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  • SPEAKER 1: This is CS50, and this is week 1.

  • And by the end of the day, you will know how

  • to create programs that look like this.

  • So this, of course, is binary.

  • This is the only language that machines ultimately understand.

  • But thankfully, per last week, there's so many abstractions

  • and there are so many humans that have come before us that we don't actually

  • have to write anything at this level.

  • We can abstract way above it like we did with Scratch already

  • and like we will starting today with C.

  • But does anyone nonetheless want to take a guess

  • at what that program, when fed to your Mac or PC, actually does?

  • Anyone recognize?

  • Anyone want to hazard a guess?

  • It's perhaps the simplest program you could write.

  • Indeed, it does, when fed to the brain of your computer,

  • the so-called CPU simply prints that.

  • So how do we actually get to that point?

  • Well, recall where we started this conversation last time

  • talking about computer science more generally

  • and problem solving-- we proposed could be distilled really is this.

  • You've got some inputs.

  • You want some outputs.

  • And somewhere in the middle, you need to do something with those inputs.

  • And to get to that point, though, we had to represent those inputs and outputs.

  • We just had to decide as humans, how are we going to represent all of the inputs

  • to our problem when it comes time to have a computer actually process them.

  • And at the end of the day, all of the phones and the computers that we're all

  • using only at the end of the day plug into the wall

  • to get their physical resource, electricity,

  • and they might store that temporarily in a battery.

  • But that really is our only input.

  • It's either plugged in or it's not.

  • It's either a 1 or a 0, true or false.

  • So the world really reduces to those two states, so to speak.

  • And so you can think of those states then as just being like a light bulb,

  • on or off.

  • I pulled up my cell phone last time to turn the flashlight on or off,

  • 1 or 0, true or false.

  • Now of course, if you only have one light bulb,

  • you can only count from 0 to 1.

  • But if you start to have a bunch of them back to back to back to back,

  • you can permute them like I did my finger--

  • 0, 1, 2, 3, and so forth.

  • And so we started talking about binary more generally.

  • And so here for instance were three sequences

  • of 0's and 1's and each of those represented something,

  • but we don't need to think about the world at that level.

  • We can abstract on top of that.

  • All of us are so much more familiar with decimal of course,

  • and indeed recall that this was just 72, 73, and 33, which if anyone recalls,

  • when you use ASCII--

  • which is this global standard for mapping numbers

  • to letters-- we got what message?

  • Yeah, it was just high, capital H capital I exclamation point.

  • And so that's an abstraction on top of those otherwise binary numbers.

  • But we don't have to model just text using numbers.

  • At the end of the day, our only resource is still that electricity,

  • and the only way we think about it digitally is still zeros and ones.

  • But if we take the same value--

  • 72, 73, 33-- and treat them in the context of Photoshop

  • or a photo program or a graphics program,

  • we can instead interpret them as like some amount

  • of red, some amount of green, some amount of blue,

  • which gave us last time, recall, this yellowish color.

  • So now we had another abstraction on top of binary colors,

  • and this is just one pixel.

  • What can you do once you have more than one pixel?

  • What can you represent next?

  • Yeah, right, images.

  • So we're continuing the conversation up and up and up,

  • and we could represents something like a graphical emoji on the screen, which

  • has more than just one yellow dot.

  • It's got a whole bunch of yellow dots and other colors as well.

  • And recall that, if we want to animate things,

  • whether it's through silly things like animojis on a phone or just more proper

  • videos and movies, well, those are just sequences

  • of images flying past your human eyes really quite quickly.

  • So that's where we kind of left off last time starting at the base level

  • and abstracting away so that we could stipulate thereafter we

  • can represent inputs, and we can represent

  • outputs, whatever those happen to be.

  • And here on out, we don't need to think at that level.

  • We can just assume we all know how to do this.

  • And even if it eventually becomes kind of a distant memory,

  • we know that someone can indeed do this.

  • And that's the value of abstraction.

  • But inside of this black box are so-called algorithms,

  • the secret sauce--

  • this is where the problems are actually solved.

  • And we not only talked about what these algorithms are, but for instance,

  • how efficient they were.

  • So recall that this red line represented a very simple algorithm just turning

  • the phone book page by page one at a time.

  • And the reason that it's a straight line is because there's a one to one

  • correspondence between how many pages there are in the book

  • and how many page turns there are-- one page, one more page, one more

  • turn, and so forth.

  • If I fly through it at twice the speed--

  • 2, 4, 6, 8--

  • I can do better.

  • And so that yellow line now, recall, was lower on the graph.

  • If you just look at any two points, yellow and red,

  • yellow is below red, saying it takes less time.

  • But it was not quite correct.

  • There was one bug when I was looking for Mike two pages at a time.

  • What was that issue?

  • Yeah, I might miss him.

  • He might accidentally get sandwiched in between two pages-- not a huge deal

  • because I could fix it, but I have to fix it.

  • I have to apply that additional logic and double back

  • at least a page if I go too fast.

  • But of course the final algorithm-- and frankly all of our initial intuition

  • probably-- was the dividing and conquer, open it roughly to the middle,

  • look down, and then go left, and go right,

  • and just repeat that process as the problem gets

  • this big to this big to this big to this big to just one page left.

  • So that was all about efficiency.

  • But to get to that point we needed to express ourselves more precisely.

  • And so we introduced pseudo code.

  • There's no formal definition.

  • It can be English, English like.

  • It's just meant to be succinct and get the point across.

  • And recall that, along the way, we introduced a whole bunch of concepts,

  • many of which you probably experimented with Scratch, like loops

  • and conditions, Boolean expressions, variables, and so forth.

  • And those were building blocks that came out of this kind of demonstration here.

  • But honestly, even in this demonstration, in this pseudo code,

  • there were a whole bunch of assumptions.

  • If you read these instructions one at a time

  • and you're holding the phone book yourself,

  • odds are you can execute this pseudocode, this algorithm.

  • But what does it really mean to, say, open to the middle of the phone book?

  • All of us have an intuitive understanding of what that means.

  • But honestly, if you were explaining that

  • to a kid or someone who's learning English or whatever language

  • for the first time, open to the middle of the phone book,

  • you should probably sets forth some assumptions.

  • OK, this thing in front of you has 1,000 pages, pieces of paper.

  • Turn to the 500th page, and let's call that the middle.

  • This would very quickly get tedious if all of us humans

  • are talking at that level of detail.

  • And so we abstract away with more sweeping

  • statements like open to the middle of the phone book,

  • but that's an abstraction.

  • And it's not quite as precise as is probably ideal,

  • especially feeding this algorithm to a newbie or to a robot or a computer.

  • But it's useful because we can then make a 12 step program instead of a 20 step

  • program by elaborating too much.

  • And for instance, throughout here too we had our loops and conditions

  • and so forth, but even call Mike.

  • What does that mean?

  • Well, if you imagine that the human knows how to use the phone,

  • then it goes without saying.

  • But if he or she also needs to be programmed to use the phone,

  • you've got to explain-- pick it up, hit this button, type

  • this sequence of buttons, and so forth.

  • So call Mike is also an abstraction.

  • So these abstractions are useful, but they can sometimes get in the way,

  • especially if you're not precise enough to program the computer correctly.

  • And to paint this picture, I thought we could begin a little heartedly here.

  • I brought some breakfast, if you didn't quite make it next door or beyond.

  • Just need a couple of volunteers if you're

  • comfortable appearing on stage and on the internet here.

  • Let me kind of-- there's a lot of lights here.

  • How about over there on the left and over here in the front?

  • Yeah, right there.

  • I think your hand was up.

  • Come on down.

  • And Brian, do you mind lending us a hand here, too?

  • Come on down.

  • If you want to take control here, let you go ahead

  • and switch over to another program for you.

  • What's your name?

  • JEAN: Jean.

  • DAVID: Jean, David.

  • Nice to meet you.

  • Have a seat on the far left.

  • And your name?

  • ABBY: Hi, I'm Abby.

  • Nice to meet you as well.

  • On the far right if you could.

  • So Jean and Abby, do you want to say a little something about yourselves

  • quickly?

  • JEAN: I'm Jean.

  • I'm a Massachusetts native, and I'm taking CS for the first.

  • It's my first coding or anything.

  • Or I'm doing and I'm enjoying it.

  • DAVID: Nice, glad to have you with us.

  • And Abby?

  • ABBY: Hi, I'm Abby.

  • I'm taking this as a sophomore, and I know nothing

  • about computers or computer science.

  • So I'm probably taking it stat on stat.

  • DAVID: OK, well, nice to have you as well.

  • So in front of us is a whole bunch of ingredients,

  • and hopefully we can start this semester off gently.

  • And if we're successful, we'll actually have a quick bite here.

  • But we thought we'd defer to the audience here,

  • and Brian's going to scribe as we go.

  • And all we want to do this morning is just

  • make a peanut butter and jelly sandwich, one instruction at a time.

  • And each of us will just execute what we hear.

  • How does that sound?

  • All right, if someone could volunteer with the first instruction and Brian

  • will type it down.

  • AUDIENCE: Open bread.

  • DAVID: Open bread we heard.

  • Open bread is the first instruction.

  • So each of you would like to execute open bread.

  • No, don't look at me.

  • All right, so we're kind of on our way.

  • I think Abby did it better certainly, but we did it correctly arguably.

  • So let's move on to step 2 and see if we can't improve.

  • Take out bread.

  • Welcome to the team now.

  • Nice, all right, step three.

  • Yeah.

  • AUDIENCE: Place two pieces of bread on the table.

  • DAVID: Place two pieces of bread on the table.

  • Never mind the plates.

  • OK, step four.

  • AUDIENCE: Twist cover of jelly till it opens.

  • DAVID: Twist cover of jelly till it opens.

  • Thank you.

  • Step five?

  • Step five?

  • Yeah?

  • AUDIENCE: Place the lid to the side.

  • DAVID: Thank you.

  • Place the lid to the side.

  • I took some liberties myself.

  • AUDIENCE: Take the knife.

  • DAVID: Take the knife.

  • Peel off the cover of the jelly.

  • No covers on ours.

  • Stick knife into the bottle?

  • From the top.

  • Stick-- step nine.

  • AUDIENCE: Rotate hands so jelly ends up on.

  • DAVID: Rotate hands so jelly ends up on--

  • OK, step-- quickly--

  • 10.

  • Yes, step 10?

  • AUDIENCE: Pull out knife.

  • DAVID: Pull out knife.

  • OK, step 11.

  • Jelly side down on bread.

  • All right, step 12.

  • Step 12, anyone?

  • Yes.

  • Thank you.

  • Step 13.

  • Pour jelly on bread.

  • JEAN: Pour jelly--

  • DAVID: Pour jelly, jelly.

  • All of it?

  • OK, now you're just messing with us.

  • Step 14.

  • AUDIENCE: Put jelly down.

  • DAVID: Put jelly down.

  • Thank you.

  • 15?

  • Pick up peanut butter.

  • AUDIENCE: Take the lid off.

  • DAVID: Take lid off.

  • Thank you.

  • Peel off lid.

  • Thank you.

  • Step 18?

  • Pick up knife by blunt end, scoop.

  • Scoop.

  • Step 20?

  • Put peanut butter on bread?

  • 21?

  • AUDIENCE: Move the knife left to right.

  • DAVID: Move-- move the knife left to right, please.

  • Left to right.

  • Step 22?

  • AUDIENCE: Put down knife.

  • DAVID: Thank you.

  • 23?

  • AUDIENCE: Put down jar.

  • DAVID: 24.

  • What was that?

  • Eat sandwich.

  • OK, I think we're--

  • well, why don't each take a bite?

  • And a round of applause, if we could, for our volunteers.

  • Thank you.

  • ABBY: Mind if I take some for the row?

  • DAVID: You can take some for the row if you'd like.

  • Thank you.

  • So-- thank you, Brian.

  • OK, now I need a minute.

  • Thank you.

  • So suffice it to say, this obviously demonstrated even more so

  • than the phone book example where our certain assumptions are

  • and our abstractions are.

  • And honestly, almost all the time those are useful.

  • And of course, we kind of hammed things up.

  • And I think the instructions were kind of helping with that here.

  • But when it comes time to program with Scratch and certainly with C

  • starting this week, you can't really make as many of those assumptions

  • anymore because, if you don't handle these corner cases

  • and if you don't think about what that instruction means,

  • you're going to get the proverbial spinning beachball or the hourglass

  • that you're familiar with on your Mac or PC.

  • The program is going to crash, something's

  • going to go wrong just because you miss some specificity or precision.

  • Now we're full of peanut butter.

  • So over time, we're going to find that, much like in Scratch,

  • we were able to make our own building blocks.

  • You might recall the short examples we did with the cough example

  • where I had cough 0 and then cough 1 and cough 2

  • where I was making my own puzzle piece within Scratch.

  • That was useful because, after that example theoretically,

  • I never again need to think about or worry about how to implement cough.

  • I can just use that abstraction.

  • But someone has to implement them, and sometimes it's

  • going to be other people who have come before us.

  • And sometimes it's going to be us.

  • So this isn't to say that programming ends up being so tedious

  • that you have to point out every little thing,

  • but you or someone does have to do that level of precision at least once.

  • And nicely enough in Scratch, MIT did most of that legwork for you.

  • We all had the building blocks with which

  • to make our own animation or game or artwork or the like.

  • But even then, you probably had to connect several dozen puzzle pieces

  • or even more to get those fundamentals to do

  • what it is that you wanted it to do.

  • So today we're going to start to transition from Scratch,

  • this graphical programming language, that while targeted at younger

  • students, is typically representative of a lot

  • of the same concepts that are now going to be laced throughout the semester.

  • But we're going to introduce today an older, more traditional language that's

  • just text based.

  • And as such it's a lot more powerful.

  • But at first glance, it's actually going to look a lot more cryptic.

  • In fact, instead of writing zeros and ones starting today,

  • we're instead going to write something like this.

  • Now if you've never programmed before, odds are, at first glance,

  • this does look pretty cryptic, and there's

  • a lot of symbols within it, punctuation from the keyboard.

  • There's probably some familiar English like words.

  • And frankly, even after doing Scratch anyone, even with no prior background,

  • can probably hazard a guess as to what this program written

  • in this other language called C does when you run it.

  • It just prints hello world.

  • Now granted there's a decent amount of overhead syntactically.

  • There's a bunch of stuff you have to type to make

  • this program do what you want it to do.

  • But at the end of the day, that's all it's going to do.

  • And this is among the simplest of programs

  • we're going to add to our puzzle pieces, so

  • to speak, today and see some of those same concepts

  • that we saw last time as well.

  • So let's do this first though.

  • Let me take a moment to compare Scratch to C

  • because the most important takeaway for today

  • is going to be that, even if the syntax doesn't look so obvious--

  • and frankly, even if your first minutes or hours

  • with writing your own code in C is frustrating because, oh,

  • dammit, you left off a semi-colon or, oh,

  • I had a parenthesis in the wrong place.

  • There's a lot of these stupid syntactic hangups

  • that make you feel quite often that you really aren't getting it.

  • But that's not the important stuff.

  • A lot of the syntax is the least important.

  • That's not at all fundamentally intellectually interesting.

  • So try to see past that, and try to take comfort in the fact

  • that it's the principles that are going to be important.

