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  • [MUSIC PLAYING]

  • >> DAVID J. MALAN: All right, this is CS50.

  • And this is week one.

  • So recall that last time in week zero, we focused on computational thinking.

  • And we transitioned from that to Scratch, a graphical programming

  • language from our friends at MIT's Media Lab.

  • >> And with Scratch, did we explore ideas like functions, and conditions,

  • and loops, and variables, and even events, and threads, and more.

  • And today, we're going to continue using those ideas,

  • and really taking them for granted, but translate them

  • to another language known as C. Now, C is a more traditional language.

  • It's a lower level language, if you will.

  • >> It's purely textual.

  • And so at first glance, it's all going to look rather cryptic

  • if you've never programmed before.

  • We're going to have semi-colons, and parentheses,

  • and curly braces, and more.

  • But realize that even though the syntax is

  • about to look a little unfamiliar to most of you, see past that.

  • And try to see the ideas that are, indeed, familiar,

  • because here in week one what we'll begin to do is to compare,

  • initially, Scratch versus C.

  • >> So, for instance, recall that when we implemented the first of our programs

  • last time, we had a block that looked a little something like this-- when

  • green flag clicked, and then we had one or more puzzle pieces below it,

  • in this case, say, hello world.

  • So, indeed, in Scratch, when I click that green flag

  • to run my program, so to speak, these are

  • the blocks that get executed, or run.

  • And, specifically, Scratch said, hello, world.

  • >> Now, I could have specified different words here.

  • But we'll see that, indeed, many of these blocks-- and indeed,

  • in C many functions-- can be parametrized or customized

  • to do different things.

  • In fact, in C if we want to convert, now,

  • this Scratch program to this other language,

  • we're going to write a little something like this.

  • >> Granted, there is some unfamiliar syntax there most likely, int,

  • and parentheses, and void.

  • But printf-- even though you would think it would just be print.

  • But print means print formatted, as we'll soon see.

  • This literally will print to the screen whatever

  • is inside of those parentheses, which of course in this case is, hello world.

  • >> But you'll notice some other syntax, some double quotes,

  • that the parentheses at the end, the semi-colon and the like.

  • So there's a bit of overhead, so to speak, both cognitively

  • and syntactically, that we're going to have to remember before long.

  • But realize that with practice, this will start to jump out at you.

  • >> In fact, let's focus on that one function specifically-- in this case,

  • say hello world.

  • So say is the function.

  • Hello world is its parameter, or argument, its customisation.

  • >> And the equivalence in C is just going to be this one line here,

  • where printf is equivalent to, say, the double quoted string, hello

  • world is equivalent, of course, to what's in the white box there.

  • And the backslash n, though a little strange and absent from Scratch,

  • simply is going to have the effect we'll see in a computer, like my Mac or a PC,

  • of just moving the cursor to the next line.

  • It's like hitting Enter on your keyboard.

  • >> So we'll see that again before long.

  • But first, let's take a look at this other example in the case of loops.

  • We had this forever loop last time, which was a series of puzzle pieces

  • that did something literally forever-- in this case,

  • say, hello world, hello world, hello world, hello world.

  • So it's an infinite loop by design.

  • >> In C, if we want to implement this same idea, we might simply do this.

  • While true, printf hello world-- now while, just semantically, kind of

  • conjures up the idea of doing something again, and again, and again,

  • and for how long?

  • Well, true-- recall that true is just on or one.

  • >> And true is, of course, always true.

  • So it's kind of a meaningless statement just to say true.

  • But indeed, this is deliberate, because if true is just always true,

  • than while true just implies, if a little indirectly,

  • that the following lines of code in between those curly braces

  • should just execute again, and again, and again, and never actually stop.

  • >> But if you do want your loop to stop, as we

  • did last time with something like this, repeat the following 50 times,

  • in C we can do the same with what's called a for loop-- the keyword

  • not being while, but for.

  • And then we have some new syntax here, with int i equals 0, i less than 50,

  • i++.

  • And we'll come back to that.

  • But this is simply how we would translate the set of Scratch blocks

  • to a set of C lines of code.

  • >> Meanwhile, consider variables.

  • And, in fact, we just saw one a moment ago.

  • And in the case of Scratch, if we wanted to declare a variable called i

  • for i being integer, just a number, and we want to set it to some value,

  • we would use this orange block here-- set i to 0.

  • >> And we'll see today and beyond, just like last week,

  • programmers do almost always start counting from zero, really

  • by convention.

  • But also because recall from our discussion of binary,

  • the smallest number you can represent with any number of bits

  • is just going to be 0 itself.

  • And so we'll generally start initializing even our variables to 0.

  • >> And in C to do the same, we're going to say int

  • for integer, i just by convention.

  • I could have called this variable anything I want, just like in Scratch.

  • And then equals 0 just assigns the value 0 from the right

  • and puts it into the variable, or the storage container there, on the left.

  • And the semi-colon as we'll see-- and we've seen a few of these already--

  • just means end of thought.

  • Proceed to do something else on the lines that follow.

  • >> Now, what about Boolean expressions?

  • Recall that in Scratch, these were expressions

  • that are either true or false-- questions,

  • really, that are either true or false.

  • So in the case of Scratch, we might ask a simple question like this,

  • is i less than 50?

  • So i, again, is an integer.

  • Maybe we're using it in a Scratch program

  • to keep track of a score or something like that.

  • So this syntax here in Scratch just means, is i less than 50?

  • Well, thankfully, something is simple in C. And to translate,

  • this we would simply say i less than 50, using the familiar key

  • on your keyboard.

  • >> Meanwhile, if you wanted to say something more general,

  • like, well, is x less than y where each of x and y are themselves variables?

  • We can do the same thing in C, so long as we've

  • created these variables already.

  • And we'll see how to do that before long.

  • We would simply say x less than y.

  • >> So you're starting to see some similarities.

  • And those folks who made Scratch were certainly

  • inspired by some of these basic ideas.

  • And you'll see this kind of syntax in many languages--

  • not just Scratch, not just C, but Python,

  • and JavaScript, and other languages still.

  • >> Let's consider another construct from C, the notion of a condition,

  • doing something conditionally.

  • If something is true, do this.

  • If something else is true, do that.

  • It's sort of the programming equivalent of a fork in the road.

  • Maybe it's a two-way fork, a three-way fork, or more.

  • And in Scratch, we might have seen something like this.

  • >> So this one's a big one.

  • But consider the relative simplicity of the logic.

  • If x is less than y, then say x is less than y, else if x is greater than y,

  • then say x is greater than y.

  • And then, logically, if you think back to Scratch

  • or just your own human intuition, well, if x is not greater than y, and x

  • is not less than y, then of course x is going to be equal to y.

  • So in this case, by nesting those Scratch blocks,

  • can we achieve a three way fork in the road?

  • >> Meanwhile, if we want to do that in C, it arguably

  • looks a little simpler-- at least once you get familiar with the syntax.

  • If x is less than y, printf x is less than y.

  • Else if x is greater than y, printf x is greater than y.

  • Else printf x is equal to y-- and, again, with those backslash ends just

  • for those new lines so that if you actually ran this kind of program

  • it would just move your cursor ultimately

  • to the next line of the screen.

  • >> Now, meanwhile Scratch had other more sophisticated features, only

  • some of which we're going to initially move over to the world of C.

  • And one of them was called a list in Scratch.

  • And this was a special type of variable that

  • allowed you to store multiple things in it back, to back, to back, to back.

  • >> In C, it doesn't have lists, per se, but something

  • that are more generally called arrays, although we'll

  • come back later this semester to looking at something

  • called a list, or really a linked list.

  • But for now, the closest equivalent in C for us

  • is going to be something called an array.

  • And an array is simply a special type of variable

  • that allows you to store data back, to back, to back, to back.

  • >> And, indeed, in Scratch, if we wanted to access

  • the first element of an array or a list-- and I'm going to call it,

  • by convention, argv, argument vector, but more on that before long.

  • If I want to get at the first element of argv, in the world of Scratch

  • you actually do typically start counting from 1.

  • >> And so I might get item 1 of argv.

  • That's just how MIT implemented the notion of lists.

  • But in C, I'm going to more simply just say, argv,

  • which again is the name of my list-- or to be clear, an array.

  • And if I want the first elements, I'm going

  • to use square brackets, which you might not often used under a keyboard.

  • >> But 0 just means, get me the first.

  • So on occasion and as time passes, we're going

  • to start to see these dichotomies between Scratch and C,

  • whereby Scratch uses one.

  • We in C use 0 here.

  • But you'll quickly see once you understand

  • the foundations of each language, that these things start to get all the more

  • familiar through practice and practice.

  • >> So let's actually look now at a program.

  • Here shall be the first of our C source code for complete programs.

  • And the program we're going to offer for consideration

  • is the one that's equivalent to that earlier Scratch piece.

  • >> So in here, we have what's arguably the simplest C program

  • you can write that actually does something.

  • Now, we'll look past, for now, has include,

  • standard io.h, and these angle brackets, and int, and void,

  • and the curly braces, and the like.

  • >> And let's just focus on what, at least intuitively,

  • might jump out at you already.

  • In fact, main, I don't necessarily know what this is,

  • but much like Scratch had that when green flag clicked puzzle piece,

  • so does C as a programming language have a main piece of code that

  • gets executed by default. And, indeed, it's literally going to be called main.

  • >> So main is a function.

  • And it's a special function that exists in C that when you run a program,

  • it is main that gets run by default. In the world of Scratch,

  • it was usually when green flag clicked that got run by default.

  • >> Meanwhile, we've seen this before, printf or print formatted, that's

  • going to be a function that comes with C, along with a whole bunch of others,

  • that will from time and time again, in order to do exactly

  • as its name suggests, print something.

  • What do we want to print?

  • Well, we'll see that by enclosing characters

  • like these-- hello world, backslash n in double quotes,

  • we can tell printf exactly what to print on the screen.

  • >> But in order to do that, we unfortunately

  • need to take something that is already cryptic to us humans,

  • but at least it's somewhat readable-- sharp include, standard io.h, int,

  • main, void, printf, all of the magical incantations we just saw on the screen.

  • But we actually have to go more arcane still.

  • We first need to translate the code that we write into machine code.

  • And recall from last week that machines, at least the ones we know here,

  • at the end of the day only understand zeros and ones.

  • >> And my God, if we had to write these zeros and ones to actually program,

  • it would very, very quickly take the fun out of anything.

  • But it turns out, per last week, that these patterns of zeros and ones

  • just have special meaning.

  • In certain contexts, they might mean numbers.

  • >> In some contexts, they might mean letters, or colors, or any number

  • of other abstractions there upon.

  • But just as your computer has a CPU, Central Processing Unit,

  • or the brains inside of your computer.

  • It's usually Intel inside, because that's

  • one of the biggest companies that makes CPUs for computers.

  • >> Well, Intel CPUs and others simply have decided in advance

  • that certain patterns of zeros and ones shall mean specific things.

  • Certain patterns of zeros and ones will mean, print this to the screen,

  • or add these two numbers, or subtract these two numbers,

  • or move this piece of data from my computer's memory over here,

  • or any number of other very low level, but ultimately useful, operations.

  • But, thankfully, we humans are not going to need to know this level of detail.

  • Indeed, just like last time, where we abstracted again, and again, and again,

  • building from very low level primitives like zeros and ones

  • to higher level concepts like numbers, and letters,

  • and colors, and more, so can we as programmers

  • stand on the shoulders of others who have come before us

  • and use software that other people have written before us--

  • namely programs called compilers.

  • >> C is a language that is usually compiled,

  • which means converted from source code to machine code.

  • In particular, what this means is that if you've got your source

  • code that you yourself write, as we soon will in just a moment on the screen,

  • and you want to convert it ultimately to machine code--

  • those zeros and ones that only your Mac or your PC

  • understands-- you've got a first feed that source code in as

  • input to a special program called a compiler,

  • the output of which we shall see is machine code.

  • And, indeed, last time we talked about, really, at the end of the day,

  • problem solving.

  • You've got inputs.

  • And you've got outputs.

  • And you've got some kind of algorithm in the middle.

  • >> Algorithms can surely be implemented in software,

  • as we saw with pseudocode last week and as we'll see with actual code

  • this week.

  • And so a compiler really just has a set of algorithms inside

  • of it that know how to convert the special keywords,

  • like main, and printf, and others that we just

  • saw into the patterns of zeros and ones that Intel inside and other CPUs

  • actually understands.

  • So how do we do this?

  • Where do we get a compiler?

  • >> Most of us here have a Mac or a PC.

  • And you're running Mac OS, or Windows, or Linux, or Solaris,

  • or any number of other operating systems.

  • And, indeed, we could go out onto the web

  • and download a compiler for your Mac or your PC

  • for your particular operating system.

  • But we would all be on different pages, so to speak.

  • We'd have slightly different configurations.

  • And things wouldn't work all the same.

  • And, indeed, these days many of us don't use

  • software that runs only on our laptops.

  • Instead, we use something like a browser that

  • allows us to access web-based applications in the cloud.

  • And later this semester, we will do exactly that.

  • We will write applications or software using code-- not C,

  • but other languages like Python and JavaScript-- that run in the cloud.

  • >> And to do that, we ourselves during the semester

  • will actually use a cloud-based environment known as CS50 IDE.

  • This is a web-based programming environment, or integrated development

  • environment, IDe, that's built atop some open source software called Cloud 9.

  • And we've made some pedagogical simplifications to it

  • so as to hide certain features in the first weeks that we don't need,

  • after which you can reveal them and do most

  • anything you want with the environment.

  • >> And it allows us, too, to pre-install certain software.

  • Things like a so-called CS50 library, which we'll soon see

  • provides us in C with some additional functionality.

  • So if you go to, ultimately, CS50.io, you'll be prompted to log in,

  • and once you do and create an account for free,

  • you will be able to access an environment that looks quite like this.

  • >> Now, this is in the default mode.

  • Everything is nice and bright on the screen.

  • Many of us have a habit of working on CS50 piece that's

  • quite late into the night.

  • And so some of you might prefer to turn it into night mode, so to speak.

  • >> But, ultimately, what you're going to see within CS50 IDE

  • is three distinct areas-- an area on the left where

  • your files are going to be in the cloud, an area on the top right

  • where your code is going to be editable.

  • You'll be able to open individual tabs for any program

  • that you write this semester inside of that top right hand corner.

  • And then most arcanely, and yet powerfully,

  • is going to be this thing at the bottom known as a terminal window.

  • >> This is an old school Command Line Interface,

  • or CLI, that allows you to execute commands

  • on the computer-- in this case, the computer in the cloud--

  • to do things like compile your code from source code to machine code,

  • to run your programs, or to start your web server, or to access your database,

  • and any number of other techniques that we'll start to use before long.

  • But to get there, we're going to actually have

  • to go online and start playing.

  • And to do that, let's first start tinkering with main,

  • and write the main part of a program.

