lec01
lec01
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follow along!)
LECTURE 1
1
TOD
AY
course info
what is computation
python basics
mathematical operations
python variables and types
NOTE: slides and code files up before each lecture
o highly encourage you to download them before lecture
o take notes and run code files when I do
o bring computers to answer in-class practice exercises!
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COURSE
INFO
Grading
◦ Coursework 60% (Assessment Test 40%, Assignment 60% )
◦Final Exam 40 %
◦Class Quiz
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COURSE
POLICIES
Collaboration
◦ may collaborate with anyone
◦ required to write code independently and write
names of all collaborators on submission
◦ we will be running a code similarity program on all psets
Recommended IDE
◦ PyCharm Community Version
◦ Anaconda
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RECITATIO
NS
not mandatory
two flavors
1) Lecture review: review lecture material
o
if you missed lecture
o
if you need a different take on the same concepts
2)Problem solving: teach you how to solve programming
problems
o
useful if you don’t know how to set up pseudocode from pset
words
o
we show a couple of harder questions
o
walk you through how to approach solving the problem
o
brainstorm code solution along with the recitation instructor
o
will post solutions after
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FAST PACED
COURSE
New to programming? PRACTICE. PRACTICE? PRACTICE!
◦ can’t passively absorb programming as a skill
◦ download code before lecture and follow along
◦ don’t be afraid to try out Python commands!
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PROBLEM
SOLVING
PRACTICE
KNOWLEDGE PROGRAMMING
OF SKILL
CONCEPTS
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TOPI
CS
represent knowledge with data structures
iteration and recursion as computational metaphors
abstraction of procedures and data types
organize and modularize systems using object classes
and methods
different classes of algorithms, searching and sorting
complexity of algorithms
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WHAT DOES A
COMPUTER
Fundamentally: DO
◦ performs calculations
a billion calculations per second!
◦ remembers results
100s of gigabytes of storage!
What kinds of calculations?
◦ built-in to the language
◦ ones that you define as the programmer
computers only know what you tell them
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TYPES OF
KNOWLEDGE
declarative knowledge is statements of fact.
◦ someone will win a Google
Cardboard before class ends
imperative knowledge is a
recipe or “how-to”.
1) Students sign up for raffle
2) Ana opens her IDE
3) Ana chooses a random
number between 1st and
nth responder
4) Ana finds the number in
the responders sheet.
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A NUMERICAL
EXAMPLE
square root of a number x is y such that y*y = x
recipe for deducing square root of a number x (16)
1) Start with a guess, g
2) If g*g is close enough to x, stop and say is the
g
3) answer
Otherwise make a new guess by averaging g and x/g
4) Using the new guess, repeat process until close enough
g g*g x/g (g+x/g)/2
3 9 16/3 4.17
4.17 17.36 3.837 4.0035
4.0035 16.0277 3.997 4.000002
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WHAT IS A
RECIPE
1) sequence of simple steps
2) flow of control process that specifies when each
step is executed
3) a means of determining when to stop
1+2+3 = an algorithm!
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COMPUTERS ARE
MACHINES
how to capture a recipe in a mechanical process
fixed program computer
◦ calculator
stored program computer
◦ machine stores and executes instructions
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BASIC MACHINE
ARCHITECTURE
MEMORY
CONTROL ARITHMETIC
UNIT LOGIC
program counter do primitive ops
UNIT
INPUT OUTPUT
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STORED PROGRAM
COMPUTER
sequence of instructions stored inside computer
◦ built from predefined set of primitive instructions
1) arithmetic and logic
2) simple tests
3) moving data
special program (interpreter) executes each
instruction in order
◦ use tests to change flow of control through
sequence
◦ stop when done
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BASIC
PRIMITIVES
Turing showed that you can compute anything using 6
primitives
modern programming languages have more
convenient set of primitives
can abstract methods to create new
primitives
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CREATING
RECIPES
a programming language provides a set of primitive
operations
expressions are complex but legal combinations of
primitives in a programming language
expressions and computations have values and
meanings in a programming language
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ASPECTS OF
LANGUAGES
primitive constructs
◦ English: words
◦ programming language: numbers, strings,
simple operators
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ASPECTS OF
LANGUAGES
syntax
◦ English: "cat dog boy" not syntactically valid
"cat hugs boy" syntactically valid
◦ programming language: "hi"5 not syntactically
valid
3.2*5 syntactically valid
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ASPECTS OF
LANGUAGES
static semantics is which syntactically valid strings
have meaning
◦ English: "I are hungry" syntactically valid
but static semantic
error
◦ programming language: 3.2*5 syntactically
valid
3+"hi" static semantic
error
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ASPECTS OF
LANGUAGES
semantics is the meaning associated with a
syntactically correct string of symbols with no static
semantic errors
◦ English: can have many meanings "Flying
planes can be dangerous"
◦ programming languages: have only one meaning but
may not be what programmer intended
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WHERE THINGS GO
WRONG
syntactic errors
◦ common and easily caught
static semantic errors
◦ some languages check for these before running program
◦ can cause unpredictable behavior
no semantic errors but different meaning than what
programmer intended
◦ program crashes, stops running
◦ program runs forever
◦ program gives an answer but different than expected
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PYTHON
PROGRAMS
a program is a sequence of definitions and commands
◦ definitions evaluated
◦ commands executed by Python interpreter in a shell
commands (statements) instruct interpreter to do
something
can be typed directly in a shell or stored in a file that
is read into the shell and evaluated
◦ Problem Set 0 will introduce you to these in Anaconda
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OBJEC
TS
programs manipulate data objects
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PRINTING TO
CONSOLE
to show output from code to a user, use print
command
In [11]: 3+2
Out[11]: 5
In [12]: print(3+2)
5
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EXPRESSI
ONS
combine objects and operators to form expressions
an expression has a value, which has a type
syntax for a simple expression
<object> <operator> <object>
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OPERATORS ON ints
and floats
i+j the sum
if both are ints, result is int
i-j the difference if either or both are floats, result is float
i*j the product
i/j division result is float
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BINDING
VARIABLES AND
VALUES
equal sign is an assignment of a value to a variable
name
pi = 3.14159
pi_approx = 22/7
value stored in computer memory
an assignment binds name to value
retrieve value associated with name or variable by
invoking the name, by typing pi
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ABSTRACTING
EXPRESSIONS
why give names to values of expressions?
to reuse names instead of values
easier to change code later
pi = 3.14159
radius = 2.2
area = pi*(radius**2)
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PROGRAMMING vs
MATH
in programming, you do not “solve for x”
pi = 3.14159
radius = 2.2
# area of circle
area = pi*(radius**2)
radius = radius+1
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CHANGING
BINDINGS
can re-bind variable names using new assignment
statements
previous value may still stored in memory but lost the
handle for it
value for area does not change until you tell the
computer to do the calculation again
3.14
pi = 3.14 pi
2.2
radius = 2.2 radius
area = pi*(radius**2) area 3.2
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