  • And honestly, just muscle memory and practice, all of the other stuff

  • that at first is going to be an occasional frustration,

  • it just starts to go away as you start to see

  • this for what it is and not for the syntax

  • alone that you see on first glance.

  • So this is to say this program on the right in C

  • is equivalent to what we did just a week ago with two puzzle pieces in Scratch.

  • Now there isn't going to be a green flag on my Mac or my PC

  • as we move forward that you can just click.

  • We're going to run these programs in a little different way,

  • but that's all the code on the right is doing.

  • It's equivalent to the code on the left.

  • So let's do this again and again for just a few of those concepts

  • from last time, and then we'll start writing some of our own programs.

  • So this was an example, this purple block, of what concept in programming?

  • Yeah, a function.

  • So it was a verb.

  • It was an action, and we're going to call those generally functions.

  • They just have functionality built into them.

  • So how do we do this in C?

  • Well, you might remember from just a moment ago,

  • because one of the lines of code was representative of this,

  • it had some of this syntax.

  • So in fact, if I were to translate the block

  • on the left in Scratch to the equivalent code in this other text based

  • language called C, I'm going to start by writing print

  • and then open parenthesis and then close parenthesis.

  • And those parentheses represent the oval, the white oval on the left,

  • that we typed hello world into before.

  • Now in C, it's not quite as literal as that.

  • The function, or the verb, is actually not called print.

  • It's called printf, and the F stands for formatted.

  • And it just means that in C you can actually

  • format your text in different ways.

  • So we'll see that before long, and it turns out

  • that you don't just write hello world between those parentheses

  • like we did in Scratch.

  • You also actually have to surround them with double quotes in C.

  • Not such a big deal, but something you didn't have to do before.

  • But in C, you're also going to generally want

  • to be super specific to the computer.

  • And when you want the cursor the text on the screen

  • to move down to the next line, you need to tell the computer that

  • by literally typing backslash n.

  • The human is not going to see a backslash and an n.

  • He or she is actually going to see the cursor move

  • to the next line of the screen like in Google Docs

  • or in Microsoft Word or the like.

  • But this just speaks to the precision that you

  • need to have when talking to a computer at this level

  • and not just with the puzzle pieces.

  • And then one last thing-- and I alluded to it earlier

  • because it's the bane of a lot of programmers early on.

  • Most lines of code in C have to end in a semi-colon.

  • That's the sort of code equivalent of a period in an English

  • or some other languages sentence.

  • So that's it.

  • It took us a little while to build that up.

  • But that's all it is.

  • The idea on the left of saying something is the same in C

  • as printing something with this function called printf.

  • And before I forge ahead with some other comparisons,

  • any questions on just this translation?

  • AUDIENCE: How do you write backslash n?

  • DAVID: How do you write backslash n?

  • Good, so thinking ahead, this would seem to make it hard to literally show

  • the user backslash n.

  • Well, it turns out that this backslash, because it's not

  • a terribly common character, the programming world

  • uses it as what's called an escape character.

  • It's one that you use when you want to escape information and show it

  • in a slightly different way.

  • So the way you would show literally to the human

  • a actual backslash n is to actually in your code

  • do backslash backslash n because the second backslash is

  • like saying treat the next character special

  • and actually show it to the human.

  • And there's other such examples of that.

  • So how about this one?

  • This orange block was an example of one concept in Scratch?

  • Yeah, so this was a variable, like an x and y in algebra.

  • This was just a placeholder for data, and you could store numbers.

  • It turns out you can store words.

  • You can store other things too in other languages.

  • So in C, we're going to do this.

  • We're going to say, literally, the name of the variable we want-- for instance,

  • counter.

  • But we could call anything we want--

  • equals zero if we're setting it initially equal to zero.

  • But C is a little more pedantic.

  • You've also got to tell the computer, the type of variable I want

  • is specifically for an integer, otherwise abbreviated int.

  • So you have to tell the computer in advance what type of data

  • you're going to store on it.

  • And take a guess.

  • You've got to finish the thought ion C. What more do we need to add to the--

  • yeah, just a semi-colon.

  • And that's it.

  • It looks a little more cryptic, but the idea is fundamentally the same.

  • So what if we wanted to do this in Scratch?

  • Change counter by 1-- this was equivalent to incrementing or adding 1

  • to counter.

  • Well, let me go ahead and propose that you could literally just

  • do this in C. Set counter equal to whatever counter currently is plus 1.

  • That seems to be the right intuition.

  • And now notice, what's key to note here is

  • that this equal sign isn't saying that counter equals counter plus 1

  • because that just doesn't seem possible.

  • If you pick any value for counter, like the number 1,

  • well, one definitely does not equal 1 plus 1, which is 2.

  • And 1 does not equal 2, and you can come up

  • with an infinite number of worrisome incorrect comparisons.

  • So the equal sign in C, like a lot of languages we'll see in the class,

  • actually means assignment.

  • Copy the value on the right into the value on the left.

  • So set counter equal to whatever it is plus 1.

  • What?

  • We've got to finish the thought.

  • So we need a semi-colon.

  • I don't though need to remention int, and why might that be?

  • Yeah, I already told the computer it's an integer.

  • You don't need to repeat yourself by mentioning int again,

  • assuming in this context, even though we're looking at it just on the slide,

  • has actually been created before just like you did

  • with Scratch by saying make a variable.

  • So it turns out you can be a little more succinct in C and a lot of languages.

  • If you find this a little tedious to type-- and it's a little verbose.

  • It's a bunch of keystrokes.

  • You can actually abbreviate it with just this.

  • So plus equals is just syntactic sugar, as a programmer would say.

  • It's just a nice fancy feature that lets you write fewer words or characters

  • but do the same thing.

  • And frankly, we can do a little better.

  • And if you've taken a PCS, you might have seen this in Java as well.

  • You can also simplify this even more to just counter plus plus semi-colon.

  • So that's it-- all equivalent.

  • This is just a little more efficient.

  • And as you get more comfortable programming,

  • saving keystrokes just saves you time.

  • Now this of course was an example of what in Scratch by contrast?

  • Yeah, we called this a condition.

  • And it had a Boolean expression that we were asking a question of.

  • In this case, we're apparently asking in Scratch is x less than y and, if so,

  • say it on the screen.

  • So how might we translate this to see?

  • Well, it turns out we can quite simply translate this one pretty literally.

  • We've seen almost all of the building blocks thus far,

  • but we do have to introduce a little something new here.

  • Notice that the printf line is almost identical to what

  • I used earlier for just hello world.

  • I've obviously just changed the words in it, but I still have the backslash n.

  • I still have the quotes, still have the semi-colon.

  • So the rest of that is the same.

  • Now if is new, but this is a one to one translation.

  • Scratch calls it if.

  • C calls it if.

  • And the only additional thing you need in C

  • is parentheses around the Boolean expression.

  • So that's what takes the place of the little green block there.

  • And then assuming x and y are indeed variables

  • that we created earlier, you can just compare them like this

  • and you can use greater than and other symbols for comparison as well.

  • But there is something a little interesting, and most of us

  • don't often have occasion to even use these keys on our keyboard.

  • Curly braces, on a US keyboard they tend to be

  • over on the top right above your Enter key.

  • These are just C's equivalent of this shape.

  • Notice that most of the yellow blocks in Scratch

  • had this embracing or this embracing shape to them.

  • You can simulate that in C by having what's called an open curly brace

  • and then a closed curly brace.

  • So that's the same exact idea.

  • Now as an aside, you don't technically always need these curly braces.

  • If you just got a one liner like this, you

  • can omit them as you might see online or in textbooks.

  • But we'll just always draw them for consistency so that the C code always

  • looks like this.

  • What if you wanted to express this, though?

  • If x is less than y, then say x is less than y, else say x is not less than y.

  • Well, it turns out this is almost identical.

  • The first four lines, perfectly the same as before.

  • But it turns out in C, you can literally say else

  • after that closing curly brace.

  • And then just print out alternatively whatever it is you want to say.

  • So this is like the fork in the road.

  • If you go one way, say this.

  • If you go the other way, say this other thing.

  • Any questions on these comparisons thus far?

  • Yeah.

  • AUDIENCE: Should we put the first bracket on the same line as the if?

  • DAVID: Really good question.

  • Can you or do you put the curly brace on the same line is the if?

  • You can, and we're going to talk about this the next couple of weeks,

  • this matter of style.

  • There are different ways I could express this exact same code.

  • Frankly, I could write out all of this code with no spaces whatsoever.

  • In fact, just to make that point, if I go ahead and just open up a simple text

  • editor here--

  • not to actually program, but to just type something--

  • I could actually do something like this if x less than y.

  • Then go ahead and print out x is less than y backslash n semi-colon curly

  • brace else print and so forth--

  • completely unreadable at the end of the day or unmaintainable,

  • especially when the code gets complicated.

  • But whitespace does not tend to matter to the computer,

  • but it does matter to the human.

  • And as you're alluding to in some languages,

  • it's actually conventional to do this, where you actually

  • keep the curly brace on the same line.

  • And indeed, you might see textbooks do this as well.

  • Some people will even do this.

  • These are all long story short matters of style.

  • In CS50, in the earliest weeks of the class,

  • we're going to insist that everyone follow the same style so

  • that we have some basis for comparison.

  • But eventually, this is the kind of thing

  • that, like in your own English writing or whatever language you

  • tend to write in, you have your own stylistic or linguistic flair to it.

  • Code has that as well.

  • Other questions?

  • Yeah.

  • AUDIENCE: When you establish the counter-variable,

  • do you always have to say what it is equal to,

  • or can you just say int counter section?

  • DAVID: Really good question.

  • When you declare a variable, create a variable,

  • do you have to set it equal to something right away?

  • Short answer, no.

  • And we'll see examples of that before long, where you can actually

  • say give me a variable called counter, but don't actually

  • set it equal to some value.

  • Come back to that in a bit.

  • So what if we want to add this logic?

  • Frankly, in Scratch it's starting to look a little overwhelming.

  • But this is just a three way fork in the road.

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

  • say so, else if x equals y, then go ahead and say they're equal.

  • And in C, we can do this translation pretty directly as well.

  • In fact, now the first eight lines of code

  • are identical to before except this middle one

  • here where I'm adding a second Boolean expression.

  • Is x greater than y?

  • And then I have this third condition, else if x equals y.

  • But there seems to be a typo perhaps or something anomalous here.

  • So anything jump out?

  • Yeah.

  • I have a double equal sign, which maybe is just a typographical error

  • on my part, but turns out it's not.

  • This is deliberate.

  • But why?

  • This seems like our first example of where Scratch doesn't really

  • map perfectly to C?

  • AUDIENCE: Well, because the equal sign is like an assignment.

  • And so counting the equal sign actively sets it equal--

  • DAVID: Exactly.

  • We already a moment ago decided as humans-- or really, years ago-- equals

  • is actually in the context of C going to be assignment-- copy

  • the value from the right to the value on the left.

  • And so we kind of painted ourselves into a corner.

  • We still as humans, as programmers, want to be

  • able to express the notion of equality and comparing.

  • But if we've already used the equal sign for assignment,

  • we need another pattern of symbols to represent equality.

  • And as it turns out, humans just chose two equal signs instead--

  • so slightly different from Scratch.

  • The reason Scratch does it this way is because you don't really

  • want to have to get into those weeds certainly

  • when the target audience is 8-year-olds just

  • learning to program in the first place.

  • It's not important nor is it really important for us.

  • But for us there's going to be a logical difference

  • because, if we use the wrong one, the behavior is going to be wrong.

  • If we had just one equal sign, we would literally be changing x to equal y

  • rather than just comparing it.

  • Was there a hand in here?

  • Yeah.

  • AUDIENCE: Just a quick question.

  • So if you wanted to express greater than or equal to,

  • would you write equal and greater than?

  • DAVID: Good question.

  • If you wanted to express greater than or equal to, how might you do that?

  • It turns out there are ways to do that.

  • And if I go ahead and just give myself someplace to draw here for a moment,

  • you can actually indeed do less than or equal or greater than or equal.

  • There's no way on a typical keyboard to put them atop each other

  • like you might recall for math.

  • You just put them next to each other.

  • Well, it depends.

  • I want the double equal sign here because I

  • want to explicitly check this third case and say x is equal to y.

  • So that was my goal.

  • But logically, this is not necessary.

  • Let's make the program a little better designed.

  • How many possible cases are there when comparing two integers, x

  • and y, for greater than, less than, or equality?

  • Well, I kinda of just answered the question, didn't I?

  • Three.

  • Excellent!

  • There's three scenarios there-- x is either less than or greater than

  • or equal to.

  • And I'm hard pressed to think of a fourth.

  • So do I need this amount of specificity?

  • What could I do to give myself a slight optimization,

  • improve the code just a little bit just to save myself

  • a little bit of time writing it and maybe even the computer

  • a little time running it?

  • Yeah.

  • AUDIENCE: You don't need the last condition.

  • DAVID: Yeah, I don't need the last condition because,

  • if we all agree logically that either x is less than y or greater than y

  • or maybe equal to y, well, if there's only a third and final case that

  • can just be my so-called else.

  • Just make that be the so-called default case.

  • And in fact, even though this is what most people would

  • call an over optimization, you are saving the computer some time.

  • Because suppose that x does in fact equal y

  • and they're both the value number 1.

  • So is 1 less than 1 when this line of code is executed?

  • Yes or no?

  • No, obviously not.

  • 1 is not less than 1.

  • So this code does not execute.

  • But the Boolean expression is evaluated, so to speak.

  • The question is asked.

  • Is 1 greater than 1?

  • No, and so this code is not executed, but this Boolean expression is.

  • So we just spent another step or second or however fast the computer is.

  • Is 1 equal to 1?

  • Yeah, it is.

  • So this actually prints.

  • But to your point, you don't need to ask that question.

  • And in fact, you just increased by a factor of 50%

  • how many questions you're asking.

  • So you just wasted a little bit of time.

  • Now as an aside, our Macs and PCs and phones

  • these days, I mean, again, they're operating at like a gigahertz

  • speed, one billion things per second.

  • So in practice, who cares if you're asking that third question?

  • And frankly, if it makes your code more readable or to your teaching fellow

  • or to a colleague or friend who's working on the program for you,

  • then that's great.

  • If it's more clear from the code what's going on, leave it that way.

  • But these are the kinds of design decisions that we'll now make.

  • And arguably this version of the scratch program and this version of the C code

  • is just a little better designed because why

  • write more code than you need to express the exact same idea.

  • So what about this?

  • This was a loop in Scratch.

  • This was an infinite loop because it was just forever saying hello world.

  • Now in C, this gets a little less directly translated.

  • It turns out c uses the key word while.

  • So there is no forever keyword in C, but there is the word while.

  • And of course, I'm going to use my curly braces--

  • curly braces, curly brackets to encompass the following lines of code.

  • The line of code I want in there is just another printf.

  • So that's the exact same as before, but it's not sufficient to just say while.

  • It turns out that while wants you to ask it a question every time

  • the loop executes.

  • And it's going to check that question.

  • And if the answer is yes, it's going to run the loop.

  • But if the answer being asked in C is ever no or false,

  • it's going to not execute the code and it's just

  • going to move on to any further lines of code lower down in the file.

  • So in C, you actually need a pair parentheses after the keyword while.

  • And then you need to ask a question.

