Introduction to Computer Programming
Introduction to Computer Programming
Chapter one
Problem solving using computers
What is programming?
Programming is a skill that can be acquired by a computer professional that gives
him/her the knowledge of making the computer perform the required operation or task.
Why do we need to learn computer programming?
Computer programming is critical if one wants to know how to make the computer
perform a task. Most users of a computer only use the available applications on the
computer. These applications are produced by computer programmers. Thus if
someone is interested to make such kind of applications, he/she needs to learn how to
talk to the computer, which is learning computer programming.
What is programming language?
Programming Language: is a set different category of written symbols that instruct
computer hardware to perform specified operations required by the designer.
What skills do we need to be a programmer?
For someone to be a programmer, in addition to basic skills in computer, needs to have the
following major skills:
Programming Language Skill: knowing one or more programming language to talk
to the computer and instruct the machine to perform a task.
Problem Solving Skill: skills on how to solve real world problem and represent the
solution in understandable format.
Algorithm Development: skill of coming up with sequence of simple and human
understandable set of instructions showing the step of solving the problem. Those set
of steps should not be dependent on any programming language or machine.
In every programming Language there are sets of rules that govern the symbols used in a
programming language. These set of rules determine how the programmer can make the
computer hardware to perform a specific operation. These sets of rules are called syntax.
1.1. Generations of programming language.
Programming languages are categorized into five generations: (1st, 2nd, 3rd, 4th and
5th generation languages)
These programming languages can also be categorized into two broad categories: low
level and high-level languages.
o Low level languages are machine specific or dependent.
o High level languages like COBOL, BASIC are machine independent and can run
on variety of computers.
From the five categories of programming languages, first and second-generation
languages are low level languages and the rest are high level programming languages.
The higher the level of a language, the easier it is to understand and use by
programmers.
Languages after the fourth generation are referred to as a very high-level language.
1.1.1. First Generation (Machine languages, 1940’s):
Difficult to write applications with.
Dependent on machine languages of the specific computer being used.
Machine languages allow the programmer to interact directly with the
hardware, and it can be executed by the computer without the need for a
translator.
Is more powerful in utilizing resources of the computer.
Gives power to the programmer.
They execute very quickly and use memory very efficiently.
1.1.2. Second Generation (Assembly languages, early 1950’s):
Uses symbolic names for operations and storage locations.
A system program called an assembler translates a program written in assembly
language to machine language.
Programs written in assembly language are not portable. i.e., different
computer architectures have their own machine and assembly languages.
They are highly used in system software development.
1.1.3. Third Generation (High level languages, 1950’s to 1970’s):
Uses English like instructions and mathematicians were able to define variables
with statements such as Z = A + B
Such languages are much easier to use than assembly language.
Therefore, computer developers thought that many jobs or tasks from different
programs or applications could be made to share the resources of the computer to
achieve better utilization. This concept is called multiprogramming.
Multiprogramming involving the “simultaneous” operation of many jobs on the
computer.
In the 1960’s, many groups, pioneered timesharing operating systems.
Timesharing is a special case of multiprogramming, in which users access the
computers through terminals. Here, the computer does not run the users job
paralleling, but shares the CPU’s time.
1.4. Major Programming Paradigms
The major land marks in the programming world are the different kinds of features or
properties observed in the development of programming languages. Among these the
following are worth mentioning: Procedural, Structured and Object-Oriented
Programming Paradigms.
1.4.1. Procedural Programming.
o Procedural programming is a programming paradigm based upon the concept of
procedure call. Procedural programming is often a better choice than simple sequential
programming in many situations which involve moderate complexity or which require
significant ease of maintainability.
o Possible benefits: the ability to re-use the same code (function or procedure) at
different places, an easier way to keep track of program flow than a collection of “GO
TO” or “JUMP” statements.
1.4.2. Structured Programming.
o Process of writing a program in small, independent parts. This makes it easier to
control a program's development and to design and test its individual component parts.
o Structured programs are built up from units called modules, which normally
correspond to single procedures or functions.
o Can be seen as a subset or sub discipline of procedural programming. It is most
famous for removing or reducing reliance on the GO TO statement.
1.4.3. Object-Oriented Programming.
done in lower level. This approach will try to disintegrate a larger problem into
more smaller and manageable problems to narrow the problem domain.
