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Title: Concepts in Computer Science


1
Concepts in Computer Science
  • COP 2500, Spring 2006
  • http//www.cs.ucf.edu/courses/cop2500
  • Keith Garfield
  • garfield_at_cs.ucf.edu

2
The World of Computer Science
Theory of Algorithms
Algorithms
Theoretical Model of Computers
Theory of Languages
Languages
Architecture
Real World
World of Theory
3
What is Computer Science all About?
What problems can a computer solve?
What is the computational cost of the
solution?
  • The answer to the first question tells us
    whether a problem should even be attempted using
    a computer.
  • Some problems are perfectly suited for computers,
    others are not.
  • The answer to the second question tells us if it
    is worth doing.
  • The cost is in terms of some resource like time
    or memory usage.
  • We attempt to relate cost to problem size.
  • Problems are grouped into classes depending on
    their cost (Chptr 11)

4
Purpose of the Course
  • Computer Capabilities Inherent capabilities of
    any autonomous computing machine.
  • Basic CS concepts Allows you to communicate with
    and work with CS people, and validate (or
    disprove), their ideas.
  • Programming? Not trying to teach you to be
    programmers, but will require some programming to
    develop topics.
  • Program design How does one go about planning a
    computer program?
  • Program implementation How does my design get
    turned into working code?

5
Course Outline
  • Throughout the course we will use searching and
    sorting problems to illustrate points.
  • Topics (roughly in the same order as they are
    introduced)
  • Binary math
  • Basic computer architecture
  • Our model of a computer
  • Introduction to Algorithms and Functions (Chapter
    2)
  • The cost of computation (Chapter 9)
  • Transforming algorithms into code (Chapter 3,
    supplemental text)
  • Computer languages data types and data
    structures. (Chapter 3)
  • Computer languages program control mechanisms
    (Chapter 4)
  • Computer Languages Types of languages (Chapter
    7)
  • More about functions recursion, iteration,
    modularity. (Chapter 4)
  • Complex Data Structures. (Chapter 3, 5)
  • The hierarchy of problems (Chapter 11)

6
Some First Thoughts
  • Computers are amazingly stupid. They have no
    sense of self, situation, or history.
  • Computers will only do what you tell them, and
    you must give them their directions in minute
    detail.
  • Computers store information in very limited ways.
  • Because of the above, computers are very good at
    some types of tasks and very bad at others.
  • Good Mindless repetition with accuracy.
  • Bad Creativity, intuition, common sense, and
    sensing.
  • We will use the above to discuss what computers
    can and cannot do Can it be computed?

7
CS Concepts Computational Power
  • Computational power refers to the types of
    problems a computer can solve.
  • It has nothing to do with how fast a computer is
    nor how nice the graphics are.
  • It turns out very simple computers are just as
    powerful than very expensive ones (although
    slower).
  • So in terms of computational power, all computers
    are equal.
  • This allows generalized solutions - solve a
    problem for one and we solve it for all.
  • Since all computers are equal, we tend to focus
    on types of problems rather than types of
    computers.
  • Is the problem computable?

8
CS Concepts Computable Problems
  • Since all computers are equal, we tend to focus
    on types of problems rather than types of
    computers,
  • Is the problem computable? If yes, well find a
    fast computer.
  • We are implying some problems are not (currently)
    computable.
  • Weather prediction is the most well known
    example.
  • Route planning is another.
  • Natural Language Processing is another.
  • This class focuses on computable problems
  • Sorting and searching.
  • We will look at sorting and searching methods in
    order to discuss basic CS ideas, terminology, and
    good practices.
  • This corresponds to chapters 2, 3, 4, 5, and 6 of
    text.