  • You need to ask a question like, is x less than y

  • or a question like is x greater than y or is x equal to y.

  • But none of those scenarios apply because the whole purpose

  • of this Scratch block is literally to do something forever.

  • So what's a question we could ask to which the answer is surely true?

  • Does 1 equal 1?

  • We could contrive an arbitrary but very met mathematically correct scenario.

  • We can just say just 1 equal equal 1.

  • But it turns out you can be even more succinct because in C there's

  • a couple of keywords, one of which is true, one of which is false.

  • And the word true is by definition always true,

  • and the word false is by definition always false.

  • So you don't need to contrive some arbitrary but correct idea

  • of does 1 equal equal 1 or does 50 equal equal 50.

  • You don't need to just come up with some arbitrary solution.

  • You can literally just say true because that key word true never changes value.

  • So even though this is a little weird looking,

  • it's how you induce something to happen forever.

  • You asked the same question again and assume that the question always

  • has the same answer of true.

  • Any questions on that one?

  • Yeah, in the back.

  • AUDIENCE: Do spaces matter?

  • Can you take out the space between y and 0?

  • DAVID: Good question.

  • Do spaces matter?

  • Short answer, no, not in this case.

  • You can in fact delete all of the space here

  • except for the one in the English phrase,

  • and it would still be functionally correct.

  • You can even add spaces anywhere you want.

  • You can make this taller by hitting Enter a bunch of times,

  • tabs, spaces around the word true.

  • All of the examples I"ll show here today and you'll see in the coming weeks are

  • the better way to do things because they're more readable.

  • But again, as you get more comfortable with code

  • or if you're coming in with some prior experience,

  • you might already have your own opinions.

  • And frankly, this is just a religious debate

  • among programmers, which is the right way to write your code.

  • And that's fine.

  • Once you get comfy, so long as you're consistent is the most important thing.

  • You don't need to adhere to one person's or the other.

  • So how does this code work logically?

  • Well, the first thing the computer, your Mac or PC or your phone

  • or whatever is going to do, it's going to ask the question.

  • Well, true.

  • Well, true is always true.

  • So it's going to proceed to execute the line of code.

  • But after it does, because that's the entirety of the code that's

  • in between the curly braces, we could have more lines.

  • These are just short programs.

  • The computer is going to check, OK, is true still true.

  • Yes.

  • So it's going to execute it again.

  • Then it's going to ask the question again.

  • Is true still true?

  • Yes, so it's going to execute the code again,

  • and this is going to repeat literally forever.

  • But what if you don't want to repeat something forever?

  • What if you only want to repeat it 50 times?

  • Scratch doesn't make you think very hard about this.

  • People just figure out how to keep track of 1, 2, 3, 4, 5, and all the way

  • up to 50 and then stop.

  • That's nice.

  • It makes it easy to use the block.

  • C and a lot of languages aren't quite that user friendly.

  • You will see later in the semester that newer languages are

  • a little closer to what Scratch offers.

  • But in C, we need to be more explicit, but this

  • is a chance to use some of these more primitive building blocks.

  • In C, the equivalent of repeat is going to be the proposition for just because,

  • for now.

  • And then, just as before, if we want to do something

  • again and again within this loop, we're going

  • to use the curly braces, similar to the little orange block there.

  • And then what am I going to do?

  • I'm going to do this every time, 50 times hopefully, print out hello world.

  • So now I just need to figure out and see how to express

  • the number of times specifically 50.

  • So it turns out in C-- use parentheses again--

  • this is going to be a pretty common characteristic of a lot of the code

  • we write.

  • And then you need to do three things.

  • The burden is now going to be on us the programmer

  • to keep track of how many times we want to execute this code to how many times

  • we've already executed this code and then constantly make sure

  • that one does not exceed the other.

  • So we stop once we hit 50.

  • So what's the fundamental construct that we use to keep track of anything

  • in a program?

  • A counter, which was an example of a variable.

  • So we just need to use a variable.

  • Now it's actually going to be inside of the parentheses this time.

  • So it's not on its own as it was just a bit ago, but the syntax is the same.

  • I could call it counter, but the reality is that the convention in programming

  • is just to use shorter variables when you're just doing something mundane.

  • And if all you're doing is looping--

  • i stands for integer, is sort of many programmers' go-to variable name

  • rather than the more verbose but correct counter or whatever.

  • So this says, hey, computer, give me a variable called i.

  • Let me store integers or ints in it and set the initial value to 0.

  • Why?

  • Well, almost everyone in this room probably starts counting from 1.

  • Computers just tend to start counting from 0.

  • But why?

  • What's the rationale for starting to count from 0

  • perhaps based on last week?

  • Why does that kind of makes sense?

  • Yeah, what do you think?

  • AUDIENCE: Well, because it's ones and zeros, and it's binary.

  • DAVID: Yeah, it's just ones and zeros, and what's

  • the smallest number, negative values aside,

  • that you can represent in binary?

  • Well, it's just 0, 0, 0, a bunch of zeros.

  • So why would you waste that representation,

  • that permutation of bits?

  • Let's just start counting at 0 and then add to that.

  • So you can start counting from 1 in C, but the convention in most languages

  • is count from 0.

  • So we'll get off on that foot as well.

  • And you might recall even that in our PBJ, for the peanut butter and jelly--

  • not for the PDJ code--

  • for the phone pseudo code, I actually deliberately started

  • numbering the lines from 0 to 1 to 2 for that same intuition.

  • So here's how you then say to the computer check, if you would,

  • whether i is less than 50.

  • Now, initially it's obviously going to be less than 50

  • because zero is less than 50 but that same condition is

  • going to be checked again and again and again as this loop executes.

  • And then recall from before, we can just plus plus a variable to add 1 to it.

  • We can do this more verbosely.

  • We could say i equals i plus 1, but it's just

  • more conventional to write i plus plus just

  • to say the same thing more tersely.

  • So what happens next logically?

  • That's the code I've written.

  • What does the computer do with it?

  • Well, it initialises i to 0 and prepare to store integers in it.

  • It checks the condition just in case you initialized it too big of a value.

  • You might not want the loop to execute at all.

  • But obviously 0 is less than 50.

  • So this line of code executes.

  • Take a guess as to what happens next.

  • Yeah, you probably want to do i plus plus

  • because you're done executing all the lines of code

  • in between the curly braces, even though there's just one.

  • So let's go ahead and increment i.

  • So i is now 1.

  • Let's now make sure-- is 1 less than 50?

  • Obviously.

  • Execute the code.

  • I plus plus-- is 2 less than 50.

  • Obviously execute the code. i plus plus-- is 3 less than 50, obviously.

  • Now go ahead and execute the code, and again and again and again.

  • And at some point, we're going to get up to i equals 49, and is 49 less than 50?

  • Obviously.

  • So we print out hello world.

  • And then i plus plus kicks in, and then it's, is 50 less than 50.

  • No.

  • So wait that feels like a logical error, no?

  • Should I be checking if i is less than or equal to 50?

  • Yeah, because if I started from 0, I already

  • spent that one additional cycle.

  • So I can count from 0 through 49 which seems to work or from 1 through 50,

  • but the convention in programming honestly

  • is typically to start counting at some value

  • and then count up to but not through some value just because.

  • But logically, you can implement this in half a dozen different ways most

  • likely.

  • Let's look at one final example that allowed us

  • to actually get user input in Scratch.

  • Recall that we used this block to actually get

  • the name of someone in lecture, and we also

  • in the animation with the gingerbread house used it to get yes or no--

  • do you want the cupcake or the apple or the like.

  • So this is an example of a function in Scratch

  • that actually takes input like the sentence what's your name,

  • but it also returns a value, which in this case

  • was just hard coded in Scratch by MIT to be called answer.

  • So it's like a special variable called answer,

  • but effectively it's being handed back to the user.

  • So how might we think about this?

  • In C it turns out that you can express this line of code a little more

  • verbosely than before but using a new function called get string--

  • so get underscore string is the name of the function.

  • The underscore is convention in C. If you ever want to have a space,

  • you can't have spaces in the names of functions.

  • So people just started using underscores like you might in your own social media

  • user names and the like-- is a convention there as well.

  • Here's the sentence I want to display, and I'm

  • going to start calling this more formally a string.

  • A string in a programming language is just a sequence of characters.

  • It's a word, it's a phrase, it's a character, it's a paragraph.

  • This is a string.

  • Anything between double quotes is a string in C,

  • and the backslash n it's just end of line as before.

  • We still already have the semi-colon, but this

  • isn't quite a literal translation of what's going on just yet

  • because I also now need to do something with the answer.

  • So if get string is a function that actually gets input from the user,

  • as via his or her keyboard, just like the blue block in Scratch, in C

  • we need to be a little more explicit as to where

  • we're putting the return value from that function, what it is it's handing back.

  • And so I can store in a variable called answer.

  • I could call it anything I want.

  • But for consistency with Scratch, let's call it answer.

  • But recall what we have to do in C anytime we create a variable.

  • We have to be more precise.

  • Yeah.

  • AUDIENCE: Define its class as a string.

  • DAVID: We have to define its-- let me call it a type or class,

  • if you've taken a previous class.

  • It's type and it's not going to be an int because probably the words being

  • typed in are not numbers.

  • It's going to be this time what I just called it a string.

  • And so, indeed, we would declare the variable on the left

  • by saying give me a string, call it answer,

  • and assign to it whatever's on the right.

  • Well, what's on the right?

  • What is on the right is whatever this function

  • get string comes back with and gets stored from right to left.

  • So how do I now say this person's name?

  • Well, in Scratch I just say and then I drag and drop the answer variable,

  • and it's done.

  • What's the function in C with which we can say something, though,

  • on the screen?

  • So printf, print a formatted string, even though we haven't really seen

  • any formatting yet until now.

  • It turns out in C, You have to actually tell

  • d if you're not passing in a hard coded string or sentence,

  • you have to pass to printf what's called a format code or a format string--

  • this first input to printf.

  • Now printf apparently seems to take two things.

  • The first is this one before the comma.

  • The second is the thing after the comma.

  • And we've not seen this before yet in C. So printf

  • is being told, go ahead and print out a string that looks like this.

  • Percent S is a placeholder, and S stands for string.

  • And that literally is a placeholder saying,

  • printf, I'm going to give you a string to plug in to this first input.

  • What is that string?

  • Literally, the answer variable.

  • Now it feels like we're jumping through hoops here.

  • It would have been nice to just say printf, open parenthesis, answer,

  • close parenthesis, semi-colon, and be done with it.

  • That's just not the way printf works.

  • In older versions, you could maybe do something

  • a little more simple like that.

  • But honestly, we're not typically going to be printing out

  • just what the human typed in.

  • After all, this is kind of a stupid example at the moment.

  • I'm typing in a word.

  • You're just saying it on the screen.

  • We already decided in Scratch that's kind of lame.

  • It'd would be nice to at least have the program, not just

  • say David or whatever the name is-- but what did we do last time?

  • Like hello comma David.

  • But this would seem to give us that capability.

  • Right now I'm literally just printing out the human's name in C,

  • but let me change this ever so slightly just as we did in Scratch.

  • Recall that in C we did this green block of join where I literally

  • get past join two arguments.

  • The first one was hello comma space.

  • The second one was answer, and this concatenated.

  • This combined back to back those two strings.

  • Well, in C, thanks to printf, we can do that same thing.

  • It's just a different syntax.

  • Printf still gets one argument first, that is, the string you want to format,

  • ergo the F in printf.

  • But this time I'm going to literally say H-E-L-L-O comma space percent S

  • for string and then give printf a second argument,

  • which is its instruction to go ahead and plug in whatever this variable is

  • to whatever this placeholder is.

  • And so here we've now joined the two strings effectively and thus

  • was born our first formatted string.

  • Well, any questions then on that?

  • Yeah.

  • AUDIENCE: What if you wanted to say something extra after it?

  • DAVID: What if you want to say something extra after?

  • You could certainly continue the logic.

  • You don't have to end this quoted expression

  • with percent S. You could say, hello, comma percent S

  • comma, nice to meet you.

  • And then what printf will do is it's only

  • going to substitute that variable called answer where the percent S is.

  • And if you want to give 2% S's, you could just add another comma here

  • and pass in another variable and a third variable and even more,

  • thus formatting the string even more detailed.

  • Question over here.

  • Yeah.

  • Other questions?

  • Yeah, in the back.

  • AUDIENCE: How do you make a distinction between the placeholders

  • if you have different variables?

  • DAVID: How do you make a distinction between the placeholders

  • if you have different variables?

  • It's the ordering from left to right.

  • So in this case, it's a trivial example because there's

  • only one variable and one placeholder.

  • But if as you were hinting, I had multiple percent S something something

  • something, percent S something something something,

  • I would just make sure that I pass printf the first variable comma

  • the second variable comma the third variable and so forth left to right.

  • Other questions?

  • Yeah.

  • AUDIENCE: Why is there no backslash n?

  • DAVID: Oh, damn it.

  • Because I screwed up and didn't include that and I

  • was going to fix it after class quickly.

  • Bug, it's a bug.

  • Yeah.

  • AUDIENCE: What if you wanted to use the int twice in the string?

  • So you wanted to say, hello, David, hi, David.

  • DAVID: Sure, same exact thing--

  • comma answer, comma answer with 2% S. If you want to say the same variable twice

  • in two places for whatever reason, two placeholders and then answer comma

  • answer to plug that in twice.

  • Other que-- yeah.

  • AUDIENCE: Is percent a universal placeholder in terms of integers?

  • DAVID: No, and we're going to see some others in just a bit.

  • It turns out there's others.

  • It's percent i integer, and there's going

  • to be even more than that-- percent c for a single character and more.

  • Other questions?

  • Yeah.

  • AUDIENCE: Since the backslash n is a variable, would you put it after n?

  • So will you put it in the quotation?

  • DAVID: Good question.

  • If I did have correctly-- and if this weren't a PDF,

  • I would just edit it on the fly--

  • if I had the percent n, it always has to go in the formatted string,

  • in the first argument.

  • So the only thing that comes after printf's first argument

  • is optionally variable comma variable comma variable comma variable.

  • Other questions?

  • so Let's go ahead and actually do something with code.

  • I'm going to go ahead and open up another window,

  • and this is a tool called with CS50 Sandbox,

  • and this is a tool via the web by a which you can actually play with code.

  • And I'll show in just a moment how I get to this particular location,

  • but let me first explain the user interface much like we started off

  • our conversation with Scratch.

  • So I need a place to write code.

  • The reality is I could just use my own Mac.

  • I could just use my own PC.

  • Frankly, I could even use certain mobile devices these days.

  • But then we would have hundreds of other people in the class

  • all with slightly different configurations

  • on their Max and their PCs and their phones and the like.

  • And so everyone would have different software and different settings,

  • and they just never works very well.

  • So at the beginning of the course, we just

  • standardize everything by actually using a web based environment

  • just like Scratch is, whereby we'll all have access to the exact same computer

  • but virtualized in the so-called cloud.

  • If you've ever wondered what the cloud is,

  • it just means other people's server somewhere on the internet

  • that people can use for free or to rent and not

  • have to host those physical servers themselves.

  • So CS50 Sandbox, just like Scratch, is a cloud based application

  • that someone else wrote that's hosted on the internet,

  • and the user interface, at first glance, looks just like this.

