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  • Welcome to Introduction To Programming. My name is Steven

  • And my name is Sean.

  • Over the next 90 minutes, we'll be taking you through this series consisting of 21 different

  • segments that hope to cover the basics of computer programming, which can apply to any

  • and all programming languages you might want to learn. We'll be starting with the simplest

  • question of what is programming, and from there will be working our way up as we talk

  • about common features of computer science such as loops and arrays. We'll discuss

  • how to read and write code, debug code you've written, some strategies to help plan out

  • your code, and much, much more. The complete list of topics that are going to be covered

  • in this lecture-style video are shown on the screen now. Additionally, there will be time-stamps

  • in the description, so feel free to skip around if you are already proficient in some areas

  • of computer science, or just want to know about a specific topic we will be covering.

  • Hopefully, by the end of the series, you'll have a basic understanding of what computer

  • science is, along with an armory of useful skills that will help you unravel whichever

  • programming language you decide to learn first.

  • We'll only be covering the major key points that apply to all programming languages, so

  • we'll be shying away from topics such as object-oriented coding and command line navigation,

  • as those are things which are language-specific. Additionally, there will be no software required

  • for you to download in order to follow along with this tutorial as we won't be writing

  • any code to keep things simple and concentrated. This video is meant for those who are interested

  • in computer science and programming but have no idea where to start and have little to

  • no background information on coding, and so if that sounds like you, then strap Sean and

  • I work our way through the wacky world of computer science, starting with the biggest

  • question probably on your mind, which is what even is programming?

  • Well, the dictionary defines it as the process of preparing an instructional program for

  • a device, but that's a really confusing definition, so in layman's terms what exactly

  • does that mean? Essentially, it is attempting to get a computer to complete a specific task

  • without making mistakes.

  • Imagine this, for example: you want your less-than-intelligent friend to build a lego set, except he has

  • lost the instructions and can only build based on your command. Remember though, your friend

  • is far from competent, and so If they are not given very specific instructions on how

  • to build the set, there are many mistakes he could make. If he thinks like a computer,

  • then if there is even one piece that you have not told him specifically where to place and

  • how to place it, the entire lego set will be ruined and he will be left to suffer a

  • complete mental breakdown causing the whole goal of the project to be corrupted. Giving

  • instructions to your friend is very similar to how programmers code. Instead of a less-than-intelligent

  • friend, you have a less-than-intelligent computer, and instead of instructions on how to build

  • a lego set, we are feeding it information on how to complete a program like a game or

  • web application. An important thing to note is that comptuers are actually very dumb.

  • We build them up to be this super sophisticated piece of technology, when in actuality, a

  • computer's main functionality comes from how we manipulate it to serve our needs.

  • Now, programming isn't as simple as giving your friend instructions since in a programmers

  • case, the computer doesn't speak the same language as you, the computer only understands

  • machine code, which is a numerical language known as binary that is designed so that the

  • computer can quickly read it and carry out its instructions. Every instruction fed to

  • the computer is converted into a string of 1's and 0's and then interpreted by the

  • computer to carry out a task.

  • Going back to the lego example, this process would be like if he was not only less-than-intelligent,

  • but to make matters worse, he could not understand english and only speaks in mandarin chinese.

  • In order to speak with him, you have to convert the instructions that you understand in english

  • into the language that your friend understands. This process is essentially what you must

  • do for your computer in order to make it understand the instructions you give it.

  • The big difference between the two examples, however, is that it is very difficult for

  • people to understand machine code and binary. Directly translating what you want the computer

  • to do into machine code is extremely difficult, in fact almost impossible, and would take

  • a very long time to do if you could. Each program is composed of millions upon millions

  • of those 1's and 0's, so how, exactly, are we supposed to translate our instructions

  • into machine code?

  • This is where programming languages come into play. Programming languages are fundamentally

  • a middle man for translating a program into machine code. These languages are much easier

  • for humans to learn than machine code, and are thus very useful for programmers. Going

  • back to our lego example, a programming language would be sort of like an interpreter, that's

  • able to take the instructions you give them in english, and translate them into instructions

  • your non-english speaking friend can understand. This makes programming languages extremely

  • useful and the backbone of almost any good program. Think of programming languages as

  • not english, and not machine code, but somewhere in the middle.

  • There are many different programming languages out there that each have their own unique

  • uses. Languages such as Python and Java act as general purpose languages that can perform

  • a variety of computational tasks, while RobotC or HTML/CSS are languages designed for more

  • specific purposes such as moving a robot or constructing a website. Languages can also

  • vary in how powerful they are. For instance, JavaScript is a scripting language that is

  • designed for smaller tasks while java or python can carry out much more computationally taxing

  • processes.

  • We measure a programming language's power, or level, by how similar it is to machine

  • code, the series of 0's and 1's we talked about earlier. Low-level programming languages

  • such as assembly or C are closer to binary than a high-level programming language such

  • as Java or python.

  • The basic idea is that the lower the level of your programming language, the more your

  • code will resemble what the machine can interpret as instructions. Aside from the different

  • purposes that each language fulfills, choosing a programming language typically comes down

  • to a matter of preference, as there are usually many languages that accomplish similar tasks.

  • Try different languages, and decide which one's rules, interface, and level of simplification

  • you like best.

  • So now that we know what programming is, how do we actually write code? It's not like

  • we can simply type words into a text document and automatically assume that the computer

  • can translate it into machine code, read it, and carry out a task like opening up a browser.

  • And additionally, we can't just write down rubbish in certain programming languages mentioned

  • in the previous episode and expect the computer to understand. So how are we supposed to write

  • code then?

  • Well, the answer is with an IDE. An IDE, which stands for Integrated Development Environment,

  • allows the facilitation of code by a computer. IDE's provide a graphic interface on your

  • computer in which the programmer can easily write, run, and debug code without having

  • to worry about problems with compilation or interpretation of the program. Think of an

  • IDE as any other program on your computer such as a game, a browser, or even the file

  • explorer, except we'll be using it to write code. IDE's are able to turn your code into

  • machine code and run it through the computer to produce results.

  • In addition to providing a place for programmers to develop their code, IDE's provide some

  • extremely useful tools for programmers to ease the job of writing code, such as built-in

  • error checking because as we'll talk about later; code doesn't always run correctly,

  • auto-fill in for frequently used words or phrases, and project hierarchy which will

  • help you organize and manipulate the files within your project. Back in the olden-days,

  • before IDE's, code used to be written on punch cards and then fed into computers which

  • would take hours and cause a lot of pain. IDE's nowadays act as a sort of fast-track

  • to writing code and make things a whole lot easier for programmers. An example of a specific

  • IDE can be seen on your screen now. In the center you can see the program that is currently

  • being written, and right below it the console, which can print out useful information for

  • the programmer. This specific IDE is used to write java code. IDE's are extremely

  • powerful and will be used in almost 100% of your programming projects.

  • So through these IDE's we are finally able to write and compile code smoothly without

  • worrying about the computer not being able to understand it. The next problem we run

  • into then becomes how do we write this code in the IDE, because it's not like we can

  • just type random words from a certain programming language and expect the compiler to understand

  • it. This is where a programming language's syntax comes into play.

  • Now, just as if you were learning a real language, learning a computer language can be very similar.

  • Some have different styles that may seem odd, some may make you use abstract or weird concepts

  • which may be confusing, and like all languages, programming languages have a set of rules

  • that you must follow when writing code in that language, and at the forefront of those

  • rules is grammar. Programming grammar is referred to as syntax and is very similar to real-world

  • grammar. Each programming language has its own syntax, or rules, that you have to follow

  • to a tee if you want your program to run correctly, just as if you were speaking in real life.

  • These can be things such as how you type out certain functions, what you put at the end

  • of a line of code, and how you set up certain functions. Each language is unique in its

  • syntax, and while some may share similar rules, all will have some quirk which makes it stand

  • out from the rest. Syntax is something that catches a lot of people off guard, since many

  • expect every programming language to follow the same set of rules, but as we spoke about

  • in the last segment, because each language is specialized for a specific task, each needs

  • its own set of rules to function. Breaking or disregarding these rules will result in

  • an error, just how breaking or disregarding rules in real life will result in an unintended

  • message.

  • As an example. If we wanted to do something simple such as initialize a variable, which

  • is something we haven't covered yet but the example is still relevant. In java, you'll

  • notice we have to specify what type of variable we are defining in this case an integer, and

  • also add a semi-colon after the statement. In python, we don't even need to define

  • that we are trying to create a variable and just have to type what we want to create,

  • and in javascript, we just specify we are making a variable, but do not include what

  • type of variable we want to make. Even in this simple example you can see how much syntax

  • matters when learning a new language since while the goal of our program remained the

  • same, define an integer with value three, all the programming language shown took different

  • approaches. All these languages require that you follow this syntax because remember, computers

  • are extremely dumb, if you forget one semicolon or misplace a character, the entire program

  • will not run and send you back a syntax error, which is something we will talk about later.

  • Think of this as if you forget a comma in a sentence and the entire context of what

  • you are trying to say get misinterpreted. For example, in the sentencelet's eat,

  • grandma”. If you were to forget that comma, while it may seem like a small mistake, it

  • changes the entire context of the sentence, making it sound like you're about to eat

  • your grandma. The same rules follow for programming, if you forget a semicolon, the entire context

  • of your program could be corrupted and misinterpreted.

  • Now another thing which makes IDE's so useful is that they will let you know if and when

  • there are syntax errors in your code. Syntax errors of course being parts of your code

  • which do not follow the rules we talked about previously. The IDE will tell you where in

  • your code the error is, and also won't let you run your program until the error has been

  • fixed. Because of how important syntax is to writing code and learning a new language,

  • it's recommended that you learn the rules and syntax of a language before beginning

  • to write complex programs in that language. Most of the rules are tedious to learn but

  • easy to master and as soon as you can do that, you'll be able to easily identify syntax

  • errors and take care of them easily.

  • That covers the basic gist of syntax and programming rules, so now that we know HOW to write code,

  • and WHERE to write code, we next need to cover what happens after we have typed out our program

  • and run our code. Because writing a piece of code for a game or for a database is cool

  • and all, but after the computer interprets the program, how will we know what's happening,

  • and whether it is working or not? Well, programmers do this by looking at the console. The console

  • is a text interface within the computer that us programmers can use for a variety of different

  • purposes. If you remember, a short while ago we showed a picture of a basic IDE, and one

  • of the main parts of that picture was the console.

  • The main use of the console is to output text from the program. This is usually done using

  • a print statement. A print statement is a command that does exactly what it sounds like:

  • it prints text to the console. This print statement is the first piece of ACTUAL CODE

  • we've talked about in this series, and it's about as simple as it gets. The print statement,

  • despite its simplicity, is one of the most important functions in programming and exists

  • in some form in just about every programming language.

  • The most basic thing you can ask the print statement to do is just simply make it say

  • something. This is done by instructing the console to print, and then include whatever

  • you want to be printed inside the parentheses. For example, in python, the segment of code

  • print(“Hello World”) will cause a message readinghello worldto appear onto the

  • console. Pretty neat.

  • The print statement is also vital for viewing and interpreting the computer's output from

  • a program. For instance, if you tell a computer to run a simple calculation, for instance

  • to determine what 4+3 is, it will run the program internally and compute an answer.

  • However, what is the purpose of having the computer run this program if you will not

  • be able to tell what the result is? Instead of simply telling the computer to perform

  • this calculation, instruct the computer to print the output of the program to the console,

  • and upon the program's completion, 7 will appear on the console. As you can see, the

  • console allows us to easily print information out to the developer for a variety of uses.

  • It is important to note that the print statement varies depending on the programming language

  • being used. For example, in Java there are multiple versions of the print statement depending

  • upon whether you would like a line break after the printed text, and specialized print statements

  • which make your code more efficient. Also, the general syntax of using a print statement

  • and certain nuances of its function can change between languages. However, you can generally

  • rely on it carrying out the same overall function, as it is a foundational statement for programming

  • in general. So print statements, they print information out to the console for the developer

  • to use, nice.

  • All of its functionality makes the print statement, along with the console, a very useful developer

  • tool. However, it is important to remember that that is all it is: a developer tool.

  • The console is not really meant to be viewed by the end user of your program. It tends

  • to be hidden away behind the scenes, and other methods of displaying information such as

  • displaying text, graphics, or images are used to convey information to the user instead.

