Computer Science I: Programming Methodology

Stanford University

Programming Methodology is the largest of the introductory programming courses and is one of the largest courses at Stanford. Topics focus on the introduction to the engineering of computer applications emphasizing modern software engineering principles: object-oriented design, decomposition, encapsulation, abstraction, and testing. Programming Methodology teaches the widely-used Java programming language along with good software engineering principles. Emphasis is on good programming style and the built-in facilities of the Java language. The course is explicitly designed to appeal to humanists and social scientists as well as hard-core techies. In fact, most Programming Methodology graduates end up majoring outside of the School of Engineering.

Course Lectures
  • Topics: Welcome to CS106A, Course Staff, Why is the class called Programming Methodology?, Are you in the right class?, Class Logistics, Assignments and Grading, Extensions, Midterm and Final, Grade Breakdown, The Honor Code, Why Karel?

  • Introduction to Karel
    Mehran Sahami

    Handout Information, Section Sign-up, Karel Commands, An Algorithm vs Program, Syntax of a Karel Program, Running a Karel Program, Creating Methods, SuperKarel, A for Loop, A While Loop, Karel Conditions, If Statement, Putting it All Together

  • Karel and Java
    Mehran Sahami

    Karel and Java, Common Errors, Comments, Pre-conditions and Post-conditions, Decomposition, The DoubleBeepers Example, Importance of Good Software Engineering, The Right Decomposition, The CleanUpKarel Example

  • The History of Computing
    Mehran Sahami

    The History of Computing, Computer Science vs Programming, What Does the Computer Understand?, The Compilation Process, Java is an Object Oriented Language, Inheritance, Instance of a Class, The acm.program Hierarchy, Your First Java Program, A ConsoleProgram Example, The Graphics Window, The Sending-Messages-to-a-GLabel Example

  • Variables
    Mehran Sahami

    Variables, Data Types for Variables, Syntax for Using Variables, Classes as Types, Objects as Variables, Invoking Methods on Objects, Graphics Coordinates, Operations on the GObject Class and its Subclasses, Drawing Geometrical Objects, A FunGraphics Example, Expressions and Operators

  • Operators
    Mehran Sahami

    readInt() and readDouble(), The Division Operator w.r.t ints and Doubles, Order of Precedence for Operators, Type Casting, Shorthands, Constants, The Boolean Data Type, Value Comparisons, Boolean Expressions, Short Circuit Evaluation, Statement Blocks, Scope of Variables, Cascading if, The Switch Statement, The For Loop, The While Loop

  • The Loop and a Half Problem, For Versus While Loop, The CheckerBoard Program Example, Methods in Java, Examples of Methods, The FactorialExample Program, Returning Objects from Methods

  • Information Hiding
    Mehran Sahami

    Information Hiding, The Void Return Type, Parameter Passing Between Methods, Bad Times with Methods, Using Classes, Instance variables vs Local Variables, The RandomGenerator Program Example, The RollDice Program Example, The setSeed() Method

  • Strings
    Mehran Sahami

    Strings, Writing Your Own Class, Public and Private Visibility, Creating a New Class, The Constructor Method, Shadowing of Variables and the 'this' Keyword, Using the Created Class, Objects are Called by Reference not Called by Value, Class Variables, The JavaDoc, The Student Program Example

  • Importance of Private Variables, Extending the Student Class, Overriding Methods, The Package, GCanvas, Methods Common to All GObjects, Interfaces and Methods Defined by Them, The BouncingBall Program Example, The Geometry of the GLabel Class, The GArc Class

  • The GImage Class
    Mehran Sahami

    The GImage Class, The GPolygon Class, The GCompound Class, Event Driven Programs, The ClickForFace Program Example, Responding to Mouse Events, Responding to Keyboard Events, The UFO program Example

  • Enumeration
    Mehran Sahami

    Enumeration, Characters, The ASCII Subset of Unicode, Reading Characters, Math on Characters, char as a Primitive Type; the Character Class, Strings and Their Manipulations

  • String Processing
    Mehran Sahami

    String Processing, Tokenizers, Encryption

  • Memory
    Mehran Sahami

    Memory, Different Sections of Memory for Different Types of Variables, Memory Allocation Mechanics, The Pointer Viewpoint, The Binky Pointer Fun Video

  • Pointer Recap
    Mehran Sahami

    Pointer Recap, Why are Objects 'Call by Reference' Instead of 'Call of Value'?, Wrapper Classes for Primitive Types, Files, Code for Opening, Reading and Closing Files, Exceptions, Code for Writing Files

  • Array
    Mehran Sahami

    Array, Creating a New Array, The ++ Operator, Actual Size / Effective Size of the Array, An Array as a Parameter, Initialize an Array During Creation, An ArrayList

  • Multi-dimensional Arrays
    Mehran Sahami

    Multi-dimensional Arrays, An ArrayList, The Template Class, Methods in the ArrayList Class, An Example Program Using ArrayList, ArrayLists Hold Objects, An Example Program with an ArrayList of Glabels, The GrayImage Example Program

  • A Wrap Up of Multi-dimensional Arrays, The ArrayList Way, Pros and Cons : ArrayList vs. Array, Debugging, Approaches to Debugging, The Debugger in Eclipse

  • An Interface
    Mehran Sahami

    An Interface, How are Interfaces Implemented, A Map, The HashMap Class, Methods of the HashMap, The Collection Hierarchy, The Map Hierarchy, An Iterator, A HashMap Example

  • GUI
    Mehran Sahami

    GUI, Interactors in the Context of a Java Program, The Swing Interactor Hierarchy, Window Regions, Creating Interactors, Example Programs, Exploring More Interactors, The InteractiveDrawFace Program Example

  • Review of Interactors and Listeners, Example Programs, The Use of the Two Ways Shown in the Examples - Using getSouce and getActionCommand, TextField Example, Layouts, The Temperature Conversion Example, The TextAndGraphics Example

  • Overview of NameSurfer - The Next Assignment, Components and Containers, Listeners for Components, Create a Program Which Extends Program, The ComponentListener Interface, The MusicShop Example Program, The MusicShopDisplay Example Program

  • Introduction to Lecture's material - Searching, Sorting and Algorithmic Efficiency, Searching, Linear Search, Efficiency of Linear Search, Binary Search, Efficiency of Binary Search, Comparing Search Efficiencies, Sorting, The Selection Sort Algorithm, Efficiency of Selection Sort, The Radix Sort Algorithm

  • Principles of Good Software Engineering for Managing Large Amounts of Data, Principles of Design, The Collection Hierarchy, Useful Methods of Collection, The FlyTunes Example Program - An Online Music Store, Defining the Song Class, Defining the Album Class, Seeing the Program Run, Considering the Data Structures Needed, Reusing Data - Shallow Copy vs. Deep Copy, The FlyTunesStore Program Code

  • Defining a Social Network for Our Purposes, See What the Program Needs to Do, The Six Degrees of Separation Phenomenon, Concurrency, A Thread, The Runnable Interface, Creating a Thread, Example Program, Having Shared Data Between Your Threads

  • Introduction to the Standard Java Libraries, A JAR File, Creating a JAR File, Creating an Applet, Standard Java Programs Without Using the ACM Libraries, Other Resources - Learning More Java

  • Life After Programming Methodology, The CS Major, Other Possible Majors

  • The Graphics Contest Winners, Review for the Final, Example Question 1, Example Question 2, A Wrap-up