  • And let's use that function printf, which we used earlier,

  • simply to say something.

  • >> So here I am already inside of CS50 IDE.

  • I've logged in advance.

  • And I full screened the window.

  • And so, ultimately, you too in coming problems

  • will follow similar steps that will provide online documentation.

  • So you don't need to worry about absorbing every little technical step

  • that I do here today.

  • >> But you'll get a screen like this.

  • I happen to be in night mode.

  • And you can brighten everything up by disabling night mode.

  • And at the end of the day, you're going to see

  • these three main areas-- the file browser at left, the code tabs up top,

  • and the terminal window at the bottom.

  • >> Let me go ahead and write my first program.

  • I'm going to preemptively go to File, Save, and save my file as hello.c.

  • Indeed, by convention, any program we write that's written in the C language

  • should be named something dot c, by convention.

  • So I'm going to name it hello.c, because I just want to say hello to the world.

  • Now I'm going to zoom out and click Save.

  • And all I have here now is a tab in which I can start writing code.

  • >> This is not going to compile.

  • This means nothing.

  • And so even if I converted this to zeros and ones,

  • the CPU is going to have no idea what's going around on.

  • But if I write lines that do match up with C's conventions-- C being,

  • again, this language-- with syntax like this, printf hello world-- and I've

  • gotten comfortable with doing this over time.

  • So I don't think I made any typographical errors.

  • >> But, invariably, the very first time you do this, you will.

  • And what I am about to do might very well not work for you the first time.

  • And that's perfectly OK, because right now you

  • might just see a whole lot of newness, but over time once you get familiar

  • with this environment, and this language, and others,

  • you'll start to see things that are either correct or incorrect.

  • >> And this is what the teaching fellows and course

  • assistants get so good at over time, is spotting mistakes or bugs in your code.

  • But I claim that there are no bugs in this code.

  • So I now want to run this program.

  • >> Now on my own Mac or PC, I'm in the habit of double clicking icons

  • when I want to run some program.

  • But that's not the model here.

  • In this environment, which is CS50 IDE.

  • We are using an operating system called Linux.

  • Linux is reminiscent of another operating system, generally known

  • as Unix.

  • And Linux is particularly known for having a Command Line Environment, CLI.

  • Now, we're using a specific flavor of Linux called Ubuntu.

  • And Ubuntu is simply a certain version of Linux.

  • >> But these Linux's these days do actually come with graphical user interfaces.

  • And the one we happen to be using here is web-based.

  • So this might look even a little different from something

  • you yourself might have seen or run in the past.

  • >> So I'm going to go ahead now and do the following.

  • I've saved this file as hello.c.

  • I'm going to go ahead and type clanghello.c So Clang

  • for the C language is a compiler.

  • It's pre-installed in CS50 IDE.

  • And you can absolutely download and install this on your own Mac or PC.

  • >> But, again, you wouldn't have all of the pre-configuration done for you.

  • So for now, I'm just going to run clanghello.c.

  • And now notice this syntax here will eventually

  • realize just means that I'm in a folder or directory called Workspace.

  • This dollar sign is just convention for meaning, type your commands here.

  • >> It's what's called a prompt, just by convention is dollar sign.

  • And if I go ahead now and click Enter, nothing seems to have happened.

  • But that's actually a good thing.

  • The less that happens on your screen, the more likely

  • your code is to be correct, at least syntactically.

  • >> So if I want to run this program, what do I do?

  • Well, it turns out that the default name by convention

  • for programs when you don't specify a name for your program is just a.out.

  • And this syntax too, you'll get familiar with before long.

  • >> Dot slash just means, hey, CS50 IDE, run a program called a.out

  • that's inside my current directory.

  • That dot means the current directory.

  • And we'll see what other such sequences of characters means before long.

  • >> So here we go, Enter, hello world.

  • And you'll notice, that what happened?

  • Not only did it print hello world.

  • It also moved the cursor to the next line.

  • >> And why was that?

  • What was the code that we wrote before that ensured that the cursor would

  • go on the next line?

  • Funny thing about a computer is it's only going

  • to do literally what you tell it to do.

  • >> So if you tell it to printf hello, comma, space, world, close quote,

  • it's literally only going to print those characters.

  • But I had this special character at the end, recall, backslash n.

  • And that's what ensured that the character went

  • to the next line of the screen.

  • >> In fact, let me go and do this.

  • Let me go ahead and delete this.

  • Now, notice that the top of my screen there's

  • a little red light in the tab indicating,

  • hey, you've not saved your file.

  • So I'm going to go ahead with control S or command S, save the file.

  • Now it goes-- went for a moment-- green.

  • And now it's back to just being a close icon.

  • >> If I now run clanghello.c again, Enter, dot slash, a.out, Enter,

  • you'll see that it still worked.

  • But it's arguably a little buggy.

  • Right now, my prompt-- workspace, and then that dollar sign,

  • and then my actual prompt-- is all on the same line.

  • So this certainly an aesthetic bug, even if it's not really a logical bug.

  • >> So I'm going to undo what I just did.

  • I'm going to rerun a.out.

  • Notice I've added the newline character back.

  • I've saved the file.

  • >> So I'm going to rerun a.out, and-- dammit, a bug, a bug meaning mistake.

  • So the bug is that even though I added the backslash n there,

  • re-saved, re-ran the program, the behavior was the same.

  • Why would that be?

  • >> I'm missing a step, right?

  • That key step earlier was that you have to-- when you change your source code,

  • it turns out also run it through the compiler

  • again so you get new machine code.

  • And the machine code, the zeros and ones,

  • are going to be almost identical, but not perfectly so, because we need,

  • of course, that new line.

  • >> So to fix this, I'm going to need to rerun clanghello.c, enter, dot

  • slash, a.out.

  • And now, hello world is back to where I expect it to be.

  • So this is all fine and good.

  • But a.out is a pretty stupid name for a program, even though it happens to be,

  • for historical reasons, the default-- meaning assembly outputs.

  • >> But let me go ahead here and do this differently.

  • I want my hello world program to actually be called hello.

  • So if it were an icon on my desktop, it wouldn't be a.out.

  • It would be called hello.

  • >> So to do this, it turns out that Clang, like many programs,

  • supports command line arguments, or flags, or switches,

  • which simply influence its behavior.

  • Specifically, Clang supports a dash o flag, which then takes a second word.

  • In this case, I'll arbitrarily, but reasonably, call it hello.

  • But I could call it anything I want, except a.out, which

  • would be rather besides the point.

  • >> And then just specify the name of the file I do want to compile.

  • So now even though at the beginning of the command I still have Clang,

  • at the end of the command I still have the filename,

  • I now have these command line arguments, these flags that are saying,

  • oh, by the way, output-o, a file called hello, not the default a.out.

  • >> So if I hit Enter now, nothing seems to have happened.

  • And, yet, now I can do dot slash hello.

  • So it's the same program.

  • The zeros and ones are identical at the end of the day.

  • >> But they're in two different files-- a.out,

  • which is the first version and just foolishly named,

  • and now hello, which is a much more compelling name for a program.

  • But, honestly, I am never going to remember this again,

  • and again, and again.

  • And, actually, as we write more complicated programs,

  • the commands you're going to have to write

  • are going to get even more complicated still.

  • >> And so not to worry.

  • It turns out that humans before us have realized they too

  • had this exact same problem.

  • They too did not enjoy having to type fairly long, arcane commands,

  • let alone remember them.

  • And so humans before us have made other programs that make it easier

  • to compile your software.

  • >> And, indeed, one such program is called Make.

  • So I'm going to go ahead and do this.

  • I'm going to undo everything I just did in the following way.

  • Let me type LS.

  • And you'll notice three things-- a.out, and a star, hello

  • and a star, and hello.c.

  • Hopefully, this should be a little intuitive,

  • insofar as earlier there was nothing in this workspace.

  • There was nothing that I had created until we started class.

  • >> And I created hello.c.

  • I then compiled it, and called it a.out.

  • And then I compiled it again slightly differently and called it hello.

  • So I have three files in this directory, in this folder called Workspace.

  • Now, I can see that as well if I zoom out actually.

  • >> If I zoom out here and look at that top right hand

  • corner, as promised the left hand side of your screen

  • is always going to show you what's in your account, what's

  • inside of CS50 IDE.

  • And there is three files there.

  • >> So I want to get rid of a.out and hello.

  • And as you might imagine intuitively, you

  • could sort of control click or right click on this.

  • And this little menu pops up.

  • You can download the file, run it, preview it, refresh, rename,

  • or what not.

  • >> And I could just delete, and it would go away.

  • But let's do things with a command line for now, so as to get comfortable

  • with this, and do the following.

  • I'm going to go ahead and remove a.out by typing literally rma.out.

  • It turns out, the command for removing or deleting something,

  • is not remove or delete.

  • >> It's more succinctly RM, just to save you some keystrokes, and hit Enter.

  • Now we're going to be somewhat cryptically remove regular file a.out.

  • I don't really know what an irregular file would be yet.

  • But I do want to remove it.

  • >> So I'm going to type y for yes.

  • Or I could type it out, and hit Enter.

  • And, again, nothing seems to happen.

  • But that is, generally, a good thing.

  • >> If I type LS this time, what should I see?

  • Hopefully, just hello and hello.c.

  • Now, as an aside, you'll notice this star, asterisk,

  • that's at the end of my programs.

  • And they're also showing up in green.

  • That is just CS50 IDE's way of cluing you into the fact

  • that that's not source code.

  • That's an executable, a runnable program that you can actually run

  • by doing dot slash, and then it's name.

  • >> Now, let me go ahead and remove this, rm hello, Enter, remove regular

  • file hello, yes.

  • And now if I type LS, we're back to hello.c.

  • Try not to delete your actual source code.

  • Even though there are features built into CS50 IDE where

  • you can go through your revision history and rewind in time if you accidentally

  • delete something, do be mindful as per these prompts yes or no,

  • of what you actually want to do.

  • And if I go up to the top left hand corner here,

  • all that remains is hello.c.

  • So there's bunches of other commands that you

  • can execute in the world of Linux, one of which is, again, Make.

  • And we're going to Make my program now as follows.

  • >> Instead of doing clang, instead of doing clang-o,

  • I'm going to simply literally type, make hello.

  • And now notice, I am not typing make hello.c.

  • I am typing make hello.

  • >> And this program Make that comes with CS50 IDE, and more

  • generally with Linux, is a program that's

  • going to make a program called Hello.

  • And it's going to assume, by convention, that if this program can be made,

  • it's going to be made from a source code file ending in dot c, hello.c.

  • >> So if I hit Enter now, notice that the command that gets executed

  • is actually even longer before than before.

  • And that's because we've preconfigured CS50 IDE to have

  • some additional features built in that we don't need just yet, but soon will.

  • But the key thing to realize is now I have a Hello program.

  • >> If I type LS again, I have a hello program.

  • And I can run it with dot slash a.out, no,

  • because the whole point of this exercise was dot slash hello.

  • And now I have my hello world program.

  • So moving forward, we're almost always just

  • going to compile our programs using the command Make.

  • And then we're going to run them by dot slash, and the program's name.

  • But realize what Make is doing for you, is it is itself not a compiler.

  • It's just a convenience program that knows how to trigger a compiler

  • to run so that you yourself can use it.

  • >> What other commands exist in Linux, and in turn the CS50 IDE?

  • We'll soon see that there's a CD command, Change Directory.

  • This allows you within your command line interface

  • to move forward, and back, and open up different folders

  • without using your mouse.

  • >> LS we saw, which stands for list the files in the current directory.

  • Make Dir, you can probably start to infer

  • what these mean now-- make directory, if you want to create a folder.

  • RM for remove, RM Dir for remove directory-- and these,

  • again, are the command line equivalents of what you

  • could do in CS50 IDE with your mouse.

  • But you'll soon find that sometimes it's just

  • a lot faster to do things with a keyboard,

  • and ultimately a lot more powerful.

  • >> But it's hard to argue that anything we've been doing so far

  • is all that powerful, when all we've been saying is, hello world.

  • And, in fact, I hardcoded the words hello world into my program.

  • There is no dynamism yet.

  • Scratch was an order of magnitude more interesting last week.

  • >> And so let's get there.

  • Let's take a step toward that by way of some of these functions.

  • So not only does C come with printf, and bunches of other functions

  • some of which we'll see over time, it doesn't

  • make it all that easy right out of the gate in getting user input.

  • >> In fact, one of the weaknesses of languages like C,

  • and even Java and yet others, is that it doesn't

  • make it easy to just get things like integers from users, or strings, words,

  • and phrases, let alone things like floating point values, or real numbers

  • with decimal points, and really long numbers, as we'll soon see.

  • So this list of functions here, these are like other Scratch puzzle pieces

  • that we have pre-installed in CS50 IDE that we'll use for a few weeks

  • as training wheels of sorts, and eventually take them off, and look

  • underneath the hood, perhaps, at how these things are implemented.

  • >> But to do this, let's actually write a program.

  • Let me go ahead now.

  • And I'm going to create a new file by clicking this little plus,

  • and clicking New File.

  • >> I'm going to save this next one as, let's say, string.c,

  • because I want to play with strings.

  • And string in C is just a sequence of characters.

  • So now let's go ahead and do the following.

  • >> Include standard IO.h-- and it turns out standard IO,

  • IO just means input and output.

  • So it turns out that this line here is what

  • is the neighboring us to use printf.

  • Printf, of course, produces output.

  • So in order to use printf, it turns out you have to have this line of code

  • at the top of your file.

  • >> And we'll come back to what that really means before long.

  • It turns out that in any C program I write,

  • I've got to start it with code that looks like this.

  • And you'll notice CS50 IDE, and other integrated development

  • environments like it, are going to try as best

  • they can to finish your thought.

  • In fact, a moment ago if I undo what I just did, I hit Enter.

  • >> I then hit open curly brace, hit Enter again.

  • And it finished my thought.

  • It gave me a new line, indented no less for nice stylistic reasons we'll see.

  • And then it automatically gave me that curly brace to finish my thought.

  • Now, it doesn't always guess what you want to do.

  • But in large part, it does save you some keystrokes.

  • So a moment ago, we ran this program-- hello, world, and then compiled it,

  • and then ran it.

  • But there's no dynamism here.

  • What if we wanted to do something different?

  • Well, what if I wanted to actually get a string from the user?

  • I'm going to use a puzzle piece called exactly that-- get string.

  • >> Turns out in C that when you don't want to provide input to a puzzle piece,

  • or more properly to a function, you literally just do open parenthesis,

  • close parenthesis.

  • So it's as though there's no white box to type into.

  • The say block before had a little white box.

  • We don't have that white box now.

  • >> But when I call get string, I want to put the result somewhere.

  • So a very common paradigm in C is to call a function, like get string here,

  • and then store its return value.

  • It's the result of its effort in something.

  • >> And what is the construct in programming,

  • whether in Scratch or now C, that we can use to actually store something?

  • Called it a variable, right?

