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Course Summary

Course Summary. Course Summary Fall 2006 CS 101 Aaron Bloomfield. Course Reflection. Course goals. Objectives: Students who complete the course will: Understand fundamentals of programming such as variables, conditional and iterative execution, methods, etc.

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Course Summary

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  1. Course Summary Course Summary Fall 2006 CS 101 Aaron Bloomfield

  2. Course Reflection

  3. Course goals • Objectives: Students who complete the course will: • Understand fundamentals of programming such as variables, conditional and iterative execution, methods, etc. • Understand fundamentals of object-oriented programming in Java, including defining classes, invoking methods, using class libraries, etc. • Be aware of the important topics and principles of software development. • Have the ability to write a computer program to solve specified problems. • Be able to use the Java SDK environment to create, debug and run simple Java programs.

  4. Unstated course goals • Everybody needs to have a “base” level of programming to continue on in the CS courses (or as required by other departments) • CS 101 and 201 provide that “base” level

  5. What was new this semester • Each of the homeworks and exams are always new each semester • Because of the ‘fraternity file’ effect • The course project • A new one was developed for this semester • And it was handled better than it was last semester • The visual diagrams to show what was going on • Videos of lectures • Clicker response system • Using cs101 e-mail for faster response

  6. Changes on deck for next semester • Will keep (and improve upon) all the stuff from the last slide • Study groups • The idea is a way for people to study and/or work together (not group assignments) • This is a bit difficult to implement unless you have very large lectures • Textbook is changing! • This will also mean the slides will change as well • Different clickers (the ones you use for CHEM 151) • Won’t be using CodeLab • Might use a similar system • I want to talk about debugging more • We are considering a site license for the debugging version of JCreator • Will (hopefully) have more TAs, and thus more TA office hours • Might have forums/newsgroups on the website

  7. What didn’t work this semester • Textbook issues during the first month of the semester • One of the big reasons I’m changing books • Clickers! • Clickers! • Clickers! • Want to lower the amount of student frustration

  8. What did work this semester • Videos of lectures • Clickers, sort of • Using cs101 e-mail for faster response • Many things that were “behind the scenes” • TA organization and utilization • Grading system • Me delegating the work better to the TAs • The marshmallow gun!

  9. Did I push too hard this semester? • I pushed the class hard this semester • But did I push too hard? • Consider: • I’ve gotten more “things are going great” comments than I have “things are too hard” comments (anecdotal) • Homeworks took about 6 hours, on average • The results from the survey questions for each HW • There were 9 HWs over about 16 weeks • That’s about 3.5 hours (on average) on homeworks per week • From lab 12, This course required 5.2 hours per week outside of lectures • Other courses required 6.2 hours • I’m interested in your feedback on this! • But not today in lecture… • Please send e-mail (anonymous or not) if you have comments…

  10. The Big OOP Picture

  11. The classes for the game • Ship (HW J6) • Cell (HW J6) • Descriptions (lab 9) • ShipList (HW J7) • Parser (Lab 10) • AI (HW J8) • Human (provided in HW J8) • MapPrinter (lab 11) • Board (HW J9) • Game (provided)

  12. How a big OOP program interacts • Note how the classes interacted in the game • A lot of objects were created and manipulated • A Cell for each spot in the Board grid • Ships possible in each Cell • Etc. • The way this game has objects interacting is how a big OOP program would work

  13. Ship • length = 2 • name • int xPosition = 0 • int yPosition = 0 • int hits = 1 • boolean isH = false • + … “rowboat" Board “canoe" b - int NOT_SHOT_AT = 0 - int MISSED = 1 - … - int sizex = 8 - int sizey = 8 - ShipList ships - Cell [][] cells + … ShipList - int shipCount = 0 - Ship[] list + … Ship • length = 3 • name • int xPosition = 4 • int yPosition = 7 • int hits = 1 • boolean isH = true • + … Cell Cell Cell Cell Cell Cell Cell Cell • ship • isHit = false • + … • ship • isHit = false • + … • ship • isHit = false • + … • ship • isHit = false • + … • ship • isHit = true • + … • ship • isHit = false • + … • ship • isHit = true • + … • ship • isHit = true • + … (0,0) (7,7)

  14. Problem solving • To solve a problem in CS, you break it down into smaller and smaller pieces… • A big program is broken down into packages • Which we haven’t really seen yet • Consider the game to be one package • The packages are broken down into hierarchies • This uses inheritance • Our game didn’t use a hierarchy, as you did not know of inheritance at that point • The hierarchies are broken down into classes • The game had 10 classes • Each class is broken down into methods and variables • Some (such as MapPrinter) only had a few; others (such as Ship) had lots • Each method is broken down into parts, etc.

