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What is Computer Science

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Declarative knowledge is 'what is' knowledge. What ... Imperative knowledge is 'how to' knowledge ... This is Heron's method of successive averaging. Processes ... – PowerPoint PPT presentation

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Title: What is Computer Science


1
What is Computer Science?
  • Mr. Throndson
  • Fall 2008

2
It is NOT a Science
  • It is part Engineering
  • It is part Art Form
  • It is similar to MAGIC!

3
Declarative vs. Imperative Knowledge
  • Declarative knowledge is what is knowledge
  • What is a square root?

4
Declarative vs. Imperative Knowledge
  • Imperative knowledge is how to knowledge
  • Imperative knowledge leads us to define a PROCESS
    to get a task done.

5
One example ofHow to find a square root of x
  • Guess a number g (less than x)
  • Average g and x/g
  • This average is your new guess
  • Repeat steps 2 and 3 until your guess is good
    enough
  • This is Herons method of successive averaging

6
Processes
  • These methods or processes are what we will be
    working on
  • Non-programmers think of these as the magical
    spirit in the machine

7
Procedures (Rules)
  • We use procedures to control the process
  • They are analogous to using spells to control the
    magical spirit
  • The language we will use is Java

8
Procedures (Rules)
  • Learning the rules isnt really that hard
  • Realizing the limitations and implications of the
    rules is hard
  • Becoming a master of the rules is hard

9
Real Programming Skills
  • Useful programs most often need to be large
    programs
  • How do we break down the task into smaller steps?
  • How do we put the programming pieces together?
  • This is software engineering

10
1. Introduction to hardware, software and the
Internet
  • Elements of a computer system.
  • How information is represented in computer
    memory.
  • A glimpse of binary and hex systems and ASCII /
    Unicode.

11
2. Software development environment
  • Getting familiar with the software development
    process.
  • Compilers and interpreters.
  • Running a Java program in a command-line
    environment.
  • Using an IDE.
  • Java classes and source files.
  • A brief introduction to OOP.
  • Lab Compile and run simple programs using
    command-line JDK tools or an IDE (Section 2.4).
  • Lab Compile and run simple GUI applications and
    an applet (Section 2.6).

12
3. A first look at objects and classes
  • Classes and objects.
  • Classes and source files.
  • Case study First Steps (a prototype for the
    Dance Studio program).
  • CRC cards.
  • Library classes and packages.
  • The import statement.
  • Extending library classes.
  • A first look at fields, constructors, and methods
    of a class.
  • Inheritance.
  • Lab Exploring objects Calling a Foot object
    methods
  • Lab Finish the Walker class and write the
    WalkerTest class
  • Lab Redefining methods in subclasses, Pacer
    class
  • Lab Exploring objects add Walker and Pacer
    objects to the group

13
4. Algorithms
  • The concept of an algorithm.
  • Pseudocode and flowcharts.
  • Iterations.
  • Recursion.
  • Working with lists.
  • Case study Euclids GCF Algorithm.
  • Lab Print stars using iterations and recursion

14
5. Java syntax and style
  • Syntax and style in a programming language.
  • Comments.
  • Reserved words and programmer-defined names.
  • Statements, braces, blocks, indentation.
  • Syntax errors, run-time errors, logic errors.
  • Lab Correcting syntax errors and a logic error
    as an adventure game

15
6. Data types, variables, and arithmetic
  • The concepts of a variable and a data type.
  • Declarations of variables.
  • Fields vs. local variables.
  • The primitive data types int, double and char.
  • Literal and symbolic constants.
  • Initialization of variables.
  • Scope of variables.
  • Arithmetic expressions.
  • Data types in arithmetic expressions.
  • The cast operator.
  • The compound assignment (, etc.) and increment
    and decrement operators (, --).
  • Converting numbers and objects into strings.
  • Lab Pie Chart
  • Lab Rainbow
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