  • There are only two components to it.

  • At the top of the user interface of CS50 Sandbox

  • is just a code editor, a very simple text editor

  • similar in spirit to Google Docs and Microsoft Word and so forth

  • but much simpler.

  • There's no formatting.

  • There's no bold facing and centering.

  • You can just type words of text.

  • Down here is the so-called terminal window,

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

  • Let me go ahead and write my first program.

  • Let me go ahead and write include standard IO dot age

  • int main void open curly brace printf hello world backslash and semi-colon,

  • done.

  • Now few people in this room could probably whip up a apparent program

  • that quickly unless you do have prior background.

  • And if you did take APCS or something else, it looks kind of like Java

  • but not quite the same.

  • But this is my first program.

  • Now recall from earlier this was the black and white program

  • we saw on the slide just a little bit ago.

  • And even if you didn't quite appreciate what all the funky syntax is doing,

  • all of us probably had the intuition of what this program does,

  • which is just to print out the words at the end of the day hello world.

  • And we'll tease apart in just a bit what all these various lines are doing.

  • But the interesting part is what's highlighted in green here,

  • and this is just one of the features of CS50 Sandbox.

  • It will color code different concepts within your code

  • so that they just jump out at you.

  • The colors aren't actually there.

  • You don't have to color code things yourself.

  • It just does it automatically so you can see the different components

  • just like MIT colorizes is the various Scratch puzzle pieces the same.

  • So this is a program that I want to call hello.

  • It's in a file.

  • This is just a tab up top called hello dot C

  • because it turns out, when you write a program in C,

  • you save it in files by human convention whatever dot C as the file extension,

  • so to speak.

  • How do I run this program?

  • There's no green flag to click, which Scratch gave us.

  • So how do I actually run the program.

  • And frankly, moreover, the green flag seems to be the least of my concerns.

  • What is the language that any computer understands

  • whether it's my Mac here or the cloud server where this thing is?

  • Zeros and ones, right?

  • And we started with that overwhelming slide of a lots of 0's and 1's, and

  • that is the point we need to get to.

  • But hopefully, we ourselves don't have to write at that level of tedium.

  • So we need some way of converting this code

  • from C, which we'll start calling source code, which is the English like code we

  • see on the screen that's mildly pleasurable to write as opposed

  • to just zeros and ones.

  • But we nonetheless need to convert it somehow to zeros and ones.

  • And so the way we can do this is essentially as follows.

  • If we have what we'll start calling our source code, which can be written,

  • in our case, in C, but you can write source code in Java, in C++, in Python,

  • in dozens of other language.

  • Source code's a generic term.

  • That just means the code that we humans have written.

  • We need some way of converting it into zeros and ones, which

  • henceforth we're just going to call machine code, which

  • feels like a reasonable name.

  • It's the zeros and ones that a machine understands.

  • How does a machine know what zeros and ones to understand?

  • Well, that's the whole reasoning behind having CPU, Central Processing

  • Unit, the brains of a computer.

  • They are just hardwired at the factory, so

  • to speak, at Intel's factory to understand

  • certain patterns of zeros and ones.

  • But the point for us now is we need to take a source code, like the C program

  • I wrote a moment ago that's supposed to print hello world,

  • and somehow convert it to machine code.

  • So it turns out this is the step that humans who've come before us

  • have solved for us.

  • Other humans have already written programs

  • that we're going to start calling a compiler that allows us

  • to convert source code to machine code.

  • It's just one additional step.

  • This step did not exist in Scratch, but we're

  • going to run a program that's generally called a compiler that we pass

  • our program to as input, and we get as output machine code, thereby

  • perfectly bringing us full circle to what computer science is

  • is in now the context of programming-- input

  • source code, outputs machine code.

  • The algorithm or the special software we're going to use in just a moment is

  • called a compiler that just converts one to the other so that none of us have

  • to ever think about or write in 0's and 1's.

  • So it's a little old school how you do this.

  • In Scratch, you obviously just hit the green flag and MIT

  • and all those folks took care of it for you.

  • We have to be a little more manual about this,

  • and that's where the second piece of CS50 Sandbox user interface

  • comes into play.

  • Notice I have a blinking prompt here.

  • There's dollar sign at left, which is just a common convention.

  • A dollar sign tends to in these types of computers represent a prompt.

  • It's waiting for me to type something, and indeed it's literally blinking,

  • waiting for me to type something.

  • This is an example of a terminal window, and your own iMac and your own PC

  • actually has or can't have this exact same feature.

  • It's just all of us operate with graphical user interfaces these days.

  • So we've got buttons and menus and things

  • to drag and click, but back in the day--

  • and typically in programming-- you don't bother with these aesthetics.

  • You actually get your hands dirtier with just the keyboard alone typing

  • anything you want to do.

  • And at first, it might feel like a regression.

  • Like, why are we giving up all these beautiful amenities

  • of modern computers?

  • But it's more powerful, and it's more explicit.

  • It lets you do exactly what you want to do by sending commands to the computer.

  • So this is my terminal 1.

  • I can create others just to have multiple windows,

  • but this is giving me access to the underlying server that I now

  • have access to.

  • So if any of you, when it comes time to the first problem set,

  • log into the same tool, you don't all have the same environment.

  • You all have your own isolated copies of the same software but your own storage

  • space, so to speak.

  • So I need to somehow convert hello dot C to zeros and ones.

  • And the way I'm going to do this is like this--

  • clang, which stands for C language, hello dot C enter.

  • And the fact that I see nothing happening is actually an amazing thing

  • because there's an infinite number of things, frankly, that can go wrong,

  • and the computer will happily yell at you

  • with cryptic looking error messages if any of those things do go wrong.

  • So seeing nothing but another blinking prompt with the dollar

  • sign is actually a good thing.

  • My code has somehow been converted to zeros and ones.

  • Where are those zeros and ones?

  • Well, by convention, they are stored in a file that's weirdly

  • and historically just called a dot out, and we can see that.

  • If I click this folder icon up here, you'll

  • actually see my file hello dot C and another file now called a dot out.

  • It stands for assembly output, but for historical reasons.

  • Now let me close the folder icon because we're generally not going

  • to use the graphical user interface.

  • How do I run that program?

  • I couldn't just double click on the icon.

  • This isn't a Mac.

  • This isn't a PC.

  • This is a cloud based Linux environment.

  • Linux is a super popular operating system.

  • It happens to be used by lots of computer scientists, lots of websites,

  • lots of servers.

  • In fact, almost every website you visit these days is powered,

  • if not by Windows by Linux, and variations thereof

  • called Unix and other flavors still.

  • It's just a very popular and often free operating system

  • that CS50 Sandbox itself uses.

  • To run a file called a dot out that's in this folder, so to speak,

  • even though you don't see a graphical version of it.

  • You literally just type dot slash a dot out.

  • Completely non-obvious and kind of a stupid name for the program,

  • but this is the equivalent in your Mac or PC of double clicking on an icon.

  • Let me go ahead and hit enter.

  • And when I do, I should hopefully see what?

  • Hello world.

  • And here we go.

  • Wow, that's our first program.

  • It's not doing all that much, but it's at least

  • doing what we promised it would do.

  • And this is the equivalent in Scratch of just saying on the screen hello world.

  • Now to be fair, there were more steps involved,

  • and God knows there was more cryptic looking code to write.

  • But at the end of the day all we've done now

  • is re-implement last week's logic in this new language,

  • but we're now going to very quickly introduce new puzzle pieces but in C.

  • But first let's solve this minor headache.

  • I don't really want to tell friends like,

  • hey, everyone, come run my a dot out program.

  • Let's give it a real name.

  • Suppose I just want to call my program hello

  • like you might download from the App Store or Google Play Store.

  • Programs have names.

  • So how do I do that?

  • Well, it turns out in a terminal window, the so-called command line environment,

  • which is just a fancy way of saying you write lines of commands

  • with your keyboard, you can actually pass

  • in what are called command line arguments, additional inputs

  • to programs that are just words that you type at your keyboard that tell it

  • how to behave.

  • So instead of just running clang on hello dot

  • C, I'm actually going to be more explicit

  • and I'm going to tell clang please output--

  • as is implied by literally typing dash 0 for output--

  • a file called hello instead.

  • So it's a little more verbose--

  • hello dash O hello-- or, sorry clang dash O hello hello dot C.

  • But what this is going to do now is still convert

  • source code to machine code, but it's going

  • to save it in a file called hello.

  • And indeed now I have hello dot C a dot out and hello as

  • pictured in the little graphical folder there.

  • So now I can instead run dot slash hello.

  • What should it say?

  • Hopefully the same, enter.

  • So that's it.

  • Those are called command line arguments, and it's just

  • the old school way of telling a text based command

  • how to behave a little bit differently from its defaults.

  • But frankly, this is going to get tedious quickly.

  • We aren't going to want to write our code

  • and then every darn time we want to convert it to zeros and ones to run it

  • actually remember these magical incantations of commands.

  • And so humans have abstracted these away too.

  • It turns out that, if you want to make a program from source code

  • into machine code, there's another command you can use.

  • And you can literally type make hello, where

  • hello is the name of the program you want to make,

  • this program, whose name is make, will look for a file

  • by default called hello dot C, therefore saving you the time of specifying it.

  • Hit Enter now, and, oh my god, look what it just did.

  • It has even more configuration options that are baked into it,

  • and we as CS50 staff, configured CS50 sandbox to have these various features.

  • And even though we're not going to go into detail on them now,

  • I'm going to wave my hand at what they actually do.

  • They just make additional features possible that we'll eventually get to.

  • But this would be otherwise the command that you all

  • do have to type in just two or three or four weeks time,

  • and no one can ever remember that.

  • I certainly couldn't.

  • So Make just automates that for you.

  • But when you run Make, Make is not a compiler.

  • Make is not the thing in the middle here converting source code to machine code.

  • It's just a second program that some humans wrote years ago that use

  • clang in an automated way to achieve the same output.

  • Because people got tired of typing stuff like this.

  • So someone made a program called Make that does it for us.

  • Any questions?

  • Let's add a little bit then to this program.

  • Instead of this version of hello, let me get some user input

  • and actually do something with it.

  • Suppose I actually want to get the user's name and then print that out.

  • Well, we saw the spoiler for that just a moment ago,

  • but let me go ahead and add to this program here.

  • Now I have a second line of code, and I want to get a string from a user.

  • And with what function do I get a string from the user?

  • Get string was the one, and recall I can do get

  • underscore string open parenthesis.

  • And then I have to pass in an argument, so to speak, like give me your name--

  • or actually, what did we say before?

  • What is your name, I think was the prompt backslash n semi-colon.

  • Now it's not enough to just get the string.

  • What do I want to do with it?

  • Yes, store in a variable.

  • What type of variable?

  • A string.

  • So I just need to go on the left hand side of this line of code

  • and say, OK, well, give me a string.

  • I'll call it name, but I could call it x or y or anything.

  • But name feels like a good descriptor for it,

  • using a single equal sign to copy from right to left.

  • And now I've got that.

  • Now it's not sufficient to just store the value in the variable.

  • I need to print it out.

  • So let me start with this.

  • It autosaves, the Sandbox.

  • So I don't even have to go up to File, Save or anything.

  • Let me go ahead and do make hello now--

  • oh uh, oh my god, look at all these errors already.

  • So clearly something is wrong, as the computer is fond of telling me in red.

  • And frankly, this is where you very quickly

  • get derailed or kind of freaked out because,

  • oh my god, I only wrote two lines of code.

  • How do I have 20 lines of errors somehow?

  • So the computer is kind of as confused as you.

  • And the most important thing, when you face this kind of situation

  • where it's just cryptic, erroneous output, start at the top.

  • Even if your window's kind of small and therefore a whole bunch of stuff

  • scrolls on the screen quickly, scroll up to the top

  • because odds are there's one mistake up at the very top

  • and that one mistake just had a cascading effect on the compiler.

  • Then it just got really confused, and it just kept spitting out messages

  • because it got tripped up early.

  • So let's scroll back up to the top here.

  • And here is the very long command that I said make automates for you.

  • So that's not erroneous.

  • Here seems to be the first error, and it's a little cryptic still.

  • But let's glean some information.

  • Here's a familiar phrase--

  • hello dot C. Let me go ahead and zoom in on the bottom here.

  • So hello dot C recalls the name of my file.

  • Albeit not obviously, clang is telling me look at line 5 and then

  • your fifth character.

  • So this something colon something means line number character or column number

  • if you're looking from left to right.

  • Error means error.

  • And then this is where things get a little sophisticated.

  • Use of undeclared identifier string--

  • did you mean standard n?

  • No I didn't, but I do recognize standard n,

  • or rather it seems similar to standard I/O. But no, I didn't mean that.

  • I'm pretty sure this code is right.

  • Well, why am I getting this error?

  • It sounds like string, on line five, fifth character, right there,

  • that is wrong.

  • Well, it turns out, there is no such thing as a string.

  • C, the language, has integers, and it has Booleans, it turns out.

  • And it has characters and a few other things.

  • It actually doesn't have strings.

  • Strings is a word that's useful to describe sequences

  • of characters, paragraphs, words.

  • But string is not a type.

  • It's not a type of variable unless you make it so.

  • And in fact, this is one of the simplifications we do.

  • In just the first couple of weeks of the course to get us off the ground,

  • it turns out that we need to add one line of code here.

  • We need to do, not only include standard I/O-- which we'll explain in a moment--

  • but also CS50 so-called library.

  • So CS50 has a lot of humans involved with it, and over time we've decided,

  • you know what, we could make the first hour of CS50 a little easier

  • and the on ramp a little cleaner for folks with no background

  • by just inventing a few features ourselves such as the ability

  • to get strings from the user.

  • So it turns out get string is also not a function that

  • comes with C. That is a custom puzzle piece, so to speak, that CS50 made.

  • And where we created that function is essentially in a file

  • called CS50 dot age.

  • And so by including dot age, you now get access

  • to more puzzle pieces, if you will, that we have created for you.

  • And it turns out this line of code that has

  • been here before is also giving you features, too.

  • We're just doing what everyone does in programming,

  • which is solve a problem once and then let other people use that solution.

  • Take a guess.

  • What functionality is actually implemented

  • in a file called standard I/O input output dot h?

  • This is just a file somewhere on the server that actually does come with C,

  • and it provides you with handy features like what?

  • Say again.

  • Once more.

  • Printf.

  • It turns out that the means by which you are allowed to use a function

  • called printf here is you have to include

  • the file in which it is declared.

  • So some humans, years ago, literally wrote a function, a puzzle piece,

  • called printf, and they figured out how to actually draw

  • characters on the screen.

  • They then stored information about that function in a file

  • called standard IO dot age.

  • If I had not included that seemingly cryptic line of code

  • at the very top of my previous program, even that hello world program would not

  • have worked because clang, the compiler, wouldn't

  • have known what I'm talking about.

  • What is printf?

  • I don't know what that is unless you tell

  • it to also include this file that humans wrote years

  • ago in which printf has been created.

  • And now if I want to use get string, as well as the new keyword string,

  • I need to tell clang the compiler, also go ahead

  • and look in CS50.h for more functionality, such as string

  • and get string.

  • So let me go ahead now and try this again.

  • I'm going to clear my terminal here and just try that same command again--

  • make hello, enter, dammit.

  • Now I've got another error.

