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This module introduces programming concepts from an object-oriented perspective as an introductory course. Topics covered include Java constructs, problem-solving, and program development methodologies. Classes are taught by experienced instructors and cover essential programming skills. Students can expect to learn practical Java skills, problem-solving techniques, and mathematical maturity. The course emphasizes the development cycle, modular design, and testing strategies. By the end of the course, students will be equipped to solve algorithmic problems and write efficient programs using Java. The syllabus includes lab assignments, mid-term tests, and a practical exam. Both lecture and discussion sessions are conducted in a lab setting.
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CS1101: Programming Methodologyhttp://www.comp.nus.edu.sg/~cs1101x/
Java Appreciation Java Appreciation OR What’s In Store In CS1101? by Aaron Tan
Exercising Your Choice CS1101 or CS1101S Java Scheme
CS1101: Course Description “This module introduces the fundamental concepts of programming from an object-oriented perspective, and is perceived as the first and foremost introductory course to computing.” No prior experience is assumed.
CS1101: Objectives • Learning about programming methodology and principles, using the object-oriented model. • Outcomes: • Know how to solve simple algorithmic problems. • Know how to write good small programs. • JAVA is merely a tool. • This is not a course on just JAVA alone!
CS1101: Lecture Groups • Group X (3 lecture groups): • Mr Aaron Tan Tuck Choy (Module coordinator) • For students with more experience • Group Y (3 lecture groups): • A/P Lee Mong Li • A/P Wynne Hsu • Dr Razvan Voicu • Group Z (3 lecture groups): • A/P Tan Chew Lim • Dr Anthony Fang • Mr Henry Chia CS1101X, Y and Z all cover the same syllabus, and have common tests. Final grading of CS1101X, Y and Z is done together as a single group.
Module Website • http://www.comp.nus.edu.sg/~cs1101x/
Workload (5 MCs) • Lectures: • 3 hours/week in a lab setting. • Discussion: • 2 hours/week in a lab setting. • Continual assessment: • Lab assignments • Mid-term test • Practical Exam
Skills Set (1/2) Java constructs Problem solving Program
Skills Set (2/2) • Java constructs (transferable skills) • Class and objects; types and variables; control constructs (selection, repetition); APIs; arrays; exceptions; applications (searching, sorting). • Problem solving (more transferable skills) • Programming methodology (development cycle, top-down design, modularity); testing and debugging; abstraction. • Others • Software tools (editor, compiler, debugger, CourseMarker); mathematical maturity.
Method body A Java Program (Hello.java) Comments // Display a message. public class Hello { public static void main(String[] args) { System.out.println("Hello World!! :-D"); } } Class name Method name Output
A Java Program (Welcome.java) API package // Author: Aaron Tan // Purpose: Ask for user’s name and display a welcome message. import java.util.*; public class Welcome { public static void main(String[] args) { Scanner scanner = new Scanner(System.in); System.out.print("What is your name? "); String name = scanner.next(); System.out.println("Hi " + name + "."); System.out.println("Welcome to CS1101!\n"); } } Creating a Scanner object Input An object of class String
Object-Oriented Programming (OOP) • The fundamental OOP concept: An object-oriented program uses objects. • Demo on BlueJ: • Illustrate concepts of object and class • Creation of objects • Sending messages to objects
Objects and classes (1/2) • Object-oriented language • Models real-world objects you find in everyday life. • Objects • Represent ‘things’ from the real world, or from some problem domain (“that red 1200cc Honda car”, “my 2-year old Persian cat with a short tail”). • Have name, state (set of values for its attributes) and behaviors (via methods). • Perform actions or interact by sending messages. • Classes • Represent all objects of a kind (“car”, “cat”). • A class is a model/blueprint/prototype for an object. An object is an ‘instance’ of a class. Many instances (objects) can be created from a single class.
Objects and classes (2/2) • Class is a concept; object is a concrete entity. • A class defines what attributes an object has, but each object stores it own set of values, which contribute its state. • Example: PlayingCards is a class, whose properties are rank and suit. The queen of clubs and nine of diamonds are two instances (objects) of this class. • New class (type of objects) can be derived from an existing class. • Superclass and subclass: the subclass extends/specializes the functionality of the superclass and inherits the properties and behaviors of the superclass.
BlueJ • Designed at Monash University, Australia. • Runs on top of Sun Microsystems’ Java Development Kit (JDK). • Provides an Integrated Development Environment (IDE) with editor, compiler and debugger. • Simple user interface, easy to use. Do not need to write complete application. • Refer to course websitehttp://www.comp.nus.edu.sg/~cs1101x/(click on “Resources…” “Online”) • Download BlueJ and its documentation.
