course summary
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Course Summary
Course SummaryFall 2005CS 101Aaron Bloomfield
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Course ReflectionCourse Reflection
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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.
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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
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What was new this semester Test code required
In hindsight, this should have been explained better More TA office hours
This was well received by everybody Faculty mini-talks
Had trouble scheduling this in a coherent way, so only one happened this semester. Should I do more?
Labs Many were improved upon, and a few were added
Increased number of HWs by 2 Final few assignments were for a common big program
In hindsight, we see a better way to implement this next semester
Changing of the order the chapters were gone over
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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 This does NOT mean group assignments, however
There were not enough people to make this work this semester Probably will ditch CodeLab - it didn’t work as well as I had hoped
It’s a good idea, but a real pain to manage properly I want to talk about debugging more
We are considering a site license for the debugging version of JCreator
Better web site design (it’s in development now – thoughts?) Will most likely lower the number of midterms to two (and require
the final) Want to put more diagrams in the slides (make them more visual) Will have the TAs give review sessions before the tests Might have forums/newsgroups on the website
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What didn’t work this semester I botched a lecture back in September (in chapter 3)
With this fixed, I’ll have freed up one more lecture session Plus one for the removed midterm
A number of things worked, but need improvement (mentioned before): Implementation of the game Faculty mini-talks Required test code
The semester schedule (i.e. Thanksgiving break) made it difficult to properly teach arrays There wasn’t a HW on 1-D arrays as a result This won’t be a problem in the spring, but will be next fall
Had a bit of trouble keeping the lectures interesting towards the end of the semester
Want to lower the amount of student frustration
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What did work this semester This class learned much more than last semester’s class did
Even if you feel confused now, take my word for it And as my goal is to teach (and not to be popular), this is
a good thing Changing of the order the chapters were gone over Improved TA office hours Improvements to the labs Grading system worked very well this semester All the code on the website Many things that were “behind the scenes”
TA organization and utilization Grading system Me delegating the work better to the TAs
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Did I push too hard this semester? I pushed the class much harder this semester than last
semester But did I push too hard? Consider:
I’ve gotten as many “things are going great” comments as I have “things are too hard” comments (anecdotal)
Homeworks took under 5 hours on average The results from the survey questions for each HW
There were 8 HWs over about 16 weeks That’s 2.5 hours (on average) on homeworks per week
Ultimately, I think that with a bit better organization, I can lower the amount of time spent on the HWs while still having people learn the same amount
I’m interested in your feedback on this! But not today in lecture….
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The Big OOP PictureThe Big OOP Picture
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The classes for the game Creature (HW J6) Weapon (HW J6) Room (HW J7) Map (HW J8) Game (HW J8) Parser (lab 9) Descriptions (lab 10) MapPrinter (lab 11)
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How a big OOP program interacts Note how the classes interacted in the game A lot of objects were created and manipulated
A Room for each spot in the grid Creatures and Weapons for some of the Rooms A Map object Etc.
The way this game has objects interacting is how a big OOP program would work
Encapsulation The Room class didn’t need to know how the Creature
class kept track of whether the monster was angry or not It just called getAngry() and setAngry() It could have been stored as a boolean or an int
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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 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 know of inheritance
at that point The hierarchies are broken down into classes
The game had 8 classes Each class is broken down into methods and variables
Some (such as MapPrinter) only had 1; others (such as Map) had dozens
Each method is broken down into parts, etc.
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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 over 1,300 lines
However long yours was, it was a program greater than 1,000 lines Even if you had trouble getting parts working, and had to
use our code You still wrote part, and saw how it interacted with the rest
of the system
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Review of Chapter 1Review of Chapter 1
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Demotivator winners!Demotivator winners! MethodologyMethodology
– 11stst place vote counted for 3 points place vote counted for 3 points– 22ndnd place vote counted for 2 points place vote counted for 2 points– 33rdrd place vote counted for 1 point place vote counted for 1 point
Will buy two demotivators and hang Will buy two demotivators and hang them in my office…them in my office…
The results, with 137 of 173 The results, with 137 of 173 precincts reporting…precincts reporting…
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Engineering software Complexity of software grows as attempts are made to make
it easier to use
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Software engineering Goal
Production of software that is effective and reliable, understandable, cost effective, adaptable, and reusable
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
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Abstraction
Encapsulation
Modularity
Hierarchy
Abstraction
Encapsulation
Modularity
Hierarchy
Abstraction
Encapsulation
Modularity
Hierarchy
Abstraction
Encapsulation
Modularity
Hierarchy
Abstraction
Encapsulation
Modularity
Hierarchy
Separate components into external and internal
aspects
Construct a system fromcomponents and
packages
Ranking or ordering of objects
Principles of software engineering
Determine the relevant properties and
features while ignoring nonessential details
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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
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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
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Problem Solving Process What is it?
Analysis Design Implementation Testing
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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
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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
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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
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Problem Solving Process What is it?
Analysis Design Implementation Testing
Test the components individually and collectively
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Problem Solving Process
Testing
Design
Analysis
Implementation
Determineproblem features
Describe objectsand methods
Produce theclasses and code
Examine forcorrectness
Rethink asappropriate
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Tips Find out as much as you can
Reuse what has been done before
Expect future reuse
Break complex problems into subproblems
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Tips Find out as much as you can
Reuse what has been done before
Expect future reuse
Break complex problems into subproblems
Find out what is known about the problem
Talk to the presenter
Determine what attempts have succeeded and what attempts have failed
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
ConsiderSketching a solution and then repeatedly refine its components until the entire process is specified
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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
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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
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Tips
Divide-and-conquer
Solve subproblems and combine into an overall solution
Find out as much as you can
Reuse what has been done before
Expect future reuse
Break complex problems into subproblems
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Have a great holiday Have a great holiday break!break!
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