  • And in Scratch, we don't really care what was going in variables.

  • >> But in this case, we actually do.

  • I'm going to say string.

  • And then I could call this anything I want.

  • I'm going to call it name, gets get string.

  • >> And now even if you're a little new to this,

  • notice that I'm lacking some detail.

  • I'm forgetting a semi-colon.

  • I need to finish this thought.

  • So I'm going to move my cursor, and hit semi-colon there.

  • And what have I just done?

  • In this line of code, number 5 at the moment,

  • I'm calling get string with no inputs.

  • So there's no little white box like the Save block has.

  • >> I'm just saying, hey, computer, get me a string.

  • The equal sign is not really an equal sign, per se.

  • It's the assignment operator, which means,

  • hey, computer, move the value from the right over to the left.

  • And in the left, I have the following.

  • >> Hey, computer, give me a string-- a sequence of characters.

  • And call that string Name.

  • And I don't even have to call it Name.

  • >> I could call it, conventionally, something like S,

  • much like we used i to call the variable i.

  • But now I need to do something with it.

  • It would be pretty stupid to try compiling this code, running

  • this program, even though I'm getting a string,

  • because it's still just going to say hello world.

  • >> But what if I do want to change this.

  • Why don't I do this?

  • Percent s, comma s.

  • And this is a little cryptic still.

  • >> So let me make my variables more clear.

  • Let me name this variable Name.

  • And let's see if we can't tease apart what's happening here.

  • >> So on line five, I'm getting a string.

  • And I'm storing that string, whatever the user has typed in

  • at his or her keyboard, in a variable called Name.

  • And it turns out that printf doesn't just

  • take one argument in double quotes, one input in double quotes.

  • >> It can take two, or three, or more, such that the second, or third, or fourth,

  • are all the names of variables, or specifically values,

  • that you want to plug into, dynamically, that string in quotes.

  • In other words, what would be wrong with this?

  • If I just said hello name, backslash n, saved my file, compiled my code,

  • and ran this, what would happen?

  • >> It's just going to say, hello name, literally N-A-M-E,

  • which is kind of stupid because it's no different from world.

  • So anything in quotes is what literally gets printed.

  • So if I want to have a placeholder there,

  • I actually need to use some special syntax.

  • And it turns out if you read the documentation for the printf function,

  • it will tell you that if you use percent s,

  • you can substitute a value as follows.

  • >> After a comma after that double quote, you simply

  • write the name of the variable that you want

  • to plug in into that format code, or format specifier,

  • percent s for strings.

  • And now if I've saved my file, I go back down to my terminal.

  • And I type Make String, because, again, the name of this

  • file that I chose before is string.c.

  • >> So I'm going to say Make String, enter.

  • Oh my goodness, look at all of the mistakes we've made already.

  • And this is-- what, this is really like a six, seven line program?

  • So this is where it can very quickly get overwhelming.

  • >> This terminal window has now just regurgitated

  • a huge number of error messages.

  • Surely, I don't have more error messages than I have lines of code.

  • So what is going on?

  • >> Well, the best strategy to do anytime you

  • do encounter an overwhelming list of errors like that,

  • is scroll back, look for the command you just ran, which in my case

  • is make string.

  • Look at what make did, and that's that long Clang command, no big deal there.

  • >> But the red is bad.

  • Green is trying to be gentle and helpful.

  • But it's still bad, in this case.

  • But where is it bad?

  • >> String.c, line five, character five.

  • So this is just common convention.

  • Something colon something means line number and character number.

  • Error, use of undeclared identifier string.

  • Did you mean standard in?

  • >> So, unfortunately, Clang is trying to be helpful.

  • But it's wrong, in this case.

  • No, Clang, I did not mean standard IO.

  • I meant that on line one, yes.

  • >> But line five is this one here.

  • And Clang does not understand S-T-R-I-N-G.

  • It's an undeclared identifier, a word it just has never seen before.

  • And that's because C, the language we're writing code in right now,

  • does not have variables called strings.

  • >> It doesn't, by default, support something called a string.

  • That's a CS50 piece of jargon, but very conventional.

  • But I can fix this as follows.

  • >> If I add one line of code to the top of this program,

  • include CS50.h, which is another file somewhere inside of CS50 IDE, somewhere

  • on the hard drive, so to speak, of the Ubuntu operating system

  • that I'm running, that is the file that's

  • going to teach the operating system what a string is, just

  • like standard io.h is the file in the operating system that's

  • going to teach it what printf is.

  • >> Indeed, we would have gotten a very similar message

  • if IO had admitted standard IO.h and tried to use printf.

  • So I'm going to go ahead and just take Control L to clear my screen.

  • Or you can type clear and it will just clear the terminal window.

  • But you can still scroll back in time.

  • >> And I'm going to rerun Make String.

  • Cross my fingers this time, Enter.

  • Oh my God, it worked.

  • it shows me a long cryptic command that is what Make generated via Clang,

  • but no error messages.

  • So realize, even though you might get completely

  • overwhelmed with the number of error messages,

  • it just might be this annoying cascading effect, where Clang doesn't understand

  • one thing, which means it then doesn't understand the next word,

  • or the next line.

  • And so it just chokes on your code.

  • But the fix might be simple.

  • And so always focus on the very first line of output.

  • And if you don't understand it, just look

  • for keywords that might be clues, and the line number,

  • and the character, where that mistake might be.

  • >> Now let me go ahead and type dot slash, string, enter.

  • Hm, it's not saying hello anything.

  • Why?

  • Well, recall, where is it running?

  • >> It's probably stuck at the moment in a loop, if you will, on line six,

  • because Get String by design, written by CS50 staff,

  • is literally meant to just sit there waiting, and waiting,

  • and waiting for a string.

  • All we mean by string is human input.

  • So you know what?

  • Let me go ahead.

  • And just on a whim, let me type my name, David, enter.

  • Now I have a more dynamic program.

  • It said, hello David.

  • >> If I go ahead and run this again, let me try say Zamila name, enter.

  • And now we have a dynamic program.

  • I haven't hard coded world.

  • I haven't hard coded name, or David, or Zamila.

  • >> Now it's much more like the programs we know, where if it take input,

  • it produces slightly different output.

  • Now, this is not the best user experience, or UX.

  • I run the program.

  • >> I don't know what I'm supposed to do, unless I actually look at

  • or remember the source code.

  • So let's make the user experience a little better

  • with the simplest of things.

  • Let me go back into this program, and simply say printf.

  • >> And let me go ahead and say name, colon, and a space, and then a semi-colon.

  • And just for kicks, no backlash n.

  • And that's deliberate, because I don't want

  • the prompt to move to the next line.

  • >> I want to, instead, do this, make string to recompile my code into new machine

  • code dot slash string.

  • Ah, this is much prettier.

  • Now I actually know what the computer wants me to do, give it a name.

  • >> So I'm going to go ahead and type in Rob, enter, and hello, Rob.

  • So, realize, this is still, at the end of the day, only a nine line program.

  • But we've taken these baby steps.

  • >> We wrote one line with which we were familiar, printf, hello world.

  • Then we undid a little bit of that.

  • And we actually used get string.

  • And we tossed that value in a variable.

  • And then we went ahead and improved it further with a third line.

  • And this iterative process of writing software is truly key.

  • In CS50, and in life in general, you should generally not sit down,

  • have a program in mind, and try writing the whole damn thing all at once.

  • >> It will, inevitably, result in way more errors than we ourselves saw here.

  • Even I, to this day, constantly make other stupid mistakes,

  • are actually harder mistakes that are harder to figure out.

  • But you will make more mistakes the more lines of code you write all at once.

  • And so this practice of, write a little bit of code

  • that you're comfortable with, compile it, run it, test it more generally,

  • then move on-- so just like we kept layering and layering last week,

  • building from something very simple to something more complex,

  • do the same here.

  • Don't sit down, and try to write an entire problem.

  • Actually take these baby steps.

  • >> Now, strings aren't all that useful unto themselves.

  • We'd actually, ideally, like to have something else in our toolkit.

  • So let's actually do exactly that.

  • >> Let me go ahead now and whip up a slightly different program.

  • And we'll call this int.c, for integer.

  • I'm going to, similarly, include CS550.h.

  • I'm going to include standard IO.

  • And that's going to be pretty common in these first few days of the class.

  • >> And I'm going to ready myself with a main function.

  • And now instead of getting a string, let's go ahead and get an int.

  • Let's call it i, and call it get int, close parens, semi-colon.

  • And now let's do something with it, printf.

  • >> Let's say something like hello, backslash n, comma i.

  • So I'm pretty much mimicking what I did just a moment ago.

  • I have a placeholder here.

  • I have comma i here, because I want to plug i into that placeholder.

  • >> So let's go ahead and try compiling this program.

  • The file is called int.c.

  • So I'm going to say, make int, enter.

  • Oh my God, but no big deal, right?

  • There's a mistake.

  • >> There's a syntactic mistake here such that the program can't

  • be compiled inside int.c, line seven, character 27, error format

  • specifies type char star, whatever that is.

  • But the argument type is int.

  • >> So here, too, we're not going to-- even though today is a lot of material,

  • we're going to overwhelm you with absolutely every feature of C,

  • and programming more generally, in just these first few weeks.

  • So there's often going to be jargon with which you're not familiar.

  • And, in fact, char star is something we're going to come back to

  • in a week or two's time.

  • >> But for now, let's see if we can parse words that are familiar.

  • Formats-- so we heard format specifier, format code before.

  • That's familiar.

  • Type-- but the argument has type int.

  • Wait a minute, i is an int.

  • >> Maybe percent s actually has some defined meaning.

  • And, indeed, it does.

  • An integer, if you want printf to substitute it,

  • you actually have to use a different format specifier.

  • And you wouldn't know this unless someone told you,

  • or you had done it before.

  • But percent i is what can be commonly used

  • in printf for plugging in an integer.

  • You can also use percent d for a decimal integer.

  • But i is nice and simple here.

  • So we'll go with that.

  • >> Now let me go ahead and rerun make int, Enter.

  • That's good, no errors.

  • Dot slash int-- OK, bad user experience, because I haven't told myself

  • what to do.

  • But that's fine.

  • I'm catching on quickly.

  • >> And now let me go ahead and type in David, OK, Zamila, Rob.

  • OK, so this is a good thing.

  • This time, I'm using a function, a puzzle piece, called get int.

  • And it turns out-- and we'll see this later in the term--

  • the CS50 staff has implemented get string in such a way

  • that it will only physically get a string for you.

  • >> It has implemented get int in such a way that it will only

  • get an integer for you.

  • And if you, the human, don't cooperate, it's

  • literally just going to say retry, retry, retry,

  • literally sitting there looping, until you oblige with some magical number,

  • like 50, and hello 50.

  • >> Or if we run this again and type in 42, hello 42.

  • And so the get int function inside of that puzzle piece

  • is enough logic, enough thought, to figure out, what is a word?

  • And what is a number?

  • Only accepting, ultimately, numbers.

  • >> So it turns out that this isn't all that expressive.

  • so far.

  • So, yay, last time we went pretty quickly

  • into implementing games, and animation, and artistic works in Scratch.

  • And here, we are being content with hello world, and hello 50.

  • >> It's not all that inspiring.

  • And, indeed, these first few examples will take some time

  • to ramp up in excitement.

  • But we have so much more control now, in fact.

  • And we're going to very quickly start layering

  • on top of these basic primitives.

  • >> But first, let's understand what the limitations are.

  • In fact, one of the things Scratch doesn't easily

  • let us do is really look underneath the hood,

  • and understand what a computer is, what it can do,

  • and what its limitations are.

  • And, indeed, that lack of understanding, potentially, long-term

  • can lead to our own mistakes-- writing bugs, writing insecure software that

  • gets hacked in some way.

  • >> So let's take some steps toward understanding this a little better by

  • way of, say, the following example.

  • I'm going to go ahead and implement real quick a program called Adder.

  • Like, let's add some numbers together.

  • And I'm going to code some corners here, and just copy and paste

  • where I was before, just so we can get going sooner.

  • So now I've got the basic beginnings of a program called Adder.

  • >> And let's go ahead and do this.

  • I'm going to go ahead and say, intx gets get int.

  • And you know what?

  • Let's make a better user experience.

  • >> So let's just say x is, and effectively prompt the user to give us x.

  • And then let me go ahead and say, printf how about y is, this time expecting

  • two values from the user.

  • And then let's just go ahead and say, printf, the sum of x and y is.

  • And now I don't want to do percent s.

  • I want to do percent i, backslash n, and then plug in sum value.

  • >> So how can I go about doing this?

  • You know what?

  • I know how to use variables.

  • Let me just declare a new one, int z.

  • >> And I'm going to take a guess here.

  • If there are equal signs in this language, maybe I can just do x plus y,

  • so long as I end my thought with a semi-colon?

  • Now I can go back down here, plug in z, finish this thought with a semi-colon.

  • And let's see now, if these sequences of lines-- x is get int.

  • Y is get int.

  • >> Add x and y, store the value in z-- so, again, remember the equal sign

  • is not equal.

  • It's assignment from right to left.

  • And let's print out that the sum of x and y is not literally z,

  • but what's inside of z.

  • So let's make Adder -- nice, no mistakes this time.

  • Dot slash Adder, enter, x is going to be 1.

  • >> Y is going to be 2.

  • And the sum of x and y is 3.

  • So that's all fine and good.

  • >> So you would imagine that math should work in a program like this.

  • But you know what?

  • Is this variable, line 12, even necessary?

  • You don't need to get in the habit of just storing things in variables

  • just because you can.

  • And, in fact, it's generally considered bad design

  • if you are creating a variable, called z in this case, storing something in it,

  • and then immediately using it, but never again.

  • Why give something a name like z if you're literally

  • going to use that thing only once, and so

  • proximal to where you created it in the first place,

  • so close in terms of lines of code?

  • So you know what?

  • It turns out that C is pretty flexible.

  • If I actually want to plug-in values here,

  • I don't need to declare a new variable.

  • I could just plug-in x plus y, because C understands

  • arithmetic, and mathematical operators.

  • >> So I can simply say, do this math, x plus y, whatever those values are,

  • plug the resulting integer into that string.

  • So this might be, though only one line shorter,

  • a better design, a better program, because there's less code, therefore

  • less for me to understand.

  • And it's also just cleaner, insofar as we're not

  • introducing new words, new symbols, like z,

  • even though they don't really serve much of a purpose.

  • >> Unfortunately, math isn't all that reliable sometimes.

  • Let's go ahead and do this.

  • I'm going to go ahead now and do the following.

  • >> Let's do printf, percent i, plus percent i, shall be percent i, backslash n.

  • And I'm going to do this-- xyx plus y.

  • So I'm just going to rewrite this slightly differently here.

  • Let me just do a quick sanity check.

  • Again, let's not get ahead of ourselves.

  • Make adder, dot slash adder.

  • x is 1, y is 2, 1 plus 2 is 3.