Bottom-up design: is the reverse process where the lowest level component are
built first and the system builds up from the bottom until the whole process is
finally completed.
1.6. Basic Program development tips
The program we design in any programming language need to be:
Reliable: the program should always do what it is expected to do and handle all
types of exception.
Maintainable: the program should be in a way that it could be modified and
upgraded when the need arises.
Portable: It needs to be possible to adapt the software written for one type of
computer to another with minimum modification.
Efficient: the program should be designed to make optimal use of time, space and
other resources of the computer.
1.7. Algorithm designing and modeling the logic (using flow chart).
A digital computer is a useful tool for solving a great variety of problems. A solution
to a problem is called an algorithm; it describes the sequence of steps to be performed
for the problem to be solved.
Generally, an algorithm is a finite set of well-defined instructions for accomplishing
some tasks which, given an initial state, will terminate in a corresponding recognizable
end-state.
The algorithm should be:
Precise and unambiguous
Simple
Correct
Efficient
1.7.1. Modeling a programs logic using flow chart
Algorithm could be designed using many techniques and tools. One tool of designing
algorithm is by using flowcharts. Flowchart is a graphical way of expressing the steps
needed to solve a problem.
Decision
Process
Input/Output
Flow line
Start
Enter number
Num/2==0
Display even Display odd
End
There is different translator software, among which compilers and interpreters are of
the most for programmers.
Compilers: a compiler is a computer program that translates a series of statements
written in source code (a collection of statements in a specific programming language)
into a resulting object code (translated instructions of the statements in a programming
language). A compiler changes or translates the whole source code into executable
machine code (also called object code) which is output to a file for latter execution. E.g.,
C++, Pascal, FORTRAN, etc.
Interpreters: is a computer program that translates a single high-level statement and
executes it and then goes to the next high level language line etc. E.g., QBASIC, Lisp etc.
1.9. Mechanics of Creating a program (C++)
C++ programs typically go through five phases to be executed: these are edit, preprocess,
compile, link, load:
Edit: this is accomplished with an editor program. The programmer types C++ statements
with the editor and makes corrections if necessary. The programs source file is then stored on
secondary storage device such as a disk with a “.cpp” file name.
After the program is edited, C++ is principally compiled in three phases: preprocessing,
translation to object code, and linking (the last two phases are what is generally thought of as
the "compilation" process).
Preprocess: In a C++ system, a preprocessor program executes automatically before the
compiler’s translation phase begins. The C++ preprocessor obeys command called
preprocessor directives, which indicate that certain manipulations are to be performed on the
program before compilation. The preprocessor is invoked by the compiler before the program
is converted to machine language. The C++ preprocessor goes over the program text and
carries out the instructions specified by the preprocessor directives (e.g., #include). The result
is a modified program text which no longer contains any directives.
Compile: Then, the C++ compiler translates the program code. The compiler may be a true
C++ compiler which generates native (assembly or machine) code. The outcome may be
incomplete due to the program referring to library routines which are not defined as a part of
the program. For example, the << operator which is actually defined in a separate IO library.
Linking: C++ programs typically contain references to functions and data defined elsewhere,
such as in the standard libraries. The object code produced by the C++ compiler typically
contains “holes” due to these missing parts. A linker links the object code with the code for
the missing function to produce an executable image (with no missing pieces). Generally, the
linker completes the object code by linking it with the object code of any library modules that
the program may have referred to. The final result is an executable file
Loading: the loader takes the executable file from disk and transfers it to memory. Additional
components from shared libraries that support the program are also loaded. Finally, the
computer, under the control of its CPU, executes the program.
Chapter two
Fundamentals of C++ programming language
2.1. The parts of a C++ Program.
To understand the basic parts of a simple program in C++, let’s have a look at the
following code:
#include<iostream.h>
#include<conio.h>
void main()
{
cout<<”\n Hello world!” ;
getch();
}
Any c++ program file should be saved with file name extension “.CPP”
Type the program directly into the editor, and save the file as [Link], compile it and then
run it. It will print the words Hello world! On the computer screen.
The first character is the #. This character is a signal to the preprocessor. Each time you
start your computer, the preprocessor runs through the program and looks for the pound (#)
symbols and act on those lines before the compiler runs.
