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.
COMP1405 LIST OF TOPICS (UNORDERED) FOR WEEKLY OUTLINE (Mark's Opinion)
- WHAT IS COMPUTER SCIENCE
- problem solving
- algorithms
- abstraction and problem decomposition
- divide and conquer
- efficiency (just an intro to the ideas behind it)
- PSEUDO-CODE
- SEQUENCING INSTRUCTIONS
- top down coding in sequence (e.g., draw a house)
- VARIABLES
- declaring vs. assigning
- memory usage (how memory is affected)
- 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)
- COMMENTING / CODE FORMATTING GUIDELINES
- ARRAYS (1D and 2D)
- initializing and memory usage
- simple 1D (sum.avg/max/min)
- insert/remove
- copy/growing array
- 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
- EVENT-DRIVEN PROGRAMMING (if using Processing)
- GRAPHICS (if using Processing)
- drawing with lines/shapes
- grabbing/selecting/moving graphical objects
- USER INTERACTION
- 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
- SORTING
- SEARCH
- linear
- binary
- exhaustive
- SIMULATION
- virus clearing
- Roomba
- HOW TO READ CODE ???
COMP1406 LIST OF TOPICS (UNORDERED) FOR WEEKLY OUTLINE (Mark's Opinion)
- EDITING AND BUILDING SOFTWARE
- basic IDE usage
- RECURSION
- 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
- writing files
- reading files
- parsing files
- WINDOWING
- display text output
- get textfield input
- buttons
- design and layout
- handling events
- menus
- dialog boxes
- EVENT-DRIVEN PROGRAMMING (if not using Processing in 1405)
- MODEL/VIEW/CONTROLLER
- GRAPHICS (if not using Processing in 1405)
- drawing with lines/shapes
- grabbing/selecting/moving graphical objects
- 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
- read internet page
- two applications talk over network
- FORMATTING output nicely
- string manipulation
- display in columns (i.e., tabbing)
- display dates/times
- ABSTRACT DATA TYPES / DATA STRUCTURES
- lists
- structures
- tuples
- binary trees
- dictionaries
- sets
- stacks, queues
- TESTING AND DEBUGGING
- design vs. implementation errors
- basic test cases, regression testing?
- basic debugger usage
- strategies for identifying and fixing programming problems
- OPTIMIZATION
- e.g., knapsack
- greedy
- DYNAMIC PROGRAMMING
EXTRA LIST OF TOPICS TO ADD IF TIME PERMITS (Mark's Opinion)
- UNDERSTANDING APIs
- basic idea of contract, side effects
- DATABASE APIs ???
- Allow use of key/value stores as used by standard websites
- SOFTWARE LICENSES
- open source and commercial
- restrictions on reuse
- REVISION CONTROL
- have students grab class code from this, pull updates
- make commits/push to submit?
- CONCURRENCY/PARALLEL CODE
- maybe not standard locking but some clean parallel constructs?
Sample weekly outline (Fall 2006)
1. Introduction Sept 7-8
- intro to CS - class stuff
2. Algorithms Sept 11-15
- what are they - intro to problem solving - statements - pseudocode
3. Variables Sept 18-22
- concept - identifiers - assignment - expressions, arithmetic
4. Conditionals Sept 25-29
- Decision statements - boolean operators - if / then / else - case / switch - going from problem description to conditional statement
5. Iteration Oct 2-6
- idea of looping - starting / stopping / stepping - loop bodies - top and bottom loops - for loops - while loops - going from problem to loop statements
6. Subprograms Oct 9-13
- idea of modularization - functions and procedures - parameter passing - variable scope - when to modularize (problem solving)
7. Computer architecture Oct 16-20
- basic von Neumann architecture - linear memory organization - possibly midterm post-mortem in this week
8. Data structures 1: Arrays Oct 23-27
- idea of data structures & collections - arrays & linear memory - array operations, initialization - relation to loops - 2D arrays - going from problem to array specification
9. Data structures 2: Structs Oct 30-Nov 3
- idea of user-defined structures - why and when to use - examples
10. Searching Nov 6-10
- a larger problem domain - linear and binary search - 'putting it all together' (arrays, loops, variables, etc) - introduction to algorithm analysis (just the idea that different
algorithms can take different time)
11. Sorting Nov 13-17
- same basic structure as searching week - bubble sort and selection sort
12. Recursion Nov 20-24
- introduction to the idea - base cases & recursive cases - composition steps (returning a value)
13. Review Nov 27-Dec 4
- lab exam postmortem - review for the final
Textbooks
- Sedgewick and Wayne, Introduction to Programming in Java
Assigned Problems (processing and other)
Draw a face, draw a house, draw a robot. (basic straight-line code)
Logical drawing (draw simple forms based on mouse position)
Using for loops to augment drawing. Grass: Stars: - change the size, color distribution of stars - draw stars only above the horizon - draw stars only inside a circle (telescope view)
- add freckles to the face, hair
Skyscraper: - draw location based on loop variable variants: some windows dark, some lit draw entire city (collection of buildings) base sky color and window distribution on mouse pointer (windows get dark as it gets later)
Simple image processing: Convert colored image to greyscale Convert image to black and white; variant: base proportion of blackness on mouse position Convert image to red and white -- only keep red pixels (problem: how to define?)
Robot behaviour: Move small robot image or drawing primitive based on obstacles, mouse pointer e.g., flee from mouse e.g., attracted to mouse e.g., want to maintain certain distance from mouse