  • So that's good.

  • But let's complicate this now a bit, and create a new file.

  • >> I'm going to call this one, say, ints, plural for integers.

  • Let me start where I was a moment ago.

  • But now let's do a few other lines.

  • Let me go ahead and do the following, printf, percent i, minus percent i,

  • is percent i, comma x, comma yx minus y.

  • So I'm doing slightly different math there.

  • Let's do another one.

  • So percent i times percent i is percent i, backslash n.

  • Let's plug-in x, and y, and x times y.

  • We'll use the asterisk on your computer for times.

  • >> You don't use x. x is a variable name here.

  • You use the star for multiplication.

  • Let's do one more.

  • Printf percent I, divided by percent i, is percent i,

  • backslash n. xy divided by y-- so you use the forward slash in C

  • to do division.

  • And let's do one other.

  • Remainder of percent i, divided by percent i, is percent i.

  • xy-- and now remainder is what's left over.

  • When you try dividing a denominator into a numerator,

  • how much is left over that you couldn't divide out?

  • >> So there isn't really, necessarily, a symbol

  • we've used in grade school for this.

  • But there in C. You can say x modulo y, where

  • this percent sign in this context-- confusingly when you're inside

  • of the double quotes, inside of printf, percent

  • is used as the format specifier.

  • >> When you use percent outside of that in a mathematical expression,

  • it's the modulo operator for modular arithmetic-- for our purposes

  • here, just means, what is the remainder of x divided by y?

  • So x divided by y is x slash y.

  • What's the remainder of x divided by y?

  • It's x mod y, as a programmer would say.

  • >> So if I made no mistakes here, let me go ahead and make ints, plural, nice,

  • and dot slash ints.

  • And let's go ahead and do, let's say, 1, 10.

  • All right, 1 plus 10 is 11, check.

  • 1 minus 10 is negative 9, check.

  • >> 1 times 10 is 10, check.

  • 1 divided by 10 is-- OK, we'll skip that one.

  • Remainder of 1 divided by 10 is 1.

  • That's correct.

  • But there's a bug in here.

  • >> So the one I put my hand over, not correct.

  • I mean, it's close to 0.

  • 1 divided by 10, you know, if we're cutting some corners, sure, it's zero.

  • But it should really be 1/10, 0.1, or 0.10, 0.1000, or so forth.

  • >> It should not really be zero.

  • Well, it turns out that the computer is doing literally what we told it to do.

  • We are doing math like x divided by y.

  • And both x and y, per the lines of code earlier, are integers.

  • >> Moreover, on line 15, we are telling printf, hey, printf plug-in

  • an integer, plug-in an integer, plug-in an integer-- specifically

  • x, and then y, and then x divided by y. x and y are ints.

  • We're good there.

  • >> But what is x divided by x?

  • x divided by y should be, mathematically, 1/10, or 0.1,

  • which is a real number, a real number having, potentially, a decimal point.

  • It's not an integer.

  • >> But what is the closest integer to 1/10, or 0.1?

  • Yeah, it kind of is zero.

  • 0.1 is like this much.

  • And 1 is this much.

  • So 1/10 is closer to 0 than it is to one.

  • >> And so what C is doing for us-- kind of because we told it to--

  • is truncating that integer.

  • It's taking the value, which again is supposed to be something like 0.1000,

  • 0 and so forth.

  • And it's truncating everything after the decimal point

  • so that all of this stuff, because it doesn't

  • fit in the notion of an integer, which is just a number like negative 1, 0, 1,

  • up and down, it throws away everything after the decimal point because you

  • can't fit a decimal point in an integer by definition.

  • >> So the answer here is zero.

  • So how do we fix this?

  • We need another solution all together.

  • And we can do this, as follows.

  • >> Let me go ahead and create a new file, this one called floats.c.

  • And save it here in the same directory, float.c.

  • And let me go ahead and copy some of that code from earlier.

  • >> But instead of getting an int, let's do this.

  • Give me a floating point value called x. where a floating point

  • value is just literally something with a floating point.

  • It can move to the left, to the right.

  • It's a real number.

  • >> And let me call not get int, but get float,

  • which also was among the menu of options in the C50 library.

  • Let's change y to a float.

  • So this becomes get float.

  • >> And now, we don't want to plug in ints.

  • It turns out we have to use percent f for float, percent f for float,

  • and now save it.

  • And now, fingers crossed, make floats, nice, dot slash floats.

  • x is going to be one 1. y Is going to be 10 again.

  • >> And, nice, OK my addition is correct.

  • I was hoping for more, but I forgot to write it.

  • So let's go and fix this logical error.

  • >> Let's go ahead and grab the following.

  • We'll just do a little copy and paste.

  • And I'm going to say minus.

  • >> And I'm going to say times.

  • And I'm going to say divided.

  • And I'm not going to do modulo, which is not as germane here,

  • divided by f, and times plus-- OK, let's do this again.

  • >> Make floats, dot slash floats, and 1, 10, and-- nice, no, OK.

  • So I'm an idiot.

  • So this is very common in computer science

  • to make stupid mistakes like this.

  • >> For pedagogical purposes, what I really wanted to do

  • was change the science here to plus, to minus, to times,

  • and to divide, as you hopefully noticed during this exercise.

  • So now let's re-compile this program, do dot slash floats.

  • >> And for the third time, let's see if it meets my expectations.

  • 1, 10, enter, yes, OK, 1.000, divided by 10.000, is 0.100000.

  • And it turns out we can control how many numbers are after those decimal points.

  • We actually will.

  • We'll come back to that.

  • >> But now, in fact, the math is correct.

  • So, again, what's the takeaway here?

  • It turns out that in C, there are not only just strings-- and, in fact,

  • there aren't really, because we add those with the CS50 library.

  • But there aren't just ints.

  • >> There are also floats.

  • And it turns out a bunch of other data types too, that we'll use before long.

  • Turns out if you want a single character, not a string of characters,

  • you can use just a char.

  • >> Turns out that if you want a bool, a Boolean value, true or false only,

  • thanks to the CS50 library, we've added to C the bool data type as well.

  • But it's also present in many other languages as well.

  • And it turns out that sometimes you need bigger numbers then come by default

  • with ints and floats.

  • >> And, in fact, a double is a number that uses not 32 bits, but 64 bits.

  • And a long long is a number that uses not 32, bits but 64 bits,

  • respectively, for floating point values and integers, respectively.

  • So let's actually now see this in action.

  • >> I'm going to go ahead here and whip up one other program.

  • Here, I'm going to go ahead and do include CS50.h.

  • And let me go, include standard IO.h.

  • >> And you'll notice something funky is happening here.

  • It's not color coding things in the same way as it did before.

  • And it turns out, that's because I haven't given the thing a file name.

  • >> I'm going to call this one sizeof.c, and hit Save.

  • And notice what happens to my very white code against that black backdrop.

  • Now, at least there's some purple in there.

  • And it is syntax highlighted.

  • >> That's because, quite simply, I've told the IDE what type of file

  • it is by giving it a name, and specifically a file extension.

  • Now, let's go ahead and do this.

  • I'm going to go ahead and very simply print out the following-- bool

  • is percent LU.

  • >> We'll come back to that in just a moment.

  • And then I'm going to print size of bool.

  • And now, just to save myself some time, I'm

  • going to do a whole bunch of these at once.

  • And, specifically, I'm going to change this to a char and char.

  • This one, I'm going to change to a double and a double.

  • >> This one, I'm going to change to a float and a float.

  • This one, I'm going to change to an int and an int.

  • And this one, I'm going to change to a long long.

  • And it's still taking a long time, long long.

  • >> And then, lastly, I gave myself one too many, string.

  • It turns out that in C, there's the special operator called

  • size of that's literally going to, when run,

  • tell us the size of each of these variables.

  • And this is a way, now, we can connect back

  • to last week's discussion of data and representation.

  • >> Let me go ahead and compile size of dot slash size of.

  • And let's see.

  • It turns out that in C, specifically on CS50 IDE,

  • specifically on the operating system Ubuntu,

  • which is a 64-bit operating system in this case,

  • a bool is going to use one byte of space.

  • That's how size is measured, not in bits, but in bytes.

  • And recall that one byte is eight bits.

  • So a bool, even though you technically only need a 0 or 1,

  • it's a little wasteful how we've implemented it.

  • It's actually going to use a whole byte-- so all zeros, are maybe

  • all ones, or something like that, or just one 1 among eight bits.

  • >> A char, meanwhile, used for a character like an Ascii character per last week,

  • is going to be one character.

  • And that synchs up with our notion of it being no more than 256 bits-- rather,

  • synchs up with it being no longer than 8 bits, which

  • gives us as many as 256 values.

  • A double is going to be 8 bytes or 64 bits.

  • >> A float is 4.

  • An int is 4.

  • A long, long is 8.

  • And a string is 8.

  • But don't worry about that.

  • We're going to peel back that layer.

  • It turns out, strings can be longer than 8 bytes.

  • >> And, indeed, we've written strings already, hello world,

  • longer than 8 bytes.

  • But we'll come back to that in just a moment.

  • But the take away here is the following.

  • >> Any computer only has a finite amount of memory and space.

  • You can only store so many files on your Mac or PC.

  • You can only store so many programs in RAM running at once, necessarily, even

  • with virtual memory, because you have a finite amount of RAM.

  • >> And just to picture-- if you've never opened up a laptop

  • or ordered extra memory for a computer, you

  • might not know that inside of your computer

  • is something that looks a little like this.

  • So this is just a common company named Crucial that makes RAM for computers.

  • And RAM is where programs live while they're running.

  • >> So on every Mac or PC, when you double click a program, and it opens up,

  • and it opens some Word document or something like that,

  • it stores it temporarily in RAM, because RAM is faster

  • than your hard disk, or your solid state disk.

  • So it's just where programs go to live when they're running,

  • or when files are being used.

  • >> So you have things that look like this inside of your laptop,

  • or slightly bigger things inside of your desktop.

  • But the key is you only have a finite number of these things.

  • And there's only a finite amount of hardware sitting on this desk right

  • here.

  • >> So, surely, we can't store infinitely long numbers.

  • And, yet, if you think back to grade school, how many digits can

  • you have to the right of a decimal point?

  • For that matter, how many digits can you have to the left of a decimal point?

  • Really, infinitely many.

  • >> Now, we humans might only know how to pronounce million,

  • and billion, trillion, and quadrillion, and quintillion.

  • And I'm pushing the limits of my understanding-- or my-- I understand

  • numbers, but my pronunciation of numbers.

  • But they can get infinitely large with infinitely many digits to the left

  • or to the right of a decimal point.

  • >> But computers only have a finite amount of memory,

  • a finite number of transistors, a finite number of light bulbs inside.

  • So what happens when you run out of space?

  • In other words, if you think back to last week

  • when we talked about numbers themselves being represented in binary,

  • suppose that we've got this 8-bit value here.

  • >> And we have seven 1's and one 0.

  • And suppose that we want to add 1 to this value.

  • This is a really big number right now.

  • >> This is 254, if I remember the math from last week right.

  • But what if I change that rightmost 0 to a 1?

  • The whole number, of course, becomes eight 1's.

  • So we're still good.

  • >> And that probably represents 255, though depending on context

  • it could actually represent a negative number.

  • But more on that another time.

  • This feels like it's about as high as I can count.

  • >> Now, it's only 8 bits.

  • And my Mac, surely, has way more than 8 bits of memory.

  • But it does have finite.

  • So the same argument applies, even if we have more of these ones on the screen.

  • >> But what happens if you're storing this number, 255,

  • and you want to count 1 bit higher?

  • You want to go from 255 to 256.

  • The problem, of course, is that if you start counting at zero like last week,

  • you can't count as high as 256, let alone 257,

  • let alone 258,m because what happens when you add a 1?

  • If you do the old grade school approach, you put a 1 here,

  • and then 1 plus 1 is 2, but that's really a zero, you carry the 1,

  • carry the 1, carry the 1.

  • All of these things, these 1's, go to zero.

  • And you wind up, yes, as someone pointed out, a 1 on the left hand side.

  • But everything you can actually see and fit in memory

  • is just eight 0's, which is to say at some point if you, a computer,

  • tried counting high enough up, you're going to wrap around, it would seem,

  • to zero, or maybe even negative numbers, which are even lower than zero.

  • >> And we can kind of see this.

  • Let me go ahead and write a real quick program here.

  • Let me go ahead and write a program called Overflow.

  • Include CS50.h, include standard IO.h-- oh,

  • I really missed my syntax highlighting.

  • So let's save this as overflow.c.

  • >> And now int main void-- and before long, we'll

  • come back to explaining why we keep writing int main void.

  • But for now, let's just do it, taking it for granted.

  • Let's give myself an int, and initialize it to 0.

  • >> Let's then do for int i get zero-- actually, let's do an infinite loop

  • and see what happens.

  • While true, then let's print out n is percent i, backslash n, plug-in n.

  • But, now, let's do n gets n plus 1.

  • >> So in other words, on each iteration of this infinite loop,

  • let's take n's value, and add 1 to it, and then

  • store the result back in n on the left.

  • And, in fact, we've seen syntax slightly like this, briefly.

  • A cool trick is instead of writing all this out,

  • you can actually say an n plus equals 1.

  • >> Or if you really want to be fancy, you can say n plus plus semi-colon.

  • But these latter two are just what we'd call syntactic sugar

  • for the first thing.

  • >> The first thing is more explicit, totally fine, totally correct.

  • But this is more common, I'll say.

  • So we'll do this for just a moment.

  • >> Let's now make overflow, which sounds rather ominous, dot slash overflow.

  • Let's see, n's getting pretty big.

  • But let's think, how big can n get?

  • >> n is an int.

  • We saw a moment ago with the size of example that an int is four bytes.

  • We know from last week, four bytes is 32 bits, because 8 times 4, that's 32.

  • That's going to be 4 billion.

  • >> And we are up to 800,000.

  • This is going to take forever to count as high as I possibly can.

  • So I'm going to go ahead, as you might before long,

  • and hit Control C-- frankly, Control C, a lot, where Control C generally

  • means cancel.

  • Unfortunately, because this is running in the cloud,

  • sometimes the cloud is spitting out so much stuff,

  • so much output, it's going to take a little while for my input

  • to get to the cloud.

  • So even though I hit Control C a few seconds ago,

  • this is definitely the side effect of an infinite loop.

  • >> And so in such cases, we're going to leave that be.

  • And we're going to add another terminal window over here

  • with the plus, which of course doesn't like that, since it's still thinking.

  • And let's go ahead and be a little more reasonable.

  • >> I'm going to go ahead and do this only finitely many times.

  • Let's use a for loop, which I alluded to earlier.

  • Let's do this.

  • Give me another variable int i gets 0.

  • i is less than, let's say, 64 i++.

  • And now let me go ahead and print out n is percent i, comma n.

  • And then n-- this is still going to take forever.

  • Let's do this.