  • Think of it like this, when you're using your phone, you see the console in none of

  • the programs you use. So while you can use the console to give yourself information about

  • how your program is performing, don't try to implement it in the final product because

  • it fundamentally just isn't meant for that. Overall, remember to use the console to its

  • fullest extent when writing and fixing problems in your programs, as it is a great tool to

  • use to tell how your program is performing behind the scenes.

  • So now that we know a whole bunch of information about programming languages and how and where

  • to write them, along with the print statement under our belts, let's go over some intuitive

  • things the computer can do all by itself, without you having to tell it how to. More

  • specifically, we'll be covering basic number mathematics as well as string math

  • Starting off with basic mathematics, the computer already knows how to do simple arithmetic.

  • This includes addition, subtraction, multiplication, and division, all of which are represented

  • by the symbols shown on the screen now. In any IDE that you may install, you'll be

  • able to print out the answer to simple math problems using the print statement, which

  • may seem counter-intuitive because why would you use the computer to do math when you have

  • a perfectly good calculator on your phone, but you have to remember that computers are

  • dumb, and anything we want a computer to do we have to build up from scratch. Basic arithmetic,

  • while simple, helps out in almost any program you may write. For example, if we wanted to

  • build a basic calculator app, we'd need to utilize this functionality in order to

  • correctly display the answer to an arithmetic problem when our user tries to add, subtract,

  • multiply, or divide two numbers.

  • Now in addition to the 4 basic math equations, most programming languages include an additional

  • operator known as modulus. If this is your first time hearing this word, don't worry,

  • since it's not usually taught in math classes. Modulus allows us to get the remainder of

  • a divisional operation. For example, when we take 10 modulus 3, we are essentially telling

  • the computer to take 10, divide it by 3, ignore the actual answer and just give us the remainder

  • of that operation in this case 1, since when we divide 10 by 3, the answer is 3 remainder

  • 1. The 1 in this case is what gets printed out to the console. If there is no remainder,

  • say in the case that we take 50 modulus 2, since the remainder is 0, the function would

  • return 0 if we were to print it out.

  • This can be extremely useful in many cases, the most obvious being if we want to determine

  • whether or not a certain integer is even or odd. If we take a certain number modulus 2

  • and it returns 0, then we know it's even since any even number divided by 2 will always result

  • in a full answer without a remainder, but if the system returns 1, then we know that

  • the integer is odd. You will find yourself using the basic math operators a lot more

  • than you think, so it's good to keep them in mind when writing your programs.

  • Now our computer can work with numbers, as well as Strings. Strings by the way are another

  • way to just say text. For example, “hello worldis a string, The letter “a” is

  • a string, anything enclosed by quotation marks is denoted as a String in programming language.

  • We'll cover more about Strings in a bit when we talk about variables, but for now

  • let's continue. We already talked about printing strings to the console, but let's

  • say we're making a game, and we wanted to print out the statement

  • Game over, 4 was your final score”. Now while we could just make a string that

  • says that exact phrase and print it out to the console, in some cases it would be more

  • useful to print out the actual integer value, especially in the case of a game where the

  • score can change each time you play, because score definitely isn't always going to be

  • 4. Well, we're also able to print multiple strings of text, and even integers byadding

  • them together in the print statement. This is called concatenation.

  • Continuing with our score example. If we wanted to print out the statementGame over, 4

  • was your final score”, using 4 as an integer rather than a string, we could do this by

  • breaking down the statement into two strings and an integer like so.

  • Print (“Game over, “ + 4 + “ was your final score)

  • We of course begin with a print statement, which again will be different across all languages.

  • Inside the print statement we start off by printing the stringGame over, “. Now

  • here comes the important part, from there, we use a plus sign and add 4 to the print

  • statement, just like if you were adding two numbers. Then, we can repeat this process

  • with another + sign for the final stringwas your final scoreand we're able to print

  • out the entirety of our statement easily. Doing this, we can easily print out multiple

  • different strings and integers together in one print statement.

  • We could also combine the two lessons we've learned thus far and do something likeGame

  • over, “ + (4+4) + “ was your final score”, in the case lets say where we have a game

  • which gives you a base score, then 4 points for a certain task you completed. This demonstration

  • also displays another important part of programming, which is that oftentimes to get your program

  • to be the most efficient, you have to combine aspects of code.

  • Now it's important to note that the computer will take whatever you put in parenthesis

  • and print it out character for character, so oftentimes programmers will forget to add

  • a space onto the end of their strings. This can result in an small mistake in which the

  • string from the previous example will be printed out as if to say

  • Game over,4was your final scorewhich isn't that appeasing when displayed on screen

  • to the user, so it's good practice to always put a space after and before your strings

  • to make sure this doesn't happen, and your string doesn't end up like this.

  • Another important thing to note is the difference between “4” in quotation marks and 4 without

  • quotation marks. Now “4” in quotation marks is treated as a string rather than a

  • 4 without quotation marks which is treated as a number. This may not seem like a big

  • deal, but again computers are dumb, and if you try to do math with a number in quotation

  • marks it will return an error, because the computer doesn't understand that you're

  • trying to preform the operation on a number, and it thinks you're trying to add an integer

  • to a string, which is a big no-no in programming. So when you are programming make sure to make

  • a mental note of whether or not you want to make something an integer, or a string, because

  • that type of stuff makes a big difference. Alright, that concludes our segment on the

  • base power of computers.

  • Now next up we're going to be covering one of the most important components of computer

  • science, so make SURE you pay attention because next up we are going to be covering variables,

  • what they are, and how we use them.

  • First of all, what exactly is a variable? A variable is simply something that can store

  • information and can be referenced and manipulated. Think of variables like a cardboard box. Cardboard

  • boxes serve as a means to store items in them which can be changed out, replaced, and modified.

  • Variables are like cardboard boxes that store information for the programmer to reference,

  • manipulate, and refer to. Each variable simply has a type, a name, and a piece of information

  • stored inside of it. The type and piece of information will be covered next and the name

  • is simply a name for the variable, think of it as writing out a label on the cardboard

  • box in sharpie.

  • Now, there are many different types of variables that a programmer can use, but right now we

  • will just be covering what are calledprimitive variables”, which include integers, booleans,

  • floats and doubles, strings, and chars.

  • We'll start off talking about an Integer. An integer, or int for short, is as simple

  • as it sounds: a variable that can store an integer value. This includes all whole numbers

  • from -2,147,483,648 to 2,147,483,648. Now notice how I said whole numbers, integer variables

  • CAN not and WILL not hold any decimal values, so keep that in mind when using variables.

  • Secondly is a boolean. A boolean is a very primitive variable which can store a value

  • of either true or false. Boolean variables can ONLY hold these two values, and are extremely

  • useful for conditional statements, which we will cover soon.

  • The next two types of variables are floats and doubles. Both of these variable types

  • are floating point data types, which essentially means that these variables can store numbers

  • with decimal places. Whereas integer values cannot hold decimal values, floats and doubles

  • can. The main difference between the two is that a float variable can store numbers of

  • a precision up to 32 bit, while double can store numbers with precision up to 64-bit.

  • Essentially, a double can store more decimal places than a float, so it all comes down

  • to how precise you want the variable to be.

  • Up next we have string variables, which are like the strings we've actually talked about

  • beforehand except stored somewhere in a value. String variables can store strings of letters,

  • which are just words and sentences. Strings are useful for displaying text and storing

  • input information. Strings can also be concatenated together to form combinations of string variables

  • and prewritten strings. This is very useful for outputting information in a readable format

  • for the user. For example, imagine that we have a string calledname”. The code

  • asks for input, and stores that string of text in name. To output this information to

  • the user, rather than simply displaying their name, you can add the phraseYour name

  • is:” and make it into a sentence by concatenatingYour name is:” + name + “.” This

  • makes it easier to read your code, while also adding variability to your code, which always

  • makes things more interesting for the end user.

  • Finally, we have char variables. Char stands for character, and just as the name suggests,

  • they can each hold one character. This is useful when a programmer wants to read one

  • button press or one character in a string without using a string variable. A specific

  • example is making a game that is controlled by the keyboard. The program needs to recognize

  • the character that is pressed, and translate that into carrying out some function. Now

  • strings can also hold one character, but char's can't hold more than one character so keep

  • that in mind when defining variables.

  • Now, why are variables so useful? Well, being able to store information in a format that

  • can be easily referenced later is essential for any good program. Oftentimes in code you're

  • going to want to keep track of things such as a user's name or score, and so by creating

  • a variable callednameorscoreyou can store this information in that variable

  • and then reference it, add to it, or modify it. Also, many times, the program will have

  • to take input from the user, which cannot be pre programmed into the code, and thus

  • a variable is required to store the information. A program may also rely on factors that will

  • change as the program progresses, in which case a variable is once again required. Also,

  • taking these variables and manipulating them is quite necessary for carrying out many of

  • the tasks you want a program to carry out, for instance multiplying int variables or

  • concatenating string variables. Overall variables are the backbone of any good program and you'll

  • find yourself using them often if you want clean and efficient code, so it's best that

  • you learn what types of variables you need to use and when.

  • So now that we know all about the different variable types and we've talked about them

  • a little bit, now we're going to delve further into what happens when we actually define,

  • or create, a variable, how we reference them, and how we can manipulate them for our programs.

  • To start, let's go over what happens when we define a variable. Now when we write a

  • line of code which initializes a variable, and that code is executed, the computer essentially

  • creates a little space in memory that stores your variable name and its contents so that

  • it can be referenced later. Going back to our cardboard box example. Think of this as

  • if you have a storage facility, and you make a new cardboard box, labeledNameand

  • inside of it you put a piece of paper with the wordNullPointerExceptionon it.

  • Now, anytime you want to know the contents of your name box, you could simply look inside

  • and see that it has the contentsNullPointerException”. This is what the computer does, except the

  • storage facility is memory, the box is a variable, and the contents of the box are whatever the

  • variable is set to be equal to. Any time you want to know the contents of the name variable,

  • you can simply call it and the computer will pull the information that is stored in that

  • variable out and use it how the user sees fit.

  • Another thing to note really quickly is that you can actually make a variable without putting

  • information inside of it. This would be like if you built up a new cardboard box, gave

  • it a label with a sharpie, but just didn't put information inside of it. You're simply

  • saving that space in your warehouse for later. This can be because you want to store information

  • in it later down the road, or if you're going to use it to store information given

  • to you by the user, in which case you CAN'T give it information since you don't know

  • what the user will input. Just note that if you try to reference, or point, to a variable

  • which does not have any information in it, you'll get what's known as a NullPointerException,

  • which despite being an awesome name for a YouTube channel, is something you generally

  • want to avoid when programming.

  • Now, programming languages allow us to do some pretty cool things with theseboxes

  • that we've created. For example, let's say we created a second variablechannelName

  • and instead of setting it equal toNullPointerException”, we instead set it equal to our already created

  • Namevariable. This doesn't create a space in memory for this new variable; however,

  • it simply points to the same location of memory we have already created for theName

  • variable. Going back to our storage facility example, this would like if instead of creating

  • a whole new box labeledchannelNameand storing a sheet of paper with the word

  • NullPointerExceptionon it, we instead simply added another label below theName

  • box, entitledchannelName”. Now, we have two variables but both point towards the same

  • contents, that being the stringNullPointerException”. We usually do this to save space in our code

  • for things that we know are going to have the same value.

  • Variables can also be updated throughout your code. For example, let's say you had anAge

  • variable, and inside it was the integer 17. Then you celebrated a birthday and wanted

  • to update your age. All you have to do is reference the variable, and set it equal to

  • whatever new integer you want the variable to hold, in this case 18. This would be the

  • same as having a box labeled age, with a sheet of paper reading 17 inside of it, and then

  • taking that piece of paper out, erasing 17, replacing it with 18, and then placing it

  • back into the box. Doing this, we are able to easily update the contents of our variables

  • throughout the code as things dynamically shift. As another example, if you were making

  • an RPG, your character will likely have stats such as attack, defense, mana, etc. As the

  • game progressed you could continuously update the variables so that the player could get

  • more powerful the further along that they went through the game, and you wouldn't

  • have to create new variables. You would just simply need to keep grabbing that box from

  • your storage facility, erasing and replacing the numbers on the piece of paper, and then

  • continue along with your code. Just keep in mind that these variables are nothing more

  • than places in memory in which a certain value is stored, so we can easily update the numbers,

  • and their place will remain constant. After a code has run its course, the place in memory

  • is deleted until you run the code again and the program dedicates space for the variable

  • again. Each time you run the code, you're making new boxes in your storage facility,

  • and at the end of your code, you destroy them all to make room for new boxes next time.

