Systematic programming : an introduction
My friend FP gave me the best birthday present in ages: "Systematic programming : an introduction" by
Professor Wirth. I'm reading the book, which dates back to 1973, when computers were easily recognisable: the
computer was the thing in the closet with the blinking lights. The book is about programming. And it should be
on the list of all programmers, no matter what language they use.
Don't pay attention to the section on magnetic core memory. Or the "finiteness of memory"; Nobody could have
expected that 35 years later all single PC's would really HAVE unlimited amounts of RAM. Let's face it: 4
Gigabyte of RAM is infinite. Just to type a shopping list.
Below are as many chapters of the book as I cared to retype. Scanning is slower than retyping.
Chapter 1 : Introduction
During the last decade, the computer has become an indispensible tool of business, industry and scientific
research in performing tasks whose treatment would be impossible without it. The computer is an automaton that
executes computational processes according to precisely specified rules. It usually possesses only a limited
repertoire of elementary instructions that it "understands" and is capable of obeying, but these instructions
are executed with tremendous expedience and reliability.
The essence of the computer's power and wide applicability lies in its ability to execute extremely long
sequences of instructions containing an almost infinite combination of elementary actions. The act of
incorporating such instruction sequences into "recipes" representing certain classes of computational
processes is called 'programming'. But the fundamental ideas behind designing programs can be explained and
understood without any reference to the computer.
Programming is a discipline with many applications - one that is open to systematic methods of mathematical
analysis involving plenty of nontrivial problems, and one that is above all an intellectual challenge. But the
reason programming as a methodical technique has been little analyzed is because it leads to interesting
applications and challeging problems, which require a solid foundation and a systematic approach, only when
the programs reach a cedrtain complexity and length (i.e. when they are composed of thousands or even millions
of instructions).
Before the advent of the computer, there was no "slave" willing or capable of reliably executing such long
sequences of commands with absolute, thoughtless, obedience; so the incentive for devising such programs was
absent. Only the modern digital computer has made programming both challenging and relevant.
Chapter 2 : Fundamental notions
This chapter will introduce some of the iomportant basic notions of programming. Because they are fundamental,
these concepts cannot formally be defined in terms of other concepts. Instead they will be explained through
the use of examples.
The most important notion is that of 'action'. In this context, an 'action' is understood to have a finite
duration and to have an intended and welldefined effect. Each action requires the existence of some object on
which the action is executed and on whose changes of state its effect can be recognized. Each action must also
be describable in terms of a language or a system of formulas; its description is called a statement.
If the action can be decomposed into parts, then it is called a process or a computation. If these parts
follow eachother strictly in time and no two are executed simultaneously, then the process is called
sequential. Consequently, a statement that describes a process can be broken up into parts; it is then called
a program. A program thus consists of a set of statements whose textual ordering is not, in general, with the
ordering in time of the corresponding actions.
The driving force that actually executes the actions according to the specified statements is called a
processor. This rather neutral word gives no clue as to whether the agent is a human being or an automaton.
Indeed, programs have meaning without reference to a specific processor, so long as the underlying language is
precisely defined. In general, the programmer is not interested in the identity of the processor. He need only
be assured that it understands the language of its programs, for the programs are supposed to constitute the
rules of behavior of the processor. The programmer therefore needs to know the kinds of statements that his
available processor is capable of understanding and executing, and he must adapt his language accordingly.
Every action requires a cdertaion amount of work, depending on the processor. This amount can be expressed as
the time that it takes the processor to execute the action. This time span, in turn, can usually be more or
less directly translated into a measure of cost. An experienced programmer will always take into account the
capabilities of the processors available to him and will then select the solution with the least ensuing cost.
Since this text is primarily concerned with the design of programs to be executed by automatic processors (computers), the remaineder of this chapter will outline some basic characteristics common to all digital computers. preceding this bird's-eye view of computers, however, we would like to introduce two simple examples to illustrate the notions just defined.
multiply the two natural numbers x and y and denote their product by zIf the available processor understands this statement, that is, if it knows what is meant by "natural number" and by "multiplication", then further elaboration is unnecessary.
For the sake of argument, however, we will assume that the available processor
A variable is comparable to a blackboard: its value can be inspected ("read") as many times as desired, and it can be erased and overwritten. Overwriting, however, causes the previous value to be lost. Assignment of a value 'w' to a variable 'v' will subsequently be denoted by
v := w (2.1)The symbol ':=' is called the 'assignment operator'.
Formally, statement 2.1 can now be written as
z := x * y (2.2)If this statement is decomposed into a sequence of additions following eachother in time, then the action of multiplication becomes a sequential process and statement 2.3 assumes the form of a program. For the moment, this program will be formulated informally as:
| step 1 | z := 0 u := x |
| step 2 |
repeat the statements
|
The process that is evoked by this program when specific values are given for x and y can be visualized by recording the values assigned to the variables 'u' and 'z' as the computation progresses in time. With 'x = 5' and 'y = 13' we obtain the table in (2.4).
| Values of variables | ||
| Step | z | u |
|---|---|---|
| 1 | 0 | 5 |
| 2 | 13 | 4 |
| 2 | 26 | 3 |
| 2 | 39 | 2 |
| 2 | 52 | 1 |
| 2 | 65 | 0 |
The process terminates, according to statement 2, as soon as 'u = 0'. At this time, 'z' has aquired the final
result (65 = 5 * 13). Such a table is called a 'trace'. Note that the sequential listing of values does not
mean that these values are retained; instead, each variable has at any one time exactly one single value. This
is due to the fact that an assignment overwrites the previous value of the variable.