  • >> n gets n times 2.

  • Or we could be fancy and do times equals 2.

  • But let's just say n equals itself, times 2.

  • In other words, in this new version of the program,

  • I don't want to wait forever from like 800,000 to 4 billion.

  • Let's just get this over with.

  • >> Let's actually double n each time.

  • Which, recall, doubling is the opposite of having, of course.

  • And whereas last week we have something again, and again,

  • and again, super fast, doubling will surely

  • get us from 1 to the biggest possible value that we can count to with an int.

  • >> So let's do exactly this.

  • And we'll come back to this before long.

  • But this, again, is just like the repeat block in Scratch.

  • And you'll use this before long.

  • >> This just means count from zero up to, but not equal, to 64.

  • And on each iteration of this loop, just keep incrementing i.

  • So i++-- and this general construct on line 7 is just a super common way

  • of repeating some lines of code, some number of times.

  • Which lines of code?

  • These curly braces, as you may have gleaned from now,

  • means, do the following.

  • >> It's in like Scratch, when it has the yellow blocks

  • and other colors that kind of embrace or hug other blocks.

  • That's what those curly braces are doing here.

  • So if I got my syntax right-- you can see the carrot symbol in C means

  • that's how many times I was trying to solve this problem.

  • So let's get rid of that one altogether, and close that window.

  • And we'll use the new one.

  • Make overflow, dot slash overflow, Enter, all right,

  • it looks bad at first.

  • But let's scroll back in time, because I did this 64 times.

  • >> And notice the first time, n is 1.

  • Second time, n is 2, then 4, then 8, then 16.

  • And it seems that as soon as I get to roughly 1 billion,

  • if I double it again, that should give me 2 billion.

  • But it turns out, it's right on the cusp.

  • >> And so it actually overflows an int from 1 billion

  • to roughly negative 2 billion, because an integer,

  • unlike the numbers we were assuming last week,

  • can be both positive and negative in reality and in a computer.

  • And so at least one of those bits is effectively stolen.

  • So we really only have 31 bits, or 2 billion possible values.

  • >> But for now, the takeaway is quite simply, whatever these numbers are

  • and whatever the math is, something bad happens eventually,

  • because eventually you are trying to permute the bits one too many times.

  • And you effectively go from all 1's to maybe all 0's, or maybe

  • just some other pattern that it clearly, depending on context,

  • can be interpreted as a negative number.

  • And so it would seem the highest I can count in this particular program

  • is only roughly 1 billion.

  • But there's a partial solution here.

  • You know what?

  • >> Let me change from an int to a long long.

  • And let me go ahead here and say-- I'm going to have

  • to change this to an unsigned long.

  • Or, let's see, I never remember myself.

  • >> Let's go ahead and make overflow.

  • No, that's not it, LLD, thank you.

  • So sometimes Clang can be helpful.

  • I did not remember what the format specifier was for a long long.

  • >> But, indeed, Clang told me.

  • Green is some kind of good, still means you made a mistake.

  • It's guessing that I meant LLD.

  • >> So let me take it's advice, a long long decimal number, save that.

  • And let me rerun it, dot slash overflow, Enter.

  • And now what's cool is this.

  • >> If I scroll back in time, we still start counting at the same place-- 1, 2, 4,

  • 8, 16.

  • Notice, we get all the way up to 1 billion.

  • But then we safely get to 2 billion.

  • >> Then we get to 4 billion, then 8 billion, 17 billion.

  • And we go higher, and higher, and higher.

  • Eventually, this, too, breaks.

  • >> Eventually, with a long long, which is the 64-bit value, not

  • a 32-bit value, if you count too high, you wrap around 0.

  • And in this case, we happen to end up with a negative number.

  • >> So this is a problem.

  • And it turns out that this problem is not all that arcane.

  • Even though I've deliberately induced it with these mistakes,

  • it turns out we see it kind of all around us, or at least some of us do.

  • >> So in Lego Star Wars, if you've ever played the game,

  • it turns out you can go around breaking things up in LEGO world,

  • and collecting coins, essentially.

  • And if you've ever played this game way too much time,

  • as this unnamed individual here did, the total number

  • of coins that you can collect is, it would seem, 4 billion.

  • >> Now, with it's actually rounded.

  • So LEGO was trying to keep things user friendly.

  • They didn't do it exactly 2 to the 32 power, per last week.

  • But 4 billion is a reason.

  • It seems, based on this information, that LEGO, and the company that

  • made this actual software, decided that the maximum number of coins

  • the user can accumulate is, indeed, 4 billion,

  • because they chose in their code to use not a long long, apparently,

  • but just an integer, an unsigned integer, only a positive integer, whose

  • max value is roughly that.

  • Well, here's another funny one.

  • So in the game Civilization, which some of you might be familiar, with

  • it turns out that years ago there was a bug in this game whereby

  • if you played the role of Gandhi in the game,

  • instead of him being very pacifist, instead was incredibly, incredibly

  • aggressive, in some circumstances.

  • In particular, the way that Civilization works is that if you, the player,

  • adopt democracy, your aggressiveness score gets

  • decremented by two, so minus minus, and then minus minus.

  • >> So you subtract 2 from your actual iterating.

  • Unfortunately, if your iterating is initially 1, and you subtract 2 from it

  • after adopting democracy as Gandhi here might

  • have done, because he was very passive-- 1 on the scale of aggressiveness.

  • But if he adopts democracy, then he goes from 1 to negative 1.

  • >> Unfortunately, they were using unsigned numbers,

  • which means they treated even negative numbers as though they were positive.

  • And it turns out that the positive equivalent of negative 1,

  • in typical computer programs, is 255.

  • So if Gandhi adopts democracy, and therefore has

  • his aggressiveness score decreased, it actually rolls around to 255

  • and makes him the most aggressive character in the game.

  • So you can Google up on this.

  • And it was, indeed, an accidental programming bug,

  • but that's entered quite the lore ever since.

  • >> That's all fun and cute.

  • More frightening is when actual real world devices, and not games,

  • have these same bugs.

  • In fact, just a year ago an article came out about the Boeing 787 Dreamliner.

  • >> And the article at first glance reads a little arcane.

  • But it said this, a software vulnerability in Boeing's

  • new 787 Dreamliner jet has the potential to cause pilots

  • to lose control of the aircraft, possibly

  • in mid-flight, the FAA officials warned airlines recently.

  • It was the determination that a model 787

  • airplane that has been powered continuously for 248 days

  • can lose all alternating current, AC, electrical power due to the generator

  • control units, GCUs, simultaneously going into fail safe mode.

  • It's kind of losing me.

  • But the memo stated, OK, now I got that, the condition was caused by a software

  • counter internal to the generator control

  • units that will overflow after 248 days of continuous power.

  • We are issuing this notice to prevent loss

  • of all AC electrical power, which could result

  • in loss of control of the airplane.

  • >> So, literally, there is some integer, or some equivalent data type,

  • being used in software in an actual airplane

  • that if you keep your airplane on long enough, which apparently

  • can be the case if you're just running them constantly and never unplugging

  • your airplane, it seems, or letting its batteries die,

  • will eventually count up, and up, and up, and up, and up, and up.

  • >> And, by nature, a finite amount of memory

  • will overflow, rolling back to zero or some negative value,

  • a side effect of which is the frighteningly real reality

  • that the plane might need to be rebooted, effectively,

  • or might fall, worse, as it flies.

  • So these kinds of issues are still with us,

  • even-- this was a 2015 article, all the more frightening

  • when you don't necessarily understand, appreciate, or anticipate

  • those kinds of errors.

  • >> So it turns out there's one other bad thing about data representation.

  • It turns out that even floats are kind of flawed, because floats, too,

  • I proposed are 32 bits, or maybe 64 if you use a double.

  • But that's still finite.

  • >> And the catch is that if you can put an infinite number of numbers

  • after the decimal point, there is no way you

  • can represent all the possible numbers that we were taught

  • in grade school can exist in the world.

  • A computer, essentially, has to choose a subset of those numbers

  • to represent accurately.

  • >> Now, the computer can round maybe a little bit,

  • and can allow you to roughly store any number you might possibly want.

  • But just intuitively, if you have a finite number of bits,

  • you can only permute them in so many finite ways.

  • So you can't possibly use a finite number

  • of permutation of bits, patterns of zeros and ones,

  • to represent an infinite number of numbers,

  • which suggests that computers might very well be lying to us sometimes.

  • >> In fact, let's do this.

  • Let me go back into CS50 IDE.

  • Let me go ahead and create a little program

  • called Imprecision, to show that computers are, indeed, imprecise.

  • >> And let me go ahead and start with some of that code from before,

  • and now just do the following.

  • Let me go ahead and do printf, percent f, backslash n, 1 divided by 10.

  • In other words, let's dive in deeper to 1/10, like 1 and divided by 10.

  • Surely, a computer can represent 1/10.

  • >> So let's go ahead and make imprecision.

  • Let's see.

  • Format specifies type double.

  • But the argument has type int.

  • What's going on?

  • >> Oh, interesting, so it's a lesson learned from before.

  • I'm saying, hey, computer show me a float with percent f.

  • But I'm giving it 2 ints.

  • So it turns out, I can fix this in a couple of ways.

  • >> I could just turn one into 1.0, and 10 into 10.0, which would, indeed,

  • have the effect of converting them into floats-- still hopefully

  • the same number.

  • Or it turns out there's something we'll see again before long.

  • You could cast the numbers.

  • >> You can, using this parenthetical expression, you can say,

  • hey, computer, take this 10, which I know is an int.

  • But treat it, please, as though it's a float.

  • But this feels unnecessarily complex.

  • >> For our purposes today, let's just literally

  • make them floating point values with a decimal point, like this.

  • Let me go ahead and rerun, make imprecision, good, dot slash

  • imprecision, enter.

  • OK, we're looking good.

  • >> 1 divided by 10, according to my Mac here, is, indeed, 0.100000.

  • Now, I was taught in grade school there should be an infinite number of 0's.

  • So let's at least try to see some of those.

  • It turns out that printf is a little fancier still than we've been using.

  • It turns out you don't have to specify just percent f, or just percent i.

  • You can actually specify some control options here.

  • >> Specifically, I'm going to say, hey, printf,

  • actually show me 10 decimal points.

  • So it looks a little weird.

  • But you say percent, dot, how many numbers

  • you want to see after the decimal point, and then f

  • for flat, just because that's what the documentation says.

  • Let me go ahead and save that.

  • >> And notice too, I'm getting tired of retyping things.

  • So I'm just setting the up and down arrow on my keys here.

  • And if I keep hitting up, you can see all of the commands

  • that I made, or incorrectly made.

  • >> And I'm going to go ahead now and not actually use that, apparently.

  • Make imprecision, dot slash imprecision-- so

  • what I was taught in grade school checks out.

  • Even if I print it to 10 decimal places it, indeed, is 0.10000.

  • But you know what?

  • >> Let's get a little greedy.

  • Let's say, like, show me 55 points after the decimal.

  • Let's really take this program out for a spin.

  • Let me remake it with make imprecision, dot slash, imprecision.

  • >> And here we go.

  • Your childhood was a lie.

  • Apparently, 1 divided by 10 is indeed 0.100000000000000005551115123--

  • >> What is going on?

  • Well, it turns out, if you kind of look far enough out in the underlying

  • representation of this number, it actually

  • is not exactly 1/10, or 0.1 and an infinite number of zeros.

  • Now, why is that?

  • >> Well, even though this is a simple number to us humans, 1 divided by 10,

  • it's still one of infinitely many numbers that we could think up.

  • But a computer can only represent finitely many so numbers.

  • And so, effectively, what the computer is showing us is its closest

  • approximation to the number we want to believe is 1/10,

  • or really 0.10000 ad infinitum.

  • >> Rather, though, this is as close as it can get.

  • And, indeed, if you look underneath the hood,

  • as we are here by looking 55 digits after the decimal,

  • we actually see that reality.

  • Now as an aside, if you've ever seen the movie--

  • most of you probably haven't-- but Superman 3 some years ago,

  • Richard Pryor essentially leveraged this reality in his company to steal a lot

  • of fractions and fractions of pennies, because the company-- as I recall,

  • it's been a while-- was essentially throwing away anything that didn't fit

  • into the notion of cents.

  • >> But if you add up all these tiny, tiny, tiny numbers again,

  • and again, and again, you can, as in his case, make a good amount of money.

  • >> That same idea was ripped off by a more recent, but still now older

  • movie, called Office Space, where the guys in that movie,

  • did the same thing, screwed it up completely, ended up with way too much

  • money in their bank account.

  • It was all very suspicious.

  • But at the end of the day, imprecision is all around us.

  • >> And that, too, can be frighteningly the case.

  • It turns out that Superman 3 and Office Space aside, there

  • can be some very real world ramifications

  • of the realities of imprecise representation of data

  • that even we humans to this day don't necessarily

  • understand as well as we should, or remember as often as we should.

  • And, indeed, the following clip is from a look at some very real world

  • ramifications of what happens if you don't appreciate the imprecision that

  • can happen in numbers representation.

  • >> [VIDEO PLAYBACK]

  • >> -Computers, we've all come to accept the often frustrating problems that

  • go with them-- bugs, viruses, and software glitches,

  • for small prices to pay for the convenience.

  • But in high tech and high speed military and space program applications,

  • the smallest problem can be magnified into disaster.

  • >> On June 4th, 1996, scientists prepared to launch an unmanned Ariane 5 rocket.

  • It was carrying scientific satellites designed

  • to establish precisely how the earth's magnetic field interacts

  • with solar winds.

  • The rocket was built for the European Space Agency,

  • and lifted off from its facility on the coast of French Guiana.

  • >> -At about 37 seconds into the flight, they first

  • noticed something was going wrong.

  • The nozzles were swiveling in a way they really shouldn't.

  • Around 40 seconds into the flight, clearly, the vehicle was in trouble.

  • >> And that's when they made a decision to destroy it.

  • The range safety officer, with tremendous guts, pressed the button,

  • blew up the rocket, before it could become a hazard to the public safety.

  • >> -This was the maiden voyage of the Ariane 5.

  • And its destruction took place because of a flaw

  • embedded in the rocket's software.

  • -The problem on the Ariane was that there was a number that

  • required 64 bits to express.

  • And they wanted to convert it to a 16-bit number.

  • They assumed that the number was never going

  • to be very big, that most of those digits in a 64-bit number were zeroes.

  • They were wrong.

  • >> -The inability of one software program to accept

  • the kind of number generated by another was at the root of the failure.

  • Software development had become a very costly part of new technology.

  • The Ariane rocket have been very successful, so much of the software

  • created for it was also used in the Ariane 5.

  • >> -The basic problem was that the Ariane 5 was faster, accelerated faster.

  • And the software hadn't accounted for that.

  • >> -The destruction of the rocket was a huge financial disaster,

  • all due to a minute software error.

  • But this wasn't the first time data conversion problems

  • had plagued modern rocket technology.

