ICS111 Fall 2018

시작하기. 무료입니다
또는 회원 가입 e메일 주소
ICS111 Fall 2018 저자: Mind Map: ICS111 Fall 2018

1. Additional Assistance

1.1. Code Academy

1.2. ICS Open Labs

1.2.1. POST 318A

1.2.2. Mondays 9am-9pm Tuesdays: 6pm-9pm Wednesdays: 6pm-9pm Thursdays: 6pm-9pm Fridays: 6pm-9pm

1.3. Learning Emporium

1.3.1. Bilger Addition 209

1.3.2. Tuesday: 12:00-2:00 Riley Wednesday: 12:00-2:00 Dylan Thursday: 12:00-2:00 Riley; 2:00-4:00 Brendt Friday: 12:00-2:00 Eugene

2. The Labs

2.1. Installing and setting up Java and Eclipse

2.2. Bring your laptop to every class and every lab

2.3. Login into your lab account

2.4. Tues: Problem solving assignments

2.5. Thurs: Help on projects.

2.6. WARNING

2.6.1. No food or drink allowed in labs

2.6.2. No unplugging equipment in labs

2.6.3. Anyone caught doing it will be dismissed from lab and given ZERO points for their lab session that day.

3. Instructor

3.1. Jason Leigh

3.2. http://jasonleigh.me

4. TAs

4.1. Kristy Gong

4.1.1. [email protected]

4.2. Yannik Glasser

4.2.1. [email protected]

4.3. Jeremy Ong

4.3.1. [email protected]

4.4. Ritika Sharma

4.4.1. [email protected]

5. Class Location & Time

5.1. Art 132

5.2. Monday and Wednesday at 1:30-2:45

5.3. https://manoa.hawaii.edu/campusmap/uhmmap.pdf

6. Lab Location & Times

6.1. All Labs are Tues and Thurs except Section 7

6.2. Section 1: 9a @ POST 318A

6.2.1. Yannick Glasser

6.2.2. (ATA)

6.3. Section 2: 9a @ POST 319

6.3.1. Xue Gong

6.3.2. Sae Hyun Song

6.4. Section 3: 10:30a @ POST 318A

6.4.1. Ritika Sharma

6.4.2. (ATA)

6.5. Section 4: 12p @ POST 318A

6.5.1. Jeremy Ong

6.5.2. (ATA)

6.6. Section 5: 1:30p @ POST 318A

6.6.1. Yanniick Glasser

6.6.2. (ATA)

6.7. Section 6: 3p @ POST 318A

6.7.1. Xue Gong

6.7.2. Brandon Doan

6.8. Section 7: WF 10:30a @ POST 318A

6.8.1. Ritika Sharma

6.8.2. (ATA)

7. Office Hours & Location

7.1. Jason Leigh

7.1.1. Monday and Wednesday 12pm-1pm

7.1.2. Keller 102

7.2. Xue Gong

7.2.1. Please contact her directly

7.3. Yannik Glasser

7.3.1. Please contact her directly

7.4. Jeremy Ong

7.4.1. Please contact her directly

7.5. Ritika Sharma

7.5.1. Please contact her directly

8. Required Class Materials

8.1. Your own laptop

8.2. EZ Graphics

8.3. Java

8.4. Eclipse

8.5. Audacity

8.6. Gimp

8.7. Open Broadcaster Software

9. Handing In Projects, Assignments

9.1. To upload your project

9.1.1. Go to your project folder and zip everything up into a single Zip file. Make sure all sound files and images are included as well as a copy of EZ.java and all other java files you wrote.

9.1.2. Turn in this zip file in Laulima under the Assignments folder (the same place where you downloaded the assignment in the first place).

9.1.3. If your zip file is over 100M place it in your Google Drive using your UH account and share the link and copy that URL into your project hand in.

9.1.4. As for the video URL, go to the Resources Folder on Laulima. You will find a subfolder for this project in which you can add your URL.

9.2. Projects & assignments will be handed-in by uploading to Laulima under the ASSIGNMENT by the deadline indicated for the assignment.

9.3. No late work accepted.

9.4. Missed quizzes cannot be retaken.

10. Grading

10.1. Labs - 10 points total

10.1.1. 5 random quizzes throughout the semester (2 points each)

10.2. 5 Assignments - 25 points total

10.2.1. There are generally 5 types of questions

10.2.1.1. Question to give you practice with language syntax (e.g. write a for loop to do something)

10.2.1.2. Question to give you practice with language semantics (e.g. trace some code)

10.2.1.3. Questions to give students practice by modifying code examples from the lectures.

10.2.1.4. Question to give you practice turning english to pseudo-code (e.g. write the pseudo-code to have a computer read from a file and count how many vowels there are in the file).