The include instruction is a preprocessor instruction that directs the compiler to include a
copy of the file specified in the angle brackets in the source code.
If the path of the file is not specified, the preprocessor looks for the file under c:\tc\include\
folder or in include folder of the location where the editor is stored.
The effects of line 1, i.e. include<iostream.h> is to include the file iostream.h into the
program as if the programmer had actually typed it.
When the program starts, main() is called automatically.
Every C++ program has a main() function.
The return value type for main() here is void, which means main function will not return a
value to the caller (which is the operating system).
The main function can be made to return a value to the operating system.
The Left French brace “{“signals the beginning of the main function body and the
corresponding Right French Brace “}” signals the end of the main function body. Every
Left French Brace needs to have a corresponding Right French Brace.
The lines we find between the braces are statements or said to be the body of the function.
A statement is a computation step which may produce a value or interact with input and
output streams.
The end of a single statement ends with semicolon (;).
The statement in the above example causes the sting “Hello world!” to be sent to the “cout”
stream which will display it on the computer screen.
2.2. A brief look at cout and cin
Several other variable types are built into C++. They can be conveniently classified as
integer, floating-point or character variables.
Floating-point variable types can be expressed as fraction i.e. they are “real numbers”.
Character variables hold a single byte. They are used to hold 256 different characters
and symbols of the ASCII and extended ASCII character sets.
The type of variables used in C++ program are described in the next table, which lists
the variable type, how much room
Data types
Type Length Range
Unsigned char 8 bits 0 to 255
Char 8 bits -128 to 127
enum 6 bits -32,768 to 32,767
unsigned int 16 bits 0 to 65,535
short int 16 bits -32,768 to 32,767
int 16 bits -32,768 to 32,767
unsigned long 32 bits 0 to 4,294,967,295
long 32 bits -2,147,483,648 to 2,147,483,647
float 32 bits -3.4x10-38 to 3.4x10+38
double 64 bits -1.7x10-308 to 1.7x10+308
long double 80 bits -3.4x10-4932 to 1.1x10+4932
bool 8 bits true or false (top 7 bits are
ignored
The declaration will instruct the computer to reserve a memory location with the name
and size specified during the declaration.
Good variable names indicate the purpose of the variable or they should be self-
descriptive. E.g., int myAge; //variable used to store my age
The name of a variable sometimes is called an identifier which should be unique in a
program.
Certain words are reserved by C++ for specific purposes and cannot be used as
identifiers.
These are called reserved words or keywords and are summarized in the following
table.
asm continue Float New signed try
auto Default For operator sizeof typedef
break delete Friend private static union
case do Goto protected struct unsigned
catch double If public switch virtual
char else Inline register template void
class enum Int return this volatile
const extern Long short throw while
Identifiers
A valid identifier is a sequence of one or more letters, digits or underlined symbols.
The length of an identifier is not limited.
Neither space nor marked letters can be part of an identifier.
Only letters, digits and underlined characters are valid.
Variable identifiers should always begin with a letter or an underscore. By any means
they should begin with a digit.
Key words should not be used as names for identifiers.
C++ is not case sensitive. Small letter and capital letters are different for C++. Eg:
variable Age is not identical with variable age
Initializing Variables.
{
unsigned short age;
float num2;
cout<< “\n enter your age:”;
…..
}
In C++ the scope of a local variable is given by the block in which it is declared.
If it is declared within a function, it will be a variable with a function scope. If it is
declared in a loop, its scope will be only in the loop, etc.
Defining a data type (User defined data type)
The “typedef” Keyword is used to define a data type by the programmer as the user of
a programming language is a programmer.
It is very difficult to write unsigned short int many times in your program if many
variables need such kind of declaration.
C++ enables you to substitute an alias for such phrase by using the keyword typedef,
which stands for type definition.
E.g.
#include<iostream.h>
typedef unsigned short int USHORT;
void main()
{
USHORT width = 9;
…
}
Immediately after the second line, whenever the compiler encounters the word
USHORT it will substitute is with “unsigned short int”.
Characters.
Characters variables (type char) are typically one byte in size, enough to hold 256
different values. A char can be represented as a small number (0 - 255).
Char in C++ are represented as any value inside a single quote. E.g.: ‘x’, ‘A’, ‘5’, ‘a’,
etc.
