Introduction to Computing and Programming in Python, A Multimedia Approach - Mark Guzdial - 9780136060239 - Computer Science - Internet/Multimedia/eBusiness - Longman + Penguin Longman - English Language Teaching - Switzerland  - 978-0-1360-6023-9
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Introduction to Computing and Programming in Python, A Multimedia Approach

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title:   Introduction to Computing and Programming in Python, A Multimedia Approach
series:   Prentice Hall
author:   Mark J. Guzdial / Barbara Ericson
publisher:   Prentice Hall
cover:   Softcover
edition:   2
language:   English
total pages:   416
pub.-date:   Oktober 2009
ISBN13:   9780136060239
ISBN10:   0-13-606023-4
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Introduction to Computing and Programming in Python, A Multimedia Approach

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


Features

Relevant context (Computing for Communications) - Shows students that computing has a role in their professions and that it's worth learning.

 

Manipulation of media - Includes implementing Photoshop-like effects, reversing/splicing sounds, creating animations, etc.

 

Use of Python - Provides a programming language that is easier to learn and use than Java or Scheme in real commercial use (e.g., Google, Industrial Light & Magic).

 

HTML - Acknowledges that students in this audience care about the Web; introduces HTML and covers writing programs that generate HTML.

 

The Web as a Data Source - Teaches how to read from files, but also discusses how to write programs to directly read Web pages and distill information from there for use in other calculations, other Web pages, etc.

~Examples include temperature from a weather page, stock prices from a financials page.

Real CS1 content - Meets the ACM/IEEE Computing Curriculum 2001 guidelines for a CS1 course, including coverage of procedural, object-oriented, and functional programming approaches, even though the book has been used most with non-CS majors.

 

Brief JavaScript introduction - Helps students recognize that they can learn a second language.

 

Full-chapter treatment of GUIs.

 

Exercises at the end of each chapter, including programming projects.

~Many of these projects involve creative, open-ended programming for media creation (e.g., creating visual or audio collages.

~Several encourage exploration of cross-disciplinary issues between computer science and other professions.  

Four types of boxed items - Includes CS Key Ideas, Common Bugs, Debugging Tips, and “Making It Work” tips on how to study and be successful at computer science.

 

List of learning objectives at the start of each chapter - Most chapters have two lists: One with the media learning objectives (e.g., “Be able to explain how a grayscale image can be created from a color image”) and computer science learning objectives (e.g., “Be able to explain the role of modularity in debugging”).
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New to this Edition

  • Increased Python coverage includes more of the standard libraries, global scope, and additional control structures.
  • More emphasis on abstraction and creating reusable code.
  • New instructions on how to create and share standard AVI and Quicktime movies.
  • More end-of-chapter exercises.
  • Indices start with zero (instead of one) to increase compatibility with standard Python.
  • Revised design and debugging chapter includes design and testing examples and an emphasis on maintenance.
  • Creating and modifying text is explained in two chapters, and an example of steganography is included.
  • Language paradigms chapter has been split into two chapters to provide more content on functional (such as non-mutable functions) and object-oriented programming (including introducing objects through use of Logo-like turtles).
  • Coverage of concepts now includes binary representations of negative numbers.
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    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

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    Author

    Mark Guzdial is a Professor in the School of Interactive Computing in the College of Computing at Georgia Institute of Technology. His research focuses on learning sciences and technology, specifically, computer science education research. He has published five books on the use of media as a context for learning computer science, including Squeak: Object-Oriented Design with Multimedia Applications; Squeak: Open Personal Computing and Multimedia; and Introduction to Computing and Programming in Python: A Multimedia Approach. He received the Ph.D. degree in Education and Computer Science from the University of Michigan in 1993. He serves on the ACM Education Board as vice-chair, and is on the editorial boards of the "Journal of the Learning Sciences" and "Communications of the ACM."

    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 is currently the teacher education representative on the Computer Science Teachers Association board and the co-chair of the K-12 Alliance for the National Center for Women in Information Technology. 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.
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