9
CS Concepts What is computable?
We will identify a small set of problems that
Are computable, and a small set that are not
Computable during this class. New problems
can be mapped (correlated, Compared, translated)
to the known problems And then deemed computable
or not.
10
Patterns of 2s in Computing
  • Computers operate on a binary system
  • Binary systems allow only two values
  • Zero or One
  • On or Off
  • True or False
  • Early computers were composed of groups of
    mechanical switches, each of which was On or
    Off at any time.
  • Modern computers store bits of data. Each bit
    can have the value of Zero or One.
  • The word BIT is a shortening of BINARY DIGIT

11
Computers Store Everything in Binary Form
  • So computer memory is nothing more than long
    sequences of bits (0s and 1s).
  • The most common unit of computer memory you see
    is the BYTE, which is simply a group of 8 bits.
  • How much memory does your PC at home have? It is
    always given in bytes, not bits. The same is
    true of file sizes.
  • These bits must be interpreted in special ways to
    be meaningful to humans
  • All data is represented as lists of 0s and 1s
  • Different types of data require different methods
    of interpretation to be meaningful. Numbers are
    different than letters, for example.
  • We will talk much more about data types
    throughout the semester.

12
Comparing Human and Computer Formats
  • The human digits 0,1,2,3,4,5,6,7,8,9
  • Computer digits 0,1
  • Some human numbers 17 42 31
  • Computer numbers 10001 101010 11111
  • The human alphabet Aa, Bb, Cc, Dd, Ee, .. Xx,
    Yy, Zz
  • Computer alphabet 0, 1
  • Some human words dog cat
  • Computer words 0110010001101111101100111
  • 0110001101100010001110100

13
Lets Look at Regular Math Again
  • Consider two math operations taking a number to
    a power, and taking the log of a number.
  • We will focus on the number 2 (binary no
    surprise)

n 2n n log2n
0 1 1 2 2 4 3 8 8 256 9 512 10 1024 1 0 2 1 4 2 8 3 256 8 512 9 1024 10
14
How Much Information can we Store?
  • The number of bits assigned to a piece of
    information tells us how well we can describe the
    information.
  • The most abstract case n bits allows 2n
    distinct values.

Bits Values Number Of Values
1 2 0 1 00 01 10 11 2 4
Bits Values Number Of Values
3 000 001 010 011 100 101 110 111 8
15
Example 1 Color Depth
  • How many colors are available if each pixel uses
    n bits?
  • How many bits are required for 256 colors?
  • 8 bits, because log2 256 8
  • Thats one byte coincidence???

Bits Values Colors
1 2 0 1 00 01 10 11 Black White Black Dark Gray Light Gray White
Bits Values Colors
3 000 001 010 011 100 101 110 111 Black Blue Green Yellow Red Purple Orange White
16
Example 2 Red-Green-Blue Format
  • One way to designate colors is setting values for
    the amount of red, green, and blue present in the
    mix.
  • The digits allowed in this system are 0, 1, 2,
    3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F.
  • Each color component can have a value from 00 to
    FF
  • Examples of RGB colors might be FF 00 FF
    (fuschia), C0 C0 C0 (silver)
  • How many bits are need to store the value of the
    color?

17
Example 2 Red-Green-Blue Format (cont)
  • How many bits are need to store the value of the
    color?
  • How many distinct colors can be specified?

How many bits are required for each
digit? There are 16 distinct digits, and log 16
4 Each color component has two digits,
so Each color component requires 8 bits (or one
byte coincidence? A color is made up of three
color components, so 8 x 3 24 bits to specify
a color.
24 bits are used to specify the color, so 224
16,777,216 (but in practice this is not done)
18
Example 3 Computer Memory
  • How much memory is on your computer? Is it a
    power of 2?
  • Lets assume a machine having 64 MB of RAM
  • How about 128 MB of RAM?

How many bits are required to specify a distinct
memory location? Lets try 25 bits ? 225
33,554,432 (not enough) Lets try 26 bits ? 226
67,108,864 distinct values. 26 bits are required
to specify a memory location.
27 bits ? 227 134, 217, 728 27 bits are now
required to specify a memory location. (twice the
memory for one more bit coincidence?)
19
Example 4 Computer Memory
  • What if we needed to assign a unique binary
    number to each of you in this class? How many
    bits would we need for each number?
  • How many bits do we need to add if we double the
    class size?

