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2003 Prentice Hall, Inc. All rights reserved.

Chapter 1 – Introduction to Computers, the Internet, and the Web

Outline

1.1 Introduction

1.2 What Is a Computer?

1.3 Computer Organization

1.4 Evolution of Operating Systems

1.5 Personal, Distributed and Client/Server Computing 1.6 Machine Languages, Assembly Languages and

High-Level Languages 1.7 History of C++

1.8 History of Java

1.9 Java Class Libraries

1.10 FORTRAN, COBOL, Pascal and Ada

1.11 BASIC, Visual Basic, Visual C++, C# and .NET 1.12 The Internet and the World Wide Web

1.13 Basics of a Typical Java Environment

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Chapter 1 – Introduction to Computers, the Internet, 2

and the Web

1.14 General Notes about Java and This Book

1.15 Thinking About Objects: Introduction to Object Technology and the Unified Modeling Language

1.16 Discovering Design Patterns: Introduction

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2003 Prentice Hall, Inc. All rights reserved.

1.1 Introduction

• Java How to Program, Fifth Edition

– Java 2 Standard Edition

– Object-oriented programming

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4

1.2 What Is a Computer?

• Computer

– Performs computations and makes logical decisions – Millions / billions times faster than human beings

• Computer programs

– Sets of instructions for which computer processes data

• Hardware

– Physical devices of computer system

• Software

– Programs that run on computers

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2003 Prentice Hall, Inc. All rights reserved.

1.3 Computer Organization

• Six logical units of computer system

– Input unit

• Mouse, keyboard

– Output unit

• Printer, monitor, audio speakers

– Memory unit

• Retains input and processed information

– Arithmetic and logic unit (ALU)

• Performs calculations

– Central processing unit (CPU)

• Supervises operation of other devices

– Secondary storage unit

• Hard drives, floppy drives

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6

1.4 Evolution of Operating Systems

• Batch processing

– One job (task) at a time

– Operating systems developed

• Programs to make computers more convenient to use

• Switch jobs easier

• Multiprogramming

– “Simultaneous” jobs

– Timesharing operating systems

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2003 Prentice Hall, Inc. All rights reserved.

1.5 Personal, Distributed and Client/Server Computing

• Personal computing

– Computers for personal use

• Distributed computing

– Computing performed among several computers

• Client/server computing

– Servers offer common store of programs and data – Clients access programs and data from server

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1.6 Machine Languages, Assembly 8

Languages and High-Level Languages

• Machine language

– “Natural language” of computer component – Machine dependent

• Assembly language

– English-like abbreviations represent computer operations – Translator programs convert to machine language

• High-level language

– Allows for writing more “English-like” instructions

• Contains commonly used mathematical operations

– Compiler convert to machine language

• Interpreter

– Execute high-level language programs without compilation

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2003 Prentice Hall, Inc. All rights reserved.

1.7 History of C++

• C++

– Evolved from C

• Evolved from BCPL and B

– Provides object-oriented programming capabilities

• Objects

– Reusable software components that model real-world items

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10

1.8 History of Java

• Java

– Originally for intelligent consumer-electronic devices – Then used for creating Web pages with dynamic content – Now also used for:

• Develop large-scale enterprise applications

• Enhance WWW server functionality

• Provide applications for consumer devices (cell phones, etc.)

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2003 Prentice Hall, Inc. All rights reserved.

1.9 Java Class Libraries

• Classes

– Include methods that perform tasks

• Return information after task completion

– Used to build Java programs

• Java contains class libraries

– Known as Java APIs (Application Programming Interfaces)

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1.10 FORTRAN, COBOL, Pascal and 12

Ada

• Fortran

– FORmula TRANslator

• COBOL

– COmmon Business Oriented Language

• Pascal

– Structured programming

• Ada

– Multitasking

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2003 Prentice Hall, Inc. All rights reserved.

1.11 BASIC, Visual Basic, Visual C+

+, C# and .NET

• BASIC

– Beginner’s All-Purpose Symbolic Instruction Code

• Visual Basic .NET

– Framework Class Library (FLC)

• Visual C++

– Microsoft Foundation Classes (MFC)

• C#

– C-Sharp

• .NET

– .NET platform

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1.12 The Internet and the World 14

Wide Web

• Internet

– Developed more than four decades ago with DOD funding – Originally for connecting few main computer systems

– Now accessible by hundreds of millions of computers

• World Wide Web (WWW)

– Allows for locating/viewing multimedia-based documents

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2003 Prentice Hall, Inc. All rights reserved.

