Computer Programming CS 1 Introduction to Computers and Computer Technology Rick Graziani Fall 2015 Computer Architecture • Central Processing Unit (CPU) or processor – Arithmetic/Logic unit (ALU) • Performs operations on data such as addition and subtraction – Control unit • Coordinating the CPU’s activities • Holds input and results (output) for the ALU – Registers • Temporary storage for the CPU – General registers – Special purpose registers Rick Graziani graziani@cabrillo.edu 2 A CPU can be: A CPU can be: 1. A series of integrated circuits (chips) on one or more circuit boards – Older mainframe and minicomputers 2. On a single integrated circuit known as a microprocessor microprocessor = a CPU on a single chip microcomputer = older term for a computer with a microprocessor(s) (PC, Macintosh) Rick Graziani graziani@cabrillo.edu 3 Computer Architecture • Bus – Used to transfer bits between the CPU and RAM (main memory) Rick Graziani graziani@cabrillo.edu 4 User interface User Types (Input) 2+ 3 = Computer Outputs 5 Rick Graziani graziani@cabrillo.edu 5 Computer Architecture Value = 5 2+3=5 Value = 2 Value = 3 • Task: Add two values stored in main memory (RAM) – Data (two values) must be transferred from main memory to registers within the CPU – ALU: Values are added – Result stored in main memory (RAM) Rick Graziani graziani@cabrillo.edu 6 Computer Architecture 5 2+3 =5 2 2 3 3 2+3=5 • Task: Add two values stored in main memory (RAM) – Data (two values) must be transferred from main memory to registers within the CPU – ALU: Values are added – Result stored in main memory (RAM) Rick Graziani graziani@cabrillo.edu 7 Our CPU and the Pentium CPU Rick Graziani graziani@cabrillo.edu 8 Stored Program Concept Program instruction • Stored program concept: A program can be encoded as bit patterns and stored in main memory. – CPU can then: • extract the instructions as needed (copy them into its registers) • execute them Rick Graziani graziani@cabrillo.edu 9 Terminology Op-code Operand 1 2 3 4 5 6 7 8 9 A B C • • Description RXY RXY RXY 0RS RST RST RST RST RST R0X RXY 000 LOAD reg. R from cell XY. LOAD reg. R with XY. STORE reg. R at XY. MOVE R to S. ADD S and T into R. (2’s comp.) ADD S and T into R. (floating pt.) OR S and T into R. AND S and T into R. XOR S and T into R. ROTATE reg. R X times. JUMP to XY if R = reg. 0. HALT. Machine instruction: An instruction (or command) encoded as a bit pattern recognizable by the CPU Machine language: The set of all instructions recognized by a machine (CPU) Rick Graziani graziani@cabrillo.edu 10 Machine Instruction Types Op-code Operand 1 2 3 4 5 6 7 8 9 A B C Description RXY RXY RXY 0RS RST RST RST RST RST R0X RXY 000 LOAD reg. R from cell XY. LOAD reg. R with XY. STORE reg. R at XY. MOVE R to S. ADD S and T into R. (2’s comp.) ADD S and T into R. (floating pt.) OR S and T into R. AND S and T into R. XOR S and T into R. ROTATE reg. R X times. JUMP to XY if R = reg. 0. HALT. • Machine Instruction Types • – Data Transfer: Copy data from one location to another – Arithmetic/Logic: Use existing bit patterns to compute a new bit patterns – Control: Direct the execution of the program More in a moment Rick Graziani graziani@cabrillo.edu 12 Adding values stored in memory 2 3 2+3=5 5 Rick Graziani graziani@cabrillo.edu 13 Using machine language Rick Graziani graziani@cabrillo.edu 14 Computer Architecture 2+3 Rick Graziani graziani@cabrillo.edu =5 0 5 5 2 6 3 6E 5 6C 2 6D 3 15 Adding values stored in memory Step 1 Step 2 2+3 =5 0 5 5 2 6 3 6E 5 6C 2 6D 3 Step 3 Step 4 Step 5 • Data Transfer – Instructions that request the movement (copying) of data from one location to another Rick Graziani graziani@cabrillo.edu 16 Adding values stored in memory Step 1 Step 2 2+3 =5 0 5 5 2 6 3 6E 5 6C 2 6D 3 Step 3 Step 4 Step 5 • ALU – Instructions that tells the control unit to request an activity within the ALU – Capable of performing operations other than basic arithmetic operations, including: AND, OR, XOR. Rick Graziani graziani@cabrillo.edu 17 Remember our half-adder? Adding two bits 0 1 Inputs: A, B S = Sum C = Carry XOR 1 0 AND A 0 + B 1 = = C S 2’s 1’s 0 1 • Adding two, eight bit values involves a • similar