  • But, but, but, progress.

  • Well, no, just as many errors as before somehow, but different ones.

  • Notice now-- wait, that was before.

  • Oh, no, I'm sorry.

  • It has fewer errors.

  • Here's where I ran the command a moment ago,

  • and now I'm getting this error instead.

  • So progress.

  • Now my error is not on line 5.

  • It's on line 6, though fun fact, line 6 used to be line 5.

  • So it's apparently still involved in the problem.

  • So let's read the error message.

  • The problem is on line 6, which is no surprising is that one there.

  • But this time it's different-- error, unused variable name.

  • That one I kind of understand even without being a programmer.

  • What does that mean?

  • Yeah.

  • Maybe declare prior to using, but it turns out this is how you declare it.

  • But I'm actually-- yeah.

  • AUDIENCE: You're not actually using the variable you declared.

  • DAVID: Yeah, I'm just kind of wasting the computer's time.

  • I'm creating it.

  • So line 6 on the left is correct.

  • Hey, computer, give me a string variable,

  • and call it name and put a value in it.

  • But what's the point of that exercise if you're never,

  • as you say, doing anything with it.

  • And in fact, recall from the slide a moment ago,

  • how do I do something with it?

  • Well, this is not how you do something with it.

  • If I go ahead and run this program now successfully,

  • what would I actually see on the screen?

  • Literally hello name, H-E-L-L-O comma space N-A-M-E, obviously not correct.

  • So how do I plug in the variable?

  • What was the trick?

  • Yeah, percent S for string, a format code,

  • so to speak-- hence the name printf.

  • And then I need to pass a second argument to printf,

  • and I do that with a comma and then the name of the variable I want to plug in.

  • Now notice there are two commas in this line here.

  • If I zoom in, notice there's two commas, but there's only

  • two arguments or inputs to printf.

  • The input to a function is just typically called an argument

  • or also called a parameter.

  • So there are two commas, but this one is an English comma just separating hello

  • from the person's name.

  • This white comma here, color coded because the Sandbox is doing the for me

  • is actually separating-- excuse me-- the first argument

  • from the second argument.

  • So now, for a third time, make hello enter.

  • Oh my god, thank you.

  • Now it worked.

  • It still spit out this pretty long, cryptic command in white,

  • but that's OK.

  • That is, again, the automated command that Make is making possible for us.

  • But the fact that I see no red, no errors, just another blinking prompt

  • means that my program has been made.

  • So let me go ahead and do--

  • how do I run a program if it's called hello?

  • Yeah, dot slash hello, and we'll see why you

  • have the stupid dot at the beginning.

  • It essentially means run the program called hello

  • that's right here in your current folder on the server--

  • dot slash hello.

  • What is your name?

  • Very nice.

  • David, enter.

  • Hello, David.

  • Interesting.

  • Let's make one tweak, because I did this by accident earlier as you noted.

  • What if I left off for instance one of these backslash n's

  • that's literally now not telling the computer

  • to move the cursor to another line?

  • So let me go ahead and rerun the program.

  • Wait a minute.

  • That looks the same.

  • I just changed the code, but it's still behaving exactly the same.

  • Where's my confusion?

  • I didn't recompile it.

  • Unlike Scratch, which is amazing because you just hit the green flag

  • and it runs the code again, we have a second intermediate step.

  • I have to re-run the code.

  • Now how do you get out of a program?

  • I could just hit Enter.

  • You can also hit Control C for cancel, and that will just get you out

  • of whatever confusion you're in.

  • Let me go ahead and rerun, make hello--

  • seems to be OK--

  • dot slash hello, enter.

  • OK, this is why I've had all those backslash n's.

  • Let me zoom in on what's happening.

  • I mean, it doesn't look horrible, but frankly it kind of rubs me

  • the wrong way if this is what my program looks

  • like when I'm typing in user input.

  • I mean, this just looks stupid.

  • Minimally, I should add a space.

  • Maybe I can put a backslash n to move the character.

  • This is user interface now.

  • This isn't really logic.

  • It's just aesthetics, but I think this looks stupid.

  • So that's why I've had the backslash n's there all the time,

  • but that's why they need to be there to tell the computer to actually put

  • things where you want them.

  • Alternatively, you know what, OK, I don't like that.

  • Control-C for cancel.

  • Let me put this one back.

  • What happens if I get rid of this one?

  • And let me go ahead and recompile the code first

  • as you note dot slash hello enter.

  • OK, I've cleaned up that aesthetic headache, enter.

  • I mean, it's not quite the same problem, but this looks stupid too

  • because the dollar sign just represents my prompt where

  • I'm supposed to type commands and yet hello comma David prompt.

  • And that's just messy.

  • So this is why we've had all of these new lines.

  • Now you asked earlier, what if you put the new line elsewhere in the string.

  • Well, suppose I do that.

  • Suppose I put a couple of them.

  • Let me do this and no spaces whatsoever.

  • Now this is looking a little weird, but the computer is just going to interpret

  • this literally-- print H-E-L-L-O comma new line substitute in the string

  • for percent S then another new line.

  • So how many lines of output is this going to display?

  • I heard four.

  • Other values?

  • Let's see.

  • Let's go ahead and make hello and then run

  • dot slash hello, what is your name as before enter hello comma new line

  • David-- so four total lines certainly or just two lines from the computer

  • itself.

  • So just to recap then, with code like this

  • how many functions have I used in this particular program?

  • How many functions?

  • So it's two-- printf, which we've been using and get

  • string, which is the new one.

  • Where is string declared?

  • CS50 dot h, printf meanwhile is declared in standard IO.h standard input output.

  • Meanwhile, string, this data type also comes from CS50 itself,

  • and then we've used the format codes, and we've

  • use variables to achieve the same result.

  • And let's just hammer this home.

  • Brian and Karim, do you mind popping up for just a second?

  • Or who's there?

  • Erin, come on up.

  • So just to make this clear because there is now

  • some terminology that we want to use.

  • Let's see.

  • Do you want to be--

  • you'll be get string.

  • So we have some name tags here like you get at events.

  • So Erin shall be get underscore string.

  • If you want go ahead and put this on.

  • And Brian, you want to be printf.

  • So we won't act out all of our actual programs

  • because this will quickly become obvious.

  • So Brian is printf.

  • So this point though, remains in that this is nice

  • that I have some colleagues with whom I work here

  • because I don't really want to do all of the hard work of making things happen.

  • And so if I'm instead the programmer or the orchestrator

  • of a whole bunch of things happening, I can actually implement this code now

  • more physically.

  • And let's focus, though, for just a moment on what the key takeaways are.

  • One, functions can take input.

  • Those inputs are called arguments or parameters,

  • and functions can return things.

  • They can have return values.

  • Printf, for instance, does it take input?

  • What's the input to printf, for instance?

  • Yeah, like hello world.

  • Whatever it is you want to print is by definition the input to printf.

  • Does print return a value thus far?

  • It does do something on the screen certainly.

  • It prints stuff on the screen, but we haven't

  • seen it return something because we haven't seen it with equal sign

  • to the left.

  • Now it turns out printf does return things.

  • It's just not often that useful to use, but we've only

  • seen printf for the moment as taking inputs-- more on that another time.

  • Get string, meanwhile-- does get string take inputs?

  • How many inputs?

  • Just one, the prompt that you want the human to see.

  • The first prompt I used was what is your name.

  • I could make the prompt anything, but that's

  • the question that get string is asking.

  • Does get string return a value?

  • It does.

  • That's of course in Scratch called answer, hard coded as answer.

  • We can store in any variable we want.

  • So let me just go ahead and implement this program.

  • Erin, go get me a string and ask the person, what is their name.

  • So--

  • ERIN: What is your name?

  • AUDIENCE: Elizabeth.

  • DAVID: So she's writing down Elizabeth now.

  • But Erin has taken input from me.

  • Erin, go get someone's name and ask them, what is their name.

  • And now you've produce output for me.

  • Thank you.

  • This is the return value, storing the value Elizabeth,

  • and I'm going to go ahead and took it away

  • in a variable called name like this piece of paper here.

  • OK, Brian, could you go ahead and say hello Elizabeth.

  • So what's going on here?

  • I'm just doing less work.

  • I am writing this program--

  • Erin, go get someone's name, Brian, could you print this out.

  • That's what I've been doing, is programming,

  • just delegating functionality to other functions or in this case

  • other humans who know how to do that.

  • And honestly, I don't have to know how Erin got that name.

  • She just got it.

  • I don't have to know how Brian wrote in that particular kind of style

  • of English on the screen.

  • I just know that he can do it, and now my program is complete.

  • Thank you very much to both of these two here.

  • We'll continue in just a moment as follows.

  • So all this time, we've been taking for granted

  • that we have an actual computer on which we can execute code,

  • and I keep saying Intel inside that's the silly slogan that you see inside

  • of most Macs and PCs with the hardware they have.

  • But the CPU is just the brains of the computer.

  • And at the end of the day, recall that the goal

  • is to actually have the computer turn something like this--

  • source code-- into actual machine code, zeros and ones.

  • And that's all Clang was actually doing for us.

  • Of course, we've only just scratched the surface now of what we can do.

  • It turns out there's going to be, not just these

  • commands that we can run, but other features of C

  • and in particular the CS50 library.

  • We've only seen thus far how to get a string,

  • but you can get integers and characters and funky things

  • like floats and doubles, which actually open a can of worms

  • as to problems that can happen in a computer.

  • And it turns out you can store different types of variables, not just

  • integers and strings, but bool for Boolean and chars for characters.

  • And you can format those things in printf.

  • We've only seen percent S. I alluded to percent i earlier,

  • but there's a few other still.

  • But we've got a lot of possibilities here.

  • But let's go ahead and take, say, a five minute break to give everyone

  • bit of a respite, turn on some music, and come back in five and dive

  • in deeper to more sophisticated programs in C.

  • So recall we began by comparing some Scratch

  • blocks against the corresponding C code, but we didn't actually

  • use most of those blocks in C just yet.

  • So let's try out a number of examples, some of which I'll write on the fly

  • in typing code out on my own keyboard, some of which

  • we already have in the course's web sites.

  • So we can just open them to save some time.

  • But let me just draw your attention to what

  • CS50 Sandbox is because this was the step that I skipped over earlier.

  • CS50 Sandbox can be used to program in bunches of languages.

  • We'll initially in the semester use it for C.

  • But if you've written Java before or Python or any number of languages,

  • when you go to Sandbox.CS50.io, you can simply

  • choose the language you want to write in.

  • And then at the bottom, you'll see you can

  • specify the name of the file you want to precreate.

  • So for instance, what I did earlier was I selected C at top, and then

  • at the bottom I typed in Hello dot C because that

  • was the name of the file I wanted.

  • And then I clicked start.

  • And what that led me to was precisely the interface in which we wrote hello

  • dot C just a moment ago, where my code editor appears on the top here,

  • my terminal window appears at the bottom,

  • and then I'm allowed to just start writing code.

  • So that's how we got to where we were.

  • And if you want to follow along now with some of these examples,

  • note that on the course's website we have all of them premade.

  • And you can actually click the links on the course's web site

  • and open up your own copy of a sandbox with that code.

  • So if the Wi-Fi cooperates, you're welcome to tinker and play and run

  • the same commands.

  • But everything is also on the course's website after.

  • So you needn't type everything out.

  • So let's go ahead and do just a quick example.

  • I'm going to call this int dot C just so that we can reinforce

  • some of what we did just a moment ago.

  • Rather than get a string like we did with our hello example, let me go ahead

  • and just get, say, an integer, and then print it out

  • just as we did print a name.

  • So I'm going to have to go ahead and, just through muscle memory,

  • I remember that I need standard IO dot h of the top

  • and then int main void and then curly braces.

  • And then I can do the act of actually getting the input.

  • So there was a function before called get string.

  • It turns out there's another function called

  • get int if you want to get an integer.

  • So I can actually call get int, and I can say something

  • like integer is the prompt.

  • Like, hey, human, please give me an integer.

  • I need a semi-colon at the end of this line.

  • And then how do I actually store the return value of get int in a variable?

  • Just as Erin handed me a sheet of paper with a string,

  • I'm handed a sheet of paper with a number, how do I store it somewhere?

  • What's should I literally type line five here?

  • Int space and then number or something.

  • So I'm going to call it i just because it's an integer,

  • but I could call it number or anything else.

  • And then I'm going to go ahead and print this out.

  • So printf-- let's say something like hello i backslash n semi-colon.

  • Not quite correct, right?

  • This is going to literally print hello comma.

  • How do I actually substitute something in?

  • Well, we've only seen how to substitute in strings,

  • but I think I spoiled earlier the answer.

  • If you use percent i, that says, hey, computer, put an integer here.

  • Then I need a second argument to printf just

  • as we handed Brian an argument as well.

  • And I said i.

  • I want to say i here.

  • But this program isn't quite correct yet.

  • It's in a file called int dot C. I've included standard IO dot h.

  • It's in main, and so what is main?

  • Well, today were largely going to wave our hands at that.

  • But int main void is perhaps the most cryptic way

  • you can say the equivalent of when green flag clicked.

  • That's all that does, and we'll come back in the weeks

  • to come as to why it's int, why it's main, why it's void.

  • But for now, humans years ago just decided

  • that, when you're writing a program in C and you want to start the program off,

  • you literally have to type int main void with those parentheses

  • with those curly braces, and it's the equivalent to Scratch

  • is when green flag clicked.

  • But this program will not compile, and I don't even

  • want to induce the stress of seeing those errors.

  • How do I void it?

  • Yeah, I need to teach the computer that get int exists,

  • and I know how to do that from before by including the CS50 so-called library.

  • Technically, CS50 dot h is a header file.

  • Dot h means header, and it's just a file containing C code

  • in which the functions are created.

  • More on that another time, but that just gives us access to printf.

  • So if I've made no typos, I should be able to compile

  • this program by running what command?

  • Make int.

  • I could do Clang.

  • I could do Clang dash O. But for now I'm going to do it simpler with just

  • make int and let make automate the process of compiling this program.

  • No error messages is good.

  • Let me go ahead and zoom in--

  • dot slash int I think would run the program.

  • Integer, how about 42?

  • Hello 42.

  • And notice, I can save time now.

  • And if I want to run it again, I don't have to do slash int all the time.

  • It turns out that in this kind of Linux environment,

  • this operating system called Linux, you can actually go up and down

  • and see previous commands you've typed and some others that

  • happen to be system specific.

  • And if you just set up and enter, you can run it again, type in 50 this time,

  • and see another output as well.

  • So any questions then on just an example like that?

  • No?

  • Well, let me go ahead, and I'm going to save time in this environment.

  • I can actually create files in here if I want by clicking the folder icon,

  • clicking the plus.

  • And then I can actually say give me a file called float dot C.

  • So this is equivalent to going back to the main menu

  • and typing in the name of the file.

  • I'm just going to do it a little more quickly

  • now in this graphical environment.

  • And I want to call it float dot C.

  • It's A bit of a weird name because at least growing up you probably

  • learned maybe about integers.

  • You probably learned about real numbers, numbers

  • that can have decimal points and then things after the decimal point.

  • In a computer, those things with decimal points

  • are called floating point values, or floats.

  • And you can think of it as the decimal point can kind of float

  • to the left or the right, depending on how big or small the number is

  • or how precise the numbers after the decimal point are.