  • Another cool thing you can do with variables is add them, subtract them, multiply them,

  • divide them, and even modulus them. Now this mostly only works for integer variables as

  • multiplying and dividing strings doesn't make too much sense. But if you were making

  • a calculator app and you stored the first number the user entered as num1, and the second

  • as num2. You could then multiply num1 and num2 together, and either print them, or store

  • them in a new variable entitled result. Then, each time you run the program, the user could

  • input new numbers into the num1 and num2 variables, and they would simply be set to those new

  • integers and return the result that corresponds to those specific numbers. This allows for

  • you to keep easy track of which numbers are which and what's going on in your program

  • which is extremely useful. Also, while you cannot subtract, multiply, divide, or take

  • the modulus of strings, you are able to add them. Let's say you had a string Str1 with

  • the contentsHelloand a Str2 with the contentsthere”. You could add Str1

  • and Str2 to create a string that had the contentsHello there”, either storing it in a

  • third variable or printing it out to the console.

  • The last topic we'll be covering on the topic of variables is the naming conventions

  • of a variable, which albeit may seem odd, but it's extremely important when trying to

  • read your code so we will be covering it now. Now, variables have to be one continuous string,

  • and so if you wanted to make a variable that stored the player score, you'd have to find

  • some way to combine the words player and score, since you can't have the phraseplayer

  • scorebe the name of a variable. All programmers have their own personal preference when it

  • comes to naming variables, but the one we will be using on this lecture is called CamelCase,

  • which is the process of not capitalizing the first word, but capitalizing every word that

  • follows it. Going back to the player score example, using the camelCase method, the variable

  • would be called playerScore. This allows us to easily identify each word and becomes really

  • useful for long variable names like thePlayersScoreBeforeFinalBoss”, whereas if we just type it out without capitalization,

  • it would be really confusing. This will help a ton when you start to find bugs in your

  • code and need to quickly scan your program to figure out whats wrong, and adds to the

  • overall readability of the program. Other programmers might use different naming conventions

  • like using underscores to separate the words in a phrase, but for now we'll be sticking

  • with camelCase.

  • Next, we'll be moving on to conditional statements, which at their core, are statements

  • that change the path of our code depending on certain conditions. For the sake of keeping

  • things simple, for this section, red lines will connote that our code will NOT be following

  • that specific path, and green lines will mean that our code IS following that path.

  • The main type of conditional statement that programmers use is the if statement, and this

  • will show up countless amounts of times in any program you write. It is as simple as

  • it sounds: if some condition is true, and usually the condition will be enclosed by

  • braces, then carry out the instructions located within the if statement's brackets. Else,

  • do another thing. Now, brackets are used in most programming

  • languages to indicate a segment of code which will run. It works like this, if the condition

  • in parentheses is true, then all of the code contained within the brackets will run, and

  • if the condition in the parenthesis is NOT true, then it will skip over all of the statements

  • within the brackets. A quick note is that while this is the case with most programming

  • languages, some; like Python, use colons and white space to determine where a piece of

  • code starts and ends, but for the sake of this series, we'll be using curly braces.

  • Now, the condition within the parenthesis can take on thousands of different forms such

  • as if the value the string variable Name is equal toStevenor if the player's score,

  • stored in an int variable, is greater than 5, the list goes on and on. Each of these

  • statements is evaluated as a boolean, which you will remember from when we talked about

  • variables is either true or false. If the boolean is true, we run the code inside the

  • curly braces, if it's not, we pretend everything inside the curly braces never existed and

  • move on with our code.

  • The if statement comes with two more additional statements that can go with it: else if and

  • else. Else if is a conditional statement used directly after an if statement, and carries

  • out mainly the same function as an if statement. However, the else if statement will only be

  • evaluated if the preceding if (or else if) statement is bypassed due to its condition

  • being false. So we would run through it like so, if something is true, we would run the

  • code inside of that statement's curly braces. Else, if that something is not true, BUT another

  • statement inside of parentheses is true, we would then run THAT code segment. And if neither

  • of them are true, we would skip both segments of code and move on in our program.

  • This is a hard concept to wrap heads around so let's do an example. If we had a program

  • that evaluated the if statement if (age = 10), we could then have a statement under that

  • which stated else if (age = 12). Now, if the age variable was 10, which we can see from

  • the example it is, then the code immediately following that conditional statement in the

  • brackets would run. The else if statement we made would not even be tested since we

  • know it is going to be false, and thus the print statement inside of THAT conditional

  • statement's brackets will be ignored, and the code will move on to the rest of the program.

  • Now, for example, let's say we changed the age variable to be 12 instead of 10. Now,

  • instead of the first conditional statement being, true, it actually evaluates as false,

  • since age no longer equals 10. So what we do now, is first skip over the print statement

  • which prints out that the age is 10, since it's not. And now we evaluate the else if

  • statement. We check if age is equal to 12, which again it does, and so now we run all

  • the code inside of that conditional statement before finally moving on to the rest of the

  • program.

  • So as a review, we check the initial if statement, if it's good we run all code within that

  • if statement's curly brackets and move on with our program, if the initial if statement

  • is NOT true, we then move on to any else if statement's and evaluate if THOSE conditional

  • statements are true. We can have as many else if statements as we want, although this could

  • lead to clutter amongst your code so we'll talk about some alternatives later on to help

  • this out. Now that takes care of the if-else statement, so now we'll move on to the else

  • statement.

  • The else statement once again comes after an if or an else if statement, and will carry

  • out its instructions no matter what, as long as the preceding statement/statements are

  • evaluated as false. If we went back to our previous program, we could add an else statement

  • which would only have the code in its brackets run if the age variable wasn't “10”

  • or “12”. This would catch all cases of the program that didn't fit our parameters.

  • It's good practice to ALWAYS have an else statement at the end of your conditional statements

  • to catch any weird cases that may come up in your program.

  • Now remember back to the fact that we can have thousands of else if statements, after

  • a while that can get pretty cluttered, and so another very useful conditional statement

  • which helps circumnavigate this problem is the switch statement. A switch statement is

  • functionally similar to many if and else if statements together. You write a switch statement

  • in the form of switch (variable), and then below that you write how many cases that the

  • variable could be. For instance, if we wrote switch(var), then under it we could write

  • out 5 cases that the variable var could be, and then the instructions listed under that

  • case to be carried out if the var variable is equal to that case.

  • Now switch statements are different since instead of using brackets, they use a colon

  • to signify the start of a set of instructions, and a break statement to end it. This is very

  • useful because you are able to essentially use many if and else if statements without

  • having to write nearly as much. In switch statements, you just always have to remember

  • to include a default case at the bottom of the expression to denote any and all cases

  • that don't meet the above requirements. This simply catches all of the inputs that

  • don't fit within the programs main cases. It's very similar to an else case at the

  • end of an if-else chain.

  • Now, why are these statements so useful? Well, many times, programmers want their programs

  • to function differently depending on different conditions. For instance, a program could

  • function differently depending on the information that the user inputs, such as allowing a user

  • to use a program or not use a program if they are above or below 18 years old respectively.

  • Or in say a video game, if a user's experience level is above a certain threshold we might

  • want to give them harder opponents to battle. Another example could be a program which changes

  • the color scheme depending on the time of day. Or even more simply, if a user presses

  • a button that is meant to move on to another screen in an app, the programmer would only

  • want the app to change screens if the user clicks that button. A program without conditional

  • statements would do the same thing every time, and would be very primitive compared to one

  • that can change depending on its conditions.

  • So now that we know how to make and use variables, how to compare them, and what we can do with

  • those comparisons, let's move on to another foundational concept of computer science:

  • arrays.

  • Now we've already talked about variables, and how great they are for storing singular

  • bits information for making our code more simplistic, but one of the biggest drawbacks

  • that come with variables is their inability to hold more than one piece of differing information.

  • For example, let's say you're making an app which allows users to create a grocery

  • list. Well there's no real easy way to create lists using variables, because it's not like

  • you can have one variable store the names of 7 or 8 different food items. Remember,

  • we can only put one piece of paper in our cardboard box; no more. And besides, even

  • if you were to add multiple items to one string variable, you still would have a lot of trouble

  • doing simple tasks you might want from a list like searching through it or splitting it

  • or even deleting items from the list when you're done with them. This is the problem

  • that using arrays solves for us.

  • An array is, as you may have guessed by now, a list. You can have an array of integers,

  • an array of strings, and even an array of other arrays which is something we'll cover

  • in a minute. Programmers use arrays when they want to store a lot of variables containing

  • information that is all related to each other, such as a grocery list or a high score list

  • in a game. Think of arrays as a column in excel or google sheets. You have the title

  • at the top and then below it are a bunch of bits of information which all relate to the

  • title. Arrays are super useful when programmers want to store a lot of information that can

  • be easily searched through because programmers have developed methods of breaking down and

  • using arrays to find specific information in arrays full of thousands of different variables.

  • As an example to show just how useful arrays are, let's say you're a startup company

  • that owns an app that has 100,000 users. Every time a user wants to create a new account,

  • they input the username they want and then your program will have to check to make sure

  • the account name hasn't already been taken. Doing this requires you to search through

  • the information of all 100,000 of your users to see if that username has an account with

  • your service. An array would be able to contain all of this information and make it easy to

  • search through and find out if the account name has been taken with little to no delay.

  • Now the single most important thing to note about arrays is how you reference each element

  • of the array within them. Let's create a basic array called numbers, and inside of

  • it put the digits 1-10. Now when we want to refer to each cell in this array, we call

  • upon itsindex”. An index is just a fancy way of saying that numbers are placed within

  • the array. Now you would think that the first integer in this array would be the first index,

  • the second would be the second index and so on, but that's not the case. In computer

  • science, programming languages refer to the first cell as the 0th element in the array.

  • This means that if we were talking about our array of numbers we just made, the number

  • 4 would actually be in the 3rd index, 5 would be in the 4th and so on, so instead of starting

  • our count from 1, we start from 0. It's extremely weird and confusing but it's one

  • of those programming quirks you are going to have to memorize and commit to memory.

  • If you were to not follow this nomenclature and you refer to the last element in this

  • array as the 10th, you get what is referred to as anout of boundserror, since

  • you are trying to reference the 10th element, but there is no 10th element. What you're

  • actually trying to do is reference the 9th.

  • Another extremely important thing to note about arrays has to do with their size. When

  • you initialize an array, you can do it either one of two ways. You can either populate it

  • with the elements that you want contained in the array right then and there, creating

  • and filling the array at the same time, or you can define how many elements you want

  • in the array-essentially the arrays size- and then populate it with elements later.

  • This is because when we initialize an array, it creates a space in memory that has a size

  • of exactly what you give it, no more no less. This is great for when we want to access elements

  • in the array because we can do so instantaneously, but the one downside is that we can't increase

  • the size of the array later on, all array sizes are final. Think of it like setting

  • up a bookshelf with books. By populating a bookshelf with a certain number of books and

  • then moving on and filling the next shelf with different books. We have no way to go

  • BACK and add books to that first shelf without shifting everything. Once we decide how much

  • space to dedicate space for an array in this case, there's no way to ADD more space.

  • Once again because this is extremely important to remember, this means that once an array

  • has been defined, there is NO WAY to change the size of it. If you have an array titled

  • Nameswith a size of 8, and you try to add another name to the array you will

  • receive an error, so be careful when messing around with array sizes. Of course, you can

  • always go back at the start of the code when you initially MAKE the array and allocate

  • more space to it if you find out you need more space to hold items, but once it's

  • defined, you CANNOT change its size.

  • Another small thing I want to touch upon really quickly is that when you initialize an array,

  • you must determine which type of array it is right then and there. For example you have

  • to specifically say it will be an array of strings or integers when defining it, and

  • also you're not allowed to mix and match, meaning you can't have an array full of

  • integers with a few strings and some doubles thrown into the mix. They have to be all the

  • same type.

  • Now the last thing we're going to cover on arrays is a little funky, and that is the

  • practice of putting arrays inside of arrays. If you make an array of arrays it's referred

  • to as a 2D, or 2 dimensional array. Think of these as matrices if any of you have taken

  • algebra classes. Now If you haven't, think back to our google sheets example but instead

  • of just columns, we would add rows as well. So now, each element in our array wouldn't

  • simply be just a String variable or an Integer variable, but an entirely new array with its

  • own set of values and elements.