  • >> -In 1991, with the start of the first Gulf War,

  • the Patriot Missile experienced a similar kind

  • of number conversion problem.

  • And as a result, 28 people, 28 American soldiers,

  • were killed, and about 100 others wounded,

  • when the Patriot, which was supposed to protect against incoming scuds,

  • failed to fire a missile.

  • >> -When Iraq invaded Kuwait, and America launched Desert Storm in early 1991,

  • Patriot Missile batteries were deployed to protect Saudi Arabia and Israel

  • from Iraqi Scud missile attacks.

  • The Patriot is a US medium-range surface to air system, manufactured

  • by the Raytheon company.

  • >> -The size of the Patriot interceptor itself is about roughly 20 feet long.

  • And it weighs about 2,000 pounds.

  • And it carries a warhead of about, I think it's roughly 150 pounds.

  • And the warhead itself is a high explosive, which

  • has fragments around it.

  • The casing of the warhead is designed to act like buckshot.

  • >> -The missiles are carried four per container,

  • and are transported by a semi trailer.

  • >> -The Patriot anti-missile system goes back at least 20 years now.

  • It was originally designed as an air defense missile

  • to shoot down enemy airplanes.

  • In the first Gulf War, when that war came along,

  • the Army wanted to use it to shoot down scuds, not airplanes.

  • >> The Iraqi Air Force was not so much of a problem.

  • But the Army was worried about scuds.

  • And so they tried to upgrade the Patriot.

  • >> -Intercepting an enemy missile traveling at mach 5

  • was going to be challenging enough.

  • But when the Patriot was rushed into service,

  • the Army was not aware of an Iraqi modification that made

  • their scuds nearly impossible to hit.

  • >> -What happened is the scuds that were coming in were unstable.

  • They were wobbling.

  • The reason for this was the Iraqis, in order

  • to get 600 kilometers out of a 300 kilometer

  • range missile, took weight out of the front warhead.

  • They made the warhead lighter.

  • >> So now the Patriot is trying to come at the Scud.

  • And most of the time, the overwhelming majority of the time,

  • it would just fly by the Scud.

  • Once the Patriot system operators realized the Patriot missed its target,

  • they detonated the Patriot's warhead to avoid possible casualties if it

  • was allowed to fall to the ground.

  • >> -That was what most people saw, those big fireballs in the sky,

  • and misunderstood as intercepts of Scud warheads.

  • >> -Although in the night skies, Patriots appeared

  • to be successfully destroying Scuds, at Dhahran,

  • there could be no mistake about its performance.

  • There, the Patriot's radar system lost track of an incoming Scud,

  • and never launched due to a software flaw.

  • It was the Israelis who first discovered that the longer the system was on,

  • the greater the time discrepancy became, due to a clock embedded

  • in the system's computer.

  • >> -About two weeks before the tragedy in Dhahran,

  • the Israelis reported to the Defense Department

  • that the system was losing time.

  • After about eight hours or running, they noticed that the system

  • was becoming noticeably less accurate.

  • The Defense Department responded by telling all of the Patriot batteries

  • to not leave the systems on for a long time.

  • They never said what a long time was-- eight hours, 10 hours, 1,000 hours.

  • Nobody knew.

  • >> -The Patriot battery stationed at the barracks

  • at Dhahran and its flawed internal clock had been on over 100 hours

  • on the night of February 25th.

  • >> -It tracked time to an accuracy of about a tenth of a second.

  • Now, a tenth of a second is an interesting number,

  • because it can't be expressed in binary exactly, which

  • means it can't be expressed exactly in any modern digital computer.

  • It's hard to believe.

  • >> But use this as an example.

  • Let's take the number one third.

  • One third cannot be expressed in decimal exactly.

  • One third is 0.333 going on for infinity.

  • >> There is no way to do that with absolute accuracy in decimal.

  • That's exactly the kind of problem that happened in the Patriot.

  • The longer the system ran, the worse the time error became.

  • >> -After 100 hours of operation, the error in time was only about one third

  • of a second.

  • But in terms of targeting a missile traveling at mach 5,

  • it resulted in a tracking error of over 600 meters.

  • It would be a fatal error for the soldiers on what

  • happened is a Scud launch was detected by early Warning satellites

  • and they knew that the Scud was coming in their general direction.

  • They didn't know where it was coming.

  • >> -It was now up to the radar component of the Patriot system

  • defending Dhahran to locate and keep track of the incoming enemy missile.

  • >> -The radar was very smart.

  • It would actually track the position of the Scud,

  • and then predict where it probably would be the next time the radar sent

  • a pulse out.

  • That was called a range gate.

  • >> -Then, once the Patriot decides enough time has

  • passed to go back and check the next location for this detected object,

  • it goes back.

  • So when it went back to the wrong place, it then sees no object.

  • And it decides that there was no object, it was a false detection,

  • and drops the track.

  • >> -The incoming Scud disappeared from the radar screen.

  • And seconds later, it slammed into the barracks.

  • The Scud killed 28, and was the last one fired during the first Gulf War.

  • >> Tragically, the updated software arrived at Dhahran the following day.

  • The software flaw had been fixed, closing

  • one chapter in the troubled history of the Patriot missile.

  • >> [VIDEO PLAYBACK]

  • DAVID J. MALAN: So this is all to say that these issues of overflow

  • and imprecision are all too real.

  • So how did we get here?

  • We began with just talking about printf.

  • Again, this function that prints something to the screen,

  • and we introduced thereafter a few other functions

  • from the so-called CS50's library.

  • And we'll continue to see these in due time.

  • And we, particularly, used get string, and get int, and now also get float,

  • and yet others still will we encounter and use ourselves before long.

  • >> But on occasion, have we already seen a need

  • to store what those functions hand back?

  • They hand us back a string, or an int, or a float.

  • And sometimes we need to put that string, or int, or float, somewhere.

  • >> And to store those things, recall just like in Scratch, we have variables.

  • But unlike in Scratch, in C we have actual types

  • of variables-- data types, more generally--

  • among them, a string, an int, a float, and these others still.

  • >> And so when we declare variables in C, we'll have to declare our data types.

  • This is not something we'll have to do later in the semester

  • as we transition to other languages.

  • But for now, we do need to a priori in advance,

  • explain to the computer what type of variable we want it to give us.

  • >> Now, meanwhile, to print those kinds of data types,

  • we have to tell printf what to expect.

  • And we saw percent s for strings, and percent i for integers,

  • and a few others already.

  • And those are simply requirements for the visual presentation

  • of that information.

  • >> And each of these can actually be parametrized or tweaked in some way,

  • if you want to further control the type of output that you get.

  • And, in fact, it turns out that not only is there backslash n for a new line.

  • There's something else called backslash r for a carriage return, which

  • is more akin to an old school typewriter,

  • and also Windows used for many years.

  • >> There's backslash t for tabs.

  • Turns out, that if you want to double quote inside of a string,

  • recall that we've used double quote double

  • quote on the left and the right ends of our strings thus far.

  • That would seem to confuse things.

  • >> If you want to put a double quote in the middle of a string-- and, indeed,

  • it is confusing to see.

  • And so you have to escape, so to speak, a double quote with something

  • like, literally, backslash double quote.

  • And there's a few other still.

  • And we'll see more of those in actual use before long.

  • >> So let's now transition from data, and representation,

  • and arithmetic operators, all of which gave us some building

  • blocks with which to play.

  • But now let's actually give us the rest of the vocabulary

  • that we already had last week with Scratch

  • by taking a look at some other constructs in C-- not all of them.

  • But the ideas we're about to see really just

  • to emphasize the translation from one language, Scratch, to another, C.

  • >> And over time, we'll pick up more tools for our toolkit,

  • so to speak, syntactically.

  • And, indeed, you'll see that the ideas are now rather familiar from last week.

  • So let's do this.

  • >> Let's go ahead and whip up a program that actually uses some expressions,

  • a Boolean expression.

  • Let me go ahead here and create a new file.

  • I'll call this condition.c.

  • >> Let me go ahead and include the CS50 library.

  • And let me go ahead and include standard IO.h for our functions,

  • and printf, and more respectively.

  • Let me give myself that boilerplate of int main void, whose explanation we'll

  • come back to in the future.

  • >> Now let me go ahead and give myself an int via get int.

  • Then let me go ahead and do this.

  • I want to say if i is less-- let's distinguish between positive, negative,

  • or zero values.

  • >> So if i is less than zero, let me just have this program simply say,

  • negative, backslash n, else if i is greater than zero.

  • Now I'm, of course, going to say printf positive, backslash n.

  • And then else if-- I could do this.

  • >> I could do if i equals 0.

  • But I'd be making at least one mistake already.

  • Recall that the equal sign is not equal, as we humans know it.

  • >> But it's the assignment operator.

  • And we don't want to take 0 on the right and put it in i on the left.

  • So to avoid this confusion, or perhaps misuse of the equals sign,

  • humans decided some years ago that in many programming languages

  • when you want to check for equality between the left and the right,

  • you actually use equals equals.

  • So you hit the equals sign twice.

  • When you want to assign from right to left, you use a single equal sign.

  • So we could do this-- else if i equals equals zero.

  • >> I could then go and open my curly braces,

  • and say, printf 0, backslash n, done.

  • But remember how these forks in the road can work.

  • And, really, just think about the logic.

  • i is a number.

  • It's an integer, specifically.

  • And that means it's going to be less than 0, or greater than 0, or 0.

  • So there is kind of this implied default case.

  • >> And so we could, just like Scratch, dispense with the else if,

  • and just say else.

  • Logically, if you the programmer know there's only

  • three buckets into which a scenario can fall-- the first,

  • the second, or the third in this case-- don't

  • bother adding the additional precision and the additional logic there.

  • Just go ahead with the default case here of else.

  • >> Now, let's go ahead after saving this, make

  • conditions dot slash conditions-- not a great user interface,

  • because I'm not prompting the user, as I mentioned earlier.

  • But that's fine.

  • We'll keep it simple.

  • Let's try the number 42.

  • And that's positive.

  • Let's try the number negative 42, negative.

  • >> Let's try the value 0.

  • And, indeed, it works.

  • Now, you'll see with problems before long, testing things three times,

  • probably not sufficient.

  • You probably want to test some bigger numbers, some smaller

  • numbers, some corner cases, as we'll come to describe them.

  • >> But for now, this is a pretty simple program.

  • And I'm pretty sure, logically, that it falls into three cases.

  • And, indeed, even though we just focused on the potential downsides

  • of imprecision and overflow, in reality where many of CS50's problems,

  • we are not going to worry about, all the time,

  • those issues of overflow and imprecision, because, in fact, in C,

  • it's actually not all that easy to avoid those things.

  • If you want to count up bigger, and bigger, and bigger,

  • it turns out there are techniques you can use, often involving things called

  • libraries, collections of code, that other people wrote that you can use,

  • and other languages like Java and others, actually

  • make it a lot easier to count even higher.

  • So it really is some of these dangers a function of the language you use.

  • And in the coming weeks, we'll see how dangerous C really

  • can be if you don't use it properly.

  • But from there, and with Python, and JavaScript, will

  • we layer on some additional protections, and run fewer of those risks.

  • >> So let's make a little more interesting logic in our program.

  • So let me go ahead and create a program called Logical

  • just so I can play with some actual logic, logical.c.

  • I'll just copy and paste some code from earlier so I get back

  • to this nice starting point.

  • >> Let me this time do char C. I'm going to give it a name of C

  • just because it's conventional, get a character from the user.

  • And let's pretend like I'm implementing part

  • of that Rm program, the remove program before that prompted the user

  • to remove a file.

  • How could we do this?

  • >> I want to say, if C equals equals, quote unquote,

  • y, then I'm going to assume that the user has chosen yes.

  • I'm just going to print yes.

  • If it were actually writing the removal program,

  • we could remove the file with more lines of code.

  • But we'll keep it simple.

  • >> Else if c equals equals n-- and now here, I'm going to say,

  • the user must have meant no.

  • And then else, you know what?

  • I don't know what else the user is going to type.

  • So I'm just going to say that that is an error, whatever

  • he or she actually typed.

  • >> So what's going on here?

  • There is a fundamental difference versus what I've done in the past.

  • Double quotes, double quotes, double quotes, and, yet, single quotes,

  • single quotes.

  • It turns out in C, that when you want to write a string,

  • you do use double quotes, just as we've been using all this time with printf.

  • >> But if you want to deal with just a single character, a so-called char,

  • then you actually use single quotes.

  • Those of you who've programmed before, you might not have

  • had to worry about this distinction in certain languages.

  • In C, it does matter.

  • And so when I get a char and I want to compare that char using equals

  • equals to some letter like y or n, I do, indeed, need to have the single quotes.

  • >> Now, let's go ahead and do this.

  • Let's go ahead and do make logical dot slash logical.

  • And now I'm being prompted.

  • So, presumably, a better user experience would actually tell me what to do here.

  • But I'm going to just blindly say y for yes, OK, nice.

  • >> Let's run it again, n for no, nice.

  • Suppose like certain people I know, my caps lock key is on all too often.

  • So I do capital Y, enter, error.

  • OK, it's not exactly what I'm expecting.

  • Indeed, the computer is doing literally what

  • I told it to do-- check for lowercase y and lowercase n.

  • This doesn't feel like good user experience, though.

  • Let me ask for and accept either lower case or upper case.

  • So it turns out, you might want to say something like in Scratch,

  • like literally or C equals equals capital single quoted y.

  • Turns out, C does not have this literal keyword or.

  • >> But it does have two vertical bars.

  • You have to hold Shift usually, if you're using a US keyboard,

  • and hit the vertical bar key above your return key.

  • But this vertical bar vertical bar means or.

  • >> If, by contrast, we wanted to say and, like in Scratch,

  • we could do ampersand ampersand.

  • That makes no logical sense here, because a human could not possibly

  • have typed both y and lowercase y and capital Y as the same character.

  • So or is what we intend here.

  • >> So if I do this in both places, or c equals equals capital N, now rerun,

  • make logical, rerun logical.

  • Now, I can type y.

  • And I can do it again with capital Y, or capital N.

  • And I could add in additional combinations still.

  • >> So this is a logical program insofar as now

  • I'm checking logically for this value or this value.

  • And I don't have to, necessarily, come up with two more ifs or else ifs.

  • I can actually combine some of the related logic together in this way.

  • So this would be better designed than simply

  • saying, if C equals lower case y, print yes, else if c equals capital Y,

  • print yes, else if c equals lower-- in other words,

  • you don't have to have more and more branches.

  • You can combine some of the equivalent branches logically, as in this way.

  • >> So let's take a look at just one final ingredient, one final construct,

  • that C allows.

  • And we'll come back in the future to others still.

  • And then we'll conclude by looking at not the correctness of code--

  • getting code to work-- but the design of code, and plant those seeds early on.

  • >> So let me go ahead and open up a new file here.

  • You know what?

  • I'm going to re-implement that same program,

  • but using a different construct.