  • That's a float.

  • So let me go ahead and implement a very similar program--

  • include CS50 dot h include, standard IO h int main void--

  • and this is after 20 years of doing this that you can do it so quickly.

  • Now let me instead get a float from the user--

  • so a real number that may very well have a decimal point in it.

  • I'm going to do that a little differently.

  • I'll zoom in, and I'm going to say, hey, computer, give me a float,

  • as is the data type called--

  • not int, not string but float.

  • I'll call it f just because that sounds like float, and it's nice

  • and succinct-- equals get float.

  • And then I'm just going to say float.

  • That's the prompt.

  • I could make the prompt in green anything I want.

  • And now I'm going to print it--

  • printf hello f, but I don't want f.

  • I want to actually print out a placeholder and you can probably

  • guess by now what the pattern is--

  • percent f for a float new line comma f semi-colon.

  • So this is like the same program three times now with a string, with an int,

  • and a float.

  • But again, it's just for some muscle memory and going through the pattern,

  • but let's see what happens differently here.

  • Let me go ahead and type make float enter.

  • OK, good, no errors.

  • Let me zoom in and run this now as dot slash float.

  • And let me go ahead and type in a number.

  • I'm going to just say 42.

  • But the computer now has the capability of storing more precision.

  • Before it was just an integer by definition of int.

  • Now it's a float.

  • So even though it's pretty precise, this 42.0000,

  • that's indeed a real number now, storing some amount of precision there.

  • So it turns out though that we can do more interesting math.

  • Let me go ahead and just open this example in advance.

  • This one is going to be called int dot C.

  • So then I don't have to type everything out.

  • And in ints dot C, we're going to see some math written in code that I

  • pre-created just to reinforce that you can actually

  • do some basic arithmetic in a program.

  • I can make see more of the code here by just scrolling down,

  • and let me scroll this up so we can focus on main.

  • And let me zoom in on the first few lines.

  • On this first line, I'm just getting an int, and I'm calling it x.

  • We've not used a variable called x recently.

  • But now we are.

  • It's no different logically than before.

  • Here get me another variable.

  • So we can see now that you can get multiple variables from the user

  • just like in Scratch.

  • And now in these lines, in green are just some format

  • strings-- just what do I want printf to display?

  • I literally, in this highlighted line here, want printf to display x plus y

  • equals something.

  • What is that something?

  • Well, notice what's cool about printf is that, before it is passed in input,

  • you can perform simple arithmetic operations.

  • So if you want to add x and y together, literally do x plus y.

  • Then the sum of those numbers is what will get handed to printf as its input.

  • Just like I handed Erin's piece of paper to Brian as input,

  • I'm handing not x and y to Brian in this case, but x plus y

  • or some value, the actual sum.

  • Similarly, subtraction is the hyphen on your keyboard.

  • For multiplication, it's not an x.

  • That would be weird, xxy.

  • It's instead star, or an asterisk on your keyboard.

  • Division is the single slash, and then this one is a little funky,

  • but we'll come up with some uses for this.

  • You can actually do modular arithmetic or just more simply remainders.

  • If you do x percent y, you'll get back the remainder of dividing x by y.

  • And what's the remainder?

  • So if x is 20 and y is 10, well, 20 divided by 10 goes in twice perfectly.

  • So remainder is 0, for instance.

  • But it's been a while.

  • So notice, though, what's curious here.

  • In this context, percent is not a placeholder.

  • It's not percent S. It's not percent i.

  • It's not percent Notice it's not inside of printf's format string.

  • This is just literally math, a math operator

  • as is implied by the different color blue there.

  • So if I actually run this--

  • let's go ahead and run this program.

  • I'm going to go ahead and do our make ints--

  • plural because that's the name of the file--

  • enter dot slash ints.

  • And let me zoom in and clear the screen.

  • Enter.

  • Give me a number.

  • 2 I heard.

  • And another.

  • 10 I heard.

  • So FYI, 2 plus 10 is 12, 2 minus 10 is negative 8, 2 times 10 is 20,

  • 2 divided by 10 is--

  • 2 mod y, or 2 and then take the remainder when dividing by y

  • is what mod means is 2.

  • So I get four out of five for correctness?

  • What's a little funky here?

  • Yeah, 2 divided by 10?

  • Like, I'm pretty sure that's like 2/10 or maybe one fifth or 0.2.

  • I mean, I'll take any number of answers but not 0.

  • So what's going on?

  • Well, this is a matter of representation.

  • It turns out in a computer program, we decided

  • in advance I'm going to store ints.

  • An int is something that does not have a decimal point.

  • And yet here I am rather presumptuously trying

  • to do to 2, an integer, divided by 10, an integer,

  • and expecting something other than an integer.

  • No, I literally am doing integer arithmetic.

  • So what's the computer apparently doing just intuitively?

  • Why, when dividing x by y as I did in this line here--

  • or specifically in this example you proposed, 2 divide by 10--

  • where is my 2/10 going?

  • Yeah, it's technically what?

  • Supposed to be 0.2, or 0.2.

  • That's actually the solution because, if it's 0.2 but integers

  • can't store decimal points or anything after them, what do you have left?

  • Just the zero at the beginning.

  • So integer arithmetic is fine if you're working with integers,

  • but if you want floating point arithmetic,

  • you're going to need to make some changes.

  • And so I can fix this.

  • In fact, let me go ahead and write a different program here.

  • Let me go ahead and open up from the course's website

  • floats dot C. That's going to give me this example, which is implemented

  • using floating point values instead.

  • So once this loads, I'm going to see a program I wrote in advance.

  • It's a little shorter because now I only care about looking at one problem.

  • And notice now x and y are now floats and not ints,

  • another data type that exists.

  • And I'm using get float, which also comes from CS50's library.

  • And then this line is almost the same, but you know what?

  • Let me let me tweak this.

  • Let me just make it exactly the same.

  • This line now that I've highlighted is exactly the same as before.

  • So if I do type in the same number--

  • so let's go ahead and zoom in and do make floats plural and dot slash

  • floats.

  • I'll give it 2 and 10, and I should hopefully see what now?

  • 0.2.

  • That's pretty good, pretty precise.

  • But you know what?

  • I hate to tell you, but let's look a little farther.

  • It turns out by default, when you percent

  • f, you only see a few decimal places, like five or so it looks, by default.

  • Let me see a few more so.

  • This was one one, two, three, four, five, six

  • points after the decimal point.

  • So you know what?

  • I'm going to say, hey, computer, give me decimal points.

  • This looks completely cryptic and you just

  • have to kind of remember this or look it up if you forget.

  • If you put a dot and a number in between the percent and the f,

  • that's the cryptic way of telling the computer show

  • me a float but with this many decimal places, please.

  • So that just gives me decimal places, weird as the expression looks.

  • Now hopefully I'm just going to see some more zeros.

  • So let me go ahead and make floats, and let me go ahead

  • and zoom in and do dot slash floats 2 10 enter.

  • OK, still correct.

  • Let me get a little curious.

  • Let's see a lot of zeros, like 50 of them.

  • Let me go down here and do make floats, because I changed the code,

  • dot slash floats 2 10.

  • Ha, your grade school teachers lied to you.

  • 2 divided by 10 is apparently not 0.2000000 infinitely.

  • It's apparently 0.20000000298023223876953125 and then

  • all of those zeros.

  • What the hell is going on?

  • Where's the bug?

  • Where's my mistake?

  • Where's my misunderstanding?

  • What's the explanation for this?

  • Well, what if I told you that inside of your computer is stuff like this?

  • This is RAM or memory, and you've probably generally known this idea.

  • They just store files.

  • They store music and videos.

  • You need memory, some kind of space.

  • Hard disk space is permanent storage.

  • RAM, or Random Access Memory, is temporary storage.

  • So when your laptop is open and your desktop computers is on

  • or your phone is powered, you're using RAM for all of the programs

  • you're running at once.

  • If you open a file, that file is stored in RAM,

  • but it's permanently stored on your hard drive.

  • So there's different types of memory.

  • But notice, this is zoomed in.

  • In reality, this is like couple of inches wide and maybe an inch tall.

  • So it's pretty small, but it doesn't really matter how big it is.

  • It just matters that it's finite in size.

  • You have physical hardware on your laps or in your pockets or at home

  • that only are so big and therefore only have so many parts

  • and therefore only have so many transistors

  • and other pieces of hardware that's actually

  • doing the work of storing information.

  • And so if you only have a finite amount of memory, how in the world

  • are we going to represent an infinite number of numbers?

  • Because I do recall from grade school I was

  • taught there is an infinite number of numbers, certainly real numbers, where

  • the decimal point can go on forever.

  • That is a problem if you want to represent all possible numbers

  • in the universe, which is infinitely many, with a finite amount of hardware.

  • So at some point, the computer's gotta start cutting some corners.

  • And so what you're really seeing here is as close

  • as the computer can get to storing that fraction for you precisely,

  • and I got a little greedy.

  • I looked a little too far to the right.

  • And granted, these are infinitesimally small values.

  • It's not hugely, hugely off, but it is off

  • because they can't expect the computer to represent

  • an infinite number of values using a finite amount of memory.

  • It's got to round off here or there and be imprecise, so to speak.

  • So is this a problem?

  • I mean, we would never have known this if I hadn't gotten greedy

  • and looked at 50 decimal places instead of 7, which was already pretty precise.

  • Is this a problem?

  • Yeah, like why?

  • Why?

  • AUDIENCE: If you use the equal function, [INAUDIBLE]..

  • DAVID: Yeah, that's a good one.

  • Logically, if I start using equals equals to compare things for equality,

  • it's going to be really hard for me to ever compare something for 2/10

  • as it's value because I'm going to literally have

  • to remember or write down or figure out this value and compare against that

  • and not just compare more loosely against 0.2.

  • And that's true, you should actually never compare floating point values

  • in code for equality.

  • I could probably get away with less than or greater than,

  • but even then it's going to be a little off from what I expect.

  • Why else might this imprecision be worrisome?

  • When might you not want your computer being imprecise?

  • What domains?

  • What worlds outside of a classroom?

  • Yeah?

  • What's that?

  • AUDIENCE: Rocket.

  • DAVID: Yeah, so rockets, or anything involving math and physics and danger.

  • You don't want numbers to be ever so slightly off.

  • And if you think about it, rockets is a good example

  • because I don't know much about rockets, but I know they go pretty fast

  • and there's probably angles involved because you're

  • trying to keep them on a trajectory.

  • And that's fine.

  • But if your trajectory is ever so slightly off

  • and something's going really fast and really far,

  • I'm pretty sure that eventually those small imprecisions start to add up.

  • And indeed, there's been historical incidents

  • where that kind of imprecision does, in fact, add up

  • in the realm of militaristic operations or in financial operations.

  • In fact, if you've ever seen Office Space or way back when Superman 3,

  • this is how some people made some money because they just

  • kept all of the fractions of pennies that computer systems were just

  • ignoring.

  • And eventually, they start to add up.

  • So long story short, any time you have scientific or financial

  • or any sort of large data sets that involve big numbers and lots of them

  • and lots of time, this is a problem.

  • And it almost suggests you shouldn't you C or let alone computers

  • unless we actually address this.

  • Now as a spoiler, humans have chipped away at this problem,

  • and you can use more and more bits but not infinitely many bits.

  • At some point you have to draw a line, but this

  • is why, for instance, a stock exchange might only

  • represent two decimal points of precision

  • for dollars or maybe four decimal points to the thousandths place for dollars

  • and cents.

  • And they just have to decide, that's all the precision

  • we can actually store precisely.

  • But you've got to decide how to handle it and not just ignore the problem.

  • But we can do a little better.

  • You know what?

  • It turns out that in most computers a float,

  • it takes up, yes, a finite amount of space,

  • but very specifically 32 bits of space or 4 bytes.

  • A byte, recall, is 8 bits.

  • So 4 bytes is 32 bits, and that's just a very common unit of measure.

  • But there's another one.

  • It turns out, if you want twice as many bits,

  • you can literally use a data type called double.

  • And in the CS50 Library, there is a function called get double.

  • And if I go ahead and do it here, I can now recompile this code,

  • make floats, even though they're not technically float types anymore.

  • And let me go ahead and do dot slash floats enter,

  • and let me type in 2 and 10.

  • And now it's still imprecise.

  • But notice, instead of seven zeros, which I think I had before,

  • now I've got 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 zeros.

  • So I've kind of pushed the problem further out, so to speak,

  • so it's more precise.

  • But it's not perfect.

  • You can't get certain values perfect if you

  • want to be able to represent an infinite range.

  • Any questions then about this?

  • And we'll come back as to some implications.

  • Yeah, here.

  • AUDIENCE: So would it always be better if you

  • use doubles because it's more precise?

  • DAVID: Good question.

  • Would always be better to use doubles because they're more precise?

  • Short answer, yes, but we're going to see thematically in this course

  • and computer science more generally there's always a trade-off.

  • And yes, if you use a double, you will avoid this problem a bit more,

  • but what price will you pay, so to speak?

  • Maybe processing power because it's got to deal with more bits at once,

  • and even more literally, more space.

  • I mean, sure we can take your solution, but I'm

  • going to charge you twice as many bits.

  • And back in the day, decades ago, when C was first being invented

  • and computers were really coming into play, spending twice as many bits,

  • even if it's only 32 more tiny zeros and ones,

  • that was actually expensive literally financially, and it adds up.

  • And even today, if you want to spend more space,

  • that's fine, but you're going to spend.

  • More space, therefore more money, and therefore

  • have less space available for other things.

  • So it's just a trade-off.

  • And you have to decide, as an intelligent human,

  • where the right inflection point is between what's more important.

  • Let me open up a very different example now called parity, just as an example.

  • And let me ask this d how do you know if a number is even or odd?

  • What's the trick?

  • Yeah, if it's divided by 2-- so 0 and 2 and 4 and 6

  • are even because, if you divide by 2, you don't get a remainder.

  • So actually, if you just want to see a quick example of why

  • you might use a remainder, even though it's out of context.

  • Here's an example for parity.

  • Parity is just a term referring to even or odd in this context.

  • How might we use this?

  • Well, notice I can get an int from the user up at the top.

  • I can then check the parity of the integer-- is it even

  • or odd-- with syntax like this.

  • Now I'm combining some of these operators

  • as you might be inclined intuitively.

  • If n, the number user typed in, mod 2, or divided by

  • and then check the remainder of, but that's a mouthful equals equals 0,

  • you just said it's an even number--

  • so print even else print odd.

  • Because what's the possible other remainder?

  • If you do n or any value divided by 2, you might get a remainder of 0 or 1.

  • I only have to check for one of those, 0 because the else implies

  • the other thing.

  • So again, very simple example.

  • But honestly, all of us probably have an intuitive understanding

  • of what's even and odd.

  • A computer needs to be taught that, and so there's

  • a program that does exactly that.

  • Let me open up a larger program called conditions,

  • and rather than type this one out, because it's a few lines of code,

  • let me just open it up because it concludes

  • exactly the code we saw a little bit ago on the slide

  • when we compared it to a similar C block.

  • In this program, in my main function-- let me focus on the first few lines

  • there--

  • I have an int called x that I'm getting via get int,

  • another int called y that I'm getting via get int,

  • and then I'm just doing some simple comparisons.