  15. The completed game • This could easily be made by multiple people • Each person does a separate class • Not exactly equal, but it still lowers the workload • Our (fully commented) code for the game was well over 1,000 lines • Granted, we had very long comments • However long yours was, it was a about a 1,000 line program • Even if you had trouble getting parts working, and had to use our code • You still wrote all the parts, and saw how they interacted with the rest of the system

  16. Review of Chapter 1

  17. Demotivator winners! • Methodology • 1st place vote counted for 3 points • 2nd place vote counted for 2 points • 3rd place vote counted for 1 point • Will buy two demotivators and hang them in my office… • The results were as of 11:00 today • The results, with 186 of 198 precincts reporting…

  18. Engineering software • Complexity of software grows as attempts are made to make it easier to use

  19. Software engineering • Goal • Production of software that is effective and reliable, understandable, cost effective, adaptable, and reusable • Work correctly and not fail • Goal • Production of software that is effective and reliable, understandable, cost effective, adaptable, and reusable • Because of the long lifetime many people will be involved • Creation • Debugging • Maintenance • Enhancement • Two-thirds of the cost is typically beyond creation • Goal • Production of software that is effective and reliable, understandable, cost effective, adaptable, and reusable • Cost to develop and maintain should not exceed expected benefit • Goal • Production of software that is effective and reliable, understandable, cost effective, adaptable, and reusable • Design software so that new features and capabilities can be added • Goal • Production of software that is effective and reliable, understandable, cost effective, adaptable, and reusable • Makes sense due to the great costs involved to have flexible components that can be used in other software • Goal • Production of software that is effective and reliable, understandable, cost effective, adaptable, and reusable

  20. Principles of software engineering • Abstraction • Encapsulation • Modularity • Hierarchy • Abstraction • Encapsulation • Modularity • Hierarchy • Abstraction • Encapsulation • Modularity • Hierarchy • Abstraction • Encapsulation • Modularity • Hierarchy • Abstraction • Encapsulation • Modularity • Hierarchy Determine the relevant properties and features while ignoring nonessential details Ranking or ordering of objects Separate components into external and internal aspects Construct a system from components and packages

  21. Object-oriented design • Purpose • Promote thinking about software in a way that models the way we think and interact with the physical word • Including specialization • Object • Properties or attributes • Behaviors

  22. Programming • Problem solving through the use of a computer system • Maxim • You cannot make a computer do something if you do not know how to do it yourself

  23. Problem Solving Process • What is it? • Analysis • Design • Implementation • Testing

  24. Problem Solving Process • What is it? • Analysis • Design • Implementation • Testing • Determine the inputs, outputs, and other components of the problem • Description should be sufficiently specific to allow you to solve the problem

  25. Problem Solving Process • What is it? • Analysis • Design • Implementation • Testing • Describe the components and associated processes for solving the problem • Straightforward and flexible • Method – process • Object – component and associated methods

  26. Problem Solving Process • What is it? • Analysis • Design • Implementation • Testing • Develop solutions for the components and use those components to produce an overall solution • Straightforward and flexible

  27. Problem Solving Process • What is it? • Analysis • Design • Implementation • Testing Test the components individually and collectively

  28. Problem Solving Process

  29. Tips • Find out as much as you can • Reuse what has been done before • Expect future reuse • Break complex problems into subproblems

  30. Tips • Find out as much as you can • Reuse what has been done before • Expect future reuse • Break complex problems into subproblems • Research can require significant time and generate questions • The effort is worthwhile because the result is a better understanding • True understanding of the problem makes it easier to solve Consider Sketching a solution and then repeatedly refine its components until the entire process is specified • Find out what is known about the problem • Talk to the presenter • Determine what attempts have succeeded and what attempts have failed

  31. Tips • Find out as much as you can • Reuse what has been done before • Expect future reuse • Break complex problems into subproblems Your time is valuable Correctness is probably even more valuable Use existing infrastructure that is known to work Be open to indirect use of existing materials

  32. Tips • Find out as much as you can • Reuse what has been done before • Expect future reuse • Break complex problems into subproblems • Make as few assumptions as necessary • Maximizes the likelihood that your effort can be used in future situations

  33. Tips • Find out as much as you can • Reuse what has been done before • Expect future reuse • Break complex problems into subproblems • Divide-and-conquer • Solve subproblems and combine into an overall solution

  34. And the winner, with 37 votes, is…

  35. Have a great holiday break!

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