There are about 90 of you. 1 bit ? 21 2
numbers. 2 bits ? 22 4 numbers. 3 bits ? 23
8 numbers. 4 bits ? 24 16 numbers. 5 bits ? 25
32 numbers. 6 bits? 26 64 numbers. 7 bits? 27
128 numbers. (This is more than the 90
required). Answer 7 bits. This allows 90
unique values.
20
Example 5 The Hi-Lo Game
  • I will give you five chances to guess an integer.
    Whenever you guess wrongly I will tell you
    whether the answer is higher or lower than your
    guess.
  • Under what circumstances are you guaranteed
    success (the range of numbers can be considered
    the size of the problem)?
  • The numbers range from 0 3
  • The numbers range from 0 7
  • The numbers range from 0 15
  • The numbers range from 0 31
  • The numbers range from 0 63

We want the fifth guess to be perfect, so we only
have fours guesses to play with. Each guess can
correspond to a bit of information. 24 16 so I
can discern 16 distinct values with my guesses.
Answer 0 15.
21
Example 5 The Hi-Lo Game (cont)
  • Here is how to guess to guarantee success (note
    the dirty trick -- even though the numbers we are
    guessing are integers, we can guess non-integers)

22
By the way Memorize this!
Depth Dots 0 1 20 1
2 21 2 4 22 3 8
23 4 16 24
In general, a structure like this having depth d,
has N 2d objects at the bottom row.
23
Why do we Care?
  • We are trying to determine what kinds of problems
    are computable (ie capable of being solved by a
    computer).
  • These patterns weve seen will show up again and
    again
  • Developing methods to solve problems and to
    determine the computational cost of the
    solution.
  • Determining what problem sizes are computable
    (example hi-lo with 5 guesses and a range of 0
    1000 is not computable.)
  • Divide and Conquer (section 6.4)
  • A basic and powerful method of solving problems.
  • We attempt to cut the size of the problem in half
    at each step.
  • This leads to a log n number of steps for
    problems of size n (and thats good)

24
A Computer Model
  • Computer science is concerned with computation
  • What is computable?
  • How much effort is it to compute something?
  • We want the results to apply to all computers,
    not specific types or brands.
  • We need to develop an abstract model of a
    computer
  • Develop properties for the theoretical computer.
  • Apply the properties to all real world computers.

25
Solution Space
  • Consider
  • How many answers are there to 2 2 ?
  • How many answers are there to Guess what color I
    am thinking of between red, green, and blue?
  • How many answers are there to Whats your
    favorite color between red, green, and blue?
  • How many answers are their to Is 3 gt 2 ?
  • How many answers are their to Guess which
    integer I am thinking of between 0 and 1.
  • How many answers are there to Guess which number
    I am thinking of between 0 and 1.

26
Solution Space
Solution Space The number of possible answers
right or wrong to a question.
  • Solution space is sometimes called search space
    since often the answers must be searched through
    in some fashion.
  • Sometimes, solution space can give a clue as to
    the hardness of a problem
  • Large search spaces with no good mechanism
    (algorithm) for extracting the correct answer are
    intractable problems.
  • Small search spaces imply a problem can be solved
    even without an elegant solution.

27
A Computer Model
  • Computer science is concerned with computation
  • What is computable?
  • How much effort is it to compute something?
  • We want the results to apply to all computers,
    not specific types or brands.
  • We need to develop an abstract model of a
    computer
  • Develop properties for the theoretical computer.
  • Apply the properties to all real world computers.

28
Computer Architecture (the Basics)
  • The following are components of a computer system
    from a commercial standpoint
  • The Central Processing Unit (CPU)
  • Memory (Temporary data storage)
  • Disk Space (permanent data storage)
  • Monitor
  • Keyboard
  • Other input/output devices
  • Do we need all of this for our abstract model?