process, just more gates (2 + 3 = 5): 00000010 + 00000011 = 00001001 Rick Graziani graziani@cabrillo.edu 0 + 1 ---1 18 Adding values stored in memory Step 1 Step 2 Step 3 Step 4 Step 5 • Control – Instructions that direct the execution of the program Jump or Branch instructions: Directs the CPU to execute an instruction other than the next one in the list. • Unconditional Jump: Skip to Step 6 • Condition Jump: If the value is 0 then Skip to Step 6 Rick Graziani graziani@cabrillo.edu 19 The architecture of our machine Address 00000000 00000001 00000010 00000011 11111111 • • Main Memory – 256 cells: 00 through FF (Hex) • 0000 0000 through 1111 1111 – Storage: 8 bits per cell CPU – 16 registers: 0 through F (Hex); 8 bits per cell – Program counter: (Address of) Keeps track of the next instruction – Instruction register: Contains the current instruction to be executed by the ALU. Rick Graziani graziani@cabrillo.edu 20 Converting Decimal, Hex, and Binary Dec. 0 1 2 3 4 5 6 7 Hex. 0 1 2 3 4 5 6 7 Binary 0000 0001 0010 0011 0100 0101 0110 0111 Dec. 8 9 10 11 12 13 14 15 Hex. 8 9 A B C D E F Binary 1000 1001 1010 1011 1100 1101 1110 1111 1 Hex digit = 4 bits Rick Graziani graziani@cabrillo.edu 21 Loading instructions into the computer Rick Graziani graziani@cabrillo.edu 22 Parts of a Machine Instruction 0011 0101 1010 0111 Op-code 1 2 3 4 5 6 7 8 9 A B C Operand Description LOAD reg. R from cell XY. LOAD reg. R with XY. STORE reg. R at XY. MOVE R to S. ADD S and T into R. (2’s comp.) ADD S and T into R. (floating pt.) OR S and T into R. AND S and T into R. XOR S and T into R. ROTATE reg. R X times. JUMP to XY if R = reg. 0. HALT. Binary (16 bits) 1 Hex digit = 4 bits Machine Language • Each instruction involves two parts: – Op-code: Specifies which operation to execute • LOAD, ADD, STORE, etc. – Operand: Gives more detailed information about the operation • Interpretation of operand varies depending on op-code Rick Graziani graziani@cabrillo.edu 23 Op-code 1 2 3 4 5 6 7 8 9 A B C Parts of a Machine Instruction Operand Description LOAD reg. R from cell XY. LOAD reg. R with XY. STORE reg. R at XY. MOVE R to S. ADD S and T into R. (2’s comp.) ADD S and T into R. (floating pt.) OR S and T into R. AND S and T into R. XOR S and T into R. ROTATE reg. R X times. JUMP to XY if R = reg. 0. HALT. Store the bits found in register 5 in main memory cell A7 5 Rick Graziani graziani@cabrillo.edu 8 8 A 7 1010 0111 24 The machine cycle Rick Graziani graziani@cabrillo.edu 25 Program Execution Rick Graziani graziani@cabrillo.edu 26 The program is stored in main memory ready for execution 1 Hex digit = 4 bits Hard Disk Drive 00 FF • • The program is copied put into main memory. – Typically from permanent storage. – Requires two memory cells per instruction: • Instructions are 16 bits; memory cells are 8 bits Program counter contains first instruction: A0 Rick Graziani graziani@cabrillo.edu 27 Performing the fetch step of the machine cycle Rick Graziani graziani@cabrillo.edu 28 Registers 0 5 Program Counter A0 Instruction Register 6 … • At the beginning of the first fetch: – Program Counter = A0 Rick Graziani graziani@cabrillo.edu 6C 02 6D 03 6E 29 Registers 0 5 6 Program Counter A2 A0 Instruction Register 156C … • 6C 02 6D 03 At the beginning of the first fetch: 6E – Instruction at A0 (and A1) loaded into Instruction register – Program Counter = A2 Rick Graziani graziani@cabrillo.edu 30 Registers 0 5 02 6 Program Counter A2 Instruction Register 156C … Load register 5 in main memory cell 6C 6C 02 6D 03 6E • CPU analyzes the instruction • Loads Register 5 with the contents of memory cell address 6C. Rick Graziani graziani@cabrillo.edu 31 Registers 0 5 02 Program Counter A2 Instruction Register 6 … • At the beginning of the next fetch: – Program Counter = A2 Rick Graziani graziani@cabrillo.edu 6C 02 6D 03 6E 32 Registers 0 5 02 6 03 Program Counter A2 A4 Instruction Register 166D … Load register 6 in main memory cell 6D 6C 02 6D 03 6E • • • • Instruction at A2 (and A3) loaded into Instruction register Program Counter incremented: A4 CPU analyzes the instruction Loads Register 6 with the contents of memory cell address 6D. Rick Graziani graziani@cabrillo.edu 33 Registers 