  • We saw this again when we compared it to Scratch,

  • but this is quite simply that same code in context

  • rather than just seeing it statically on a slide.

  • So let me go ahead and compile this-- make conditions enter.

  • It seems to compile.

  • Let me zoom in and do dot slash conditions enter.

  • x will be, say, 2 again, y will be 10.

  • x is indeed less than y.

  • If I run it again-- and I can save time by hitting up through my history

  • and just hitting Enter.

  • Let's do 2 and 2, and indeed x is equal to y and so forth.

  • So again, just the exact same kind of code as before but now

  • in the context of a working program.

  • What if I actually wanted to get user input kind of like our past student did

  • with getting a yes or no answers to the apple and the cupcake question?

  • Well in answer dot C, it turns out you can actually

  • get textual input from the user, perhaps a simple yes or no or just y

  • or n for succinctness.

  • And in this case, if I just get back a single character,

  • it turns out there's a separate data type for character.

  • If you don't want a whole string, like a whole word

  • or a paragraph or sentence or whatever, you just want one character.

  • You can actually use what's called a char or character.

  • And so here I'm using one other function appropriately named called get char.

  • I'm storing it in a variable called C because it's nice and succinct of type

  • char, and then notice this.

  • You might not have seen this syntax before,

  • especially if you've never programmed before even in Scratch.

  • But you might have seen this block similar to this in Scratch.

  • What does the vertical double bar probably imply here?

  • Or, that's it.

  • So in Scratch, it's nice and user friendly.

  • They literally just say O-R. In programming, it's

  • often the case that use just more cryptic sequences of characters

  • and two vertical bars, which are typically

  • above the Enter key on a US keyboard.

  • If C equals equals capital y or C equals equals lowercase y--

  • let's assume that the user wanted to say yes and go ahead and say yes.

  • Else if the user typed in n in capitals or and in lowercase,

  • let's assume he or she meant no and say no accordingly.

  • And what are we going to do otherwise?

  • Apparently nothing, and that's fine.

  • You don't need to have a default case if you want the program to do nothing.

  • It might be a little confusing because the user can type in some random word

  • and get no output, but that's a design decision.

  • Logically this is just how we might express this.

  • What about actually building our own blocks?

  • Any questions, though, before we start to create?

  • So recall that in Scratch we had that cough example.

  • Let me go ahead and create a file here real quickly

  • called cough zero dot C and just kind of recreate what we did last week.

  • Include standard IO dot h int main void--

  • again, just muscle memory now--

  • and then printf quote unquote "cough" backslash n semi-colon.

  • And you know what?

  • Let me go ahead and cough not once, but twice, three times.

  • The moment you start copying and pasting,

  • you're probably not writing good code.

  • It's not very maintainable.

  • Now if I want to change the word or translate it to another language,

  • I have to change it in three places.

  • We already decided last week that was bad.

  • So what would be better in C or in Scratch or in general

  • than this approach?

  • Yeah, so a for loop.

  • So let me do that let me create another file.

  • I'm going to call this one cough one dot C, is my second version.

  • Let me go ahead now and just copy and paste the original code,

  • and let's just improve it.

  • Let's get rid of two of these, and let's see if we can't express the 4.

  • So it was 4--

  • let me zoom in--

  • int i get 0.

  • i is less than some number.

  • Before it was 50.

  • Now I'm going to have it be 3.

  • i plus plus curly braces, and now let me move the cough block inside of there

  • and indent it just to be pretty.

  • And notice stylistically, I've been doing this instinctively for some time.

  • Everything's nicely indented just to make it more readable,

  • quite like the Scratch blocks, even though again a lot of white space

  • doesn't matter to the computer.

  • So if I go ahead and run this--

  • let me pull up the terminal window so I can see it.

  • Make cough one, enter--

  • looks good-- dot slash cough one cough cough cough.

  • That's good, but recall that we actually improved this design further

  • by abstracting it away.

  • Let me go ahead and make my own function now.

  • Let me go ahead and open up a new file, cough 2

  • dot C, just like I had another scratch program.

  • Again, include standard IO dot h int main void, and then in here

  • let me go ahead and do what?

  • Well, for int i get 0, i less than 3, i plus plus plus curly braces.

  • Then let me go ahead and just call cough.

  • It would be nice if cough existed, but unfortunately cough does not exist.

  • It's not in the CS50 library even.

  • So that's not going to help us.

  • I have to make my own function.

  • So in Scratch, you went to the block's thing

  • and you make your own block and the big prompt comes up

  • and you make your new puzzle piece.

  • Here we're going to have to be a little more deliberate,

  • and it turns out you can do it like this.

  • Some of these details will be non-obvious at first,

  • but I'm going to go ahead and call the function cough.

  • And cough at the moment does not need to take any inputs.

  • So the key word there is void.

  • And we've actually seen that before.

  • Main also has not been taking any inputs.

  • That's why we had the word void, but more on that another time.

  • And cough is not going to return anything either.

  • It's going to print on the screen just like Brian did.

  • But Brian, recall, didn't hand me anything back physically.

  • So there's no return value.

  • So I'm going to say void to the left of cough.

  • So for today's purposes, this just means that cough neither takes

  • input nor returns a value as output.

  • That's it, void, void.

  • Now as the body of that function, so to speak,

  • I'm just going to go ahead and say quite simply cough backslash n semi-colon.

  • That's it.

  • So now I have a puzzle piece, if you will, whose purpose in life

  • is to cough, which means now I can magically just call it by its name

  • up here as many times as I want.

  • So let's go ahead and compile this.

  • I'm really on a good roll.

  • Everything's been working out great so far-- make cough 2, enter, red errors.

  • So this is interesting, and this kind of reminds me of the previous error.

  • So first of all, what line is my error on?

  • Seven and character nine, if you care, but it's seven, on line seven--

  • implicit declaration of function cough is invalid in C99.

  • C99 is referring to literally 1999 when this version of C was invented,

  • and so implicit declaration of function cough.

  • But it's right here.

  • OK, wait a minute.

  • Instinct, let me just move this.

  • Let me just put it up top.

  • Let's see what happens.

  • Make cough 2-- oh my god.

  • That fixed it.

  • Why?

  • Even if you've never programmed before, reason through intuitively

  • why this solved something.

  • AUDIENCE: You are holding a function that you

  • have had been declared previously.

  • So even though you are making it void, you at least have [INAUDIBLE]..

  • DAVID: Exactly.

  • Because I previously was trying to use cough early on line 7,

  • but I was only teaching the computer what cough

  • was farther down in the file.

  • Frankly C is kind of dumb.

  • It literally reads your code top to bottom left or right.

  • And if you try to do something before you've taught the computer how

  • to do that, you're going to get that kind of undeclared identifier

  • because it just doesn't know what the word is yet.

  • Now in Scratch, this isn't a big deal.

  • You just move the puzzle pieces anywhere you want.

  • Order of blocks physically on the screen does not matter.

  • But in C, it does.

  • But frankly, this seems a little annoying

  • that now the main program here keeps getting pushed farther and farther

  • down the more kind of complexity I want to add to my program.

  • So there's another solution.

  • Let me actually go ahead and put this back where

  • it is because I'm a little particular.

  • I just like by convention main to be at the top, and frankly that's good style.

  • If main is the most important function in your program by default--

  • because it is the main function and it's what gets called per earlier by default

  • by the computer--

  • why am I going to push it all the way down just

  • to work around this stupid detail?

  • Well, I just need to teach the computer what the function is,

  • and I can do that a little redundantly by just saying this.

  • This is what we're going to call the prototype for a function.

  • If you literally just copy the very first line

  • of it that has its name, its inputs if any, and its output if any,

  • that's a prototype semi-colon.

  • It's literally copy paste from the function itself,

  • but this is now enough of a hint to say, hey, computer, this shell exists.

  • This is enough information for you to then call it because the computer,

  • so long as ir has seen the function's name before, it's

  • OK if the zeros and ones, so to speak, that implement it come a little later.

  • And so that's the more conventional way to solve that problem.

  • So just intuitively then, take a guess, if it's not

  • too much of a indirect leap, what is in standard I/O h, what is in CS50 dot h.

  • Those kinds d we'll call them declarations.

  • So literally in standard IO dot h is a line of code that

  • teaches the computer what printf's inputs are

  • and what printf's output is if any.

  • In CS50 dot h, there is literally a line of code

  • that tells the computer what get strings input is and what its output is.

  • And the same for get int and get float and get char and others--

  • that's all that's in those header files.

  • The zeros and ones, so to speak, are actually

  • in files literally called standard IO dot C and CS50 dot C,

  • although that's technically source code.

  • The zeros and ones are in a compiled file elsewhere on the system.

  • But all of these things we've been taking for granted,

  • now hopefully it makes a little more sense

  • because, the fact that I'm doing the sharp

  • include at the top, that's just a solution to a problem.

  • In that file is enough information to teach the computer what's printf

  • or what get string and other things are so

  • that I don't need to bother moving things around myself

  • or copying and pasting whoever wrote printf, his or her code,

  • into my program.

  • Now let's do one final example with coughing

  • and go ahead and call this call this cough 3 dot C

  • and go ahead and paste my same code as a moment ago just to get us started.

  • And recall that the last step of our cough example

  • last week was to actually give cough an input.

  • I'd kind of like to whittle this code down

  • to literally cough 3 because this is a really nice abstraction.

  • I don't want main to have to think about how many times--

  • just cough three times.

  • That's a nice, useful human abstraction.

  • Now let's put the functionality down here.

  • So if I want cough to be able to tolerate

  • an input like 3, which mentions of void presumably needs to change?

  • The one on the left or the right?

  • The right, the one inside the parentheses.

  • And it turns out, just like you can declare variables inside of a function,

  • as we've done, so can you declare arguments to a function like this.

  • So you can call it anything you want, though the data type matters, but this

  • is now saying, hey, computer, cough does not return a value,

  • like Erin did return a piece of paper.

  • Hey, computer, cough does take one input.

  • It's an integer and just call it n.

  • And now that you've done this, now you can have a line of code in here

  • like this.

  • For int i get 0, i is less than n i plus plus--

  • and then, OK, off by keystrokes here.

  • Then I can move this inside here, indent it nicely.

  • And now notice, all of the complexity of coughing

  • has been factored out into a function, my own puzzle piece,

  • if you will, that even takes an argument so that now you can literally,

  • if I move this far away and out of mind, now

  • your program is getting pretty interesting because it really

  • just does what it says.

  • And this is a nice functional abstraction, if you will,

  • so that now I have a new verb, a new action, a new function called cough.

  • Any questions on that one?

  • Yeah.

  • Sorry, say again.

  • AUDIENCE: What integer would main return?

  • DAVID: What integer would main return?

  • It turns out we'll come back to this.

  • It's going to return 0 almost always by default,

  • but that leaves you with almost an infinite number of non-zero values

  • which represent all of the many things that can go wrong.

  • So more on that when we start creating more mistakes.

  • Let's look at one other.

  • Let me go ahead and open this file in advance

  • myself called positive dot C. Suppose that I'm not

  • content to just have access to get int.

  • I want a function called get positive int because,

  • for whatever reason, my program, my game,

  • my whatever needs to know a positive value.

  • Maybe I'm asking the user how many players are there,

  • and that shouldn't be negative.

  • It should be a positive integer like one or two or more.

  • So it turns out I could write a program if I want that looks like this.

  • Call on this line here a function called get positive int, pass it in a prompt,

  • and then store the value, still in an integer, on the left hand side,

  • and then just go ahead and print it out.

  • Get positive int has this prototype at the top of the file.

  • Notice this is not a function that comes with CS50s library, CS50 dot h.

  • The function is called get positive int.

  • As you would hope, it returns an int, and it takes a string

  • as it's prompt, whatever words you want the human to see.

  • Let's scroll down now, and this one looks a little more involved,

  • and this is not a feature that Scratch has.

  • But let's take a look.

  • The first line is identical to the prototype

  • because I literally copied and pasted it.

  • Everything between these brackets is the function itself.

  • And here, to answer someone's question from earlier on,

  • do you have to declare a variable and then use it right away?

  • No, and that's actually a helpful solution to a problem

  • that we'll see in a moment.

  • Notice here this new keyword-- didn't see it before--

  • do the following while n is less than 1.

  • Previously, we saw a while loop and we saw a for loop.

  • We did not see a do while loop.

  • And a do while loop, while it sounds obviously similar to a while

  • loop, what seems a little different?

  • When I had that forever block earlier translated to while true,

  • what was the order of operations?

  • Did we check the condition, the true, and then print hello world?

  • Or did we just print hello world and then check the condition?

  • Yeah, you might not recall precisely, but I did actually--

  • I checked is true true, and we all said yes obviously.

  • Printf-- is it true?

  • Printf-- is it true?

  • Printf-- so it checked the condition first.

  • You might infer then this loop is a little different.

  • It has another word, do.

  • This is literally going to do this first and then check the condition

  • and only do it again if the condition is true.

  • So it's a nice way of just flipping things around in terms of order

  • to do something at least once rather than potentially never at all

  • like was the case earlier.

  • So what are we doing?

  • Get an int, passing in this prompt, store it in n.

  • And if the user types in a value that's less than 1,

  • is this going to be true or false, if n is less than 1?

  • So if the human types in 0, is 0 less than 1?

  • True, yes, so what happens, you go back to the do and you do it again.

  • If the user types in negative 1, is negative 1 less than 1?

  • Yes or true.

  • So you do it again.

  • If he or she types in negative 2, again, again.

  • What if he or she types in 50?

  • Well, 50 is not less than one.

  • So this is false.

  • And so then you proceed to the next line of code altogether.

  • But what's interesting about the next line of code

  • is that, unlike the cough example, which had void as its return type,

  • get positive int by default it's supposed to return an int,

  • just like, again, Erin handed me a piece of paper with a string on it.

  • And so here, if I want my own custom function called

  • get positive int to return value, there's

  • another word in C. You literally write return and then

  • the name of the variable or the value that you

  • want to hand back on a metaphorical piece of paper to whatever code

  • is using this.

  • So what's this oddity?

  • Why can I not do this?

  • If I were to mimic the code we wrote earlier like this,

  • why does this line of code not work just logically using

  • some of the mental models that we've had thus far?

  • AUDIENCE: Declaring the code again.

  • DAVID: Say again.

  • AUDIENCE: Declaring again and again.

  • DAVID: Yeah, so declaring just means creating,

  • is the fancy way in programming of saying creating.

  • So this says, hey, computer, give me an integer, call it n,

  • and set it equal to the return value of get int.

  • So whatever the function or Erin hands me back, put it over here.

  • But the problem is that in C variables have scope.

  • Scope is a fancy way of saying they only exist in

  • between the curly braces between which they were declared.

  • So that means that this variable n literally only

  • exists between here and here, and then it just kind of goes away.

  • The computer doesn't know about it anymore.

  • But that's a problem because, on what line number

  • do we actually need to know n?

  • It looks like 21, and that's outside the curly braces.

  • So just based on that basic definition, scope

  • is the two curly braces between which a variable is declared.

  • It doesn't exist outside of them.

  • This code just won't work.

  • And I'll fix it later so that you see the correct error message.

  • Why does this not work?

  • Well, you're declaring n inside of those curly braces.

  • So how do you avoid this?

