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CSC1401: Introductory Programming

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Title: CSC1401: Introductory Programming


1
CSC1401Introductory Programming
  • Steve Cooper
  • scooper_at_sju.edu
  • http//www.sju.edu/scooper

2
Overview
  • Course description (slides 3- 6)
  • syllabus (see Handout)
  • expectations
  • tools
  • Introductory Lecture (slides 7 - 23)
  • What is a program?
  • What is a programming language?
  • Introduction to Alice

3
CSC1401
  • Introduction to writing computer programs
  • traditional
  • object-oriented
  • 3D animation programming
  • Pixar and Disney style (film, movie)
  • Interactive games (reasonably small)

4
CSC1401 - FS
  • An introductory course
  • No previous programming experience is required

5
Expectations
  • Come to class
  • Work with the text, handouts, and online content
  • Complete the exercises, assignments, and labs
  • Workouts designed to prepare you for the exams
  • Do your own work on individual assignments you
    may work with a partner on an assignment with
    prior permission

6
Tools
  • Textbook
  • Learning to Program with Alice
  • Other reading
  • handouts, online references
  • Software (available online, freeware)
  • Alice
  • Java

7
What is a program?
  • A program is a sequence of instructions that
  • tell the computer what to do
  • tell another human being what you want the
    computer to do
  • More formally, a program implements an algorithm.
  • Algorithm a finite set of well-defined
    instructions for accomplishing some task

  • Wikipedia

8
Program Tasks
  • Programs are written for various kinds of tasks
    (not mutually exclusive)
  • solve a problem
  • simulation
  • game
  • animation

9
What is a language?
  • A system for communicating.
  • Written languages use symbols (that is,
    characters) to build words.
  • Parts of Language
  • Vocabulary The entire set of words in the
    language.
  • Syntax and grammar The ways in which the words
    can be meaningfully combined
  • Semantics The actual meaning of words and
    combinations of words

  • Webopedia

10
Computer Languages
  • Human languages are natural languages.
  • Computers are not sophisticated enough to
    understand natural languages.
  • In mathematics, logic and computer science, a
    formal language is a set of finite-length words
    (i.e. character strings) drawn from some finite
    alphabet, with carefully defined vocabulary,
    syntax, and semantics
  • Wikipedia
  • There are many different kinds of computer
    languages, including machine languages,
    programming languages, and fourth-generation
    languages.
  • Webopedia

11
Learning to write a program
  • A program is written using a programming language
  • We will learn to write programs using two
    languages
  • Alice
  • Java

12
Object Oriented Programming
  • Different programming languages support different
    styles of programming
  • In object-oriented programming, programmers can
    think of a program as instructions that tell
    interacting objects what to do
  • An object is a model of some artifact (product of
    civilization) that can interact with other objects

13
In this course
  • We will learn how to
  • Initiate and control the interactions between
    objects to
  • solve problems
  • perform tasks
  • tell stories in animations
  • play games
  • Modify and build objects

14
Supporting Skills to Develop
  • Algorithmic Thinking and Expression
  • Being able to read and write in two formal
    languages
  • Alice (fourth-generation)
  • Java (high-level or third generation)
  • Abstraction
  • Communicating complex ideas simply
  • Decompose problems logically
  • Appreciation of Elegance
  • Many ways to solve a problem, but some are more
    elegant than others

15
Introduction to Alice
  • Use the software from the CD or can download
    latest version from the web
  • www.alice.org

Alice is named in honor of Lewis
Carrolls Alice in Wonderland
16
Alice
  • A modern programming tool
  • 3-D graphics
  • 3-D models of objects
  • Animation
  • Objects can be made to move around the virtual
    world (a video game or simulation implemented in
    3-D)

17
Demo Getting started
  • Starting Alice
  • Load and run a world
  • What Alice Can Do (Examples)
  • Amusement Park (Examples)
  • Flight Simulator (Examples)
  • LightDemo (Examples)
  • Octopus (download)
  • Lake Skater (Examples)

18
Kinds of Animations
  • Two kinds of animations
  • Movie
  • Passive user watches the animation
  • What Alice Can Do
  • LightDemo
  • Octopus
  • Interactive
  • Active user clicks on mouse, types a key on
    keyboard
  • Actions of user are called events
  • Flight Simulator
  • Skater

19
Objects
  • An "object" is a model of an artifact
  • and can be identified as unique from other
    things
  • there can be multiple objects that are similar,
    but still unique
  • How is an object unique?
  • has a name
  • has properties
  • width, height, color, location
  • can perform actions (methods)
  • associated actions it can perform
  • tasks it can carry out

20
Object Parts
  • Objects may be composed of parts (which are also
    objects)

21
Class
  • A class defines a particular kind of object
  • Objects are categorized into classes
  • Each object is
  • an instance of the class.
  • All objects in a class have similar properties
    and generally can perform the same tasks.

peter
Person
paul
mary
spike
Dog
scottie
fluffy
22
Galleries
  • Classes (3D models) are found in the galleries
  • Local gallery (installed with the software)
  • Minimum or complete options
  • CD Gallery (only if CD is in the machine)
  • Web gallery

23
For next class
  • Activity
  • Launch Alice on your computer and run some of the
    example worlds.
  • Homework
  • Read Chapter 1.1 and pages 73 - 74 of the text
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