SCS Curriculum Reinvention Committee
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COMP 1405/1406 Redesign
Topic Brainstorming
Add topics here at the end of the section. Please don't remove anything!
- WHAT IS COMPUTER SCIENCE
- problem solving
- algorithms
- abstraction and problem decomposition
- efficiency ??
- PSEUDO-CODE ??
- SEQUENCING INSTRUCTIONS
- top down coding in sequence (e.g., draw a house)
- VARIABLES
- declaring vs. assigning
- memory usage ??
- constants
- examples:
- compute simple math formulas
- interactive input (e.g., use mouse position)
- motion (if doing graphics)
- Numbers
- integers
- floats
- CONDITIONALS
- simple IF/ELSE
- nested IF
- booleans(AND/OR)
- examples:
- make choices based on runtime input
- basic state machine
- edge cases / error checking
- ITERATION
- repeating X times (REPEAT)
- counting (FOR)
- repeating until condition (WHILE)
- nested loops
- examples
- sum/avg/max/min
- counting matches
- MonteCarlo approximation
- loop until user input
- searching (find first match)
- ARRAYS (1D and 2D)
- initializing and memory usage
- simple 1D (sum.avg/max/min)
- insert/remove
- copy/growing array
- Optimization
- e.g., knapsack
- greedy
- Simulation
- virus clearing
- Roomba
- Abstract data types
- Sorting
- Search
- linear
- binary
- exhaustive
- Divide and conquer
- Dynamic programming
- FORMATTING
- string manipulation
- display in columns (i.e., tabbing)
- display dates/times
- Data structures
- lists
- structures
- tuples
- binary trees
- dictionaries
- sets
- stacks, queues
- Complexity analysis
- informal
- OBJECTS
- instance variables
- initialization (constructors)
- shared references
- static vs. instance
- FUNCTIONS and PROCEDURES
- simple computations and return values
- passing parameters
- passing arrays as parameters
- helper methods
- RECURSION (likely 1406 material?)
- inductive definitions of data and associated recursion patterns.
- direct vs. indirect
- tail recursion
- examples:
- math problems (factorial/sum/avg)
- searching mazes
- iterate a non recursive data structure (array)
- iterate a recursive data structure (e.g., tree)
- PERSISTENCE (likely 1406 material?)
- writing files
- reading files
- parsing files
- WINDOWING
- display text output
- get textfield input
- buttons
- design and layout
- handling events
- menus
- dialog boxes
- GRAPHICS
- drawing with lines/shapes
- grabbing/selecting/moving graphical objects
- User interaction
- PROPER CODING STYLE
- encapsulation
- polymorphism
- private/public/protected data
- INHERITANCE
- class hierarchies
- abstract vs. concrete classes ?
- overriding/inheriting methods
- type-casting (needed if JAVA used) ?
- NETWORKING ?? (1406 ... as interesting examples)
- read internet page
- two applications talk over network
- Event-driven programming
- Model-View-Controller (more for 1406)
- Database APIs
- Allow use of key/value stores as used by standard websites
- Testing and debugging
- design vs. implementation errors
- basic test cases, regression testing?
- basic debugger usage
- strategies for identifying and fixing programming problems
- Software licenses
- open source and commercial
- restrictions on reuse
- How to read code
- editing and building software
- basic IDE usage
- commenting, code formatting guidelines
- revision control
- have students grab class code from this, pull updates
- make commits/push to submit?
- Understanding APIs
- basic idea of contract, side effects
- Concurrency/parallel code
- maybe not standard locking but some clean parallel constructs?
- Relative costs of operations
- memory vs. I/O vs. computation
- very basic benchmarking
- main idea: know that you can't predict what is going to be fast in practice w/o tests
- my first wiki entry ever! - djh
Should we copy the MIT 6.00 outline here?
Sub categories?
Yes, we can add sub categories here.
Weekly Outline
We'll put the weekly outline here