for setting the current time and the activation time for the alarm. Of course there is more to the alarm clock than this. If the alarm clock is one of the popular electronic versions that are used today then there is also the digital circuitry that is needed to control the alarm clock. The digital circuitry itself must be put together in a certain way that allows it to function as an alarm device. But, as a user of the alarm clock you don't think about nor do you need to think about these internal details. This is because the alarm clock acts as an ADT. The user interface which would be the buttons on the alarm clock is analogous to the member functions for the ADT. The internal circuitry of the alarm clock is analogous to the programming logic and algorithms implemented within the member functions of the ADT. Similar to the ADT in which all "outside" interactions to the ADT is done through its user interface by calling its member functions, all interactions on the alarm clock is done through its user interface by pressing the buttons on it. Abstraction create black boxes by hiding the internal low level details to create a higher level of interaction between the user and the device. The device itself could either be a virtual device as in a piece of program logic or a physical device as in an alarm clock it doesn't matter the concept is the same.


Here's a diagram which illustrates how abstraction works in C++. The thick line of the inner circle containing the data members of the class, indicates that they are not visible to the main client program, but only visible to the member functions of the class. Function A, Function B, Destructor and Constructor are all member functions of this particular class. The only way the client program can manipulate the data of the class is to call these member functions (black arrows). The member functions in turn sets up the two-way communication (red arrows) between the actual data of the class and the client program through a piece of programming code design specifically for the task the member function is to accomplish. All the messy, uninteresting, low-level details are hidden within the code of the member functions. All that the client needs to know is which member function to call for accomplishing a particular task.

Physical Models, Virtual Models and Virtual Machines

Because abstraction can be applied to both physical and virtual devices and since an ADT is a conceptual model developed through abstraction, this leads us to another important feature of the ADT. An ADT can be used to model physical devices and systems. By doing this, physical devices and virtual devices can become interchangeable (at least within a computer program). Physical devices can model virtual devices and vice versa. This is the basic idea behind virtual machines. This includes the popular Java Virtual Machine which executes the bytecodes of a Java program in different hardware and system environments provided that the virtual machine is implemented on its native platform.

Abstract Data Types (ADTs) are implemented in C++ through the class language feature.

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