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Title: CPS120:%20Introduction%20to%20Computer%20Science


1
CPS120 Introduction to Computer Science
  • Session 5

2
Decimal Equivalents
  • Assuming the bits are unsigned, the decimal value
    represented by the bits of a byte can be
    calculated as follows
  • Number the bits beginning on the right using
    superscripts beginning with 0 and increasing as
    you move left
  • Note 20, by definition is 1
  • Use each superscript as an exponent of a power of
    2
  • Multiply the value of each bit by its
    corresponding power of 2
  • Add the products obtained

3
Converting Binary to Octal
  • Groups of Three (from right)
  • Convert each group
  • 11010010 110 100 010
  • 6 4 2
  • 110100010 is 642 in base 8

17
4
Converting Octal to Decimal
What is the decimal equivalent of the octal
number 642?
6 x 8² 6 x 64 384 4 x 8¹
4 x 8 32 2 x 8º 2 x 1
2 418 in base 10
11
5
Binary to Hex
  • Step 1 Form four-bit groups beginning from the
    rightmost bit of the binary number
  • If the last group (at the leftmost position) has
    less than four bits, add extra zeros to the left
    of the group to make it a four-bit group
  • 110111101111 becomes
  • 1101 1110 1111
  • Step 2 Replace each four-bit group by its
    hexadecimal equivalent
  • DEF(16

6
Converting Hexadecimal to Decimal
What is the decimal equivalent of the hexadecimal
number DEF?
D x 16² 13 x 256 3328 E x 16¹
14 x 16 224 F x 16º 15 x 1
15 3567 in base 10
Remember, base 16 is 0,1,2,3,4,5,6,7,8,9,A,B,C,D,E
,F
7
Converting Decimal to Other Bases
  • Step 1 Divide the number by the base you are
    converting to (r)
  • Step 2 Successively divide the quotients by (r)
    until a zero quotient is obtained
  • Step 3 The decimal equivalent is obtained by
    writing the remainders of the successive division
    in the opposite order in which they were obtained
  • Know as modulus arithmetic
  • Step 4 Verify the result by multiplying it out

8
Converting Decimal to Hexadecimal
222 13 0
16 3567 16 222 16 13 32
16 0
36 62 13 32 48
47 14 32
15
D E F
21
9
CPS120 Introduction to Computer Science
  • Pseudocode

10
Sample Program Flowchart
Start
Terminal Symbol
Initialize Variables
Preparation Symbol
or
Variables
Open Files
I/O Symbol
Read a Record
No
More items?
Process Record (Total Time)
Close Files
Stop
Decision Symbol
Yes
Process Record (Detail Time)
Process Symbol
Write Record
11
Common Flowchart Symbols
12
Rules for Drawing Flowcharts
  • Top to bottom and left to right
  • Draw the flowchart the way you like to read
  • Use arrowheads on flow lines whenever the flow is
    not top to bottom, left to right
  • Be neat ! Use graphics software
  • Avoid intersecting lines

13
Programs
  • A program is a set of step-by-step instructions
    that directs the computer to do the tasks you
    want it to do and produce the results you want.

14
What Can a Program Do?
  • A program can only instruct a computer to
  • Read Input
  • Sequence
  • Calculate
  • Store data
  • Compare and branch
  • Iterate or Loop
  • Write Output

15
Sequence Control Structures
  • Sequence control structures direct the order of
    program instructions.
  • The fact that one instruction follows anotherin
    sequenceestablishes the control and order of
    operations.

16
Calculate
  • A program can instruct a computer to perform
    mathematical operations.

Add 1 to Counter
17
Store
  • A program will often instruct a computer to store
    intermediate results.

Place 1 in Counter
18
Compare and Branch
  • A program can instruct a computer to compare two
    items and do something based on a match or
    mismatch which, in turn, redirect the sequence of
    programming instructions.
  • There are two forms
  • IF-THEN
  • IF-THEN-ELSE

19
IF-THEN
Test condition p
20
IF-THEN-ELSE
21
Iterate
  • A program loop is a form of iteration. A computer
    can be instructed to repeat instructions under
    certain conditions.

No
22
Iteration Control Structures
  • Iteration control structures are looping
    mechanisms.
  • Loops repeat an activity until stopped. The
    location of the stopping mechanism determines how
    the loop will work
  • Leading decisions
  • Trailing decisions

23
Leading Decisions
  • If the stop is at the beginning of the iteration,
    then the control is called a leading decision.
  • The command DO WHILE performs the iteration and
    places the stop at the beginning.

24
DO WHILE Loop
25
Trailing Decisions
  • If the stop is at the end of the iteration, the
    control mechanism is called a trailing decision.
  • The command DO UNTIL performs the iteration and
    puts the stop at the end of the loop.

26
DO UNTIL Loop
Loop statement a
27
Pseudocode
  • Pseudocode is an artificial and informal language
    that helps programmers develop algorithms.

28
Pseudocode
  • This device is not visual but is considered a
    first draft of the actual program.
  • Pseudocode is written in the programmers native
    language and concentrates on the logic in a
    programnot the syntax of a programming language.