When the compiler finds such values (characters), it translates back the value to the
ASCII values. E.g. ‘a’ has a value 97 in ASCII.
Special Printing characters.
In C++, there are some special characters used for formatting. These are:
\n new line
\t tab
\b backspace
\” double quote
\’ single quote
\? Question mark
\\ backslash
Constants.
A constant is any expression that has a fixed value.
Like variables, constants are data storage locations in the computer memory. But,
constants, unlike variables their content cannot be changed after the declaration.
Constants must be initialized when they are created by the program, and the
programmer can’t assign a new value to a constant later.
C++ provides two types of constants: literal and symbolic constants.
Literal constant: is a value typed directly into the program wherever it is needed.
E.g.: int num = 43;
43 is a literal constant in this statement:
Symbolic constant: is a constant that is represented by a name, similar to that of a
variable. But unlike a variable, its value can’t be changed after initialization.
E.g.: Int studentPerClass =15;
students = classes * studentPerClass;
studentPerClass is a symbolic constant having a value of 15. And 15 is a literal
constant directly typed in the program.
In C++, we have two ways to declare a symbolic constant. These are using the #define
and the const key word.
defining constants with #define:
The #define directive makes a simple text substitution.
Where RED will have 100 and BLUE will have 101 while GREEN will have 500,
WHITE 501 and BLACK 502.
Setting aside memory/memory concept.
A computer provides RAM for storing executable program code as well as the data the
program manipulates.
Memory can be thought of as a contiguous sequence of bits, each of which is capable
of storing a binary digit. Typically, the memory is divided into groups of 8 consecutive
bits called bytes.
The bytes are sequentially addressed. Therefore, each byte can be uniquely identified
by its address.
The assignment operator causes the operand on the left side of the assignment
statement to have its value changed to the value on the right side of the statement.
Syntax: Operand1=Operand2;
Operand1 is always a variable
Operand2 can be one or combination of:
A literal constant: Eg: x=12;
A variable: Eg: x=y;
An expression: Eg: x=y+2;
Compound assignment operators (+=, -=, *=, /=, %=, >>=, <<=, &=, ^=).
Compound assignment operator is the combination of the assignment operator with
other operators like arithmetic and bit wise operators.
The assignment operator has a number of variants, obtained by combining it with other
operators.
E.g.:
value += increase; is equivalent to value = value + increase;
a -= 5; is equivalent to a = a – 5;
a /= b; is equivalent to a = a / b;
price *= units + 1 is equivalent to price = price * (units + 1);
Arithmetic operators (+, -, *, /, %).
Except for remainder or modulo (%), all other arithmetic operators can accept a mix of
integers and real operands. Generally, if both operands are integers then, the result will
be an integer. However, if one or both operands are real then the result will be real.
When both operands of the division operator (/) are integers, then the division is
performed as an integer division and not the normal division we are used to.
Integer division always results in an integer outcome.
Division of integer by integer will not round off to the next integer
E.g.:
9/2 gives 4 not 4.5
-9/2 gives -4 not -4.5
To obtain a real division when both operands are integers, you should cast one of the
operands to be real.
E.g.:
int cost = 100;
int volume = 80;
double unitPrice = cost/(double)volume;
The module(%) is an operator that gives the remainder of a division of two integer
values. For instance, 13 % 3 is calculated by integer dividing 13 by 3 to give an
outcome of 4 and a remainder of 1; the result is therefore 1.
E.g.:
a = 11 % 3
a is 2
Relational operator (==, !=, > , =, <=).
In order to evaluate a comparison between two expressions, we can use the relational
operator.
The result of a relational operator is a bool value that can only be true or false
according to the result of the comparison.
E.g.:
(7 = = 5) would return false or returns 0
(5 > 4) would return true or returns 1
The operands of a relational operator must evaluate to a number. Characters are valid
operands since they are represented by numeric values. For E.g.:
‘A’ < ‘F’ would return true or 1. it is like (65 < 70)
Logical Operators (!, &&, ||):
Logical negation (!) is a unary operator, which negates the logical value of its operand.
If its operand is non zero, it produce 0, and if it is 0 it produce 1.
Logical AND (&&) produces 0 if one or both of its operands evaluate to 0 otherwise it
produces 1.