  • Well, it turns out, as someone posited earlier, just declare it by itself

  • without even giving it a value.

  • And indeed the syntax for that is just to do half of a thought--

  • int n semi-colon.

  • It has no value that we know yet.

  • It has a garbage value, but more on that another time.

  • But it does now exist.

  • And now notice which curly braces does it exist within--

  • this one and this one, which means now it's accessible everywhere.

  • And if you in your Scratch programs actually used variables,

  • you might have noticed that you had to choose.

  • You had to make a decision for this sprite or for all sprites.

  • That was an allusion to what's called in programming a local

  • or a global variable.

  • These are still local, and we'll come back to this term earlier.

  • But it has to do with scope because, if you had specified for this sprite only,

  • MIT would have only let you use that variable for that specific sprite,

  • that cat or sheep or whatever it was you were programming.

  • Just as in C, this now means n can be used here and here

  • but not elsewhere like higher up in my program.

  • That's the matter of scope.

  • So let's now see what can go wrong beyond that.

  • Let me go ahead and open up this because it turns out,

  • when programming, there is other issues that can happen,

  • not just floating point in precision, as I described it as earlier.

  • It turns out that there's other problems that can go wrong even with integers

  • that we kind of avoided altogether.

  • So recall that we started talking about 1, 2, and 3 and why it's 123 last week.

  • Well, what happens in decimal if you add 1 to 123?

  • What number do you get?

  • Obviously, 124.

  • If we do it again, 125, 26 27, 28, 29.

  • What happens in decimal if I add 1 to a 9?

  • Well, I should get 10, but that's not how we would write this.

  • You put down the 0 instead, and you carry the 1.

  • Remember those mental heuristics?

  • So that's all we did there.

  • And then it's 2 plus 1.

  • So that's why 129 plus 1 is 130 because you put the 0, you carry the 1,

  • and so forth.

  • So we just all do that intuitively now.

  • But this has implications for what computers do too

  • because suppose that we consider a bigger number like 999.

  • And so what do you get when you add 1 to 999?

  • Well, you carry the 1, you carry the 1, and you get hopefully 1,000.

  • But what if your computer only has space for three digits?

  • Or what if your phone or what if your alarm clock

  • or whatever the device is literally only has

  • room for 3 digits, what is 999 plus 1 if your hardware only has three digits?

  • Well, it's apparently 0.

  • So you get this overflow 998, 999, 0.

  • It overflows, so to speak.

  • The one kind of falls off conceptually, and you roll over to the next value,

  • which is 000.

  • So what about in binary?

  • What number is this in binary if you translated the decimal in your head?

  • And remember, it's the ones column, the twos columns, and the fours column.

  • So this was 7 in binary--

  • 1, so it's 4 plus 2 plus 1, so 7 in binary.

  • So how do you do arithmetic with binary?

  • It's actually the same thing.

  • It's just you don't have twos or threes or nines or anything in between.

  • You just have ones and zeros.

  • So what do you get when you add 1 to 111?

  • Well, it's the same idea.

  • You put down a 0 and you carry the 1 because 1 plus 1

  • you want to say 2 in decimal, but there is no 2.

  • So it rolls over to 0.

  • But you carry the 1.

  • 1 plus 1 is 2, but, OK, that's 0, carry the 1.

  • 1 plus 1, that's 2.

  • But I don't have a 2.

  • So I go back to 0, carry the 1.

  • So in binary, if you only have three bytes or bits rather,

  • if you only have three bits, what do you get when you add 1 to 7 in binary?

  • You apparently get 0.

  • And now it's getting more real.

  • In my computer, in my phone, in all of your hardware

  • it's just a finite amount of memory, RAM, that little chip

  • that I showed on the screen with all the little circuits.

  • And that has more than 3 bits of memory certainly, but it is finite.

  • And if we're only using, as a matter of convention, 32 bits

  • to represent things or 64 bits, maybe if we use doubles or something else

  • called a long-- a long is a 64-bit integer, whereas an integer is

  • typically 32 bits.

  • It seems that, at some point, numbers might overflow

  • and we're going to actually have some, so to speak,

  • imprecision-- ergo, integer overflow.

  • So you can actually see this or defenses against this in the real world.

  • So this is a screenshot from a game that is common on a few different platforms,

  • and it's a game that allows you to accumulate coins or points really,

  • or little Lego pieces.

  • And if you accumulate these points, you'll notice that eventually,

  • if you have way too much free time, you can only score so high in this game.

  • What's the highest score apparently, according

  • to the screenshot from whoever took this after playing for too many hours?

  • Wasn't me.

  • 4 million-- no, 4 billion, 4 billion.

  • Why is that?

  • Well, it turns out that, if numbers and computers, as I've proposed,

  • are generally stored using 32 bits.

  • That kind of invites the question, well, how high can you count with 32 bits?

  • Well, 32 bits means you have 32 zeros and ones.

  • The biggest they could be is like 11111, 32 ones.

  • And if you actually do the math using our little columns and so forth,

  • it's roughly 4 billion, a little bigger than 4 billion.

  • So the authors of this Lego game just decided,

  • you know what, let's just say that the maximum number

  • of points or coins you can accumulate in this Lego game is 4 billion even.

  • Why?

  • It just looks even cleaner than whatever the actual value is.

  • But why?

  • How many bits are they using to store your score in this game presumably?

  • 32 bits or 4 bytes, and that's just convention.

  • Whatever language they programmed this game is,

  • probably has a data type called an int, and that int by convention

  • uses 32 bits.

  • So at some point, they had to decide, we can either use more memory

  • as you proposed earlier for doubles.

  • Let's use 64 bits.

  • Then you can have crazy numbers of hours playing the game

  • and getting more and more points.

  • Or we can just say that's enough points to accumulate in the game.

  • Now that's when you actually anticipate this.

  • This doesn't always actually happen.

  • If we go ahead and take a look at some example code--

  • let me go ahead and open up overflow dot C. In this program

  • here, you'll see line 8 the slash slash syntax,

  • and I've had a bunch of these so far.

  • But I haven't actually mentioned them.

  • It turns out in C, just in Scratch-- the odds are you didn't notice this little

  • feature of Scratch--

  • you can have what are called comments.

  • A comment is just a note to yourself, to your TF, to your friend,

  • to your colleague, with whoever whom you're writing code with.

  • And it's just a note to self to remind yourself of what the code does.

  • Without this line, I could once, I'm comfortable enough programming,

  • figure out what these lines of code are doing.

  • But frankly, that's a waste of time I wrote the code once.

  • And if I look at it weeks or months later or someone else wrote it,

  • just tell me what it does.

  • So a comment in a program is just like a nice summary of a few lines of code,

  • or it's a summary in English or whatever spoken

  • language that describes what otherwise a cryptic looking code

  • might actually be doing.

  • So you don't have to think too hard about it to understand a program.

  • So iteratively double i-- iteratively just means loopingly, again and again

  • and again.

  • This is funky.

  • We didn't see this, before but you might guess what it does.

  • What the star equals do?

  • It does double.

  • It's like plus equals adds 1, star equals

  • doubles if the value on the right is 2.

  • So this is going to start printing 1 then 2 then 4 and 8 and so forth.

  • And notice this function.

  • It's called sleep.

  • It literally is going to sleep for a second,

  • and that sleep function has a prototype that someone else wrote in a file

  • called uni standard dot h.

  • I only know that by looking it up in the documentation.

  • But that's a new file just for sleeping.

  • Make overflow, which is apt here.

  • And let me go ahead and make the terminal window even bigger

  • for this one-- dot slash overflow.

  • OK, it's going.

  • It's going.

  • It's going to go faster and faster, so to speak,

  • because we're adding more and more each time by doubling.

  • 2000, 4000, 8000, 16,000--

  • it's still going-- 64,000, 65,000.

  • Now we're into the millions--

  • 2 million, 4, 8, 16 million.

  • It's getting bigger and bigger, all of these big numbers.

  • Ooh, interesting.

  • What just happened?

  • So it turns out, if you double numbers big enough, you get 0 eventually,

  • also something you probably weren't taught.

  • So what actually happened?

  • Control-C, we'll cancel this.

  • What happened?

  • I mean, the program is trying to tell me, even though it's a little cryptic,

  • signed integer overflow.

  • Signed just means it went from positive to negative essentially.

  • So what happened?

  • What's that?

  • Yeah, it ran out of bits.

  • I'm doubling the number again and again and again.

  • And at some point, we carried the one so to speak and it was a 33rd 1,

  • therefore past the boundaries of a 32-bit value,

  • and it just rolled over to apparently a negative because at some point--

  • and we haven't talked about it--

  • you can use like the leftmost bit in some sense to say positive or negative.

  • We've just talked about positive so far.

  • And then at that point, frankly, the computer

  • just gave up not really knowing what you intended beyond that.

  • So if you don't write code to handle this situation

  • and make sure that your numbers are less than 4 billion before you roll over,

  • just bugs will happen.

  • And this might seem contrived here, but this happened not too long ago.

  • So 1999 was just before a lot of people thought

  • the world was going to end because of the so-called Y2K bug,

  • and it really wasn't so much a bug as it was lack of forethought or lack

  • of features.

  • What was the Y2K problem in a nutshell?

  • Someone want to propose?

  • Even in a non-technical sense, yeah.

  • AUDIENCE: Computers couldn't display the number 2000.

  • DAVID: Yeah, so let me summarize here.

  • So if they are only using two digits to display values,

  • you could confuse the year 2000 with actually the year 1900 because,

  • long story short, what humans did kind of reasonably decades ago was--

  • space was expensive.

  • Computers were expensive.

  • Memory was not as abundant as it is now with all the cloud

  • storage and the like.

  • So you know what?

  • If it was like 1970, do we really care about 1969, 1968, let alone 1900?

  • Not really let's just assume we're all in the 1900s

  • and never show or store one 9.

  • Let's just store two digits for every year.

  • So 70 is '70 99 is 1999.

  • But the problem is the humans ended up running code

  • that they wrote years ago, decades ago way longer than humans

  • thought they might why.

  • Well, it's expensive, it's time consuming to change code,

  • the code is working.

  • Why try to break it?

  • Problem is, too, as people aged in and passed away,

  • there's fewer and fewer people that even knew the languages in which

  • those programs were written in.

  • And so now who's going to even update the software?

  • So lots of problems were feared, and this really just

  • boils down to because 1999 might have overflowed to not

  • zero per se but an implicit 1900.

  • And indeed, this definitely happened, though not nearly

  • on the scale as people thought.

  • But it does happen in even more real terms just a few years ago.

  • This is a Boeing 787, an actual airplane that

  • had to be grounded for some amount of time

  • because it had a programming error.

  • And its summarized here in an online article.

  • A 787 airplane that has been powered continuously for 248 days,

  • it turns out was the warning, can lose all of its electrical power

  • due to the generator going into fail safe mode.

  • Why is that?

  • This condition is caused by a software counter

  • internal to the generator that will overflow

  • after 248 days of continuous power.

  • So translate that.

  • That just means there's software running in the Boeing's actual 787s.

  • They were using 32-bit integers.

  • They were using those integers to store hundredths of seconds.

  • And at some point if you leave your plane on for 248 days, each of which

  • has 24 hours, 60 minutes in an hour, 60 seconds in a minute,

  • and 100 tenths of a seconds or 100 one hundredths of a second in every second,

  • that product of multiplying things out gets big pretty fast.

  • And on day 249, planes theoretically would shut down even

  • in the middle of flight for very real reasons

  • because a really big number rolls over to zero

  • and that confused the generator.

  • And these are actual smart airplane engineers

  • making these kinds of mistakes because of software,

  • not anticipating one line of code or some number of lines of code.

  • Or, as you proposed, why didn't they just use more bits?

  • And again, these are very real concerns.

  • So this was thankfully addressed and solved, but not before of course there

  • was quite the scare there.

  • So it turns out, in an older game, this was the game of Civilization.

  • It turns out that one of the characters as whom you can play,

  • Gandhi, is actually not as peaceful a character in the game

  • is as you might think.

  • And let's for context just take a look here for a second.

  • If we actually take a look at some more binary, this in binary

  • is what number in decimal?

  • OK, 1.

  • And this is 8-bit.

  • So it's a full byte.

  • 8 bits is a byte--

  • 1, 2, 3, 4, 5, 6, 7, 8.

  • So what do you get if you do a 1 minus--

  • well, if you subtract 1 from this, you obviously get what?

  • All zeros.

  • So 1 minus 1 is just 0.

  • What if you subtract 2 from this value?

  • What happens?

  • This is actually called integer underflow, which is just the opposite,

  • but there's really not too many options to think about this.

  • If you only have zeros and ones, you can probably

  • imagine what the bad scenario is.

  • If 0000001, if you subtract 1, goes to zeros, and then you do it again,

  • you now underflow, which just brings you around to the opposite 11111111.

  • So if you have 8 ones, what value is that if you do the math?

  • Ones, twos, fours, eight 16s.

  • It turns out it's 255 if you actually do all the math.

  • So it turns out that this game Civilization

  • was using a single byte to represent every character's

  • level of aggressiveness in the game.

  • And Gandhi's was, as you would expect, by default

  • initialized to 1, very non-aggressive.

  • Unfortunately, in this game of Civilization,

  • when a player adopts democracy in his or her civilization,

  • their aggression would be automatically reduced by two.

  • And so if Gandhi went democratic, his aggression wouldn't go to negative 1.

  • It looped back around to the ludicrously high figure of 255,

  • making him as aggressive as a civilization could possibly be.

  • So less impactful, to be sure, than something like the airplane example,

  • but these problems are omnipresent.

  • And if you start to keep an eye out in the popular media

  • or when there are bugs or hacks or exploits,

  • it's so often because a programmer has made a mistake in his or her code.

  • They didn't anticipate a scenario or they made maybe reasonable decisions

  • years ago, but that eventually proved to be

  • naive in that we're still running the same code, numbers are getting too big,

  • their math is wrong.

  • And so very real things happen.

  • But what's most important for us is just understanding

  • how and why those things happen.

  • And so what will we do in the days ahead?

  • So the next homework assignment, as with Scratch, will be to program something

  • but this time in C. You will use an environment

  • called CS50 lab, which essentially is CS50 sandbox, with which we've

  • been tinkering today.

  • But it adds to it the instructions and the specification of the problems

  • that you'll want to solve.

  • And it'll hold your hands initially through some of these steps.

  • You don't need to have written everything down and memorized

  • everything I typed today, but do feel free in the meantime

  • to go to the course's website and play with any of those examples.

  • Among the challenges ahead will be to recreate some snippets of games

  • from yesteryear, thinking about how things you might have seen growing up

  • can be translated to actual code.

  • And undoubtedly, among the first things you'll experience, is frustration.

  • You'll forget the stupid semi-colon or where does the parentheses go?

  • And you'll have to look back at code.

  • But keep in mind, none of that stuff matters.

  • It's absolutely frustrating initially, but what's most important is the ideas

  • and, honestly, the sense of gratification

  • that you, like all of CS50 staff before you,

  • ultimately feel when actually building and creating something of your own.

  • Let's call it a day there, and we'll see you next time.

SPEAKER 1: This is CS50, and this is week 1.

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CS50 2018 - リーディング1 - C (CS50 2018 - Lecture 1 - C)

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    小克 に公開 2021 年 01 月 14 日
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