Problem Solving And Programming Concepts

Problem Solving And Programming Concepts-46
It is combined with another fancy term: "Abstraction". For example, a forest is really a vastly complex ecosystem containing trees, animals, water paths, etc, etc, etc.But to a computer scientist (and to a normal person), its just "a forest".The CSE4 thematic sequence consists of CSE 174 is a course in which you learn computer programming concepts that are fundamental in nearly any computer programming language.

It is combined with another fancy term: "Abstraction". For example, a forest is really a vastly complex ecosystem containing trees, animals, water paths, etc, etc, etc.But to a computer scientist (and to a normal person), its just "a forest".

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1.1: Describe the process of program translation from source code to intermediate or executable representation 1.2: Describe the concepts of syntax and semantics of a programming language 1.3: Describe and compare rules associated with declarations, including scope and lifetime, for program constructs such as variables, functions, and methods 1.4: Describe the data representation commonly used for integers, floating point values, booleans, characters, and strings 1.5: Format and comment source code that adheres to a given set of formatting guidelines 1.6: Use command line tools to invoke the compiler and compiled executables 1.7: Use an Integrated Development Environment (IDE) to write computer programs 2: Identify and eliminate errors in programs 2.1: Describe the difference between a compiler error, run-time error, and logic error 2.2: Read errors reported by the compiler and use those error messages to correct the syntax 2.3: Use techniques and tools for debugging programs 2.4: Design and document a complete set of test cases and use this to identify logic errors 2.5: Read and analyze code written by others, and identify errors in that code 3: Specify, trace, and implement programs written in a contemporary programming language that solve a stated problem in a clean and robust fashion 3.1: Select appropriate primitive data types to represent information 3.2: Trace and use the common arithmetic operators within expressions that use parentheses and operator precedence 3.3: Describe, trace, and implement programming control structures including pretest and posttest loops, counter-controlled loops, and conditionals 3.4: Use control structures, nested and un-nested 3.5: Use console and file input and output in a program 3.6: Use one-dimensional and two-dimensional arrays 3.7: Use 3rd party class definitions, including those that represent strings, produce random numbers, perform math functions, format strings, perform console input and output, and Array Lists 4: Solve programming problems using a procedural approach 4.1: Create and implement an algorithmic approach to a problem using functional decomposition 4.2: Determine necessary/desirable functions along with their needed structure (parameters, return types, etc.) 5: Describe, trace, and implement basic algorithms 5.1: Describe, trace, and implement linear search, non-recursive binary search, and at least one non-recursive sorting algorithm 5.2: Use standard library routines for searching and sorting arrays 5.3: Compare algorithms with respect to their efficiency, elegance, and readability 6: Apply and communicate information that they read from technical sources such as APIs.

Revised to reflect the most current issues in the programming industry, this widely adopted text emphasizes that problem solving is the same in all computer languages, regardless of syntax.

ACT Mathematics score of 22 or higher, or SAT Mathematics score of 520 or higher, or completion or current enrollment in MTH 104 or MTH 123 or MTH 125 or MTH 151 or MTH 249 or MTH 251 Computer software plays an important role in our daily lives: Our mobile phones, laptop computers, online banking, Internet applications such as You Tube, video games and movies, cars, and almost all aspects of daily life are touched by software.

These concepts are applied to create computer games and web applications.

Algorithm development and refinement in problem solving. The web game applications thematic sequence is designed to provide students with an understanding of how computer software is created and designed and how it functions to make possible popular applications such as computer games and the World Wide Web.

Modular programming using sequence, selection, and repetition control structures. Courses in the sequence provide an introduction to fundamental programming concepts. Programmers must first understand how a human solves a problem, then understand how to translate this "algorithm" into something a computer can do, and finally how to "write" the specific syntax (required by a computer) to get the job done. numbers, characters, booleans, and lists (called arrays) of these items. Everything else must be "approximated" by combinations of these data types.It is sometimes the case that a machine will solve a problem in a completely different way than a human. A good programmer will "encode" all the "facts" necessary to represent a problem in variables (See Variables).We then create functions to manipulate this object, regardless of what the actual data is.From that point on, we treat the idea from a "high level" rather than worry about all the parts (data) and actions (functions) necessary to represent the object in a computer.For example, if your professor needs a cup of coffee, and asks you the single item: "Get me a cup of coffee", he has used both encapsulation and abstraction. All of this information is TOO MUCH and we would quickly be unable to funciton if we had to remember all of these details.The number of steps required to actually get the coffee are enumerable. Thus we "abstract away" the details and only remember the few important items. Complexity hiding is the idea that most of the times details don't matter.By "ecapsulating" what is meant by "draw square" and "reusing" this operation over and over again, we make programming tractable.The idea behind encapsulation is to store the information necessary to a particular idea in a set of variables associated with a single "object".An algorithm (see Algorithm) is a set of specific steps to solve a problem.Think of it this way: if you were to tell your 3 year old neice to play your favorite song on the piano (assuming the neice has never played a piano), you would have to tell her where the piano was, and how to sit on the bench, and how to open the cover, and which keys to press, and which order to press them in, etc, etc, etc.

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