Logical OR (||) produces 0 if both of its operands evaluate to 0 otherwise, it produces
1. E.g.:
!20 //gives 0
10 & 5 //gives 1
10 | 5.5 //gives 1
10 && 0 // gives 0
N.B. In general, any non-zero value can be used to represent the logical true, whereas only
zero represents the logical false.
Increment/Decrement Operators: (++) and (--)
The auto increment (++) and auto decrement (--) operators provide a convenient way
of, respectively, adding and subtracting 1 from a numeric variable.
E.g.:
if a was 10 and if a++ is executed then a will automatically changed to 11.
Prefix and Postfix:
The prefix type is written before the variable. Eg (++ myAge), whereas the postfix
type appears after the variable name (myAge ++).
Prefix and postfix operators cannot be used at once on a single variable: Eg: ++age--
or --age++ or ++age++ or - - age - - is invalid
In a simple statement, either type may be used. But in complex statements, there will
be a difference.
The prefix operator is evaluated before the assignment, and the postfix operator is
evaluated after the assignment.
E.g.
int k = 5;
(auto increment prefix) y= ++k + 10; //gives 16 for y
(auto increment postfix) y= k++ + 10; //gives 15 for y
(auto decrement prefix) y= --k + 10; //gives 14 for y
(auto decrement postfix) y= k-- + 10; //gives 15 for y
Conditional Operator (?:)
The conditional operator takes three operands. It has the general form:
Syntax:
operand1 ? operand2 : operand3
First operand1 is a relational expression and will be evaluated. If the result of the
evaluation is non zero (which means TRUE), then operand2 will be the final result.
Otherwise, operand3 is the final result.
E.g.:
General Example
Z=(X<Y?X:Y)
This expression means that if X is less than Y the value of X will be assigned to Z
otherwise (if X>=Y) the value of Y will be assigned to Z.
E.g.:
int m=1,n=2,min;
min = (m < n ? m : n);
The value stored in min is 1.
E.g.: (7 = = 5 ? 4: 3) returns 3 since 7 is not equal to 5
Comma Operator (,).
Multiple expressions can be combined into one expression using the comma operator.
The comma operator takes two operands. Operand1, Operand2
The comma operator can be used during multiple declaration, for the condition
operator and for function declaration, etc
It the first evaluates the left operand and then the right operand, and returns the value
of the latter as the final outcome.
E.g.
int m, n, min;
int mCount = 0, nCount = 0;
min = (m < n? (mCount++, m) : (nCount++ , n));
Here, when m is less than n, mCount++ is evaluated and the value of m is stored in
min. otherwise, nCount++ is evaluated and the value of n is stored in min.
The sizeof() Operator.
This operator is used for calculating the size of any data item or type.
It takes a single operand (e.g., 100) and returns the size of the specified entity in bytes.
The outcome is totally machine dependent.
E.g.:
a = sizeof(char)
b = sizeof(int)
c = sizeof(1.55) etc
Explicit type casting operators.
Type casting operators allows you to convert a datum of a given type to another data
type.
E.g.
int i;
float f = 3.14;
i = (int)f; equivalent to i = int(f);
Then variable i will have a value of 3 ignoring the decimal point
Operator Precedence.
The order in which operators are evaluated in an expression is significant and is
determined by precedence rules. Operators in higher levels take precedence over
operators in lower levels.
Precedence Table:
Level Operator Order
Highest ++ -- (post fix) Right to left
sizeof() ++ -- (prefix) Right to left
*/% Left to right
+- Left to right
< <= > >= Left to right
== != Left to right
&& Left to right
|| Left to right
?: Left to right
= ,+=, -=, *=, /=,^= ,%=, &= ,|= ,<<= ,>>= Right to left
, Left to right
E.g.
a==b+c*d
c * d is evaluated first because * has a higher precedence than + and = =.
The result is then added to b because + has a higher precedence than = = And
then == is evaluated.
Precedence rules can be overridden by using brackets.
E.g.
rewriting the above expression as: a = = (b + c) * d causes + to be evaluated before *.
Operators with the same precedence level are evaluated in the order specified by the
column on the table of precedence rule.
E.g.
a = b += c the evaluation order is right to left, so the first b += c is evaluated followed
by a = b.