10.2.1.5. Question to turn pseudo-code to code (e.g. turn some pseudo-code into actual Java code)

10.3. 3 Midterms - 40 points total

10.3.1. All Midterms are closed book, no calculators

10.3.2. Midterm 1 - 10 points

10.3.3. Midterm 2 - 15 points

10.3.4. Midterm 3 - 15 points

10.4. 3 Projects - 25 points total

10.4.1. Project 1 - 5 points

10.4.1.1. Individual project

10.4.2. Project 2 - 10 points

10.4.2.1. Individual project

10.4.3. Project 3 - 10 points

10.4.3.1. Design your own project as a team of 3

10.4.3.2. Choose your own team members

10.4.3.3. Previous Projects

10.5. Extra Credit

10.5.1. Extra credit is already built into your grade.

10.5.2. See "How to Compute Your Grade".

10.6. What if I Miss a Lab or Quiz?

10.6.1. See "How to Compute Your Grade"

10.7. How to Compute Your Grade

10.7.1. In the class you can earn 110 points.

10.7.2. So grades are assigned as follows:

10.7.3. A+ = 90%

10.7.4. A = 86%

10.7.5. A- = 81%

10.7.6. B+ = 77%

10.7.7. B = 73%

10.7.8. B- = 68%

10.7.9. C+ = 64%

10.7.10. C = 59%

10.7.11. C- = 55%

10.7.12. D+ = 50%

10.7.13. D = 46%

10.7.14. D- =40%

10.7.15. Note: You get a 10 point boost to your grade at the beginning of class to make up for missed quizzes or labs or any other random acts of life. If your final grade is on the edge of a letter grade do not ask for any extra credit work. None will be given as you were already given 10 free extra points.

10.7.16. Since you get 10 free extra credit points, that means if you get 100/110 points that computes to 90% which will get you an A+.

11. Textbook

11.1. Java for Dummies (free from UH Digital Library)

11.1.1. http://proquestcombo.safaribooksonline.com.eres.library.manoa.hawaii.edu/book/programming/java/9781118417645

11.2. Beginning Programming with Java (free from UH Digital Library)

11.2.1. https://ebookcentral.proquest.com/lib/uhm/reader.action?docID=1711615&query=

11.3. ICS111 Just Enuf Java - availabe on Laulima under Resources

11.4. All class slides are available on Laulima under Resources

12. What's the class about?

12.1. Introduction to Computer Science

12.2. Overview of computer science through writing programs in Java involving graphics, sound and interaction.

12.3. Student Outcomes

12.3.1. An ability to apply mathematical foundations, algorithmic principles, and computer science theory to the modeling and design of computer-based systems

12.3.1.1. Finite state machines

12.3.1.2. Basic geometry and trigonometry for interactive graphical applications

12.3.1.3. Recursion

12.3.2. An ability to define the computing requirements of a problem and to design appropriate solutions based on established design principles and with an understanding of the tradeoffs involved in design choices

12.3.2.1. Software projects

12.3.2.2. Lab problems

12.3.3. An ability to use sound development principles to implement computer-based and software systems of varying complexity, and to evaluate such systems

12.3.3.1. Coding standards

12.3.3.2. Defensive programming

12.3.3.3. Object-oriented design

12.3.3.4. Deconstruct programs into separate functions

12.3.3.5. Finite state machine

12.3.4. An ability to use current techniques, skills, and tools necessary for computing practice

12.3.4.1. Java

12.3.4.2. Eclipse

12.3.4.3. Gimp

12.3.4.4. Audacity

12.3.5. Performance Indicators

12.3.5.1. Students are able to trace algorithms (sources: homework assignments, exam questions, etc.)

12.3.5.2. Students are able to understand computing problems and define computing requirements (source: homework assignments, exam questions)

12.3.5.2.1. Software Projects

12.3.5.3. Students are able to design solutions to computing problems using sound design principles, and able to compare design options (source: homework assignments, exam questions)

12.3.5.3.1. Object oriented design

12.3.5.3.2. Finite State Machines

12.3.5.3.3. Defensive Programming

12.3.5.3.4. Recursion

12.3.5.4. Students are able to evaluate a computer-based and/or software system (source: homework assignment, course project, exam questions)

12.3.5.5. Students are able to use programming languages (source: homework assignments, exam questions, etc.)

12.3.5.5.1. Java

12.3.5.6. Students are able to use current development environments and frameworks (source: homework assignments, exam questions, etc.)

12.3.5.6.1. Java

12.3.5.6.2. Eclipse

12.3.5.6.3. Gimp

12.3.5.6.4. Audacity

12.3.5.6.5. EZ

12.4. Previous Projects

13. Frequently Asked Questions

13.1. What if I missed the first week or so of class?

13.1.1. If you miss class it is your responsibility to speak to another student to catch up. We cannot repeat the entire series of lectures for you. We do however have all class slides available for download.

13.2. What if I miss a quiz, assignment or midterm, can I make it up?

13.2.1. No. See "How to Compute Your Grade" under Grading.

13.3. If I miss a class, quiz, assignment, midterm, project, do I need to give you a note?

13.3.1. No. See "How to Compute Your Grade" under Grading.

14. Expectation of Professional Conduct for Students

14.1. All students will be treated equally and fairly as adults throughout the course.

14.2. In order to maintain equality and fairness for all, NO form of cheating will be tolerated.

14.3. Taking the quizzes physically outside of the lab and/or lab time you signed up for.

14.4. Cheating is defined as:

14.4.1. Copying someone else's class project and claiming it as your own. (plagiarism)

14.4.2. Copying code you find on the Internet and claiming it as your own. (plagiarism)

14.5. If you are caught cheating in any midterm you will automatically get a ZERO.

14.6. If you are caught more than once cheating in any way, you will instantly FAIL the class and be brought up for disciplinary action with the university administration which could result in EXPULSION.

15. SCHEDULE