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Introduction to Computing and Programming in Python, A Multimedia Approach Mark J. Guzdial

Introduction to Computing and Programming in Python, A Multimedia Approach By Mark J. Guzdial

Introduction to Computing and Programming in Python, A Multimedia Approach by Mark J. Guzdial


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Introduction to Computing and Programming in Python, A Multimedia Approach Summary

Introduction to Computing and Programming in Python, A Multimedia Approach by Mark J. Guzdial

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.

About Mark J. Guzdial

<>Barbara Ericson is a research scientist and the Director of Computing Outreach for the College of Computing at Georgia Tech. She has been working on improving introductory computing education for over 5 years. She enjoys the diversity of the types of problems she has worked on over the years in computing including computer graphics, artificial intelligence, medicine, and object-oriented programming.

Mark Guzdial is a Professor in the School of Interactive Computing at Georgia Tech. An award-winning teacher and active researcher in computing education, he holds a joint Ph.D. In Education and Computer Science from the University of Michigan. Dr. Guzdial directs Project Georgia Computes! which is an NSF funded alliance to improve computing education from pre-teen years to undergraduates. He is a member of the ACM Education Board and is a frequent contributor to the ACM SIGCSE (Computer Science Education) Symposium.

Barbara Ericson and Mark Guzdial, are recipients of the 2010 Karl V. Karlstom Outstanding Educator Award for their contributions to broadening participation in computing. They created the Media Computation (MediaComp) approach, which motivates students to write programs that manipulate and create digital media, such as pictures, sounds, and videos. Now in use in nearly 200 schools around the world, this contextualized approach to introductory Computer Science attracts students not motivated by classical algorithmic problems addressed in traditional computer science education. They also lead Georgia Computes! an NSF-funded statewide alliance to increase the number and diversity of students in computing education across all of Georgia. Barbara Ericson directs the Institute for Computing Education at Georgia Tech. Mark Guzdial is director of the Contextualized Support for Learning at Georgia Tech. Together they have written three textbooks using the MediaComp approach to engage and inspire student learning in computing. The Karlstrom Award recognizes educators who advanced new teaching methodologies; effected new curriculum development in Computer Science and Engineering; or contributed to ACM's educational mission.

