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Copyright 2005 by The McGraw-Hill Companies, Inc. Click here for terms of use.
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There are many di erent programming languages, each with its own syntax and semantics. Syntax consists of the words, symbols, and basic grammar of a language the computer s instructions and how they are put together. Semantics is the meaning behind the instructions, how they behave when they are executed. A program is a set of instructions that tell the controller, or computer, to do something. Most programs are written using just a few basic concepts, though as in all things there are exceptions. The programming style we explore in this book is known as control- ow. In control- ow programming the computer s attention shifts from one instruction to the next, owing through the program. The focus of the program is on the ow of commands. An alternative model is data- ow, which behaves like an electronic circuit where the electric current is information and the components in the circuit are program instructions that modify the data. The focus of the program is on the ow of data.
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Programs have a shape that illustrates the ow of control. The simplest way to see these shapes is with a owchart, which is a schematic of your program. There are many di erent ways to diagram a computer program, and the owchart is one of the original techniques. It remains useful for describing the behavior of simple programs. Flowcharting is part of the Uniform Modelling Language (UML). Data ow diagrams are too, as well as timing diagrams, object hierarchy and colloboration diagrams, and others that we don t need to be concerned with now. An example owchart is shown in Fig. 13-1.
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Each program has a beginning and most programs have an end. These are the terminal states of the program and are labeled, sensibly enough, as
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Flowchart.
start and stop. The start terminal could also be named something that describes the program, such as Motor Control.
From the start terminal, control passes through a ow arrow and to the next box. The arrows always point to the next box to execute in the owchart. This represents the ow of control through the program.
Most of the instructions inside a program do something. They read or write data in memory, perform some math, and otherwise process information.
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Process blocks contain one or more instructions that do something to achieve a result. The label of a process block should describe that result, such as Initialize Motor Control.
Sometimes your program needs to access information outside of its own memory. These accesses are performed by instructions in the program, and as such could be shown as process blocks. An outside reference, however, is a signi cant event so these input and output (I/O) blocks have their own shape.
A program that runs straight through from start to stop, executing one or more process blocks in between, is not a very interesting program. More often than not, you want to make decisions and perform di erent actions based on the result. These decisions are usually formed as a yes/no test, such as Is this value is greater than 10 If it is, the yes ow is followed, othewise the no ow is followed. Another way to state this is as an if statement, If this value is greater than 10 then do the yes actions else do the no actions. This is also known as a branch in the program, since there is one ow coming in (the trunk) and two ows (the branches) coming out. If one of the branches points back up the owchart, against the normal top-to-bottom ow, it is called a loop. Loops let you run the same section of code over and over again forever, or until some condition is ful lled.
Sometimes you want to do a lot of work in one branch of a test, so much work that showing it all would overwhelm the owchart. It is best to keep any given diagram the size of a single page, so it is easy to understand. When you can t keep it simple, you can break out a chunk of the program into its own sub-program. This would have its own owchart that can be
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