  • The way we index these is mostly the same, except we would have 2 numbers to index instead

  • of 1. We start with the row and then the column. So a number in the position (0,2) would be

  • in the first row three columns down, in this case the name Clint. A number in the position

  • (1,1) would be two rows down and 2 columns across, in this case the name Chris. You get

  • the idea. Now you can also make 3-dimensional arrays by putting an array inside an array

  • inside an array, but that's a little above what we're going to be covering so I'm

  • gonna cut it off there.

  • Next up we're going to be talking about loops, so what exactly are loops?

  • Next up we're going to be talking about loops, so what exactly are loops?

  • Next up we're going to be talking about loops, so what exactly are loops?

  • Next up we're going to be talking about loops, so what exactly are loops?

  • Next up we're going to be talking about loops, so what exactly are loops?

  • Well as you could probably tell by that statement right there, a programming loop is a statement

  • that is used to run certain instructions repeatedly, just like how the opening statement of this

  • topic was repeated 5 times. Loops are very useful for a variety of reasons. For instance,

  • imagine you want to print something 15 times. Sure, you could just copy and paste the print

  • statement 15 times. But this is really annoying to have to do, and becomes even more unrealistic

  • when that number goes up to, say, 100 or so. Now what if instead of rewriting the same

  • instructions over and over again, you could simply place the print statement inside of

  • a loop, and it will occur as many times as you would like, that's the power of loops

  • baby. With loops we're able to repeat parts of code multiple times. Now there are three

  • different types of loops that we will be discussing today. And up first is the for loop.

  • A for loop is very useful for situations described above, where you would like to carry out a

  • certain set of instructions numerous times. The syntax for a for loop varies depending

  • on the language, however it usually consists of three parts. An integer value, a condition

  • which the integer value must meet in order to exit the loop, and an operation to modify

  • the integer value after the instructions inside of the loop are completed. Each time the for

  • loop runs, the operation you set will be performed on the integer, and as long as that integer

  • still meets the condition you set, usually being greater than or less than a constant

  • value, the for loop will continue to run.

  • Eventually, when the integer has been modified by either increasing or decreasing it to the

  • point where it no longer meets the condition, the for loop will terminate and the code will

  • continue to run. For example, let's say our integer value was i and we set it equal

  • to 0, then we set the conditional statement as i being less than 3, so basically we're

  • saying that as long as i - the variable we just created - is less than 3, continue running

  • the instructions contained within the loop. Finally, we make the operation i + +, meaning

  • each time the loop runs we will increase it by one, and inside the loop let's just put

  • a simple print statement.

  • Now let's run through the loop. We start with i = 0, 0 is less then 3 so we enter the

  • loop and print out Hello World. Now that the instructions are done we add 1 to i making

  • it 1. Moving on, 1 in less than 3 again, so we once again enter the loop and print out

  • Hello World. Again, we add 1 to i, making it 2 now. 2 is still less than 3 so we enter

  • the loop again and print out hello world. Finally, we add 1 to i once again and it becomes

  • three. 3 is not less than 3 though, it is equal to 3, and so we don't enter the loop

  • and it terminates, moving on to the next segment of code. This is a simple example, but you

  • can extrapolate it across programming to fit your needs.

  • Now when using a for loop you have to make sure to set up a condition that, given the

  • initial integer value and the operation, will at some point not be met, to avoid creating

  • an infinite loop and crashing your program. An infinite loop occurs when you give a for

  • loop a condition which will always be met given the parameters of the program, and so

  • the software crashes. For example, a for loop beginning at 10 and checking if i is ever

  • less than 0, and then adding 1 to i at the end of the loop will never terminate, since

  • i will just increase infinitely.

  • After the for loop is the very similar for each loop. A for each loop (or a for-in-list

  • loop, in python) is used for iterating through arrays or lists. Essentially the loop will

  • go through each element in the array and carry out some set of instructions for each value.

  • If you would like to read all of the elements in an array and compare them to some value,

  • or perform some operation on them, a for each loop is extremely useful. So for example,

  • we could have a for each loop which iterated across an array and simply printed out the

  • value of each array location.

  • Next up, we have the while loop. A while loop will continually carry out its instructions

  • while a conditional statement given to it is true. This can be as long as a certain

  • variable is true, as long as a number is less than another number, or while a value is still

  • equal to another value. While loops are different than for loops in that the loop is not contained

  • within one statement, but stretched out and will continue to run so long as its condition

  • is true.

  • Like a for loop, you can make the condition such that it will eventually return false

  • and exit the loop, however while loops will not crash your computer should you create

  • an infinite loop. In fact, it is very common for while loops to run infinitely, as, for

  • certain programs, you would like the program to continually be iterated through instead

  • of running once, all the way through until you exit out of the program.

  • When programming a game, for instance, a while loop would be used to iterate through your

  • code, continually refreshing the screen as the game runs. From there you could perform

  • operations on the screen to make the game playable. Creating an infinite while loop

  • would simply be done using the syntax while(true), as the condition true will always be evaluated

  • as true.

  • Finally, I'd quickly like to cover an extension of the while loop, the do-while loop. Do-while

  • loops are very similar to while loops, except they will carry out their instructions at

  • least once, even if the condition is false, and then will carry on like a basic while

  • loop. Essentially, the conditions inside the loop will run AT LEAST once, and then if the

  • condition is still met they will run again and function as a normal while loop.

  • As you can see, loops and their many varieties have some extremely useful functions. Using

  • them, you are able to perform an operation many times in a row, you can iterate through

  • arrays and lists, and overall decrease the clutter of your code.

  • Next up, we're going to take a break from learning about common programming statements,

  • and dive into what happens when the code we write doesn't work. More specifically, we'll

  • be covering the different types of errors that can occur when you're programming,

  • and what causes them.

  • Now when you're writing code, you have to understand that things aren't always going

  • to go the way you expected them, and sometimes the program doesn't always work as you had

  • intended it to. We programmers call these errors and while annoying, they are always

  • going to come up in computer science and so it's best to learn what they are and how to

  • deal with them. Often referred to asbugs”, errors in scripting languages can be narrowed

  • down to one of threetypes”: syntax, runtime, and logic, all three of which we

  • will be covering in today's video.

  • To kick things off, let's talk about syntax errors. These are usually the easiest of the

  • 3 to solve since they are oftentimes something that can be fixed within seconds. If you remember

  • back to earlier in the video when we talked about syntax and programming rules, we said

  • that if you were to break the programming rules, or syntax, that it would result in

  • an error. Well that's what syntax errors are, parts in your program where you fail

  • to meet the programming rules and so the computer doesn't know how to interpret your code.

  • This can be anything, from forgetting a semicolon at the end of a statement in java, accidentally

  • defining a variable with two words instead of one, or even just misspelling the word

  • String when you're trying to define a string variable. Lucky for you guys, these errors

  • are extremely easy to fix since you just need to figure out where the error occurred and

  • what the syntax rule you broke was. Now thinking back to IDE's, we mentioned that IDE's

  • are so useful because they do precisely that, they underline syntax errors and usually provide

  • helpful hints as to how to fix them. Think of syntax errors as small misspellings or

  • grammatical errors in an essay you're writing, annoying; yes, but not the most infuriating

  • things. Another useful thing about IDE's when it comes to syntax errors is that the

  • program will actually restrict you from running the code unless all syntax errors are cleared,

  • making them even easier to identify and fix.

  • The second type of error we will be covering is the runtime error. These errors don't

  • show until you actuallyrunthe code, hence the nameruntimeerror. Runtime

  • errors are caused by a statement in your code that SEEMS seems logically sound, but the

  • computer physically has no way of computing it in a reasonable amount of time. The most

  • common of these errors is one which we've already talked about; the infinite loop. As

  • a refresher/example, think of an infinite loop like this. Say you sat your friend down

  • in front of the TV, put on the Office on repeat, and told him he could leave as soon as Michael

  • made a “That's what she saidjoke. Seems pretty simple right? WRONG, because

  • instead of putting in the Office, you put in FRIENDS on blu ray. No michael, no inappropriate

  • joke, meaning your friend would be sitting there for the rest of his life probably confused

  • as to why Dunder Mifflin looks so much like a coffee shop. This is essentially what happens

  • with the computer, you give it some condition that it has to complete before the program

  • can terminate; however, you give it no feasible way to finish that task. This puts the computer

  • in error mode and most likely will crash your program, as the computer desperately tries

  • to complete the condition you gave it. As a computer example, if we try to have a program

  • terminate when an integer i is no longer greater than 99, but i is initially 100 and only increases,

  • the loop will never terminate and the program will crash. To avoid these, you generally

  • want to think through the flow of your code before running it -especially with loops-

  • to make sure that all of your statements can be completed by the computer. Carefully planning

  • out your code before you begin writing it is an extremely useful practice, and something

  • we'll be covering towards the later part of this video.

  • The final type of error that we will be covering is a logic error. This error is also pretty

  • self-explanatory. A logic error occurs when the code runs smoothly without any runtime

  • or syntax errors, but the result that you get isn't what you wanted. For example,

  • let's say you had a calculator app, and you wanted to instruct the program to add

  • two numbers, except it multiplied them instead because you used the multiplication symbol

  • on accident. This leads the sum to be 36 instead of 13. Nothing went wrong with the code syntax

  • or runtime wise, the code runs just fine, it just doesn't work as you intended it to.

  • These are often the hardest types of errors to debug since most of the time, you'll

  • have no idea why the code isn't working, and certainly not any idea of how to fix it.

  • This is why it's a good idea to test your code incrementally, don't wait until you've

  • been programming for an hour before testing your application, or else you'll run into

  • a lot of logic errors. Logic errors can be extremely frustrating and could cost you a

  • lot of time, making them a huge pain, but if you know how to effectively debug your

  • code, you'll be just fine.

  • Speaking of debugging your code, that brings us straight into our next topic, which is

  • how to debug your program.

  • Now, let's say you have written a program. You think it's ready, and you're ready to

  • test it. You've been working hard on this, and you're excited to see it in action.

  • You run the program, and wait for it to run smoothly and efficiently. Only, it doesn't

  • work. You have encountered one of the three errors we just mentioned. You really want

  • this code to work, but how? This is where debugging comes into play.

  • If the code is giving you an error, then the first thing you should do is read the error.

  • Oftentimes, for syntax and runtime errors the IDE will print an error message out to

  • the console. See what line or lines it points to- since those will be the lines in which

  • the error occurred- and see if you can understand and fix what it says the problem is. If the

  • error isn't clear, or you've never heard of it, then try googling it, there are many

  • websites out there such as stackoverflow which serve as forums to ask and answer problems

  • with code. Chances are, if you've had a problem, someone else has had the same issue

  • and there is likely a tested solution. Usually, when a syntax or runtime error pops up, you

  • should be able to find a fix for it fairly easily; however, as I said before, the issue

  • may arise from some loophole or oversight in the code you hadn't planned for beforehand.

  • Maybe you did something as simple as multiply two variables instead of adding them. These

  • are the logic errors we talked about previously. These problems usually won't have red text

  • show up to explain to you what went wrong. You'll have to figure it out yourself.

  • Now there are a few different strategies you can use in order to track down and fix a logic

  • error. First, you can use print statements and the console in order to determine where

  • the code is going wrong.

  • Imagine you have a conditional statement that will run one segment of code if an integer

  • x, is greater than 5, and will run another segment of code if not.

  • If, in your program, x is supposed to be greater than 5 when the program reaches this conditional

  • but for some reason the program is still printing out “X is smallyou could use a print

  • statement to help.

  • For this problem specifically you could place said print statement before the branch of

  • the conditional that would print the value of x. Now when you run the program you know

  • exactly what the computer is thinking. Printing out the value of x just before the if/else

  • statement will let you know if the variable has the value you want it to have, and if

  • it doesn't you know that somewhere above that conditional something went wrong and

  • x was set to a value you didn't want it to. In this case, x is equal to 2, which is

  • why x is small is being printed out.

  • Now we know what the problem is we can track down where and when in the code we modify

  • x to figure out the problem. Use print statements to determine where your program goes wrong,

  • and then try to track down the cause of these issues and solve them. If you use this strategy,

  • make sure you end up deleting the print statements afterwards to avoid clutter in the console.

  • The situation described above could also be solved using a breakpoint. A breakpoint pauses

  • your program when the line you placed the breakpoint at is reached in your program.

  • If, say, you would like the program to run through a certain conditional and set a variable

  • based on that conditional, but you are unsure if this actually happens correctly in your

  • code, you can place a breakpoint inside the conditional path you want to run.