29
Writing Pseudocode
  • You need to reach a balance between excessive and
    insufficient detail.

30
Rules for Pseudocode
  1. Make the pseudocode language-independent
  2. Indent lines for readability
  3. Make key words stick out by showing them
    capitalized, in a different color or a different
    font
  4. Punctuation is optional
  5. End every IF with ENDIF
  6. Begin loop with LOOP and end with ENDLOOP
  7. Show MAINLINE first all others follow
  8. TERMINATE all routines with an END instruction

31
A Computer Example
  • Problem
  • Create an address list that includes each
    persons name, address, telephone number, and
    e-mail address
  • This list should then be printed in alphabetical
    order
  • The names to be included in the list are on
    scraps of paper and business cards

32
A Computer Example
33
A Computer Example
34
A Computer Example
35
A Computer Example
36
A Computer Example
37
CPS120 Introduction to Computer Science
  • Boolean Logic

38
Decision Making In Computers
  • A circuit quite simply allows one out of two
    choices to be made depending on its inputs
  • When decisions are made in a computer program,
    they are simply the result of a computation in
    which the final result is either TRUE or FALSE
  • The value zero (0) is considered to be FALSE. Any
    positive or negative value is considered to be
    TRUE (usually represented by 1)

39
I Know This Concept
  • If you have ever taken a True or False test, you
    have used Boolean logic.
  • In the Boolean system an object can exist in only
    one of two states, there is no third choice
  • This is a central concept in programming.

40
Computers and Electricity
  • A gate is a device that performs a basic
    operation on electrical signals
  • Gates are combined into circuits to perform more
    complicated tasks

41
Computers and Electricity
  • There are three different, but equally powerful,
    notational methods for describing the behavior
    of gates and circuits
  • Boolean expressions
  • logic diagrams
  • truth tables

42
Computers and Electricity
  • Boolean algebra expressions in this algebraic
    notation are an elegant and powerful way to
    demonstrate the activity of electrical circuits

43
Computers and Electricity
  • Logic diagram a graphical representation of a
    circuit
  • Each type of gate is represented by a specific
    graphical symbol
  • Truth table defines the function of a gate by
    listing all possible input combinations that the
    gate could encounter, and the corresponding output

44
Truth Tables
  • Use this truth table to determine the results of
    the logical operators. In this table, 1
    represents TRUE and 0 represents FALSE.
  • Note that the ! symbol (the logical NOT operator)
    changes a TRUE to a FALSE.



1

0

1




1

1

1



1

1

1





45
Gates
  • Lets examine the processing of the following
    six types of gates
  • NOT
  • AND
  • OR
  • XOR
  • NAND
  • NOR
  • Typically, logic diagrams are black and white,
    and the gates are distinguished only by their
    shape

46
NOT
  • Reverses the input. If TRUE is input, the result
    id FALSE if FALSE is input, the result is TRUE.
  • 1 would evaluate to FALSE
  • 0 would evaluate to TRUE

47
NOT Gate
  • A NOT gate accepts one input value and produces
    one output value

Various representations of a NOT gate
48
NOT Gate
  • By definition, if the input value for a NOT gate
    is 0, the output value is 1, and if the input
    value is 1, the output is 0
  • A NOT gate is sometimes referred to as an
    inverter because it inverts the input value

49
AND
  • Two or more items must agree(be evaluated to the
    same result) for the expression to be true.
  • 1 AND 1 would evaluate to TRUE
  • 0 AND 1 would evaluate to FALSE
  • 1 AND 0 would evaluate to FALSE
  • 0 AND 0 would evaluate to FALSE
  • 1 AND 1 AND 1 would evaluate to TRUE
  • 1 AND 1 AND 0 would evaluate to FALSE

50
AND Gate
  • An AND gate accepts two input signals
  • If the two input values for an AND gate are both
    1, the output is 1 otherwise, the output is 0

Various representations of an AND gate
51
OR
  • One, both or more items must agree. If both
    inputs are FALSE, the result it FALSE.
  • 1 OR 1 would evaluate to TRUE
  • 0 OR 1 would evaluate to TRUE
  • 0 OR 0 would evaluate to FALSE

52
OR Gate
  • If the two input values are both 0, the output
    value is 0 otherwise, the output is 1

Figure 4.3 Various representations of a OR gate
53
XOR (eXclusive OR)
  • Only one input may be TRUE, if both are TRUE the
    entire result id FALSE.
  • 1 XOR 1 would evaluate to FALSE
  • 1 XOR 0 would evaluate to TRUE
  • 0 XOR 1 would evaluate to TRUE
  • 0 XOR 0 would evaluate to FALSE

54
XOR Gate
  • XOR, or exclusive OR, gate
  • An XOR gate produces 0 if its two inputs are the
    same, and a 1 otherwise
  • Note the difference between the XOR gate and the
    OR gate they differ only in one input situation
  • When both input signals are 1, the OR gate
    produces a 1 and the XOR produces a 0

55
XOR Gate
Various representations of an XOR gate
56
NAND (Not AND)
  • This basically negates AND
  • 1 NAND 1 would evaluate to FALSE
  • 1 NAND 0 would evaluate to TRUE
  • 0 NAND 0 would evaluate to TRUE
  • 0 NAND 1 would evaluate to TRUE

57
NAND and NOR Gates
  • The NAND and NOR gates are essentially the
    opposite of the AND and OR gates, respectively

Various representations of a NAND gate
Various representations of a NOR gate
58
Using Logical Operators
  • When complex decisions must be coded into an
    algorithm, it may be necessary to "chain
    together" a few relational expressions (that use
    relational operators)
  • This is done with logical operators (also called
    Boolean operators.)

is the logical AND operator
is the logical OR operator ! is the
logical NOT operator
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