0 2 02 Program Counter A4 Instruction Register 3 03 … • At the beginning of the next fetch: – Program Counter = A4 Rick Graziani graziani@cabrillo.edu 6C 02 6D 03 6E 34 Registers 0 05 5 02 6 03 Program Counter A6 A4 Instruction Register 5056 … Add: result into register 0, adding contents of register 5 and register 6 Adds contents of register 5 and 6, placing result into register 0. • • • • 6C 02 6D 03 6E Instruction at A4 (and A5) loaded into Instruction register Program Counter incremented: A6 CPU analyzes the instruction Adds contents of register 5 and register 6, storing the result into register 0. Rick Graziani graziani@cabrillo.edu 35 Registers 0 05 2 02 Program Counter A6 Instruction Register 3 03 … • At the beginning of the next fetch: – Program Counter = A6 Rick Graziani graziani@cabrillo.edu 6C 02 6D 03 6E 36 Registers 0 05 5 02 6 03 Program Counter A8 A6 Instruction Register 306E … Store contents of register 0, in memory cell address 6E • • • • 6C 02 6D 03 6E 05 Instruction at A6 (and A7) loaded into Instruction register Program Counter incremented: A8 CPU analyzes the instruction Stores contents of register 0 in the memory cell at address 6E. Rick Graziani graziani@cabrillo.edu 37 Registers 0 05 5 02 Program Counter A8 Instruction Register 6 03 … • At the beginning of the next fetch: – Program Counter = A8 Rick Graziani graziani@cabrillo.edu 6C 02 6D 03 6E 05 38 Registers 0 05 5 02 6 03 Program Counter AA A8 Instruction Register C000 … Halt the program • • • • 6C 02 6D 03 6E 05 Instruction at A8 (and A9) loaded into Instruction register Program Counter incremented: AA CPU analyzes the instruction Halts the program. (Program ends.) Rick Graziani graziani@cabrillo.edu 39 Algorithm • An algorithm is an ordered set of unambiguous, executable steps that • • defines a terminating process. Algorithms are part of many activities, even mundane ones. Note: Researchers believe that the human mind including imagination, creativity, and decision making, is actually the result of algorithm execution. – This is used in artificial intelligence Rick Graziani graziani@cabrillo.edu 40 Example • Obtain a basket of unshelled peas and an empty bowl. • As long as there are unshelled peas in the basket continue to execute the following steps: a. Take a pea from the basket b. Break open the pea pod c. Dump the peas from the pod into the bowl d. Discard the pod Rick Graziani graziani@cabrillo.edu 41 Defining the Algorithm Non-terminating sequence 1 2 3 4 5 6 7 8 9 10 11 … (this could go on for ever!) Ambiguous Organize the CDs (By title? By artist? By genre?) • An algorithm is an ordered set of unambiguous, executable steps that • • defines a terminating process. – Steps do not have to be executed in sequence. Non-Terminating Sequence: – Make a list of positive integers. – The above requirement could not be performed in an algorithm, because it does not terminate (it is infinite). Unambiguous – The instructions must be clear, specific and direct – No room for creativity or interpretation Rick Graziani graziani@cabrillo.edu 42 Abstract Nature of Algorithms • • An algorithm can represented in several ways. Example: Algorithm to convert temperatures from Celsius to Fahrenheit: – As an algebraic formula: • F = (9/5)C + 32 – As a written instruction: • Multiply the temperature reading in Celsius by 9/5 and then add 32 Rick Graziani graziani@cabrillo.edu 43 Algorithm Representation • • • Algorithm requires some form of a language. Algorithm is a form of communication – Don’t want misunderstandings – Proper level of detail – Proper level of difficulty Problems arise when: – Steps not precisely defined – Not enough detail Rick Graziani graziani@cabrillo.edu 44 Algorithm Representation Op-code 1 2 3 4 5 6 7 8 9 A B C Description LOAD reg. R from cell XY. LOAD reg. R with XY. STORE reg. R at XY. MOVE R to S. ADD S and T into R. (2’s comp.) ADD S and T into R. (floating pt.) OR S and T into R. AND S and T into R. XOR S and T into R. ROTATE reg. R X times. JUMP to XY if R = reg. 0. HALT. LOAD reg. R from cell XY • Primitive – A well defined set of building blocks (terms) used in • computer science. – Arithmetic and logic operations built into the language – Removes any ambiguity – Includes its own syntax Programming language – A collection of primitives (terms) and the rules that state how the primitives can be combined to represent more complex ideas. Rick Graziani graziani@cabrillo.edu 45 Op-code 1 2 3 4 5 6 7 8 9 A B C Operand Description LOAD reg. R from cell XY. LOAD reg. R with XY. STORE reg. R at XY. MOVE R to S. ADD S and T into R. (2’s comp.) ADD S and T into R. (floating pt.) OR S and T into R. AND S and T into R. XOR S and T into R. ROTATE reg. R X times. JUMP to XY if R = reg. 0. HALT. Store the bits found in register 5 in main memory cell A7 • • • • Machine language uses primitives High-level programming languages (C++, Java) use higher-level primitives, constructed from the lower-level machine language primitives. This results in an easier set of instructions to write. More later. Rick Graziani graziani@cabrillo.edu 46 Pseudocode Pseudocode 1. Enter two numbers. 2. Add the numbers together. 3. Display the result. • Pseudocode – A notational system in which ideas can be expressed • informally during the algorithm development process. (written sentence) Used independently of the programming language. – Each programming language has its own primitives and rules. Rick Graziani graziani@cabrillo.edu 47 Pseudocode Conditional selection • The selection of one of two possible activities depending upon the truth or falseness of some condition if condition then action or if condition then (activity) else (activity) • If this condition is true, perform this activity. If (sunny) then (put on sunscreen) • If this condition is true, perform this activity, otherwise perform a different activity. If (sunny) then (go swimming) else (go bowling) Rick Graziani graziani@cabrillo.edu 48 Repeating structure • Another common semantic structure is the repeated execution of a statement or sequence of statements as long as some condition remains true. while condition do activity • Also known as a while loop • Examples: while (tickets remain to be sold) do (sell a ticket) Rick Graziani graziani@cabrillo.edu 49 Repeating structure Counter 500 501 21 3 4 <End of loop> Hello Hello Hello Hello … Hello Task: Write Hello 500 times. Pseudocode Counter = 1 While counter is less than or equal to 500, write the word “Hello” and add 1 to Counter. Programming Code Counter = 1 While (counter <= 500) do (print “Hello”; Counter Counter + 1) Rick Graziani graziani@cabrillo.edu 50 For loop Counter 500 501 21 3 4 <End of loop> Hello Hello Hello Hello … Hello • A for loop can be used to accomplish the same thing as a while loop. • Note: There are some differences between while and for loops. Counter = 1 For (Counter <= 500) do (print the message “Hello”; Counter Counter + 1) Rick Graziani graziani@cabrillo.edu 51 For loop Counter 500 501 21 3 4 <End of loop> Hello Hello Hello Hello … Hello • A for loop can be used to accomplish the same thing as a while loop. • Note: There are some differences between while and for loops. For (Counter = 1; Counter <= 500; Counter Counter + 1) do (print the message “Hello”) Rick Graziani graziani@cabrillo.edu 52 Programming Concepts • Program consists of: – Declarative statements • Variables and data types – Imperative statements • Procedures, instructions, and algorithms – Comments • Enhance readability • Used throughout the program Rick Graziani graziani@cabrillo.edu 53 Variables and Data Types Variable Integer 125 Float 9.75 Character d • Variable – A location in RAM (main memory), given a descriptive • • name, which stores information. Data type – Variables are a type of day which can be: – Number • Integer: 0, 1, 2, 3, 4, 5, 6, etc. • Real (floating point): 9.75, 300.5412 – Character: a, b, c, A, B, C, etc. – String of text: “123 Main Street” Working area or scratch pad for the program. Rick Graziani graziani@cabrillo.edu 54 Data structure 1 2 3 4 5 … … 24 25 B o o l o o t i a n char Last_Name[25] • Variables are often associated with a data structure. • Data structure – A conceptual shape of arrangement of data • Homogeneous Array • – Block of values of the same type – Such as a one dimensional list or a two dimensional array (row, column) Example: String or array of characters – char Last_Name[25] Rick Graziani graziani@cabrillo.edu 55 Data structure Frame Dan Sue Gary Mary 1 2 3 6 12 0 9 1 7 7 3 4 Integer pins [bowler, frame] 5 6 7 8 9 10 pins [Mary, 2] = 7 • Two dimensional array – Row and column – Integer pins [bowler, frame] Rick Graziani graziani@cabrillo.edu 56 Assigning Value Integer 125 Float 9.75 Character • d Assignment statement – Statement which assigns a value to a variable. – Value assigned from user input – Value assigned from another variable – Value assigned from a specific value – Value assigned from a calculation that can include both variables and assigned values. Fahrenheit = (9/5)Celcius + 32 Rick Graziani graziani@cabrillo.edu 57 1 #include <stdio.h> This is a preprocessor command that includes standard input output header file (stdio.h) from the C library before compiling a C program 2 int main() This is the main function from where execution of any C program begins. 3 { This indicates the beginning of the main function. 4 /*_some_comments_*/ whatever is given inside the command “/* */” in any C program, won’t be considered for compilation and execution. 5 printf(“_____________”); printf command prints the output onto the screen. 6 getch(); This command waits for any character input from keyboard. 7 return 0; This command terminates C program (main function) and returns 0. 8 } Graziani graziani@cabrillo.edu This Rick indicates the end of the main function 58 • • #include <stdio.h> Display “Hello world” End the program int main() { printf("Hello world"); return 0; } Note: Actual syntax has been simplified #include <stdio.h> int main() { int a; • • • • • Display “Enter an integer” User enters a number Display “Integer you have entered is” Display the number the user entered End program printf("Enter an integer"); scanf(a); printf("Integer that you have entered is”, a); return 0; } Note: Actual syntax has been simplified #include<stdio.h> int main() { int a, b, c; • • • • • Display “Enter two numbers to add” User enters two numbers Add the two numbers Display “Sum of the entered numbers = “ and the sum End program printf("Enter two numbers to add "); scanf(a,b); c = a + b; printf("Sum of entered numbers = ",c); return 0; } Note: Actual syntax has been simplified #include <stdio.h> int main() { int n; • • • • • • Display “Enter an integer” User enters an integer Determine if the integer is even If the integer is even display “Even” Else display “Oven” End program printf("Enter an integer"); scanf(n); if (n/2 = 0) printf("Even"); else printf("Odd"); return 0; Note: Actual syntax has been simplified • “I want you to write on the chalk board, ‘I will not throw paper airplanes in class’, 500 times.” Rick Graziani graziani@cabrillo.edu 67 Programming Concepts Variable Count which is type integer Count 499 500 501 1 2 3 I will not throw paper airplanes in class. I will not throw paper airplanes in class. I will not throw paper airplanes in class. … I will not throw paper airplanes in class. I will not throw paper airplanes in class. Rick Graziani graziani@cabrillo.edu 68 Variables • Variables are declared, defined in the declaration section of the program. – Usually at the beginning of the program – Examples: int height_in_inches char first_initial float price Rick Graziani graziani@cabrillo.edu 69 Variables Count 499 500 501 1 2 3 I will not throw paper airplanes in class. I will not throw paper airplanes in class. I will not throw paper airplanes in class. … I will not throw paper airplanes in class. I will not throw paper airplanes in class. • Variables: – Can be given an initial value within the program – Value may change from: • Program instructions • User input Rick Graziani graziani@cabrillo.edu 70 Programming Concepts Variable Count which is type integer Count • Count = 1 • For Loop – As long as Count is less than or equal to 500 • – Add 1 to Count – Print “I will not throw paper airplanes in class” Exit program 501 500 499 3 2 1 Software Development Definitions Software or Program Instructions that tell the computer what to do Programmer Someone who writes computer programs Rick Graziani graziani@cabrillo.edu 73 CPU Instruction Set Instruction Set 0001 0010 0011 0100 0101 0110 