  • Upon the breakpoint being reached, the program will pause, and wait for you to continue it

  • through a button press. This signals that the spot in the code where the breakpoint

  • was placed, in this case the correct conditional path, has been reached by the program. You

  • can then continue the program knowing that was or wasn't where an error in your code

  • occurred. Breakpoints can be used in conjunction with print statements in order to both pause

  • the program, and perhaps view the values of your variables at the moment in time to give

  • yourself all the information you could want. You can also have multiple breakpoints to

  • help slowly work through your program and determine where the error has occurred. A

  • combination of these two strategies will help you easily determine where in your code you

  • have incurred a logic error.

  • Next, let's go over what to do if you think you have tracked down the section of code

  • that causes the problem. You may think you should delete it, but it's likely you put

  • it there for a reason, and you don't want to lose that work if you don't have to.

  • Firstly, try commenting it out. Comments are used to markup code and explain their surrounding

  • sections, but they can also be used to debug. Anything that is designated as a comment will

  • not be read by the program as code, and will be skipped over. Essentially, it becomes something

  • that is only there for YOU the programmer to read. The syntax varies from language to

  • language, but it usually involves placing some symbols before or around the code you

  • would like to be commented. Examples of how to comment in different languages can be seen

  • on the screen now. Also, when you comment something, the IDE will grayscale the line

  • of code, making it extremely easy to determine what's commented and what is not. Commenting

  • code 'deletes' it in the computer's eyes without actually deleting it. If a problem

  • is present before you comment a section of code but it is gone afterward, then that section

  • of code is the culprit. If you comment part of a code out and there are still issues,

  • then move onto another section until you find the culprit. Once you do, you can tweak it

  • until it works as intended or delete it entirely and you will have a fully functioning program

  • once again. Hurrah!

  • Now that we've talked about what to do IF you've encountered an error and a strategy

  • on how to find and fix it, I'd like to talk about some strategies you can use to AVOID

  • errors in the first place. Firstly, backup your code frequently. In the event of the

  • code completely bugging out and you being unable to fix it, you will want the ability

  • to revert to a previous version where the code was still working. If you save frequently

  • enough, then you will probably not lose too much work. Version managers like Github or

  • Subversion can help with this, as they backup code to an online cloud service in which you

  • can easily pull previous versions of the program at any point.

  • Also, on top of saving, run your program frequently to ensure that the current version works as

  • intended. This accomplishes two things. First of all, it prevents you from saving a backup

  • that doesn't work. Secondly, if you encounter a problem, it will be easier to find if you

  • have only made a small number of changes since the last time you ran it and it worked, and

  • thus you will only have to look through the new code for problems. If you've spent 5

  • hours coding and hadn't run it during that time period, it's going to be extremely

  • likely that at some point during that 5 hour code sesh you messed up, and it's going

  • to be even harder to figure out where you went wrong. Errors, while annoying and extremely

  • frustrating, are a fundamental part of making you a better programmer.

  • Alright, now that we've covered errors for a bit, let's hop on back to programming

  • statements and talk about one of the most important concepts in computer science, the

  • function.

  • Now, you may not know it, but we've actually been talking about a few functions this entire

  • series. Print statements, for loops, and even basic math operations are all examples of

  • functions, which of course begs the question of what actually defines a function. Well,

  • a function is a segment of code that can be easily runcallingthe function name

  • and depending on the type of function, will do something in return. Functions can be called

  • numerous times, and in numerous places. Essentially they are like wrapping up a segment of code

  • into a nice present and giving it a name which; when called, will unwrap the present and go

  • through the code you wrapped up.

  • For example, the print statements we have been using this series allow us to print something

  • to the console any time we want are functions. You see, we justcallthe print function

  • and enter in what we want to be printed to the console, and the computer does it for

  • us. Behind the scenes, there is actually even more complex code that is in charge of taking

  • your text and translating it to the console to be printed. The developers of almost all

  • programming languages realize that you don't want to program something that manually has

  • to print something to the console through the use of complex programming, and so they

  • implemented the print statement to reduce the stress and complexity of code on the user,

  • abstracting it down to a simple line of code. All of that code that is used to print something

  • to the console is wrapped up like a present and given to us in the form of one line, “print()”.

  • This is actually the main theme of all functions and the backbone of any good program. Oftentimes

  • in your program there are going to be sections of code which are repeated and serve the same

  • purpose, or equations which you want to allow differing inputs of. And so you can use functions

  • in order to condense these down into singular lines of code to save both time and reduce

  • clutter on your code. As you will see soon, functions are EXTREMELY powerful and will

  • definitely be something you utilize all the time in your computer science journey.

  • The print statement is just one example of functions in everyday code. There are thousands

  • of functions that are available to you through IDE's. However; because you won't always

  • use all of the thousands of functions that are open to you in a single program you have

  • to import these functions from packages found in the IDE, which is something we will cover

  • later on.

  • Now, there are four main types of functions in most programming languages, and they are

  • separated by two defining features: whether or not they take in arguments, and whether

  • or not they return values. Let's start by separating them by whether or not they take

  • arguments, but first we have to cover what arguments are.

  • Arguments are essentially variables that we pass into the function in order to be manipulated

  • and then either returned back to us, printed to the console, or used in another operation.

  • Think of functions with arguments like ordering food at a restaurant. If you walked up to

  • your local five guys and told them you wanted to get food without supplying a type of food,

  • they would probably look at you confused. You need to tell them what exactly you want

  • to order so that they can give it to you. In this case getting food is the function

  • and what you order is being passed in as the argument. Based on what you tell them, or

  • the argument, they will do something different. You also should note that the argument can

  • be many different things, it could be fries, burgers, soda, anything really on the menu,

  • and such is the case with arguments in programming.

  • This is essentially what happens with the computer, for example, the max function which

  • takes two integers as arguments and returns the maximum number between the two. Now, for

  • this function if you don't input two numbers or variables for it to compare, it's going

  • to throw you an error just like the five guys employee, he doesn't know what you want

  • to eat since you didn't provide him any arguments, and the computer doesn't know

  • what two numbers you want it to compare and return since you didn't provide it with

  • two integers. Arguments are a way for programmers to have one function that can do many different

  • things depending on whichever variables can be passed through. Arguments add variability

  • to programming and can help diversify your code. Thinking back to our five guys example,

  • a restaurant that only allows one type of food to be made regardless of what you order

  • isn't going to be very useful or diversified, but if we're able to pass in arguments and

  • tell them what food we want, our experience can be heightened and more options become

  • available, which is exactly what happens when you accept arguments in your functions.

  • Now that we've talked about functions that take in arguments, let's move on to functions

  • which do not take in arguments, because functions can also be created and used without taking

  • in arguments and still be incredibly useful. For example, let's say you were making a

  • text based RPG game and one of the options you give your player is the ability to view

  • their stats at various points throughout the game. Now every time you come upon an option

  • and they choose theView Statsbutton, you don't want to have to type out 6 different

  • print statements for every statistic they may have, your code would get cluttered and

  • messy very quickly. Instead, what you could do is package the 6 different print statements

  • in a simple function called printStats(). You don't need to pass any arguments into

  • the functions since the function will do the same thing no matter what the statistics on

  • the player are. Now, everytime the user wants to view their stats, you simply call the printStats()

  • function and voila, the user's stats are printed for them to view. This allows you

  • to save a lot of time writing out code, but also a lot of space which is extremely important

  • when your programs begin getting into hundreds and thousands of lines and you want to easily

  • search through it.

  • Okay, now that we've separated functions into those that take arguments and those that

  • do not, let's again split these up into those that return values and those that don't.

  • Now the thing you have to understand is that when you're making your own functions, which

  • is something we will be covering soon, you have to choose what your function will return,

  • if anything at all. Functions are able to return values back to the user whether they

  • be String variables, integer variables, or even arrays. Now the thing to note about returning

  • values is that calling the function alone won't do anything. You have to return the

  • value into something. As an example, the Max function we talked about previously would

  • return an integer, but in order to do something with it we would have to either set a new

  • integer variable equal to the result of that Max function, or we can print out the result

  • of a function, which in this case would just print out the maximum value between the two

  • integers. Using functions which return values don't do much on their own, you have to

  • pair it with something in order to gain use out of it.

  • Let's do another example, let's say you had created a function which took in two string

  • variables as arguments, combined them using that fancy String math we talked about earlier,

  • and then returned them as a single string. This combineString function could then be

  • used to create new String variables since what it is returning is technically a string.

  • The variable would simply be set to whatever is returned from the combineString.

  • The last type of function is one that does not return anything, and these are known as

  • voidfunctions. Oftentimes these are like the printStats function we created earlier,

  • simply used to condense large amounts of print statements that appear often in your code.

  • These cannot be set to variables since they don't return anything and just get the code

  • within them run through.

  • So there you have it, the 4 types of functions. Ones that take in arguments and return things,

  • ones that take in arguments and don't return something, ones that don't take in arguments

  • but still return values, and the ones that take in arguments and don't return anything.

  • Each of these 4 types of functions are useful and unique in their own way and you will probably

  • find yourself using them all throughout your programming journey, so get used to the different

  • types of functions and know how to make the most of them, as they are all extremely powerful.

  • Finally, I'd like to talk about one of the major benefits of functions, which is that

  • it makes it super useful to make large changes to your code without having to go through

  • the entire program. Each function call is just a copy of that function's original code,

  • and so it's very easy to make changes to the function and have it translate to across

  • your code. Let's go back to our printStats() function and say that you wanted to go back

  • and add in a new stat that the player can level up through experience in the game. Without

  • functions, you would have to go back into your code, find every instance that you had

  • printed out the users stats, and create another print statement to display the new statistic.

  • However, if you had created a printStats() function like we did a little while ago, all

  • you would need to do is find where you defined that function and add in a print statement

  • which displays the new statistic and you're done, bam. Now, every place which had called

  • the printStats function previously will now also print the new statistic as well. You

  • can see how powerful functions can be if used properly, and we haven't even scratched

  • the surface yet.

  • Now, up next we're going to cover how we can import other people's functions that

  • they've written and use them in our code.

  • Now before we get technical, close your eyes and imagine you are trying to build a house.

  • Sure, you could grow your own trees, chop down your own wood, make your own tools and

  • nails, and build it up from scratch. But why do that, when you can simply go to your local

  • Home Depot and buy these materials that others have already made ready for you. That's

  • the main idea behind importing functions into your code. Importing functions allows you

  • to gain access to libraries of functions that other people have already made for you. This

  • is just as useful as it sounds. There are so many functions that are super useful for

  • any given program that it would take you forever to write them all yourself. Luckily, other

  • people have already done most of this for you.

  • In each programming language, you are able to use an import statement to import libraries

  • of functions into your program that you can use as you write it.

  • A library is simply a collection of functions that all have the same theme. It may be a

  • math library, a data analysis library, a library which translates text, or anything that you

  • can think of really. There is such a variety of libraries for any given language that most

  • functions you require that are not hyper-specific to your program can likely be found in some

  • library. In fact, a good portion of any programmer's job is looking online for packages which can

  • make his or her job easier instead of handwriting functions. Now, I can hear you saying, “Wow,

  • that's sick, how do I do it?” Well, it's quite simple: an import statement.

  • In most languages, an import statement consists of 3 parts. The library you would like to

  • import from, the package you would like to import from that library, and then which class

  • from that package you would like to use. For example, we could load up the Java library,

  • and from there import the util package, short for utilities, and then from that utilities

  • package import the scanner class, a class which allows us to read information from the

  • user. A package is simply a smaller sect of functions and methods to help differentiate

  • between the thousands of methods contained in a library, and class is even more specialized

  • than that.

  • Now if you don't know what specific classes you're going to want to pull methods from,

  • you can use a star * to import all classes within the package you'd like. However,

  • it can be beneficial to be more specific, and only import the classes you would like,

  • as it helps with efficiency of the program in the long run. For instance, in python,

  • the syntax to import a library is import followed by the library name. However, importing an

  • entire library is more computationally taxing than importing specific functions from a library.

  • Imagine you would only be using the factorial function from the python math library.

  • It would be a waste of computing power to import the entire library, and would increase

  • the load time for your program. For smaller programs, this isn't a big deal, but it

  • really starts to add up when dealing with larger projects. Therefore, you would instead

  • usefrom math import factorialor the java equivalentimport java.math.factorial”,

  • and now have access to that one math command only. This limits the functions that you can

  • use, however it saves programming runtime. If you decide you want to use another function

  • that you hadn't planned for, you can always go back and import that too. Many times, if

  • you try to use a function from a common package and you have not yet imported it yet, the

  • IDE will prompt you to do so.

