Description
For courses in Introduction to Computing or Introduction to Programming.There is a growing interest in computing for non-CS majors, or for students who have not yet determined their majors (sometimes called the CS0 market). Computer science professors are also confronted with increased attrition and failure rates. Guzdial introduces programming as a way of creating and manipulating media - a context familiar and intriguing to today's students. Students begin actual programming early on (sometimes over 100 lines of code in the second assignment). Guzdial's approach has met with substantial success in class testing.
Access updated student resources (previously available on CD) at http://coweb.cc.gatech.edu/mediaComp-teach
CONTENTS:
I. Introduction
Chapter 1 Introduction to Computer Science and Media Computation
1.1 What Is Computer Science About?
1.2 Programming Languages
1.3 What Computers Understand
1.4 Media Computation: Why Digitize Media?
1.5 Computer Science for Everyone
1. 5. 1 It's About Communication
1. 5. 2 It's About Process
Chapter 2 Introduction to Programming
2.1 Programming Is About Naming
2. 1. 1 Files and Their Names
2.2 Programming in Python
2.3 Programming in JES
2.4 Media Computation in JES
2. 4. 1 Showing a Picture
2. 4. 2 Playing a Sound
2. 4. 3 Naming Values
2.5 Making a Program
2. 5. 1 Variable Recipes: Real Math-like Functions That Take Input
II Pictures
Chapter 3 Modifying Pictures Using Loops
3.1 How Pictures Are Encoded
3.2 Manipulating Pictures
3. 2. 1 Exploring Pictures
3.3 Changing Color Values
3. 3. 1 Using Loops in Pictures
3. 3. 2 Increasing/Decreasing Red (Green, Blue)
3. 3. 3 Testing the Program: Did That ReallyWork?
3. 3. 4 Changing one Color at a Time
3.4 Creating a Sunset
3. 4. 1 Making Sense of Functions
3.5 Lightening and Darkening
<P style="MARGIN: 0px" align=left text-align="left 14.2 What Makes Programs Fast?
<P style="MARGIN: 0px" align=left text-align="left 14.2.1 What Computers Really Understand
<P style="MARGIN: 0px" align=left text-align="left 14.2.2 Compilers and Interpreters
<P style="MARGIN: 0px" align=left text-align="left 14.2.3 What Limits Computer Speed?
<P style="MARGIN: 0px" align=left text-align="left 14.2.4 Making Searching Faster
<P style="MARGIN: 0px" align=left text-align="left 14.2.5 Algorithms That Never Finish or Can't Be Written
<P style="MARGIN: 0px" align=left text-align="left 14.2.6 Why Is Photoshop Faster Than JES?
<P style="MARGIN: 0px" align=left text-align="left 14.3 What Makes a Computer Fast?
<P style="MARGIN: 0px" align=left text-align="left 14.3.1 Clock Rates and Actual Computation
<P style="MARGIN: 0px" align=left text-align="left 14.3.2 Storage: What Makes a Computer Slow?
<P style="MARGIN: 0px 14.3.3 Display
<P style="MARGIN: 0px
<P style="MARGIN: 0px Chapter 15 Functional Programming
<P style="MARGIN: 0px" align=left text-align="left 15.1 Using Functions to Make Programming Easier
<P style="MARGIN: 0px" align=left text-align="left 15.2 Functional Programming with Map and Reduce
<P style="MARGIN: 0px" align=left text-align="left 15.3 Functional Programming for Media
<P style="MARGIN: 0px" align=left text-align="left 15.3.1 Media Manipulation without Changing State
<P style="MARGIN: 0px" align=left text-align="left 15.4 Recursion: A Powerful Idea
<P style="MARGIN: 0px" align=left text-align="left 15.4.1 Recursive Directory Traversals
<P style="MARGIN: 0px 15.4.2 Recursive Media Functions
<P style="MARGIN: 0px
<P style="MARGIN: 0px Chapter 16 Object-Oriented Programming
<P style="MARGIN: 0px" align=left text-align="left 16.1 History
<P style="MARGIN: 0px" align=left text-align="left 16.2 WorkingWith Turtles
<P style="MARGIN: 0px" align=left text-align="left 16.2.1 Classes and Objects
<P style="MARGIN: 0px" align=left text-align="left 16.2.2 Creating Objects
<P style="MARGIN: 0px" align=left text-align="left 16.2.3 Sending Messages to Objects
<P style="MARGIN: 0px" align=left text-align="left 16.2.4 Objects Control Their State
<P style="MARGIN: 0px" align=left text-align="left 16.2.5 Other Turtle Functions
<P style="MARGIN: 0px" align=left text-align="left 16.3 Teaching Turtles New Tricks
<P style="MARGIN: 0px" align=left text-align="left 16.4 An Object-Oriented Slide Show
<P style="MARGIN: 0px" align=left text-align="left 16.4.1 Joe the Box
<P style="MARGIN: 0px" align=left text-align="left 16.4.2 Object-Oriented Media
<P style="MARGIN: 0px 16.4.3 Why Objects?
<P style="MARGIN: 0px" align=left text-align="left
<P style="MARGIN: 0px" align=left text-align="left APPENDICES
<P style="MARGIN: 0px" align=left text-align="left
<P style="MARGIN: 0px" align=left text-align="left A Quick Reference to Python
<P style="MARGIN: 0px" align=left text-align="left A.1 Variables
<P style="MARGIN: 0px" align=left text-align="left A.2 Function Creation
<P style="MARGIN: 0px" align=left text-align="left A.3 Loops and Conditionals
<P style="MARGIN: 0px" align=left text-align="left A.4 Operators and Representation Functions
<P style="MARGIN: 0px" align=left text-align="left A.5 Numeric Functions
<P style="MARGIN: 0px" align=left text-align="left A.6 Sequence Operations
<P style="MARGIN: 0px" align=left text-align="left
<P style="MARGIN: 0px" align=left text-align="left
<P style="MARGIN: 0px" align=left text-align="left
<P style="MARGIN: 0px" align=left text-align="left
<P style="MARGIN: 0px" align=left text-align="left A.7 String Escapes
<P style="MARGIN: 0px" align=left text-align="left A.8 Useful String Methods
<P style="MARGIN: 0px" align=left text-align="left A.9 Files
<P style="MARGIN: 0px" align=left text-align="left A.10 Lists
<P style="MARGIN: 0px" align=left text-align="left A.11 Dictionaries, Hash Tables, or Associative Arrays
<P style="MARGIN: 0px" align=left text-align="left A.12 External Modules
<P style="MARGIN: 0px" align=left text-align="left A.13 Classes
<P style="MARGIN: 0px A.14 Functional Methods
<P style="MARGIN: 0px" align=left text-align="left
<P style="MARGIN: 0px" align=left text-align="left Bibliography
Published
20 Oct 2009
Publisher
PEARSON EDUCATION
ISBN
9780136060239
Pages
401




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