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Computer Science 1 V22.0101 section 1 and 2 Lecture 1: administrative details Professor: Evan Korth New York University 1 Road Map for Today Welcome to Introduction to Computer Science I! Course Description – What material will we cover? – What am I getting myself into? Administrative Issues – Course Web Page, Text Book, Exams, Office Hours, Homework, Grading, Cheating Policy, etc. Syllabus Reading: chapter 1 2 Course Prerequisites Prerequisite: – V22.0002 or departmental permission. – Math placement at Calculus I level or higher. Who should be taking this course: – computer science majors or minors – other science students – students who know the basics of some programming language. Who should NOT be taking this course – Students that know Java well (should either go straight to 102 or take this class with honors) – Students that do not know any programming language You must get a c or better in this class to take further computer science classes. 3 Course Description Official Description: Students learn how to design algorithms to solve problems and how to translate these algorithms into working computer programs. Experience is acquired through programming projects in a high level programming language. V22.0101 is intended as a first course for computer science majors, and for students of other scientific disciplines. Programming assignments. 4 What the class is really about There are three main goals of this course: I. Foundations of Java a) We will talk about object orientated concepts. II. Foundations Algorithm Development III. Foundations of Software Development 5 1. Foundations of Java Programming Java is a popular programming language, widely used in industry. We will learn all the specifics of how to program in Java. This includes all the rules that are specific to Java. First we will review the fundamentals: Variables, Arithmetic, If / Else, For Loops, While Loops, Methods, Arrays, etc. Then will then cover new material including object orientated concepts. 6 2. Algorithm development We will look at problem solving methods that involve analyzing the problem and designing an algorithm before we start to write code. 7 Learn the Principles of Software Development Building high quality software is very difficult. The course presents the syntax and concepts of programming, and also presents strategies for building real software that addresses real problems. I will also try to bring my real-world industry experience to class. 8 Administrative Matters 9 Course Web Site Course web site is available at: http://www.cs.nyu.edu/courses/spring10/V22.0101001/index.html Web site contains the following information: – – – – – – – Administrative information Course Syllabus Homework assignments Class notes Class programs Sample exams Link to the class mailing list 10 Class mailing list First assignment is to join it. Do it today! Go to: http://www.cs.nyu.edu/mailman/listinfo/v22_0101_ 002_sp10 and follow the instructions All assignments and news will be sent to the class list Homework questions should be sent to the list and answered by students when possible. 11 Course Text Book Introduction to Java Programming (7th Edition) Brief Version Available at the NYU Bookstore Book includes a CDROM with Java programs and other supplemental materials. Lecture notes will follow the book. Please keep up with the reading! 12 Software For the course, you may use any IDE you are comfortable using. I will use one or more of the following in the classroom: – – – – Eclipse JCreator (Note: this IDE has no debugger) Netbeans I will also use the command line All these products can be downloaded from the web for free. The class website has links to the downloading sites for these programs. Please download the compiler as soon as possible. If you do not have your own computer, the computer labs on campus have the software. 13 Grading Your grade will be determined as follows: – – – – Midterm (25% ---- honors 20%) Homework (possible quizzes) (30%) Group project (5% ---- honors 10% (individual)) Final Exam (40%) Class participation will help your grade! 14 homework If you do not do the homework programs, you cannot pass the course. If home work is late, 25% is deducted. After one week of lateness, home work will not be accepted. Style counts from the beginning of this class. Submit the program via email to the e-tutor (more on this later) Back-up your files: For you own good you must save all programs in several places (make back-up copies!!). Computer crashes or lost programs are not valid excuses for not handing in an assignment. 15 A Word About Cheating For the purposes of this class, cheating is defined as by the CS Department’s academic integrity policy – Discussing homework concepts is fine, but you must submit your own work. If you are caught cheating, you will receive an immediate FAILURE for the course. 16 Student Civility In an effort to make this class enjoyable for everybody… – Please be on time to class! – Please do not talk to your friends and neighbors in class! It disturbs everyone, and makes it hard to concentrate. If you have a question, just ask me! – Please turn your pagers and cell-phones off! – Please do not sit in the back row. 17 Getting Help Help is always available! Option 1: Come to my Office Hours – Monday 12:30 – 1:30; Tuesday, 5:00 – 6:00; Thursday, 2:00 – 3:00 (I may change the time of my office hours) – Location: Room 319 Warren Weaver Hall – I get bored when nobody visits! – If you cannot make my office hours, I will be happy to make an appointment with you. Please try to give me advance warning when you need an appointment. Option 2: Write to the class mailing list. Please do not send homework code to the list. Option 3: Our TA. Option 4: Our e-tutor. Option 5: CAS Learning Center 18 syllabus Chapter 1, Introduction to Java Chapter 2, Primitive Data Types Chapter 3, Selection Statements Chapter 4, Loops Chapter 5, Methods Chapter 6, Arrays ---------------------------------------Chapter 7, Objects and Classes Chapter 8, Strings Chapter 9, Inheritance and Polymorphism Chapter 10, Abstract Classes and Interfaces Chapter 11 Object Orientated Design Chapter 16, Applets Chapter 19, Recursion 19 Object Orientated Programming Objects – Reusable software components that model items in the real world – Meaningful software units Date objects, time objects, paycheck objects, invoice objects, audio objects, video objects, file objects, record objects, etc. Any noun can be represented as an object – Very reusable – More understandable, better organized, and easier to maintain than procedural programming – Favor modularity 20 2000 Prentice Hall, Inc. All rights reserved. History of Java A group of 13 Sun employees including James Gosling started the “Green Project” in 1991 with the intention of planning for the next wave in computing. They designed the *7 which was “an interactive, handheld homeentertainment device controller with an animated touchscreen user interface” Gosling’s contribution to the project was an entirely new processor independent language call “Oak”. 21 History of Java (continued) To make a long story short, people at Sun decided to use this new language for the web. At the Sun World conference in May 1995, Marc Andreessen of Netscape announced an agreement to integrate Java into its browser – in a nutshell webpages were no longer going to be static. Over the next few years, java became very popular for writing applets (small programs included on webpages) Today in addition to writing applets, Java is used for writing large applications as well as applications for mobile devices For more on the history of Java, check out: http://java.sun.com/features/1998/05/birthday.html 22 Basics of a Typical Java Environment Java programs normally undergo five phases – Edit Programmer writes program (and stores program on disk) – Compile Compiler creates bytecodes from program – Load Class loader stores bytecodes in memory – Verify Verifier ensures bytecodes do not violate security requirements – Execute Interpreter translates bytecodes into machine language 23 2003 Prentice Hall, Inc. All rights reserved. Phase 1 Editor Disk Program is created in an editor and stored on disk in a file ending with .java. Phase 2 Compiler Disk Compiler creates bytecodes and stores them on disk in a file ending with .class. Primary Memory Phase 3 Class Loader Disk Phase 4 Bytecode Verifier . .. .. . Class loader reads .class files containing bytecodes from disk and puts those bytecodes in memory. Primary Memory Bytecode verifier confirms that all bytecodes are valid and do not violate Java’s security restrictions. Typical Java environment . .. .. . Primary Memory Phase 5 Interpreter . .. .. . Interpreter reads bytecodes and translates them into a language that the computer can understand, possibly storing data values as the program executes. 24 2003 Prentice Hall, Inc. All rights reserved.