  • If you're trying to figure out which libraries you want to import, think of the functions

  • you're going to need in your program. Perform a simple google search, and you will probably

  • run into a package or library that already exists in your IDE that you can use. And if

  • you can't, there are ways to download and import additional projects to fit your needs.

  • But if after all of that you still can't find a library that contains the function

  • you are looking for? Well that's a perfect segway into what we're going to talk about

  • next, which is the basic structure for writing your own functions.

  • So at this point we've talked about both what functions are and how we can get some

  • very useful functions by importing functions through packages. But there are definitely

  • going to be moments in your programming journey where you're going to want to make your

  • own functions because you want to make one specific to your program and code. Luckily,

  • making your own functions is extremely simple, there are just some basic rules I want to

  • cover. Now while we've previously used making functions as an example for other topics such

  • as the playerStats function from a little bit ago, they were extremely abstract and

  • didn't go in depth into what is needed for an actual function to operate. So right now

  • we're going to be covering a skeletal system of everything that needs to be included in

  • a function to get it to work.

  • Now think back to the 4 different types of functions that we talked about previously.

  • Functions that do and don't return values and functions that both do and don't take

  • in arguments. For creating your own functions, we're just going to go down the list and

  • talk about how to approach creating them, starting with the most basic of the bunch,

  • one which takes no arguments and returns no values, but before we start that, there are

  • a few small things I want to note about function naming conventions. The variable naming conventions

  • we talked about previously also translate over to function names. So you can't have

  • two word functions and you can't use special characters like periods or commas. Generally

  • you're going to want to follow the same camelCase style which we talked about in the

  • variables video.

  • Alright, so in general for making functions, each language differentiates how you tell

  • the computer that it's a function. In java you have to define the functions scope, which

  • is something you don't really need to know unless you're going to become more invested

  • in java, but basically it tells the computer which parts of code can use the function and

  • which type can't. For this series all of our functions are going to be public. From

  • there you then determine which type of function it is, so in this case since it won't be

  • returning any variables we'll just put void to signify this type of function will not

  • be returning anything. Finally, you put the function name after those two identifiers

  • along with a set of parentheses after it like so. The parenthesis are where your arguments

  • would go if you were making a function that took in arguments, but since for our first

  • type of function we're not incorporating arguments into this function, let's just leave

  • that blank. All of that is just for Java; Python on the other hand all you do is put

  • def, short for define, and then the function name with a set of parenthesis. So as you

  • can see, each language is going to be different, but the main thing we want to remember is

  • to always add parentheses. From there, we just type what we want our void function to

  • do within the confines of the function and then close off the loop and we're done,

  • easy peasy. In Java, the confines of the loop would be whatever is contained within the

  • curly brackets, and in python it would be until you are no longer indented. At its core,

  • this is the most primitive type of function we've just made. Something which takes in

  • no arguments and returns no values, quite similar to the printStats function from earlier

  • on.

  • Moving on to the next type of function, creating a void function that takes in arguments. Now

  • this process is going to seem very similar to the previous except for one small adjustment.

  • Remember the parenthesis that I mentioned like 30 seconds ago, well we put any variables

  • we want the user to pass into the function into these parenthesis, and then when wecall

  • that specific function, it will be required to have those variables passed into it. For

  • example, in Java, let's make a function that takes in 2 numbers and prints out the

  • product of those numbers. We start with the public void plus name of function setup since

  • again, we won't be returning any values. And now comes the new part. Inside the parenthesis,

  • you define which type of variables you want to pass in as arguments, in this case an integer,

  • and then a name for that variable. This name is what you will use to refer to the integer

  • the user passed in. For this example let's just call it num1. Then if we want to add

  • another argument, we simply add a comma in between the two and we can make another integer

  • variable num2 to hold the second number. We could do this for however many variables we

  • want to pass into the function, but for now let's close off the parenthesis and just

  • print the product of num1 and num2. As you can see, we refer to the two numbers the user

  • will input to the function as num1 and num2.

  • Now, whenever we want to call the multiplyNumbers function, we just have to make sure that we

  • are putting 2 numbers in as arguments. In this case the number 5 becomes num1, and the

  • number 8 becomes num2. From there we simply run the code and the number 40 is printed

  • to the console. It's important to note that you can also mix and match variables when

  • making arguments. So you can have someFunction which takes in a char, an integer, and two

  • strings all within one function. Pretty neat in my opinion. The last thing I want to mention

  • about arguments is that when you call a function you have to follow the variables you defined

  • when making the function. So for our multiplyNumbers function you couldn't put in a string and

  • then an int. It HAS to be two integers because that's what the computer is expecting to

  • be passed into the function.

  • So now that we've gone over how to make functions that don't return variables, we

  • have to cover those that do, and we'll start with ones that don't take in arguments.

  • Now the main difference between defining functions that return variables and defining ones that

  • do not is that in some cases you have to specify that you want this function to return an integer

  • variable, this is most commonly used in Java, where you would replacevoidwithint

  • to tell the computer that you want this function to give something back to you in the form

  • of an integer. This works the same as if you wanted to return a string, char, or even an

  • array. You simply replace the word after public with whatever variable you want to be returned

  • by the function.

  • The most important thing to remember about making functions that return variables is

  • that no matter what path your code takes, it MUST return a variable NO MATTER WHAT.

  • What does this mean? Well let's say you had some String function in a game and inside

  • of it there was an if statement where if the player score was above a 10, you returned

  • a congratulatory message. This works fine if you print the result of this function and

  • the player's score is above 10. But, if the playerScore was less than 10 then you

  • don't enter the if statement and then you don't have something prepared to be returned

  • to the user and so the function is going to throw you an error. You HAVE to have all your

  • paths covered which may seem simple, but if you're making a function with a switch statement

  • in it containing high amounts of cases, this can get out of hand quickly. Something I like

  • to do just to make sure this doesn't happen is put a return statement at the bottom of

  • the function with a string or an integer so unique that I'm able to tell that the code

  • is not running properly and can fix it. The main point I'm trying to get across however,

  • is always cover your exits and always have a return statement prepared for any case the

  • user may throw at you.

  • Another small thing to note is that you can't return one type of variable if you have already

  • defined the function to return another type. For example you can't return a string in

  • an integer function or vice versa. The return statement must always match the type of function

  • no matter what.

  • The final type of function is one that returns variables and also takes in arguments, and

  • for these all you need to do is combine what we've learned from the previous cases. First,

  • you assign your arguments in between the parenthesis, making sure you have also defined what variable

  • you want to return, and then ensure that no matter what path the code takes that you are

  • always returning that variable type. That concludes our discussion on functions. As

  • you can probably tell, functions are an extremely vast subject area and require a little bit

  • of practice to fully understand, which is why later on we'll recommend some websites

  • you can use to practice these more difficult topics.

  • Now I'd like to switch gears a little bit and continue our discussion from earlier on

  • arrays. Arrays, while useful, aren't the only way to store and manipulate information.

  • In fact, there are a multitude of different ways to store data in computer science including

  • LinkedLists, Stacks, Queue's, Maps, Trees, and many others too.

  • Right now; though, I'd like to talk about 2 cool, wacky and zany ways to store data

  • that we haven't previously covered: ArrayLists and dictionaries. But before we get into those,

  • let's get a little review/reinforcement of array's.

  • As you may remember, arrays are basically lists of values that are stored together.

  • When you initialize an array, you give it a size, and this size is fixed. You won't

  • be able to increase the size of the array, so when you make an array, it's length is

  • final. To access the values in an array, you reference them using an index which starts

  • at 0. What this means is that the first item of an array is not at position 1, it is at

  • position 0, and it's position is commonly referred to as it's index location. So,

  • to find the nth item in an array, you would refer to it as index location [n-1]. However,

  • as the size of an array is fixed, you have to be careful to not reference a position

  • that is beyond the total size of the array, or append too many items to it, as this will

  • return an error. We also have what are known as two-dimensional arrays,

  • which is an array containing an array at each of its indexes. Or, you could have an array

  • containing arrays containing arrays containing arrays containing arrays, depending one what

  • you're trying to do. Multidimensional arrays can be useful in more advanced programs for

  • organizing a wide volume of related values. If that's confusing at all, skip back to

  • earlier for our full discussion on Array's, the time-stamp will be in the description.

  • Now that we've reviewed array's, let's go over array lists. Array lists (or just

  • lists, in Python) can be thought of as a growing array.

  • Earlier, we mentioned how you have to be careful to set an appropriate size of your array and

  • make sure to only reference and append values such that you remain within the size of the

  • array. However, with array lists, this isn't a problem. After you initialize an arrayList,

  • it instinctively has a size of 10, but if you append a values such that the size of

  • the arrayList goes beyond 10 elements, an arrayList willgrowitself, meaning

  • that the computer will allocate more memory to the array to increase its total size so

  • that the new values can be appended. This is quite useful when you don't know the

  • exact number of values that the array will need to store, or want the ability to store

  • values to your heart's content, such as making a database with an unknown amount of

  • user's that will sign up.

  • There is a lot more to uncover when regarding arrayLists, but for this surface-level series,

  • that is all you pretty much need to know, so let's move on to dictionaries.

  • Now when we talk about dictionaries, we're not referencing that thick book you probably

  • have lying around your house which has thousands of definitions. In computer science, dictionaries

  • are like arrays, in that they store multiple values, however their values are stored very

  • differently. Rather than being referenced by their position within the dictionary linearly,

  • each value is tied to another value that is used to reference it, or itskey”. Because

  • of this, we need to throw away all conceptions of dictionaries as a linear way of looking

  • at data, since in actuality it is much more fluid and interchanging. Basically, we say

  • that each position in a dictionary holds a key/value pair. When referencing a value in

  • a dictionary, you will use it's unique key, and the dictionary will tell you the value

  • that is tied to it. Think of it like this, each time you add an item to your dictionary,

  • your computer creates a handcrafted box to store the data, and also custom-makes a jeweled

  • key, one of a kind, no other like it in the world. This way, there is only one key that

  • goes to the box that stores a certain bit of information. Because each key must be unique,

  • reusing a key in a dictionary will result in an error being thrown because having two

  • keys that are exactly the same would confuse the computer as to what box, or bit of information,

  • that key leads to. However, you can store the same value in multiple key/value pairs,

  • since the keys would all be different.

  • Now like I said, dictionaries are more fluid, making them easier to organize than arrays,

  • as everything is set up in a more logical manner. That is to say, it is easier to find

  • the value you are looking for when you are using keys rather than simply referencing

  • their positions. Let me explain what I mean. Imagine you have a dictionary of prices at

  • a store where the key is the name of the product and the value is the price of the item. Maybe

  • apples cost 1 dollars, milk costs 2 dollars, and bread costs 3 dollars. You can see that

  • in the dictionary, each key is the name of a product, and each key corresponds to the

  • price of each product. So to find the price of bread, all you need to do is simply call

  • the dictionary using the keybread”, and the dictionary would return the value

  • 1. This makes it extremely easy to track values through your code since you're working with

  • tangible values rather than numbers which don't mean anything to you.

  • You can also manipulate dictionaries in many the same ways you can manipulate arrays and

  • array lists. You can iterate through a dictionary and perform many operations and comparisons

  • on the values. If you want to find the product with the highest price, for example, you can

  • iterate through the dictionary to find the value that is the highest amongst the grocery

  • store items.

  • Arrays, arraylists, and dictionaries are useful in their own right, as are the mass amounts

  • of other ways to store data, and each boast certain advantages over one another. We already

  • covered the basics of 3, but since there are so many, we don't have time to go in-depth

  • into each and every one of them, and so in order to help you grasp the basics of storing

  • information, we're now going to talk about one of the most important functions needed

  • to understand arrays, which are searching algorithms.

  • Now, just as there are many ways to store information in computer science, there are

  • even more ways of searching through lists. Searching algorithms at their core are ways

  • in which we can look through a list of values stored in an array, say a patient name list

  • or a high score list, and find a particular piece of data. The goal of a searching algorithm

  • is to simply give the algorithm a string or object you want it to find and return the

  • index of the array that contains that string or object as fast as possible. Now this may

  • seem simple, but lots of software runs on the backbone of being able to search through

  • lists extremely quickly, making searching algorithms, and in particular efficient searching

  • algorithms, an important topic to cover. Additionally, this is the main functionality that arrays

  • are used for and is the backbone of many of the methods used with arrayLists as well as

  • many other storage methods, so knowing them will take you a very long way.