  • >> So let me quickly give myself access to include CS50.h

  • for the CS50 library, standard Io.h for printf.

  • Give me my int main void.

  • And then over here, let me go ahead and do this.

  • >> Char c gets get char, just like before.

  • And I'm going to use a new construct now-- switch, on what character?

  • So switch is kind of like switching a train tracks.

  • Or, really, it is kind of an if else, if else if,

  • but written somewhat differently.

  • >> A switch looks like this.

  • You have switch, and then what character or number you want to look at,

  • then some curly braces like in Scratch, just say do this stuff.

  • And then you have different cases.

  • >> You don't use if and else.

  • You literally use the word case.

  • And you would say something like this.

  • >> So in the case of a lowercase y, or in the case of a capital Y,

  • go ahead and print out yes.

  • And then break out of the switch.

  • That's it.

  • We're done.

  • >> Else if, so to speak, lower case n, or capital N,

  • then go ahead and print out no, and then break.

  • Else-- and this kind of is the default case indeed-- printf error--

  • and just for good measure, though logically this break is not necessary

  • because we're at the end of the switch anyway,

  • I'm now breaking out of the switch.

  • So this looks a little different.

  • >> But, logically, it's actually equivalent.

  • And why would you use one over the other?

  • Sometimes, just personal preference, sometimes the aesthetics,

  • if I glance at this now, there's something

  • to be said for the readability of this code.

  • I mean, never mind the fact that this code is new to many of us in the room.

  • >> But it just kind of is pretty.

  • You see lowercase y, capital Y, lower case n, capital N default,

  • it just kind of jumps out at you in a way

  • that, arguably, maybe the previous example

  • with the ifs, and the vertical bars, and the else ifs, might not have.

  • So this is really a matter of personal choice, really, or readability,

  • of the code.

  • >> But in terms of functionality, let me go ahead and make a switch, dot slash

  • switch, and now type in lowercase y, capital Y, lowercase n, capital N,

  • David, retry because that's not a single character.

  • Let's do x, error, as expected.

  • And, logically-- and this is something I would encourage in general-- even

  • though we're only scratching the surface of some of these features.

  • >> And it might not be obvious when you yourself sit down at the keyboard,

  • how does this work?

  • What would this do?

  • The beautiful thing about having a laptop, or desktop, or access

  • to a computer with a compiler, and with a code editor like this,

  • is you can almost always answer these questions for yourself just by trying.

  • >> For instance, if the rhetorical question at hand were,

  • what happens if you forget your break statements?

  • Which is actually a very common thing to do,

  • because it doesn't look like you really need them.

  • They don't really complete your thought like a parenthesis or a curly

  • brace does.

  • Let's go ahead and recompile the code and see.

  • So make switch, dot slash switch.

  • Let's type in lower case y, the top case, Enter.

  • So I typed y.

  • >> The program said yes, no, error, as though it was changing its mind.

  • But it kind of was, because what happens with a switch is the first case that

  • match essentially means, hey computer, execute all of the code beneath it.

  • And if you don't say break, or don't say break, or don't say break,

  • the computer is going to blow through all of those lines

  • and execute all of them until it gets to that curly brace.

  • So the brakes are, indeed, necessary.

  • But a takeaway here is, when in doubt, try something.

  • Maybe save your code first, or save it in an extra file

  • if you're really worried about messing up and having to recover

  • the work that you know is working.

  • >> But try things.

  • And don't be as afraid, perhaps, of what the computer might do,

  • or that you might break something.

  • You can always revert back to some earlier version.

  • >> So let's end by looking at the design of code.

  • We have this ability now to write conditions, and write loops,

  • and variables, and call functions.

  • So, frankly, we're kind of back at where we were a week ago with Scratch,

  • albeit with a less compelling textual environment than Scratch allows.

  • >> But notice how quickly we've acquired that vocabulary, even if it's

  • going to take a little while to sink in, so that we can now use this vocabulary

  • to write more interesting programs.

  • And let's take a baby step toward that, as follows.

  • Let me go ahead and create a new file here.

  • >> I'm going to call this prototype.c, and introduce

  • for the first time, the ability to make your own functions.

  • Some of you might have done this with Scratch,

  • whereby you can create your own custom blocks in Scratch,

  • and then drag them into place wherever you'd like in C.

  • And in most programming languages, you can do exactly

  • that-- make your own functions, if they don't already exist.

  • >> So, for instance, let me go ahead and include CS50.h, and include

  • standard IO.h, int main void.

  • And now we have a placeholder ready to go.

  • I keep printing things like people's names today.

  • And that feels like-- wouldn't be nice if there

  • were a function called print name?

  • I don't have to use printf.

  • I don't have to remember all the format codes.

  • Why don't I, or why didn't someone before me,

  • create a function called print name, that given some name,

  • simply prints it out?

  • >> In other words, if I say, hey, computer, give me a string

  • by asking the user for such, via CS50's get string function.

  • Hey, computer, put that string in the variable in the left hand side,

  • and call it s.

  • And then, hey computer, go ahead and print that person's name, done.

  • >> Now, it would be nice, because this program, aptly named,

  • tells me what it's supposed to do by way of those function's names.

  • Let me go and make prototype, Enter.

  • And, unfortunately, this isn't going to fly.

  • >> Prototype.c, line 7, character 5, error, implicit declaration

  • of function print name is invalid in C99, C99

  • meaning a version of C that came out in 1999.

  • That's all.

  • >> So I don't know what all of this means yet.

  • But I do recognize error in red.

  • That's pretty obvious.

  • >> And it seems that with the green character here,

  • the issue is with print name, open paren s, close paren, semi-colon.

  • But implicit declaration of function we did see briefly earlier.

  • This means, simply, that Clang does not know what I mean.

  • >> I've used a vocabulary word that it's never seen or been taught before.

  • And so I need to teach it what this function means.

  • So I'm going to go ahead and do that.

  • >> I'm going to go ahead and implement my own function called Print Name.

  • And I'm going to say, as follows, that it does this, printf, hello, percent

  • s, backslash n, name, semi-colon.

  • So what did I just do?

  • >> So it turns out, to implement your own function,

  • we kind of borrow some of the same structure as main

  • that we've just been taken for granted, and I

  • know just copying and pasting pretty much what

  • I've been writing in the past.

  • But notice the pattern here.

  • Int, Main, Void, we'll tease apart before long what that actually means.

  • >> But for today, just notice the parallelism.

  • Void, print name, string name, so there's

  • a purple keyword, which we're going to start

  • calling a return type, the name of the function, and then the input.

  • So, actually, we can distill this kind of like last week

  • as, this is the name or the algorithm of the code we're

  • going to write-- the algorithm underlying

  • the code we're going to write.

  • >> This is its input.

  • This is its output.

  • This function, print name, is designed to take a string called name,

  • or whatever, as input, and then void.

  • It doesn't return anything, like get string or get int does.

  • So it's going to hand me something back.

  • It's just going to have a side effect, so to speak,

  • of printing a person's name.

  • So notice, line 7, I can call print name.

  • Line 10, I can define or implement print name.

  • But, unfortunately, that's not enough.

  • >> Let me go ahead and recompile this after saving.

  • Whoa, now, I've made it worse, it would seem.

  • So implicit declaration of function print name is invalid.

  • And, again, there's more errors.

  • But as I cautioned earlier, even if you get overwhelmed with,

  • or a little sad to see so many errors, focus only on the first

  • initially, because it might just have had a cascading effect.

  • So C, or Clang more specifically, still does not recognize print name.

  • >> And that's because Clang, by design, is kind of dumb.

  • It only does what you tell it to do.

  • And it only does so in the order in which you tell it to do.

  • >> So I have defined main on line four, like we've been doing pretty often.

  • I've defined print name on line 10.

  • But I'm trying to use print name on line seven.

  • >> It's too soon, doesn't exist yet.

  • So I could be clever, and be like, OK, so let's just play along,

  • and move print name up here, and re-compile.

  • Oh my God.

  • It worked.

  • It was as simple as that.

  • >> But the logic is exactly that.

  • You have to teach Clang what it is by defining the function first.

  • Then you can use it.

  • But, frankly, this feels like a slippery slope.

  • >> So every time I run into a problem, I'm just

  • going to highlight and copy the code I wrote, cut it and paste it up here.

  • And, surely, we could contrive some scenarios

  • where one function might need to call another.

  • And you just can't put every function above every other.

  • >> So it turns out there's a better solution.

  • We can leave this be.

  • And, frankly, it's generally nice, and convenient, and good design

  • to put main first, because, again, main just like when green flag clicked,

  • that is the function that gets executed by default.

  • So you might as well put it at the top of the file

  • so that when you or any other human looks at the file

  • you know what's going on just by reading main first.

  • So it turns out, we can tell Clang proactively, hey, Clang, on line four,

  • I promise to implement a function called Print

  • Name that takes a string called name as input, and returns nothing, void.

  • And I'll get around to implementing it later.

  • >> Here comes Main.

  • Main now on line 9 can use Print Name because Clang

  • is trusting that, eventually, it will encounter the definition

  • of the implementation of Print Name.

  • So after saving my file, let me go ahead and make prototype,

  • looks good this time.

  • Dot slash, prototype, let me go ahead and type in a name.

  • David, hello David, Zamila, hello Zamila, and, indeed, now it works.

  • >> So the ingredient here is that we've made a custom function, like a custom

  • Scratch block we're calling it.

  • But unlike Scratch where you can just create it and start using it,

  • now we have to be a little more pedantic,

  • and actually train Clang to use, or to expect it.

  • Now, as an aside, why all this time have we been just blindly on faith including

  • CS50.h, and including standard IO.h?

  • >> Well, it turns out, among a few other things,

  • all that's in those dot h files, which happen to be files.

  • They're header files, so to speak.

  • They're still written in C. But they're a different type of file.

  • >> For now, you can pretty much assume that all that is inside of CS50.h

  • is some one-liners like this, not for functions called Print Name,

  • but for Get String, Get Float, and a few others.

  • And there are similar prototypes, one liners, inside of standard IO.h

  • for printf, which is now in my own Print Name function.

  • So in other words, this whole time we've just been blindly copying and pasting

  • include this, include that, what's going on?

  • Those are just kind of clues to Clang as to what functions

  • are, indeed, implemented, just elsewhere in different files

  • elsewhere on the system.

  • >> So we've implemented print name.

  • It does have this side effect of printing something on the screen.

  • But it doesn't actually hand me something back.

  • How do we go about implementing a program that

  • does hand me something back?

  • >> Well, let's try this.

  • Let me go ahead and implement a file called return.c

  • so we can demonstrate how something like Get String, or Get Int,

  • is actually returning something back to the user.

  • Let's go ahead and define int main void.

  • >> And, again, in the future, we'll explain what that int and that void

  • is actually doing.

  • But for today, we'll take it for granted.

  • I'm going to go ahead and printf, for a good user experience, x is.

  • And then I'm going to wait for the user to give me x with get int.

  • >> And then I'm going to go ahead and print out x to the square.

  • So when you only have a keyboard, people commonly

  • use the little carrot symbol on the keyboard

  • to represent to the power of, or the exponent of.

  • So x squared is present i.

  • >> And now I'm going to do this.

  • I could just do-- what's x squared? x squared is x times x.

  • >> And we did this some time ago already today.

  • This doesn't feel like all that much progress.

  • You know what?

  • Let's leverage some of that idea from last time of abstraction.

  • >> Wouldn't it be nice if there's a function called

  • square that does exactly that?

  • It still, at the end of the day, does the same math.

  • But let's abstract away the idea of taking

  • one number multiplied by another, and just give it a name,

  • like square this value.

  • >> And, in other words, in C, let's create a function

  • called square that does exactly that.

  • It's going to be called square.

  • It's going to take an int.

  • And we'll will just call it n, by default.

  • >> But we could call it anything we want.

  • And all that it's going to do, literally, is return

  • the result of n times n.

  • But because it is returning something, which

  • is the keyword in purple we've never seen before, I, on line 11,

  • can't just say void this time.

  • >> Void, in the example we just saw rather of print name, just means,

  • do something.

  • But don't hand me something back.

  • In this case, I do want to return n times n,

  • or whatever that is, that number.

  • >> So I can't say, hey, computer, I return nothing, void.

  • It's going to return, by nature, an int.

  • And so that's all that's going on here.

  • >> The input to square is going to be an int.

  • And so that we can use it, it has to have a name, N. It's going to output

  • an int that doesn't need a name.

  • We can leave it to main, or whoever is using me to remember this value if we

  • want with its own variable.

  • >> And, again, the only new keyword here is Return.

  • And I'm just doing some math.

  • If I really wanted to be unnecessary, I could say int product gets n times n.

  • >> And then I could say, return product.

  • But, again, to my point earlier of this just not being good design--

  • like, why introduce a name, a symbol, like product,

  • just to immediately return it?

  • It's a little cleaner, a little tighter, so

  • to speak, just to say return n times n, get rid of this line altogether.

  • >> And it's just less code to read, less opportunity for mistakes.

  • And let's see if this actually now works.

  • Now, I'm going to go ahead and make return.

  • >> Uh-oh, implicit declaration of function.

  • I made this mistake before, no big deal.

  • Let me just type, or highlight and copy, the exact same function prototype,

  • or signature, of the function up here.

  • Or I could move the whole function.

  • >> But that's a little lazy.

  • So we won't do that.

  • Now, let me make return again, dot slash return.

  • >> x is 2. x squared is 4. x is 3. x squared is 9.

  • And the function seems now to be working.

  • So what's the difference here?

  • I have a function that's called square, in this case, which I put in an input.

  • And I get back an output.

  • And yet, previously, if I open the other example

  • from earlier, which was called prototype.c,

  • I had print name, which returned void, so to speak,

  • Or it returned nothing, and simply had a side effect.

  • >> So what's going on here?

  • Well, consider the function get string for just a moment.

  • We've been using the function get string in the following way.

  • >> We've had a function get string, like include CS50.h,

  • include standard IO.h, int, main, void.

  • And then every time I've called get string thus far,

  • I've said something like, string s gets get string, because get string--

  • let's call this get.c-- get string itself returns a string that I can then

  • use, and say, hello, comma, percent s, backslash n, s.

  • >> So this is the same example, really, that we had earlier.

  • So get string returns a value.

  • But a moment ago, print string does not return a value.

  • It simply has a side effect.

  • So this is a fundamental difference.

  • We've seen different types of functions now,

  • some of which have returned values, some of which don't.

  • So maybe it's string, or int, or float.

  • Or maybe it's just void.

  • >> And the difference is that these functions that

  • get data and return a value are actually bringing something back to the table,

  • so to speak.

  • So let's go ahead and look at one final set

  • of examples that gives a sense, now, of how we might, indeed, abstract better,

  • and better, and better, or more, and more, and more, in order

  • to write, ultimately, better code.

  • Let's go ahead, and in the spirit of Scratch, do the following.

