Understanding Computer Programming Languages

Understanding Computer Programming Languages
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Understanding Computer Programming Languages

Slide 1 - Diapositive

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Learning Objectives
At the end of the lesson, you will understand the hierarchy of software and hardware in a computer system. You will be able to distinguish between high-level and low-level programming languages. You will recognize different programming paradigms and their characteristics. You will be able to explain the role of compilers and assemblers in programming. You will understand the concept of machine code and its importance in executing programs. You will comprehend the relationship between classes and objects in object-oriented programming.

Slide 2 - Diapositive

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What do you already know about computer programming languages?

Slide 3 - Carte mentale

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Software and Hardware Hierarchy in Computer Systems
Hierarchy: Application Programs, High & Low-Level Programming Languages, Machine Code, Hardware.

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Distinction between High-Level and Low-Level Programming Languages
High-Level Languages: Coded languages close to human language, requiring a compiler. Low-Level Languages: Coded languages closer to machine code, more efficient in execution.

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Different Programming Paradigms and Their Characteristics
Imperative, Procedural, Event-Driven, Object-Oriented Programming.

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Role of Compilers and Assemblers
Compiler: Converts high-level programming language code into machine code. Assembler: Converts assembly language into machine code.

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Understanding Machine Code and Its Execution
Machine Code: Binary code that computers directly understand to perform tasks.

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Classes and Objects in Object-Oriented Programming
Object-Oriented Programming involves classes, which are blueprints for objects, and objects themselves, which are instances of these classes.

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Definitions
Application Programs, High-Level Programming Languages, Low-Level Programming Languages, Machine Code, Hardware, Compiler, Programming Paradigms, Imperative Programming, Procedural Programming, Event-Driven Programming, Object-Oriented Programming, Objects, Classes, Assembly Language, Assembler.

Slide 10 - Diapositive

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Write down 3 things you learned in this lesson.

Slide 11 - Question ouverte

Have students enter three things they learned in this lesson. With this they can indicate their own learning efficiency of this lesson.
Write down 2 things you want to know more about.

Slide 12 - Question ouverte

Here, students enter two things they would like to know more about. This not only increases involvement, but also gives them more ownership.
Ask 1 question about something you haven't quite understood yet.

Slide 13 - Question ouverte

The students indicate here (in question form) with which part of the material they still have difficulty. For the teacher, this not only provides insight into the extent to which the students understand/master the material, but also a good starting point for the next lesson.