  • Typically searching algorithms are used to return the index of a particular data point

  • so that it can be used, modified, updated or checked on. For example, if you are about

  • to check into a hospital run on an array system for patients, the staff must search for your

  • name in the database and by returning the index of where your name is, they now have

  • a quantifiable number that they can use to easily check you in, rent out prescriptions,

  • schedule you for checkups, update your personal information, etc. without having to search

  • through the list for your name every time.

  • You may think that there is little difference between searching algorithms, since computers

  • nowadays can perform millions of calculations per second, but when you're a huge multi-billion

  • dollar corporation trying to find a certain data point in a list containing thousands

  • or even millions of data points, small differences in efficiency are going to make or break the

  • user experience. Even a 1% improvement in efficiency can mean big differences in the

  • amount of time a user is waiting for a simple task.

  • Now before we jump into different types of searching algorithms, we must discern between

  • the two states that arrays or lists can be in, either sorted or unsorted. A sorted list

  • of information is characterized by some sort of rankable value, whether that be a patient

  • ID, credit card number, or even by alphabetical values like username's or legal names. An

  • unsorted list is just some random assortment of related information, not sorted by any

  • particular order or reason. Some searching algorithms only work for sorted lists, usually

  • the more efficient ones, and some work for both sorted and unsorted lists, although these

  • are usually less efficient. If you end up pursuing computer science further, you will

  • have to deal with both sorted and unsorted lists, so it's good to know common searching

  • practices for both

  • Another thing to note is that we determine the efficiency of a searching algorithm based

  • on both the worst case scenario and the average number of items it must search. We call this

  • Big O notation, in which each searching algorithm has an equation which takes in the size of

  • the array as an integer n, and will output an worst-case scenario efficiency value that

  • we can use to compare with other searching algorithms. We can then also look at how long;

  • on average, it takes to find an element in a list. Using these two methods allows us

  • to easily compare how efficient two algorithms are. Alright, now that we've got some background

  • on searching, let's hop right into it.

  • The first type of search we'll be talking about is called a linear search and you've

  • honestly probably used this multiple times throughout your life. Every time you have

  • to search for your name on a list of people you probably follow the same pattern. You

  • start at the top, check to see if the first name on the list is yours, if it is. Great.

  • If not, you move on to the next name on the list until either you find your name, or you

  • don't in which case you leave. A linear search works the same way, you start with

  • the first element in the list, compare it to the value that you're trying to find,

  • and if they're the same you've found your match and return the index of that element,

  • and if not you move on to the next element in the list until you either find the thing

  • you're searching for or you run out of list to check. Seems pretty simple right? This

  • is because linear searches are pretty bad when it comes to efficiency, especially in

  • the worst case scenario. If the item you're searching for in the list is the last element,

  • you're going to have to check the entire list of items before you find the one you're

  • searching for. On average; however, you're going to get it about halfway through the

  • list. This makes the linear search O(n) worst-case scenario, since in the worst possible case

  • it will take the entire length of the array, or n, to find the correct value. The linear

  • search on average will return the correct index in O(n/2) or halfway through the list.

  • The linear search is great; however, since it can work with both sorted and unsorted

  • lists, because of the fact that it will eventually cover every element in the list. The other

  • search we'll cover requires the list to be sorted which may seem like a drawback,

  • but having a sorted list allows you to use algorithms that are far more efficient than

  • the linear search. So overall, the linear search is a good basic searching algorithm

  • for if you have an unsorted list, but if your list is sorted, there are way more efficient

  • options out there for you, such as the binary search which we'll be talking about now.

  • The binary search uses a recursive process to break the data in your list down into more

  • and more manageable bytes, taking advantage of the fact that it's sorted, in order to

  • find the item you're looking for faster. This one is much harder to wrap your head

  • around so let's start with an example. Let's say you have a list of 10 names sorted alphabetically,

  • like shown on the screen now, and you wanted to find your name within that list. In binary

  • search you would first look for the middle-most name, in this case the one at the 4th index.

  • Just a quick aside, since there is notruemiddle, the computer automatically uses the

  • next one down as themiddlevalue. Now, once you find your middle value, you first

  • check to see if the name you're searching for at the index you've chosen, if it is

  • you simply return that index, but 99.9% of the time it's not including right now, so

  • let's keep going. If the value at the middle index is NOT equal to the one you're searching

  • for, you check to see if the value you're searching comes before or after the middle

  • index. For example, if you were looking for the name Brendan and the value at the middle

  • index was Carl; Brendan obviously comes before matthew alphabetically and since we know the

  • list is sorted, what we can do now is ignore the entire bottom half of the list and just

  • focus on the top, since we know that if Brendan is even in the list, it's going to be in

  • that top half. Now, we simply treat the top half of the list as an entirely new entity

  • and repeat the process over again. Again, we would find the middle-most element of this

  • new list of names and again compare it to the name you're trying to find. If it's

  • the name we're trying to find, we return that index, but if not we compare to see if

  • it comes before or after the middle index. Going back to our example, let's say the

  • middle index of this new list is AJ. Now, we know that Brendan comes AFTER AJ alphabetically

  • so we can now ignore the top half of the list since we know that Brendan is going to be

  • in the top of our list. Now we repeat this process again and again until we find the

  • name we are looking for. So for our example, the middle index this time is Brendan, and

  • that's what we're searching for so we finally would return index 2. In binary search,

  • eventually the index we compare to our search term will be the same and once it is, we can

  • return the index and move on. Now if we don't find it, which happens after we have eliminated

  • the entirety of the list without finding our search term, the algorithm will simply return

  • a null value to let you know that the item you're searching for cannot be found in

  • the list. The binary search is way faster and more efficient than the linear search

  • since we are drastically cutting down the amount of elements we have to look at, making

  • the program run faster. In almost 99.9% of cases in which your list is sorted, the binary

  • search is going to return a result faster than the linear search, so if you have a sorted

  • list, your best option is to go binary. As for efficiency, the binary search is O(log

  • n) for the worst case scenario which can be confusing if you don't fully understand

  • logarithms, but all you need to know is that it is way more efficient than the linear search.

  • It's average scenario is actually also O(log n) as well, which again is infinitely times

  • more efficient than linear.

  • Now, while there are other types of searching algorithms you can use, these two are the

  • most common for both unsorted and sorted lists, so we will stop there for now. Up next, we're

  • going to be covering one of the most confusing and important topics in computer science,

  • recursion.

  • Let's start with the most important question: what exactly does recursion mean? In programming,

  • recursion refers to functions that repeatedly call themselves. Meaning, that in the instructions

  • that occur within a function, one of the instructions will be a call to that same function you're

  • already in.In the extremely primitive example on your screen now, you can see we have some

  • function which, in the confines of itself, calls itself. A recursive function will usually

  • take into account some integer as an argument, and will use this to carry out some instructions,

  • modifying the integer that was entered, before calling itself again with that new integer

  • as its argument.

  • To better understand these functions, let's discuss the basics of how we go about programming

  • one of these recursive functions and create one ourselves. A really good easy example

  • of a recursive function is one which sums all numbers from 1 to n, so let's make a

  • recursive function that does just that. The first thing we need is the actual function,

  • and we're going to make it an integer function which takes in an integer n as an argument.

  • The reason we do this will be explained later but for now let's move on to the base case.

  • A base case is simply a definite value which all recursive statements, the ones that are

  • being repeatedly called as we go through the function, try to get towards. At the beginning

  • of the function, we test the value that was passed in by the argument against the base

  • case to see if it is satisfied. Usually, these base cases are some requirements, like if

  • n, as I described before, reaches a certain value or is equal to a certain value.

  • It is extremely important that the base case is set to some requirement that n will eventually

  • meet for the same reason that it is important to avoid infinite loop: we do not want a stack

  • overflow error to occur. For example, if our base case was to stop calling the recursive

  • function when n was greater than 100, and if it is not, we call the function again but

  • with n-1, and we started with n as 99, we would never reach the base case and the recursive

  • function will repeatedly call itself over and over and over again, subtracting 1 from

  • n and hoping that somehow it will eventually be greater than 100 until your computer crashes,

  • not fun. So anyways back to our recursive sum example, let's make our base case when

  • n is less than or equal to 1. This way, we can start at some positive integer n

  • and subtract from it until it hits at or equal 1, in which case we can exit the recursive

  • statement. Cool. Now, if n is not less than or equal to 1, what we want to do is return

  • the SUM of both n and then the returning value of our recursiveSum method minus 1. Why do

  • we add n + the function call? Well let's actually go through the function as if we

  • were the computer and see why. We start with a call of recursiveSum with n = 3. We know

  • that 3 is not less than or equal to 1 so now we try to return a recursive sum of n (which

  • is 3) and the returning value of recursiveSum with an n of 2.

  • We don't KNOW what the returning value of recursiveSum with an n of 2 is so we have

  • to go through the function again, only this time n is 2.Again n is not less than or equal

  • to 1, and so this function will go into the else statement and return…2 plus ANOTHER

  • recursive statement, in this case the returning value of recursiveSum with an n of 1. So once

  • again we have to go through the recursiveSum function to get the value that will be added

  • to 2 and then returned and added to 3 and then returned. Hang in there we're close.

  • Now in this function, n IS less than or equal to 1 and so we return n, which is 1.

  • Now we take that n, which is 1, and that is what gets added to 2 in the previous function

  • call and then returned, so this would return 3. Now this 3 is what gets added to the first

  • function call, which is three, and so it becomes three plus three which is 6. And FINALLY after

  • all that time, we get 6 returned from the function. Which, if you've been following

  • along at home, 3 + 2 + 1 is indeed 6. Now this may seem like a waste of time since 1

  • + 2 +3 is not a hard operation. But to those of you saying that I ask you to please give

  • me the sum of all numbers from 1 to 3,567. Godspeed. Now recursion is a VERY difficult

  • concept to wrap your head around, so if you're not 100% comfortable with it at the moment,

  • please rewatch this section of the lecture to better familiarize yourself with it.

  • Alright cool, now that we have a little background on recursion, let's talk about why it works

  • so well. Now to understand why and how recursion works, we must first understand what a stack

  • is. A stack is a data structure that contains all of the tasks you instruct your program

  • to complete. Based on a certain method, your program will then carry out the tasks you

  • give it.

  • It's called a stack because if we call start another process before the previous one completes,

  • the process isstackedon top of the other one such as the animation on your screen

  • is showing now. Programs we write will follow the LIFO structure.

  • For those unfamiliar with accounting, LIFO means last in first out, or the last item

  • put on the stack will be the first one removed from it. Essentially, every time you ask your

  • computer to complete a task, that task is added to the stack, and will be the first

  • one to be resolved. Think of it like a stack of stones, you can keep adding stones on top

  • of your pile, but in order to get to one near the bottom, you first have to remove all the

  • rocks on top of it. Now when your function continually calls itself without end; without

  • a base case, like in our infinite loop example then the stack will never be resolved, as

  • items will be continually added to the stack without any of them ever being completed.

  • In this case, the memory allocated to the stack is exceeded, and a stack overflow error

  • occurs, resulting in your program crashing. Think of this as if you're doing chores

  • and before you complete one chore, you get called to do another chore, and then before

  • you can complete that one you get called to do another one.

  • Since you keep stacking tasks or chores on top of each other, the stack of tasks will

  • never be completed and you will probably die before ever finishing any of your chores.

  • This is the same logic that makes infinite loops crash your program. Recursion works

  • on these same principles. The initial call makes a second call which is added to the

  • stack, and now that one must be taken care of first, but in that one another function

  • is called which gets added to the stack, and so on, until you reach the base case in which

  • you slowly start going back down the stack.

  • In conclusion, recursion in general is extremely useful because by calling the same functions

  • repeatedly it breaks down the problem into smaller sections, and results in the program

  • being more efficient. Small parts of problems are easier to solve and less taxing to compute

  • than the entire problem at once, and the computer can combine these small solutions into the

  • main solution in the end.

  • Now as we wind down our introduction to programming series, we want to take some time and go over

  • some of the soft skills needed to be a successful computer scientist since it's not all about

  • writing code. In fact, many professional computer scientists will tell you that the majority

  • of their job is spent thinking about code rather than actually writing it. This is because

  • much of programming boils down to problem solving. How do we optimize this system, how

  • can we make this feature for our app? What type of movement do we want for our game and

  • how can we program it?

  • The harsh truth is that no good program has ever been written simply from the programmer

  • getting the prompt or idea, sitting down, hopping on an IDE, and starting to write code.