  • >> Let me go ahead and include CS50.h and standard IO.h.

  • Let me go ahead and give myself an int, main, void.

  • And let me go ahead, call this cough.c.

  • >> And let me go ahead and just like Scratch, print out cough/n.

  • And I want to do this three times.

  • So I'm, of course, just going to copy and paste three times.

  • I'm now going to make cough dot slash cough.

  • Let's give myself a little more room here, Enter, cough, cough, cough.

  • >> There's, obviously, already an opportunity for improvement.

  • I've copied and pasted a few times today.

  • But that was only so I didn't have to type as many characters.

  • I still changed what those lines of code are.

  • >> These three lines are identical, which feels lazy and indeed is,

  • and is probably not the right approach.

  • So with what ingredient could we improve this code?

  • We don't have to copy and paste code.

  • >> And, indeed, any time you feel yourself copying and pasting,

  • and not even changing code, odds are there's a better way.

  • And, indeed, there is.

  • Let me go ahead and do a for loop, even though the syntax might not

  • come naturally yet.

  • >> Do this three times, simply by doing the following--

  • and I happen to know this from practice.

  • But we have a number of examples now.

  • And you'll see online more references still.

  • >> This is the syntax on line 6, that much like Scratch that repeats

  • block, repeat the following three times.

  • It's a little magical for now.

  • But this will get more, and more familiar.

  • >> And it's going to repeat line eight three times,

  • so that if I re-compile make cough, dot slash cough, cough, cough, cough.

  • It still works the same way.

  • So that's all fine and good.

  • But that's not very abstracted.

  • >> It's perfectly correct.

  • But it feels like there could be an opportunity,

  • as in the world of Scratch, to kind of start

  • to add some semantics here so that I don't just have some for loop,

  • and a function that says cough, or does cough.

  • You know what?

  • Let me try to be a little cooler than that,

  • and actually write a function that has some side effects, call it cough.

  • >> And it takes no input, and returns no value as output.

  • But you know what it does?

  • It does this-- printf, quote unquote, cough.

  • >> And now up here, I'm going to go ahead and for int,

  • i gets zero, i less than 3, i plus plus.

  • I'm going to not do printf, which is arguably a low level implementation

  • detail.

  • I don't care how to cough.

  • I just want to use the cough function.

  • And I'm just going to call cough.

  • >> Now, notice the dichotomy.

  • When you call a function, if you don't want to give it inputs, totally fine.

  • Just do open paren, close paren, and you're done.

  • >> When you define a function, or declare a function's prototype,

  • if you know in advance it's not going to take any arguments,

  • say void in those parentheses there.

  • And that makes certain that you won't accidentally misuse it.

  • Let me go ahead and make cough.

  • And, of course, I've made a mistake.

  • >> Dammit, there's that implicit declaration.

  • But that's fine.

  • It's an easy fix.

  • I just need the prototype higher up in my file than I'm actually using it.

  • >> So now let me make cough again, nice.

  • Now, it works.

  • Make cough, cough, cough, cough.

  • So you might think that we're really just over engineering this problem.

  • And, indeed, we are.

  • This is not a good candidate of a program

  • at the moment for refactoring, and doing what's

  • called hierarchical decomposition, where you take some code, and then

  • you kind of factor things out, so as to ascribe more semantics to them,

  • and reuse it ultimately longer term.

  • But it's a building block toward more sophisticated programs

  • that we will start writing before long that

  • allows us to have the vocabulary with which to write better code.

  • And, indeed, let's see if we can't generalize this further.

  • >> It seems a little lame that I, main, need to worry about this darn for loop,

  • and calling cough again and again.

  • Why can't I just tell cough, please cough three times?

  • In other words, why can't I just give input to cough and do this?

  • >> Why can't I just say, in main cough three times.

  • And now, this is kind of magical.

  • It's very iterative here.

  • And it's, indeed, a baby step.

  • >> But just the ability to say on line eight, cough three times,

  • it's just so much more readable.

  • And, plus, I don't have to know or care how cough is implemented.

  • And, indeed, later in the term and for final projects,

  • if you tackle a project with a classmate or two classmates,

  • you'll realize that you're going to have to, or want to, divide the work.

  • >> And you're going to want to decide in advance, who's going to do what,

  • and in which pieces?

  • And wouldn't it be nice if you, for instance,

  • take charge of writing main, done.

  • And your roommate, or your partner more generally,

  • takes care of implementing cough.

  • >> And this division, these walls of abstraction,

  • or layers of abstraction if you will, are super powerful,

  • because especially for larger, more complex programs and systems,

  • it allows multiple people to build things together, and ultimately

  • stitch their work together in this way.

  • But, of course, we need to now fix cough.

  • We need to tell cough that, hey, you know what?

  • You're going to need to take an input-- so not void, but int and now.

  • Let's go ahead and put into cough the int. i gets zero.

  • >> i is less than how many times.

  • I said three before.

  • But that's not what I want.

  • I want cough to be generalized to support any number of iterations.

  • >> So, indeed, it's n that I want, whatever the user tells me.

  • Now, I can go ahead and say print cough.

  • And no matter what number the user passes in,

  • I will iterate that many times.

  • >> So at the end of the day, program is identical.

  • But notice all of this stuff could even be in another file.

  • Indeed, I don't know at the moment how printf is implemented.

  • >> I don't know at the moment how get string, or get int, or get float

  • are implemented.

  • And I don't want to see them on my screen.

  • As it is, I'm starting to focus on my program, not those functions.

  • >> And so, indeed, as soon as you start factoring code like this out,

  • could we even move cough to a separate file?

  • Someone else could implement it.

  • And you and your program become the very beautiful, and very readable,

  • arguably, really four line program right there.

  • >> So let's go ahead now and make one more change.

  • Notice that my prototype has to change up top.

  • So let me fix that so I don't get yelled at.

  • >> Make cough, let me run cough once more, still doing the same thing.

  • But now, notice we have an ingredient for one final version.

  • You know what?

  • I don't want to just cough, necessarily.

  • I want to have something more general.

  • So you know what?

  • I want to do this.

  • I want to have, much like Scratch does, a say block, but not just

  • say something some number of times.

  • I want it to say a very specific string.

  • And, therefore, I don't want it to just say cough.

  • I want it to say whatever string is passed in.

  • >> So notice, I've generalized this so that now

  • say feels like a good name for this, like Scratch,

  • takes two arguments, unlike Scratch.

  • One is a string.

  • One is an int.

  • >> And I could switch them.

  • I just kind of like the idea of say the string first, and then

  • how many times later.

  • Void means it still doesn't return anything.

  • These are just visual side effects, like with [? Jordan, ?]

  • a verbal side effect of yelling.

  • It still does something n times, 0 up to, but not equal to n.

  • This means n total times.

  • And then just print out whatever that string is.

  • So I've really generalized this line of code.

  • So now, how do I implement the cough function?

  • >> I can do void cough.

  • And I can still take in how many times you want to cough.

  • But you know what?

  • I can now punt to say.

  • >> I can call say with the word cough, passing in n.

  • And if I want to also implement, just for fun, a sneeze function,

  • I can sneeze some number of times.

  • And I can keep reusing n, because notice that m in this context or scope

  • only exists within this function.

  • >> And n in this context only exists within this function here.

  • So we'll come back to these issues of scope.

  • And here, I'm just going to say, achoo, and then n times, semi-colon.

  • >> And now, I just need to borrow these function signatures up here.

  • So cough is correct.

  • Void sneeze is correct now.

  • >> And I still just need say.

  • So I'm going to say, say string s, int n, semi-colon.

  • So I've over-engineered the heck out of this program.

  • >> And this doesn't necessarily mean this is

  • what you should do when writing even the simplest of programs.

  • Take something that's obviously really simple, really short,

  • and re-implement it using way too much code.

  • But you'll actually see, and in time look back on these examples,

  • and realize, oh, those are the steps we took to actually generalize,

  • to factor something out, until at the end of the day

  • my code is actually pretty reasonable.

  • Because if I want to cough three times then sneeze three times,

  • I'm simply going to rerun this, program make cough, and run cough.

  • And I have three coughs and three sneezes.

  • >> And so this is a basic paradigm, if you will,

  • for how we might go about actually implementing a program.

  • But let's just see now what it is we've been doing all of this time,

  • and what some of the final pieces are behind this simple command.

  • At the end of the day, we've been using Clang as our compiler.

  • We've been writing source code, converting it

  • via Clang into machine code.

  • >> And we've been using Make just to facilitate our keystrokes so

  • that we don't have to remember those incantations of Clang itself.

  • But what is Make actually doing?

  • And, in turn, what is Clang actually doing?

  • >> It turns out, though we have simplified today's discussion by saying,

  • you take source code, pass it as input to a compiler, which gives you

  • output of machine code, turns out there's

  • a few different steps inside there.

  • And compiling happens to be the umbrella term for a whole bunch of steps.

  • But let's just tease this out really quickly.

  • >> It turns out that we've been doing more things every time I run a program,

  • or every time I compile a program today.

  • So preprocessing refers to this-- anything in a C program,

  • as we'll see again and again, that starts with this hash symbol,

  • or the hashtag symbol here, means it's a preprocessor directive.

  • That means, in this case, hey computer, do something with this file

  • before you actually compile my own code.

  • >> In this case, hash include is, essentially, C's way of saying,

  • hey computer, go get the contents of CS50.h and paste them here.

  • Hey computer, go get the contents of standard IO.h,

  • wherever that is on the hard drive, paste it here.

  • So those things happen first during preprocessing.

  • >> And Clang does all of this for us.

  • And it does it so darn fast, you don't even

  • see four distinct things happening.

  • But that's the first such step.

  • >> What actually happens next?

  • Well, the next official step is compiling.

  • And it turns out that compiling a program

  • technically means going from source code, the stuff we've

  • been writing today, to something called assembly code, something

  • that looks a little different.

  • >> And, in fact, we can see this real fast.

  • Let me actually go into my IDE.

  • Let me go ahead and open hello.c, which is the very first program with which we

  • began today.

  • And let me go ahead and run Clang a little differently, Clang-s, hello.c,

  • which is actually going to give me another file hello.s.

  • >> And we will probably never again see this kind of code.

  • If you take a lower level systems class like CS61,

  • you will see a lot more of this kind of code.

  • But this is assembly language.

  • This is X86 assembly language that the CPU that is underlying

  • CS50 IDE actually understands.

  • >> And cryptic as it does look, it is something

  • the computer understands pretty well.

  • Sub q, this is a subtract.

  • There's movements.

  • >> There's calling of functions here, x oring, a movement, an add, a pop,

  • a return.

  • So there's some very low level instructions

  • that CPUs understand that I alluded to earlier.

  • That is what Intel Inside.

  • >> There are patterns of zeros and ones that

  • map to these arcanely worded, but somewhat well-named, instructions,

  • so to speak.

  • That is what happens when you compile your code.

  • You get assembly language out of it, which

  • means the third step is to assemble that assembly code into, ultimately,

  • machine code-- zeros and ones, not the text that we just saw a moment ago.

  • >> So pre-processing does that find and replace, and a few other things.

  • Compiling takes your source code from C, source code

  • that we wrote, to assembly code that we just glanced at.

  • Assembling takes that assembly code to zeroes and ones

  • that the CPU really will understand at the end of the day.

  • And linking is the last step that happens for us-- again,

  • so fast we don't even notice-- that says,

  • hey computer, take all of the zeros and ones that

  • resulted from compiling David's code, and his main function in this case.

  • >> And hey computer, go get all of the zeros and ones

  • that the CS50 staff wrote inside the CS50 library.

  • Mix those in with David's.

  • And hey computer, go get all the zeros and ones that someone else wrote years

  • ago for printf.

  • And add those into the whole thing, so that we've

  • got my zeros and ones, the CS50 staff's zeros and ones,

  • the printf zeros and ones, and anything else we're using.

  • >> They all get combined together into one program called, in this case, hello.

  • So henceforth, we will just use the word compiling.

  • And we will take for granted that when we say, compile your program, it means,

  • hey do the pre-processing, assembling, and linking.

  • But there's actually some juicy stuff going on there underneath the hood.

  • And especially if you get curious some time,

  • you can start poking around at this lower level.

  • But for now, realize that among the takeaways for today

  • are quite simply the beginning of a process,

  • of getting comfortable with something like hello world.

  • Indeed, most of what we did today certainly won't sink in super fast.

  • And it will take some time, and some practice.

  • And odds are, you will sort of want to hit your keyboard

  • or yell at the screen.

  • And all of that's OK.

  • Though, perhaps try not to do it in the library so much.

  • >> And ultimately, you'll be able though, to start

  • seeing patterns, both in good code that you've written and in mistakes

  • that you've made.

  • And much like the process of becoming a TF or a CA is like,

  • you'll start to get better and better at seeing those patterns,

  • and just solving your own problems ultimately.

  • In the meantime, there will be plenty of us to lend you support, and get you

  • through this.

  • And in the write-ups for all of the problems

  • will you be guided through all of the commands

  • that I certainly know from a lot of practice by now,

  • but might have flown over one's head for now.

  • And that's totally fine.

  • >> But, ultimately, you're going to start to see patterns emerge.

  • And once you get past all of the stupid details, like parentheses,

  • and curly braces, and semi-colons, and the stuff, frankly,

  • that is not at all intellectually interesting.

  • And it is not the objective of taking any introductory class.

  • It's the ideas that are going to matter.

  • >> It's the loops, and the conditions, and the functions,

  • and more powerfully the abstraction, and the factoring of code,

  • and the good design, and the good style, and ultimately the correctness

  • of your code, that's ultimately going to matter the most.

  • So next week, we will take these ideas that we first saw in Scratch

  • and have now translated to C. And we'll start

  • to introduce the first of the course's real world domains.

  • >> We'll focus on the world of security, and more specifically cryptography,

  • the art of scrambling information.

  • And among the first problems you yourself

  • will get to write beyond playing with some of the syntax

  • and solving some logical problems, ultimately before long,

  • is to actually scramble, or encrypt, and ultimately decrypt information.

  • And everything we've done today, will fairly low

  • level, is just going to allow us to take one, and one,

  • and one more step above toward writing the most interesting code yet.

  • >> So more on that next week.

  • >> [VIDEO PLAYBACK]

  • >> -What can you tell me about the last time you saw him?

  • -What can I say, really?

  • I mean, it was like any other pre-production rehearsal,

  • except there was something he said at the very end that stuck with me.

  • >> -This was CS50.

  • >> -That's a cut everyone, great job on rehearsal.

  • >> -That's lunch?

  • >> -Yeah, you and I can grab a sandwich in a bit.

  • Let me just debrief with David really quickly.

  • David?

  • David?

  • >> [END PLAYBACK]

[MUSIC PLAYING]

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B1 中級 美國腔

2016年CS50--第一週--C (CS50 2016 - Week 1 - C)

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    zero2005x 發佈於 2021 年 01 月 14 日
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