1.13 Basics of a Typical Java Environment

• Java programs normally undergo five phases

– Edit

• Programmer writes program (and stores program on disk)

– Compile

• Compiler creates bytecodes from program

– Load

• Class loader stores bytecodes in memory

– Verify

• Verifier ensures bytecodes do not violate security requirements

– Execute

• Interpreter translates bytecodes into machine language

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16

Primary Memory

. . . .. .

Disk Disk

Disk

Editor

Compiler

Class Loader

Program is created in an editor and stored on disk in a file ending with .java.

Compiler creates bytecodes and stores them on disk in a file ending with .class.

Class loader reads .class files containing bytecodes from disk and puts those bytecodes in memory.

Phase 1

Phase 2

Phase 3

Primary Memory

.. . .. .

Bytecode

Verifier Bytecode verifier

confirms that all bytecodes are valid and do not violate Java’s security restrictions.

Phase 4

Primary Memory

. . . .. .

Interpreter

Interpreter reads bytecodes and translates them into a language that the computer can understand, possibly storing data values as the program executes.

Phase 5

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2003 Prentice Hall, Inc. All rights reserved.

1.14 General Notes about Java and This Book

• Geared for novice programmers

• We stress clarity

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1.15 Thinking About Objects: 18

Introduction to Object Technology and the Unified Modeling Language

• Object orientation

• Unified Modeling Language (UML)

– Graphical language that uses common notation

– Allows developers to represent object-oriented designs

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2003 Prentice Hall, Inc. All rights reserved.

1.15 Thinking About Objects (cont.)

• Objects

– Reusable software components that model real-world items – Look all around you

• People, animals, plants, cars, etc.

– Attributes

• Size, shape, color, weight, etc.

– Behaviors

• Babies cry, crawl, sleep, etc.

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20

1.15 Thinking About Objects (cont.)

• Object-oriented design (OOD)

– Models real-world objects

– Models communication among objects

– Encapsulates attributes and operations (behaviors)

• Information hiding

• Communication through well-defined interfaces

• Object-oriented language

– Programming in object oriented languages is called object- oriented programming (OOP)

– Java

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2003 Prentice Hall, Inc. All rights reserved.

1.15 Thinking About Objects (cont.)

• Object-Oriented Analysis and Design (OOA/D)

– Essential for large programs

– Analyze program requirements, then develop solution – UML

• Unified Modeling Language

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22

1.15 Thinking About Objects (cont.)

• History of the UML

– Need developed for process with which to approach OOA/D – Brainchild of Booch, Rumbaugh and Jacobson

– Object Management Group (OMG) supervised – Version 1.4 is current version

• Version 2.0 scheduled tentatively for release in 2003

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2003 Prentice Hall, Inc. All rights reserved.

1.15 Thinking About Objects (cont.)

• UML

– Graphical representation scheme

– Enables developers to model object-oriented systems – Flexible and extendible

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1.16 Discovering Design Patterns: 24

Introduction

• Effective design crucial for large programs

• Design patterns

– Proven architectures for developing object-oriented software

• Architectures created from accumulated industry experience

– Reduce design-process complexity

– Promotes design reuse in future systems

– Helps identify common design mistakes and pitfalls

– Helps design independently of implementation language – Establishes common design “vocabulary”

– Shortens design phase in software-development process

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2003 Prentice Hall, Inc. All rights reserved.

1.16 Discovering Design Patterns (cont.)

• Design patterns

– Similar to architectural elements

• arches and columns

– Used by developers to construct sets of classes and objects

• Developers

– Familiarity with patterns to understand how to use patterns

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1.16 Discovering Design Patterns 26

(cont.)

• History of Design Patterns

– Gamma, Helm, Johnson and Vlissides

• “Gang of Four”

• Design Patterns, Elements of Reusable Object-Oriented Software (Addison Wesley: 1995)

• Established 23 design patterns – Creational

• Instantiate objects – Structural

• Organize classes and objects – Behavioral

• Assign responsibilities to objects

References

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