  • There are many tasks we should go through beforehand in order to plan out our code so

  • we ensure that when the time comes to program, it's a clean and easy process, and not riddled

  • with mistakes and bugs. This is where pseudocode comes into play.

  • Think of pseudocode like this, if you wanted to take a family trip to the grand canyon,

  • would you simply hop in your car and drive off and figure things out later? No, because

  • that would be ridiculous. Instead, you would spend some time planning out the trip, what

  • sites or places do you want to visit? What hotel reservations are you going to have to

  • make? What kind of things are you going to do when you get there? What routes or highways

  • are you going to take and why? All of these things must be determined out before you can

  • even think about hopping in your ford explorer. So how does this translate to pseudocode?

  • Well, think of our family trip to the Grand Canyon as a program. Programmers use pseudocode,

  • pseudo meaning not real, and code meaning, well, code, as a means to plan out their programs

  • before they write them, just like how we planned our trip before going. They throw away syntax

  • and naming conventions for variables and just focus on what they want the program to accomplish,

  • and how they plan on doing that. Pseudocode is very similar to constructing an outline

  • for a paper you're writing. You write down the main topics of the essay and plan out

  • your major talking points, but you don't worry about the nitty gritty details of it

  • all such as word choice, grammar conventions, and proper formatting. By doing this, we allow

  • ourselves to think freely and not worry about stressing the small stuff. At least not yet.

  • Alright, so now that we know WHAT pseudocode is, let's talk about HOW we write pseudocode.

  • You see, the best part about pseudocode is that it can take the form of many different

  • things for many different people. Each computer scientist probably has their own methodology

  • for planning out their code, and since there are probably hundreds of different methods

  • of writing pseudocode that are out there, today I'd like to focus on 3 popular ones

  • that I think you might find to be extremely useful.

  • The first of these are known as flowcharts, and mainly they can be used to think through

  • the process of a particular function. A flowchart is fundamentally a graphical representation

  • of a function and how it might flow. Many programmers do this, and lay out the conditional

  • statements and loops they want as different blocks in the flow chart, connected by arrows

  • and charting out every path of their function. From there, it's extremely easy to create

  • test cases and follow them throughout the flow of the function through the different

  • blocks and arrows. For example, we could have a flowchart that goes something like this.

  • A user enters a number, and if this number is 8, I want the program to return True; however,

  • if the number is not 8 then I want to return false. It's a great way to visualize what

  • the function's overall purpose is and also look for any errors that you may have missed

  • when thinking about the function, such as a missing path. It also abstracts the programming

  • statements up to simple blocks, making it easier to modify or change completely. The

  • best part is, that when you have finished testing cases you can simply convert the blocks

  • into statements and you have a well-written function without any debugging.

  • Another popular pseudocode technique that is used often is to simply write out what

  • you want your code to do chronologically. Don't necessarily think about what programming

  • statements and functions you want to use, just jot down, from start to finish, what

  • it is the program you are writing is going to do step by step. For example, let's say

  • you're making an app that takes in two numbers and divides them. The pseudocode for that

  • would look a little something like this. First I want to prompt the user to enter a number,

  • then I want to wait for the user to input the first number. After I get the first number,

  • I want to again prompt the user to input a second number. Once they do, I complete the

  • operation by dividing the two numbers entered and return the result back to the user. This

  • all seems like it would be common sense, but remember that oftentimes we're not going

  • to be working with simple multiplication functions, we may be working with full-scale games, algorithms,

  • or user interfaces with many different options. This method allows you the programmer to not

  • get bogged down with the syntax and conventions you have to follow, you're simply making

  • a note of what the program's ultimate goal should be, as if you were explaining it to

  • a friend of yours. This method really lets you plan out everything that needs to happen

  • in your program in order for it to run smoothly. It also ensures you don't forget about a

  • piece of an algorithm, or a certain function that you need to write in afterwards.

  • And the final pseudocode strategy that I'd like to talk about today is writing out the

  • main features you want the user to have when using your program, and what functions or

  • smaller programs you're going to need to complete those features. Let's do another

  • example, say you're making a banking interface and on start-up, you want the user to initially

  • have 2 different options. They can set up a new account or log into an existing account.

  • From there, if they log into their account you then want them to have the functionality

  • to withdraw money, deposit money, take out a loan, or pay back a loan. If they decide

  • to set up a new account, you want them to be able to create an account, store their

  • information in a database, and then access all of the features that a returning member

  • would have. This may look very similar to the flowchart, the only difference being this

  • is abstracted one level higher, over an entire program rather than just a single function.

  • If you really wanted to, you could also create a flowchart that would go through the functionality

  • of all 4 methods described above. Setting up the hierarchy like seen on your screen

  • now makes it clear to see every function and interface you're going to have to make.

  • This prevents you from having to try and shoehorn a function or feature into an almost finished

  • program at the last second is not a very fun experience in the slightest.

  • So there you have it, 3 pseudocode strategies you can use to plan out your code before you

  • even start writing any. The flowchart method, which is good for thinking through the flow

  • of a certain function. The write-up method, which is good for getting the general idea

  • down for a program, or the functionality planning method, good for listing out the functions

  • of a certain program. You can use none of them, all of them, a mix of them, or even

  • disregard these and find or create your own. The main goal here is to drastically minimize

  • the amount of errors that occur during your programming and relieve a lot of stress on

  • your head. The importance of pseudocode cannot be stressed enough, and if you don't believe

  • me, I urge you to try and complete a large project without it.

  • Ok, so if you've watched the series up until this point, you have gotten a pretty good

  • understanding of many aspects of programming, and also how to plan out your programs. Now

  • it's time to go out into the real world, and write some actual code.

  • But what kind of program? I can hear you asking me. And the answer is truly whatever you want,

  • really. As I'm sure you know by now, you can program just about anything that you have

  • on your mind, anything from simple games to complex software. We've equipped you with

  • the basics that are going to be used in pretty much any program you do decide to write. But

  • that doesn't mean every programming language is perfect for every application. Each language

  • has its own strengths and weaknesses, and choosing the right one is very important for

  • making it easier, or sometimes even just possible, for you to program what you want. So that's

  • what we are going to talk about now: choosing the best language for what you want to accomplish.

  • Now, we talked earlier about low level versus high level programming languages. In case

  • you forgot, let's do a quick refresher. Higher level programming languages have a

  • high level of abstraction from machine language, that series of 0's and 1's from way back

  • when, while lower level programming languages have a low level of abstraction from machine

  • language. For example, block programming where you drag and drop programming statements together

  • like 2d legos would be a high level language, as it does not take a high level of understanding

  • of the inner workings of a computer to program it. The theoretical highest level of a programming

  • language would be if I could just write down what I wanted the computer to do in simple

  • english and it would just work. But, sadly, that doesn't exist yet. On the other side

  • of the spectrum, the lowest level programming language would be just feeding 0's and 1's

  • into the computer at supersonic speed, which would be almost impossible and extremely absurd.

  • So, how do you choose what type of language is best for your needs? Well, it depends what

  • you are trying to do, as sometimes you need very specialized languages to get done what

  • you want. The world of computer science is vast and contains many fields, so trying to

  • cover everything in one language would be impossible. This has led to the creation of

  • thousands of different programming languages each designed for a specific task. Right now

  • though, we'll cover some of the most popular languages and their uses.

  • Now, if you are trying to design a website, and delve into that career path, using HTML

  • and CSS is probably your best bet. HTML is a markup language that is designed for writing

  • the content of a website, while CSS is great for designing the style of the website. You

  • interact with HTML code every day and you can even see it right now if you right click

  • and hit inspect element, this will truly show you how complex HTML and CSS can be.

  • Maybe it would be best for you to use a scripting language. A scripting language is a language

  • that has many commands for you to use and that can also be run without needing to be

  • compiled. Scripts can be faster to write than actual programs, and tend to be easier to

  • port between operating systems allowing for cross-platform support. Scripts can also be

  • used with websites, oftentimes adding to the overall user experience of the site. If you

  • want to go into web design, this might also be a path for you to go down. Examples of

  • scripting languages are Perl, PHP, Ajax, and Javascript.

  • If you just want to make a general purpose program, you should probably use a general

  • purpose language. General purpose languages, as they sound, have a wide range of applications.

  • Usually these should be your go-to languages. Examples of general purpose languages are

  • Java, C++, and Python. They each have their own different benefits over one another. Java

  • is best at developing games and interactive web pages, Python can act as a scripting language

  • for web programming as well as writing applications and data analysis. And C++ is best for writing

  • applications and system programs. They all have a variety of packages that you can import

  • and use to achieve the functionality you need from them. While selecting the right general

  • purpose language for your big projects is very important, for most of your programs

  • any one of them will work. It really comes down to preference. Get to know each language,

  • and decide which one's syntax rules you like best and find most comfortable. If you

  • get to know one general purpose language really well and enjoy programming with it, you can

  • apply it to just about any of the programs you plan on writing. Personally, I tend to

  • use Python for most of my projects. This is mostly not due to any functional difference

  • between Python and any other general purpose language, though there are a decent amount,

  • but it is mainly because I find its syntax rules most convenient and easiest to write

  • programs with. Overall, either you can consider the project you plan on doing, and research

  • and see which language boasts the most advantages for your purposes, or you can simply become

  • comfortable with a language and use it for most of the projects you decide to write.

  • We'll now be looking at our final topic of this introduction to programming mini-series.

  • You now have the knowledge of basic programming which will take you far in any language you

  • decide to learn, you know some good pre-programming pseudocode strategies to help you design your

  • code from the ground up, and you might already have a good idea as to the type of programming

  • language you might want to start with, so what's the next step? How can I learn that

  • language and what applications can it be used for? Well that's what we're going to be

  • covering now, so let's jump right into it.

  • Starting with the biggest question which is what's the next step. Well, now that you

  • might know which type of language you might be interested in, research that language and

  • find out whether or not you truly want to pursue that programming language. Most languages

  • like python or C++ will have either an official website where you can read up on, or a wikipedia

  • page which will provide you with useful information in deciding whether or not you want to pursue

  • that path. From there, the next step is to actually learn the language, which can be

  • done right here on YouTube. While we have taught you the basics of any programming language,

  • each specific language is going to expand upon the basic concepts and so watching tutorial

  • videos on a certain language is going to be very beneficial. Many websites will try to

  • get you to purchase paid courses or take classes which cost money, but you can find extremely

  • good courses here on YouTube for absolutely 0 cost to yourself. I would start with an

  • introduction series like the one you're currently watching, but for the language you

  • have chosen and work your way through that series, picking up on the syntax and rules

  • of that language until you become comfortable with it.

  • Once you do that, you come to a crossroads. You know how to program in a certain language,

  • but you may be completely clueless as to what to make in that language. Programmer's block

  • can leave you uninspired and not want to continue programming so I'd like to give you a few

  • sites to help out.

  • First is codingbat, a completely free website which has hundreds of coding challenges in

  • Java and Python to help you refine your programming skills and even learn some programming short-cuts

  • and tips. This is great if you want to get better at improving your efficiency and need

  • something to hone your skills as a developer. The next is CoderByte, which offers over 200+

  • challenges that you can complete in over 10 different languages, something that is sure

  • to help you improve. The final website I'd like to talk about is hackerRank, which not

  • only provides programming challenges to keep you on your toes, but also provides support

  • for using you programming skills to find jobs or internships, something you've probably

  • definitely thought about if you are taking programming up as a skill. These and many

  • more websites exist solely to keep you interested in code and work on refining your skills to

  • become better, you just have to find them because they're certainly out there.

  • Now if you're a teenager watching this series, I also encourage you to take the programming

  • classes in your high school. AP Computer Science Principles and AP Computer Science A are both

  • amazing courses which will help you greatly in the future, and are also incredibly informative

  • and important to colleges. Your school might also offer other classes in the field of computer

  • science, including ones on data structures, game design, and data science. Any and all

  • classes you can take to help expand your knowledge of programming and help you find your niche

  • is going to help tremendously.

  • As you can see, the world of code has now been opened up to you. These are just a few

  • examples of where you can go from here but there are many more we didn't talk about.

  • You can get into GitHub and start contributing to projects, you can work on your own projects

  • and collaborate with others, the possibilities are endless. The next step is up to you.

  • This concludes our introduction to programming mine-series, we hope you enjoyed watching

  • it as much as we enjoyed making it. If you enjoyed the series as a whole, consider subscribing

  • to our channel NullPointerException, which will be linked in the description, for more

  • content coming soon. Thanks for watching.

Welcome to Introduction To Programming. My name is Steven

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