29
Computer Architecture (the Basics)
  • Computer science is concerned with computation
  • What is computable?
  • How much effort is it to compute something?
  • Computer science focuses on the parts of the
    computer that deal with computation
  • Memory stores data and instructions
  • The CPU operates on the data per the instructions
  • Not input/output devices (monitors, keyboards,
    mice, etc)
  • We need a model for the CPU.
  • We need a model for memory

30
The CPU (Processor) Model
  • A real CPU has many elements, each devoted to
    specific types of operations (addition,
    multiplication, working with real numbers etc)
  • Our model of a Processor is much simpler
  • A processor is a black box that can perform
    arithmetic and logical operations.
  • A processor performs one discrete operation at a
    time
  • Discrete Add two numbers
  • Discrete Compare two numbers to see which is
    larger
  • Discrete Fetch a value from memory
  • Not Discrete Find the average of 20 numbers
    (too many operations)

Processor Model A black box that performs
specific instructions representing discrete
arithmetic and logical operations.
31
The Memory Model
  • Real Computers have a hierarchy of memory
  • Registers hold individual pieces of data inside
    the PCU itself
  • Cache holds a limited amount of data readily
    available for the PCU
  • RAM (Random Access Memory) contains programs and
    data currently in use (temporary)
  • Disks contain data for permanent storage
  • In the real world this has implications in terms
    of speed of accessing data. We are not concerned
    with this in computer science.

32
The Memory Model
  • Our model of a computer only has one level of
    memory
  • Any memory location can be accessed just as
    easily as any other using its numerical address
  • That is, you can pick any location at random and
    access it (Random Access Memory RAM)
  • How much memory? Infinite.

Memory Model Memory is composed of a single row
of storage locations, each referenced by a
numerical address.
0 1 2 3 4 5 6 7 8 9
10 11 12
33
A Computer Model
Processor Model A black box that performs
specific instructions representing discrete
arithmetic and logical operations.
Memory Model Memory is composed of a single row
of storage locations, each referenced by a
numerical address.
34
Summary of Theoretical Computer Model
  • This course is investigating what computers can
    and cannot do.
  • We want the results of this course to apply to
    all computers, not specific types or brands.
  • Therefore we use an abstract computer model that
    has the following characteristics
  • Processor A black box that performs specific
    instructions representing discrete arithmetic and
    logical operations.
  • Memory An infinite number of boxes or
    pigeonholes, each referred to by a numeric
    address.
  • Now we can talk about what this thing can do.

35
Introduction to Variables
  • Remember that memory is a long series of boxes
    referred to by numerical addresses.
  • We could allow any numeric memory location to be
    used in our algorithms to store data in memory
    and then retrieving the data when we needed it.
  • The problem with using numeric memory addresses
    directly is twofold.
  • Programs with more than a few pieces of data
    would drive you crazy trying to keep track of
    where you put it.
  • Different real world machines have different
    memeory structures.

1
8
x
y
36
Introduction to Variables
  • We use the concept of a variable to assign a name
    to the memory location.
  • Lets call our data "x" and "y".
  • We use a data declaration to tell the computer
    that we are using variable names to help us store
    data.
  • Declarations need to specify the variable NAME,
    TYPE, and STRUCTURE.
  • The computer will assign memory locations to each
    variable
  • Here, x is associated with memory location 1.
  • Here, y is associated with memory location 8.

1
8
x
y
37
Data Types and Data Structures
  • When specifying data in a program we need to
    describe its name, type and its structure.
  • Data's type impose meaning onto data (semantics)
    and data's structure impose organization (syntax)
    onto data.
  • Data Type (definition) A label applied to data
    that tells the computer how to interpret and
    manipulate data.
  • Type tells the computer how much space to reserve
    for variables and how to interpret operations on
    them.
  • Data Structure (definition) The way data is
    organized logically.
  • Describes how different pieces of data are
    organized.
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