0111 1000 1001 Instruction Move Compare Bit test Bit clear Bit set Add See group 10 See groups 11, 13, 14 Move byte Instruction Set A vocabulary (list) of instructions which can be executed by the CPU • The only instructions the CPU can run or execute • Example of a CPU’s Instruction Set Rick Graziani graziani@cabrillo.edu 74 First Generation Languages (Machine Language) • Programming computers using the CPU’s instruction set • Also known as Machine Language • (timeline) Machine Code File A software file which contains the instructions from the CPU’s instruction set. Rick Graziani graziani@cabrillo.edu 75 First Generation Languages (Machine Language) Advantages of First Gen. • Software programs execute (run) relatively very quickly • Software programs are relatively small in size • (Insignificant advantages today) Disadvantages of First Gen. • Difficult to write, very detailed and takes a long time • Difficult to read • Difficult to debug debug = the process to find mistakes in a software program Rick Graziani graziani@cabrillo.edu 76 Second Generation Languages (Assembly Language) Op-code 1 2 3 4 5 6 7 8 9 A B C Description LOAD reg. R from cell XY. LOAD reg. R with XY. STORE reg. R at XY. MOVE R to S. ADD S and T into R. (2’s comp.) ADD S and T into R. (floating pt.) OR S and T into R. AND S and T into R. XOR S and T into R. ROTATE reg. R X times. JUMP to XY if R = reg. 0. HALT. Assembly Language = The English-like instructions which are equivalent to the CPU’s instruction set Source Code= The actual instructions written by a programmer Compiler = Software which translates source code instructions of a particular language into machine code Rick Graziani graziani@cabrillo.edu 77 Second Generation Languages (Assembly Language) Question: Which of these two files (source code file or machine code file) will the user need to run this software program? Advantages of Second Gen. • Easier to read than first gen. • Easier to write than first gen. • Easier to debug than first gen. Disadvantages of Second Gen. • Still very difficult to write programs Rick Graziani graziani@cabrillo.edu 78 Using a compiler Rick Graziani graziani@cabrillo.edu 79 Using an Interpreter Rick Graziani graziani@cabrillo.edu 80 Interpreter versus Compiler Rick Graziani graziani@cabrillo.edu 81 Third Generation Languages (High level languages) Languages which are somewhere between machine language and the human language. FORTRAN (Formula Translation) - 1950's Language to allow scientists and engineers to program computers. COBOL (Common Business Oriented Language) - 1960 Language primarily designed for US government and defense contractors to program business applications on the computer. Grace Hopper was one of the developers of COBOL. BASIC (Beginner's All-purpose Symbolic Code) - 1960's Alternative language to FORTRAN for beginning programming students. Rick Graziani graziani@cabrillo.edu 82 Third Generation Languages (High level languages) Pascal (named after Blaise Pascal, 17th century French mathematician) 1970's Language to teach proper structured programming. Structured programming = Programming technique used to make programming more productive and easier to write. Stresses simplistic, modular programs. ADA (named after Ada Lovelace (programmed the 19th century 'analytical engine') - late 1970's Language developed to replace COBOL. Rick Graziani graziani@cabrillo.edu 83 Third Generation Languages (High level languages) C (successor to BCPL or "B") - 1970's Popular programming language on computers from microcomputers to super computers. Faster and more efficient language. Very powerful language. Source code example of a C Program (Displays Hello World! on the screen.) #include <stdio.h> main() { printf("Hello World!"); } C++ (pronounced "C plus plus") - 1980's Object oriented language which is compatible with C. JAVA Rick Graziani graziani@cabrillo.edu 84 Third Generation Languages (High level languages) Advantages • Easier to read, write and debug • Faster creation of programs Disadvantages • Still not a tool for the average user to create software programs • Requires very good knowledge of programming and of the language Rick Graziani graziani@cabrillo.edu 85