🧵Programming Languages and Techniques I Unit 1 – Intro to Programming & Software Dev
Programming is the art of instructing computers to perform tasks and solve problems. This unit introduces key concepts like syntax, algorithms, variables, and functions, laying the foundation for understanding how code works and how to write it effectively.
From basic data types to control structures and debugging techniques, you'll learn the building blocks of programming. Object-oriented programming and practical applications round out the unit, preparing you to tackle real-world coding challenges.
Logical operators (&&, ||, !) combine or negate Boolean expressions
Loops (for, while) repeat a block of code multiple times based on a condition
For loops iterate over a sequence (array, range of numbers) or until a condition is met
While loops execute as long as a condition is true
Switch statements provide a way to test a variable against multiple possible values and execute corresponding code blocks
Short-circuit evaluation optimizes the evaluation of Boolean expressions by stopping as soon as the result is determined
Nested control structures (loops within loops, conditional statements within loops) allow for more complex program logic
Functions and Modularity
Functions promote code reuse, modularity, and readability by encapsulating a specific task
Function declarations include the return type, name, and parameter list (void printMessage(String message);)
Function calls transfer control to the function and execute its code block
Parameters are variables that receive values passed to a function during a function call
Pass-by-value: a copy of the argument is passed to the function (primitives)
Pass-by-reference: the memory address of the argument is passed to the function (objects, arrays)
Return statements allow functions to send a value back to the calling code and terminate the function's execution
Recursive functions call themselves to solve problems by breaking them down into smaller subproblems (factorial, Fibonacci sequence)
Modular programming divides a program into smaller, independent modules (functions, classes) that can be developed and tested separately
Debugging and Problem-Solving
Syntax errors occur when code violates the rules of the programming language and prevent compilation or interpretation
Runtime errors occur during program execution and cause the program to crash or behave unexpectedly (division by zero, accessing an array out of bounds)
Logic errors produce incorrect results but do not cause the program to crash (incorrect algorithm, off-by-one errors)
Print statements can be used to output variable values and trace program execution for debugging purposes
Breakpoints allow pausing program execution at specific lines of code to inspect variables and step through the program
Debugging tools (debuggers, profilers) help identify and diagnose issues in code
Stepping (step over, step into, step out) executes code line by line
Watches monitor the values of specific variables or expressions
Problem-solving strategies (break down the problem, pseudocode, test cases) help approach and solve programming challenges systematically
Introduction to Object-Oriented Programming
Object-oriented programming (OOP) organizes code into objects that encapsulate data (attributes) and behavior (methods)
Classes are blueprints for creating objects, defining their attributes and methods
Class declarations include the class name and its member variables and functions
Objects are instances of a class, created using the class constructor
Encapsulation hides the internal details of an object and provides a public interface for interaction
Access modifiers (public, private, protected) control the visibility and accessibility of class members
Inheritance allows classes to inherit attributes and methods from a parent class, promoting code reuse and hierarchical relationships
Subclasses (derived classes) inherit from a superclass (base class) and can add or override members
Polymorphism allows objects of different classes to be treated as objects of a common parent class
Abstraction focuses on essential features and behavior, hiding unnecessary details
Abstract classes cannot be instantiated and may contain abstract methods
Interfaces define a contract of methods that implementing classes must adhere to
Composition (has-a relationship) allows objects to contain other objects as member variables, modeling complex relationships between classes
Practical Applications and Projects
Text-based games (adventure games, quizzes) involve user interaction, string manipulation, and control structures
Data analysis and visualization projects use libraries (matplotlib, pandas) to process and display data
Web scraping projects extract data from websites using libraries (BeautifulSoup, Scrapy) and can be used for data mining or analysis
Automation scripts can be used to automate repetitive tasks (file management, data entry) using libraries (os, subprocess)
GUI applications (calculators, note-taking apps) use libraries (Tkinter, PyQt) to create graphical user interfaces
Mobile app development (Android with Java, iOS with Swift) involves using mobile SDKs and frameworks to create applications for smartphones and tablets
Game development (Unity with C#, Pygame with Python) involves using game engines and libraries to create interactive games
Contributing to open-source projects allows collaborating with other developers, improving existing software, and gaining practical experience