Table of 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

3.6 Creating a Negative

3.7 Converting to Grayscale

Chapter 4 Modifying Pixels in a Range

4.1 Copying Pixels

4.1.1 Looping Across the Pixels with range

4.2 Mirroring a Picture

4.3 Copying and Transforming Pictures

4.3.1 Copying

4.3.2 Creating a Collage

4.3.3 General Copying

4.3.4 Rotation

4.3.5 Scaling

Chapter 5 Advanced Picture Techniques

5.1 Replacing Colors: Red-Eye, Sepia Tones, and Posterizing

5.1.1 Reducing Red-Eye

5.1.2 Sepia-Toned and Posterized Pictures: Using Conditionals

to Choose the Color

5.2 Combining Pixels: Blurring

5.3 Comparing Pixels: Edge Detection

5.4 Blending Pictures

5.5 Background Subtraction

5.6 Chromakey

5.7 Drawing on Images

5.7.1 Drawing with Drawing Commands

5.7.2 Vector and Bitmap Representations

5.8 Programs as Specifying Drawing Process

5.8.1 Why DoWe Write Programs?

Chapter 6 Modifying Sounds Using Loops

6.1 How Sound Is Encoded

6.1.1 The Physics of Sound

6.1.2 Exploring How Sounds Look

6.1.3 Encoding the Sound

6.1.4 Binary Numbers and Two's Complement

6.1.5 Storing Digitized Sounds

6.2 Manipulating Sounds

6.2.1 Open Sounds and Manipulating Samples

6.2.2 Using the JES MediaTools

6.2.3 Looping

6.3 Changing the Volume of Sounds

6.3.1 Increasing Volume

6.3.2 Did That ReallyWork?

6.3.3 Decreasing Volume

6.3.4 Making Sense of Functions, in Sounds

6.4 Normalizing Sounds

6.4.1 Generating Clipping

Chapter 7 Modifying Samples in a Range

7.1 Manipulating Different Sections of the Sound Differently

7.2 Splicing Sounds

7.3 General Clip and Copy

7.4 Backwards Sounds

7.5 Mirroring

Chapter 8 Making Sounds by Combining Pieces

8.1 Composing Sounds Through Addition

8.2 Blending Sounds

8.3 Creating an Echo

8.3.1 Creating Multiple Echoes

8.3.2 Creating Chords

8.4 How Sampling KeyboardsWork

8.4.1 Sampling as an Algorithm

8.5 Additive Synthesis

8.5.1 Making SineWaves

8.5.2 Adding SineWaves Together

8.5.3 Checking Our Result

8.5.4 SquareWaves

8.5.5 TriangleWaves

8.6 Modern Music Synthesis

8.6.1 MP3

8.6.2 MIDI

Chapter 9 Building Bigger Programs

9.1 Designing Programs Top-Down

9.1.1 A Top-Down Design Example

9.1.2 Designing the top-level function

9.1.3 Writing the subfunctions

9.2 Designing Programs Bottom-up

9.2.1 An Example Bottom-Up Process

9.3 TestingYour Program

9.3.1 Testing the Edge Conditions

9.4 Tips on Debugging

9.4.1 Finding Which Statement toWorry About

9.4.2 Seeing the Variables

9.4.3 Debugging the Adventure Game

9.5 Algorithms and Design

9.6 Running Programs Outside of JES

IV Text, Files, Networks, Databases, and Unimedia

Chapter 10 Creating and Modifying Text

10.1 Text as Unimedia

10.2 Strings: Making and Manipulating Strings

10.3 Manipulating parts of strings

10.3.1 String Methods: Introducing Objects and Dot Notation

10.3.2 Lists: Powerful, Structured Text

10.3.3 Strings Have No Font

10.4 Files: Places to PutYour Strings and Other Stuff

10.4.1 Opening and Manipulating Files

10.4.2 Generating Form Letters

10.4.3 Writing Out Programs

10.5 The Python Standard Library

10.5.1 More on Import andYour Own Modules

10.5.2 Another Fun Module: Random

10.5.3 A Sampling of Python Standard Libraries

Chapter 11 Advanced Text Techniques:Web and Information

11.1 Networks: Getting Our Text from theWeb

11.2 Using Text to Shift Between Media

11.2.1 Using Lists as Structured Text for Media Representations

11.3 Hiding Information in a Picture

Chapter 12 Making Text for theWeb

12.1 HTML: The Notation of theWeb

12.2 Writing Programs to Generate HTML

12.3 Databases: A Place to Store Our Text

12.3.1 Relational Databases

12.3.2 An example relational database using hash tables

12.3.3 Working with SQL

12.3.4 Using a Database to BuildWeb Pages

Chapter 13 Creating and Modifying Movies

13.1 Generating Animations

13.2 Working with Video Source

13.2.1 Video Manipulating Examples

13.3 Building a Video Effect Bottom-Up

Chapter 14 Speed

14.1 Focusing on Computer Science

14.2 What Makes Programs Fast?

14.2.1 What Computers Really Understand

14.2.2 Compilers and Interpreters

14.2.3 What Limits Computer Speed?

14.2.4 Making Searching Faster

14.2.5 Algorithms That Never Finish or Can't Be Written

14.2.6 Why Is Photoshop Faster Than JES?

14.3 What Makes a Computer Fast?

14.3.1 Clock Rates and Actual Computation

14.3.2 Storage: What Makes a Computer Slow?

14.3.3 Display

Chapter 15 Functional Programming

15.1 Using Functions to Make Programming Easier

15.2 Functional Programming with Map and Reduce

15.3 Functional Programming for Media

15.3.1 Media Manipulation without Changing State

15.4 Recursion: A Powerful Idea

15.4.1 Recursive Directory Traversals

15.4.2 Recursive Media Functions

Chapter 16 Object-Oriented Programming

16.1 History

16.2 WorkingWith Turtles

16.2.1 Classes and Objects

16.2.2 Creating Objects

16.2.3 Sending Messages to Objects

16.2.4 Objects Control Their State

16.2.5 Other Turtle Functions

16.3 Teaching Turtles New Tricks

16.4 An Object-Oriented Slide Show

16.4.1 Joe the Box

16.4.2 Object-Oriented Media

16.4.3 Why Objects?

APPENDICES

A Quick Reference to Python

A.1 Variables

A.2 Function Creation

A.3 Loops and Conditionals

A.4 Operators and Representation Functions

A.5 Numeric Functions

A.6 Sequence Operations

A.7 String Escapes

A.8 Useful String Methods

A.9 Files

A.10 Lists

A.11 Dictionaries, Hash Tables, or Associative Arrays

A.12 External Modules

A.13 Classes

A.14 Functional Methods

Bibliography

Additional information

GOR008344833
9780136060239
0136060234
Introduction to Computing and Programming in Python, A Multimedia Approach by Mark J. Guzdial
Used - Well Read
Paperback
Pearson Education (US)
20091015
432
N/A
Book picture is for illustrative purposes only, actual binding, cover or edition may vary.
This is a used book. We do our best to provide good quality books for you to read, but there is no escaping the fact that it has been owned and read by someone else previously. Therefore it will show signs of wear and may be an ex library book

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