BlueJ: Creating objects (1/4) • Choose example shapes. • Classes: Square, Circle, Triangle, Canvas.
BlueJ: Creating objects (2/4) • Creating a new object Right click on Circle class and choose new Circle() to create a new Circle object. Circle() is a constructor.
BlueJ: Creating objects (3/4) • Creating a new object
BlueJ: Creating objects (4/4) • Creating a new object A new Circle object circle1 is created.
BlueJ: Calling methods (1/3) • Methods implement the behavior of the objects. Right click on the circle1 object and select the makeVisible() method.
BlueJ: Calling methods (2/3) • Methods implement the behavior of the objects. Experiment with other methods: makeInvisible(), moveDown(), moveRight().
BlueJ: Calling methods (3/3) • Methods with parameters: • changeColor(newcolor), changeSize(newDiameter), moveHorizontal(distance).
BlueJ: State (1/2) • State: the set of values of all the attributes of an object. Right click on the circle1 object and select the Inspect function.
BlueJ: State (2/2) • Objects of the same class have the same fields/attributes. But each object may have it own set of values for its attributes. State of circle1 object. Fields: int diameter int xPosition int yPosition String Color boolean isVisible
BlueJ: Source code (1/8) • Right click on class Circle and select “Open Editor”. import java.awt.*; import java.awt.geom.*; /** * A circle that can be manipulated and that draws itself * on a canvas. * @author Michael Kolling and David J. Barnes * @version 1.0 (15 July 2000) */ public class Circle { private int diameter; private int xPosition; private int yPosition; private String color; private boolean isVisible;
BlueJ: Source code (2/8) // Create a new circle at default position with default color. public Circle( ) { diameter = 30; xPosition = 20; yPosition = 60; color = "blue"; isVisible = false; } // Make this circle visible. If it was already visible, do nothing. public void makeVisible( ) { isVisible = true; draw( ); } // Make this circle invisible. If it was already invisible, do nothing. public void makeInvisible( ) { erase( ); isVisible = false; }
BlueJ: Source code (3/8) // Move the circle a few pixels to the right. public void moveRight( ) { moveHorizontal(20); } // Move the circle a few pixels to the left. public void moveLeft( ) { moveHorizontal(-20); } // Move the circle a few pixels up. public void moveUp( ) { moveVertical(-20); } // Move the circle a few pixels down. public void moveDown( ) { moveVertical(20); }
BlueJ: Source code (4/8) // Move the circle horizontally by 'distance' pixels. public void moveHorizontal(int distance) { erase( ); xPosition += distance; draw( ); } // Move the circle vertically by 'distance' pixels. public void moveVertical(int distance) { erase( ); yPosition += distance; draw( ); }
BlueJ: Source code (5/8) // Slowly move the circle horizontally by 'distance' pixels. public void slowMoveHorizontal(int distance) { int delta; if (distance < 0) { delta = -1; distance = -distance; } else { delta = 1; } for (int i = 0; i < distance; i++) { xPosition += delta; draw( ); } }
BlueJ: Source code (6/8) // Slowly move the circle vertically by 'distance' pixels. public void slowMoveVertical(int distance) { int delta; if (distance < 0) { delta = -1; distance = -distance; } else { delta = 1; } for (int i = 0; i < distance; i++) { yPosition += delta; draw( ); } }
BlueJ: Source code (7/8) // Change the size to the new size (in pixels). // Size must be >= 0. public void changeSize(int newDiameter) { erase( ); diameter = newDiameter; draw( ); } // Change the color. Valid colors are "red", "yellow", // "blue", "green", "magenta" and "black". public void changeColor(String newColor) { color = newColor; draw( ); }
BlueJ: Source code (8/8) // Draw the circle with current specifications on screen. private void draw( ) { if (isVisible) { Canvas canvas = Canvas.getCanvas( ); canvas.draw(this, color, new Ellipse2D.Double(xPosition, yPosition, diameter, diameter)); canvas.wait(10); } } // Erase the circle on screen. private void erase( ) { if (isVisible) { Canvas canvas = Canvas.getCanvas( ); canvas.erase(this); } } }
Problem Solving (1/3) • Problem Algorithm Program • Task 1: Anagram • Text that is formed by rearrangement of letters. • Examples: • Dear = • Astronomer = • The Eyes = • The Morse Code = • A Decimal Point = Read Moon Starer They See Here Come Dots I’m A Dot In Place
Problem Solving (2/3) • Task 2: Maze
Problem Solving (3/3) • Task 3: Sudoku
Think About It • This set of slides will be available at • http://www.comp.nus.edu.sg/~cs1101x • Administrative and registration issues • Please attend Course Briefing later – important! • LT17, 28 July @ 2pm (after Dean’s Welcome Tea) • Questions?