Chapter four
Control Flow Statements
4.1. Selection Statements
Selection statements are statements in a program where there are points at which the
program will decide at runtime whether some part of the code should or should not be
executed.
There are two types of selection statements in C++, which are the “if statement” and
the “switch statement”
4.1.1. The if Statement
It is sometimes desirable to make the execution of a statement dependent upon a
condition being satisfied.
The different forms of the ‘If” statement will be used to decide whether to execute part
of the program based on a condition which will be tested either for TRUE or FALSE
result.
The different forms of the “If” statement are:
The simple if statement
The If else statement
The if else if statement
The simple if statement
The simple if statement will decide only one part of the program to be executed if the
condition is satisfied or ignored if the condition fails.
The General Syntax is:
if (expression)
statements;
In any “if” statement, first the “expression” will be evaluated and if the outcome is non
zero (which means TRUE), then the “statements” is executed. Otherwise, nothing
happens (the statement will not be executed) and execution resumes to the line
immediately after the “if” block.
To make multiple statements dependent on the same condition we can use a compound
statement, which will be implemented by embracing the group of instructions within
the left “{“ and right “}” French bracket.
E.g.:
if(age>18)
cout<<“You are an adult!”;
E.g:
if(balance>0)
{
interest = balance * creditRate;
balance += interest;
}
Most of the time “expression” will have relational expressions testing whether
something is equal, greater, less, or different from something else.
It should be noted that the output of a relational expression is either True (represented
by anything different from zero) or False (represented by Zero).
Thus any expression, whose final result is either zero or none zero can be used in
“expression”
E.g.:
int x;
cin>>x;
if(x)
cout<<“You are an adult!”;
In the above example, the value of variable x will be an input from the user. The “if”
statement will be true if the user gives anything different from zero, which means the
message “you are an adult” will be displayed on the screen. If the user gives zero value
for x, which will be interpreted as False, nothing will be done as the if statement is not
satisfied.
Thus, expression and be:
Relational expression,
A variable,
A literal constant, or
Assignment operation, as the final result is whatever we have at the right-hand
side and the one at the left hand side is a variable.
The If else statement
Another form of the “if” is the “if …else” statement.
The “if else if” statement allows us to specify two alternative statements:
One which will be executed if a condition is satisfied and
Another which will be executed if the condition is not satisfied.
The General Syntax is:
if (expression)
statements1;
else
statements2;
First “expression” is evaluated and if the outcome is none zero (true), then
“statements1” will be executed. Otherwise, which means the “expression” is false
“statements2” will be executed.
E.g.:
if(balance > 0)
{
interest = balance * creditRate;
balance += interest;
}
else {
interest = balance * debitRate;
balance += interest;
}
E.g.:
#include<iostream.h>
#include<conio.h>
int main()
{
int age;
cout<<“Enter your age ”;
cin>>age
If(age>18)
cout<<“You are an adult!”;
else
cout<<“You are a kid!”;
getch();
return 0;
}
The “if else if” statement
The “if else if” statement is allows us to specify more than two alternative statements
each will be executed based on testing one or more conditions.
The General Syntax is:
if (expression1)
statements1;
else if(expression2) statements2;
.
.
.
else if(expressionN)
statementsN;
else statements
E.g.:
if(score>=90)
cout<<“\n your grade is A”;
else if(score>=80)
cout<<“\n your grade is B”;
else if(score>=70)
cout<<“\n your grade is C”;
else if(score>=60)
cout<<“\n your grade is D”;
else
cout<<“\n your grade is F”;
Nesting If statements within another if statement
One or more if statements can be nested with in another if statement.
The nesting will be used to test multiple conditions to perform a task.
It is always recommended to indent nested if statements to enhance readability of a
program
The General Syntax might be:
if (expression1)
{
if (expression2)
statementsN;
else
statementsM;
}
else
{
if (expression3)
statementsR;
else
statementsT;
}
E.g.:
#include<iostream.h>
#include<conio.h>
int main()
{
int age, testScore;
cout<<“Enter your test score ”;
cin>>testScore
cout<<“Enter your age ”;
cin>>age
If(testScore>=70)
{
if(age<10)
cout<<“You did a great job! ”;
else
cout<<“You did pass!”;
}
else
cout<<“You didn’t pass!”;
getch();
return 0;
}
4.1.2. The Switch Statement