The objects of this computation are numbers. To perform operations on specific numbers, it is necessary to
represent these numbers by a specific notation. A 'choice of notation' is therefore unavoidable in executing a
computation. The program, however, is generally valid without regard to specific notation or representation of
its objects. It is also essential to distinguish between objects -even if they are abstract objects such as
numbers- and their representation. In computers, for instance, numbers are usually represented by the states
of magnetic storage elements, but it is highly desirable to be able to formulate processes dealing with
numbers that can be obeyed by computers without reference to such nagnetic states.
To illustrate these ideas and to demonstrate how the same computational process can be described by various
notations, the table in (2.5) simply replaces the values in (2.4) by roman numerals:
| Values of variables | ||
| Step | z | u |
|---|---|---|
| 1 | 0 | V |
| 2 | XIII | IV |
| 2 | XXVI | III |
| 2 | XXXIX | II |
| 2 | LII | I |
| 2 | LXV | 0 |
More specifically, the following relations must hold:
x = q * y + r AND 0 <= r < y (2.6.1)Introducing the divison operator 'div' the computation can be described by the following formal assignment statement:
(q, r) := x div y (2.6.2)To demonstrate again the decomposition of this statement into a program, we assume that the program is to be specified for a processor incapable of division, that is, without the operator 'div'. Consequently, division has to be decomposed into a sequence of subtractions of the divisor 'y' from the dividend 'x' and the number of possible subtractions becomes the desired quotient 'q'.
| step 1 | q := 0 r := x |
| step 2 |
while r >= y repeat
|
'x' and 'y' again denote 'constants' that represent given fixed values at the outset; 'q' and 'r' denote 'variables' with integral values. The process described by program 2.7 having the values 'x = 100' and 'y = 15', is listed in the trace:
| Values of variables | ||
| Step | q | r |
|---|---|---|
| 1 | 0 | 100 |
| 2 | 1 | 85 |
| 2 | 2 | 70 |
| 2 | 3 | 55 |
| 2 | 4 | 40 |
| 2 | 5 | 25 |
| 2 | 6 | 10 |
the process is terminated as soon as r < y. the results are 'q = 6' and 'r = 10' thus satisfying the relations
100 = 6 * 15 + 10 AND 0 <= 10 < 15 (2.9)These two examples are descriptions of sequential processes in which the individual assingments are performed strictly in sequential order in time. Henceforth, our discussions will be restricted to sequential processes, where the word 'process' will always be understood to be an abbreviation of 'sequential process'. This deliberate omission of nonsequential processes is made not only because conventional computers operate sequentially but mainly because the design of nonsequential programs -or systems of sequential but interdependant programs to be executed concurrently- is a subtle and difficult task requiring -as a basis- a thorough mastery of the art of designing sequential algorithms.
These two examples also show that every program describes a sequence of state transformations of the set of
its variables. If the same program is obeyed twice with different initial values, then it would be a mistake
to say that the two processes or computations were the same. however, they definitely follow the same pattern
of behaviour.
The description of such a pattern of behaviour without reference to a particular processor is usually called
an 'algorithm'. The term 'program' is properly used for algorithms designed so that they can be obeyed or
followed by a specific processor type. The difference between a general -sometimes called abstract- algorithm
and a computer program lies mainly in the fact that the latter must specify the rules of behaviour in every
little detail and must be composed according to strict notational rules.
The reasons for this are the machine's limited set of instructions, which it is capable of understanding and
executing, and its absolute obedience, based on its total lack of a critical attitude. These characteristics
of the computer are criticized by most novices in the art of programming as the reasons behind the need for
pedantic precision and attention to detail when dealing with computers. Indeed, even a trivial mistake in
writing may lead to totally unintended and "meaningless" machine behaviour. This obvious absence of any
"common sense" to which a programmer may appeal (whenever his own senses fail) has been criticized by
professionals as well, and efforts have been undertaken to remedy this seeming deficiency.
The experienced programmer, however, learns to appreciate this servile attitude of the computer due to which
it becomes possible to even require "unusual" patterns of behaviour. For this is precisely what is impossible
to ask when dealing with (human) processors who are accustomed to rounding off every instruction to the
nearest interpretation that is both plausible and pleasing to them.
Chapter 3 : the structure of computers
To design programs executable by automatic computer, the programmer must first know his tool. The more
precisely he knows his processor, the better he is able to tailor his algorithms into programs utilizing the
particular capabilities of that processor. On the other hand, the more an algorithm is tailored and tuned to a
processor, the larger the effort spent to develop the program. under normal circumstances, a solution must be
found that keeps the program development effort within reasonable limits while still yielding sufficiently
good (i.e. efficient) programs.
