Computer Science: Programming with a Purpose

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The basis for education in the last millennium was “reading writing and arithmetic;” now it is reading writing and computing. Learning to program is an essential part of the education of every student not just in the sciences and engineering but in the arts social sciences and humanities as well. Beyond direct applications it is the first step in understanding the nature of computer science’s undeniable impact on the modern world.

This course covers the first half of our book Computer Science: An Interdisciplinary Approach (the second half is covered in our Coursera course Computer Science: Algorithms Theory and Machines). Our intent is to teach programming to those who need or want to learn it in a scientific context.

WEEK 1
10 hours to complete
BASIC PROGRAMMING CONCEPTS
Why program? This lecture addresses that basic question. Then it describes the anatomy of your first program and the process of developing a program in Java using either virtual terminals or a program development environment with some historical context. Most of the lecture is devoted to a thorough coverage of Java's built-in data types with example programs for each.
4 videos (Total 75 min) 2 readings 2 quizzes

WEEK 2
9 hours to complete
CONDITIONALS AND LOOPS
The if while and for statements are Java's fundamental control structures. This lecture is built around short programs that use these constructs to address important computational tasks. Examples include sorting computing the square root factoring and simulating a random process. The lecture concludes with a detailed example illustrating the process of debugging a program.
5 videos (Total 56 min) 2 readings 2 quizzes

WEEK 3
9 hours to complete
ARRAYS
Computing with a large sequence of values of the same type is extremely common. This lecture describes Java's built-in array data structure that supports such applications with several examples including shuffling a deck of cards the coupon collector test for randomness and random walks in a grid.
3 videos (Total 57 min) 2 readings 2 quizzes

WEEK 4
9 hours to complete
INPUT AND OUTPUT
To interact with our programs we need mechanisms for taking information from the outside world and for presenting information to the outside world. This lecture describes several such mechanisms: for text drawings and animation. Detailed examples covered include fractal drawings that model natural phenomena and an animation of a ball bouncing around in the display window.
4 videos (Total 49 min) 2 readings 2 quizzes


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Cung cấp bởi: Coursera /  Princeton University

Thời lượng: 88 giờ
Ngôn ngữ giảng dạy: Tiếng Anh
Chi phí: Miễn phí / 0
Đối tượng: Beginner

Thông tin về nhà cung cấp

Coursera (/ kərˈsɛrə /) là một nền tảng học tập trực tuyến toàn cầu được thành lập vào năm 2012 bởi 2 giáo sư khoa học máy tính của đại học Stanford là Andrew NgDaphne Koller, nền tảng này cung cấp các khóa học trực tuyến (MOOC) cho cộng đồng người học online.

Coursera hợp tác với các trường đại học danh tiếng tại Bắc Mỹ và trên khắp thế giới, cùng với nhiều tổ chức khác để cung cấp các khóa học trực tuyến chất lượng, theo chuyên ngành và được cấp chứng chỉ trong nhiều lĩnh vực như kỹ thuật, khoa học dữ liệu, học máy, toán học, kinh doanh, khoa học máy tính, tiếp thị kỹ thuật số, nhân văn, y học, sinh học, khoa học xã hội , và nhiều ngành khác.

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