To find such a solution, the programmer must know the kinds of adaptations that are fairly easy to perform but
that, at some time, yield a relatively large improvement. To this end, it is essential to know the most
impoirtant, generally valid characteristics of computers while ignoring the idiosyncracies and peculiarities
(called 'features') of individual machines.
In all modern digital computers, we can distinguish between two main compoinents:
a * b + c * dis broken down into simpler instructions:
The evaluation of the expression has thus been transformed into a short program consisting of three kinds of instructions or statements;
The example of the evaluation of an expression also shows the necessity of a close interconnection between processor and store, since the amount of information flow between the two units is rather high. The store contains objects that must be accessible through distinct names (e.g. x, y, z...). Consequently, there must be an order in the store, like that found in post office boxes. The objects are therefore contained in a set of uniquely identifiable 'storage cells' each of which has a unique 'address'. Each access to the store must be accompanied by a specification of the address of the cell to be referenced.
Cells in a computer store resemble storage boxes used in daily life insofar as they contain and preserve an object. But this is where the analogy ends. The ability of computer stores to preserve data is not based on the fact that they physically harbour an object but instead that a certain 'encoding' of the object is reflected by the state of the cell. The cell must therefore be capable of a certain number of 'discrete states'. It is difficult to realize components capable of assuming and maintaining many clearly distinguishable states over an arbitrarily long time. It is feasible, however, to build such storage elements that having only two distinct states; these are called 'binary' storage elements. If a group of n binary storage cells is combined, this group can assume 2^n different combinations of states. If the group is considered as an indivisible unit, then it represents a storage cell with 2^n possible states.
x : bn-1 .... b1 b0where the encoding rule is given by
x = b0 + 2 b1 + ... + 2n-1 bn-1This rule is by no means the only possible, but in many respects it is the most appropriate. After all, it is the same rule on which the representation of arabic (decimal) numbers is based:
x : dm-1 ... d1 d0and
x = d0 + 10 * d1 + ... + 10m-1 dm-1Some examples of binary and decimal encodings (representations) of numbers are:
| Binary | Decimal |
|---|---|
| 1101 | 13 |
| 10101 | 21 |
| 111111 | 63 |
| 1101011 | 107 |
The most important lesson to be learned from this example is that finite storage cells - that is, cells able
to assume only a finite number of discernable states (no others exist in reality) - are capable of storing
numbers only from a finite range of values. In a computer, the number of binary storage elements grouped into
a single addressable storage element (a word) is usually called the 'word length'. The capabilities of the
arithmatic unit are adapted to this measure. Common values of wordlengths are 8, 16, 24, 32 48 and 64 with
corresponding sets of 2^n distinct values.
The consequence of the basic requirement that the computer must be able to obey a given program is that it
must have 'easy' access to that program. Where, then, is the most appropriate place to hold that program? It
was the brilliant -and nowadays seemingly trivial- idea of 'John von Neumann' to put the program into the
store. Consequently, the same store is used to hold the objects and the 'recipe' of the computing processes,
that is, the data AND the program.
Obviously, this concept of the 'stored program computer' requires that instructions also be encoded. In our
example of an expression evaluation every instruction is representable by an 'operation code' (to specify
reading, writing, adding, multiplying, etc) and, in some cases, by an operand. If operands are represented by
storage cell addresses, and if these addresses are chosen to be the whole numbers 0, 1, 2 ... then the problem
of encoding the program is essentially solved. Every program can be represented by sequences of numbers (or
groups of numbers) and can therefore be deposited in a computer's store.
Another consequence of the stored program approach is that every program will occupy a certain number of
storage cells, that is, a certain amount of 'storage space'. The number of occupied cells, which are no longer
available to hold data, is proportional to the length of the program text. The programmer must therefore aim
to keep his programs as concise as possible.
The following important capabvilities of the modern digital computer are based on the concept of sharing the store between the program and the data.
Chapter 4 : Programming aids and systems
Until the late 1950's programming consisted of the detailed encoding of long sequences of instructions -- initially written in some symbolic notation -- into numbers in binary (ase 2), octal (base 8) or hexadecimal (base 16) form. This activity is called 'coding' in contrast to programming, which encompasses the more difficult task of designing algorithms. The inadequacies of this cumbersome procedure became more and more apparent with the advent of faster computers having larger stores.
The utilization of compiler C thus relieves the programmer of the burden of considering the particular, detailed characteristics of his computer A. But it does nopt free him of the duty to be constantly aware that it is machine A that will ultimately execute his programs and that A has some definite limitations imposed by its finite speed and storage capacity.
Usually, a combined hardware-software system processes program P in two distinct steps, which follow eachother in time. During the first step, P is translated by the compiler C into a form interpretable by A; this step is called 'compilation'. In the second step, the translated program is executed. This step is called 'execution'.
| Compilation | program | = | compiler C |
| input data | = | program P in language B | |
| output data | = | program P in language A | |
| Execution | program | = | P in language A |
| input data | = | arguments of computation 'X' | |
| output data | = | computational results 'Y' |
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