From there the examples grow into things that students can see as relevant to their lives or their course work outside of programming. Early on, examples are selected that fit well with Greenfoot's visual orientation and have students writing games, doing simulations, or solving simple programs in the 2-D graphical environment. In addition, Greenfoot has a wonderfully small and simple API which allows students to learn how to read and make use of a real API early on without throwing them into the vast expanse of the full Java API. The fact that both Greenfoot and Eclipse use standard Java means that this book does not have to cover two different languages with different syntax or semantics. Using Greenfoot for the early chapters affords an easy and approachable way to understand the main concepts of object-oriented programming and allows us to build interesting, interactive programs with graphical output right from the beginning. This book is intended to be used in classes for introductory computer science students who don't already have a background in programming or for courses that teach programming to students who don't intend to major in computer science or the natural sciences. The teaching of programming is in many regards secondary to the broader goal of improving problem solving skills and serves as a vehicle to accomplish that goal. The book focuses on the Java programming language and begins in the Greenfoot environment, then moves on to the Eclipse environment later on. This book is intended to provide a fairly gentle introduction to the topic of programming using examples that will relate to and interest to most college students. Preface There are two significant goals of this text: to teach basic programming skills and to improve students' problem solving capabilities. Counting how many time it occurs or replacing it with something else. Optimization problems are really significant in business settings. Graphics Think of problems and sample programs: I need to think of ways to get some business problems in here. Wombat making optimal path to eat leaves. Explain inheritance and polymorphism with lists. Using arrays to store direction for movement in Greenfoot. Greenfoot lists and using loops to go through them. Make things turn when they run into walls. Methods with arguments and return types in code. Edit a little code to change the behavior of something in Greenfoot 4. Playing bejeweled with different levels of helper methods. Arguments/parameteres and return types from the GUI. Instantiate objects and call methods on them. Have them solve something in Greenfoot without coding. Motivate programming and why they should learn it. Introduction to programming and problem solving 1. I think that every so often I could throw in a game type example to keep things light. Every week after that is a new example and the needed elements are introduced. First week is introduction material including a problem that gets solved without code. The problem with this approach is getting them up to speed in the beginning. In the book the chapters would also present parallel problems that could use similar methods and perhaps give quick solutions to those. So I walk in each week with a new example problem and we spend the week trying to solve it. The goal is to have one example each week. I want the examples to be better motivated and problem solving exercises. However, I would give complete information on theory when something is introduced and I would also use very different examples. Problem Solving through Programming with Greenfoot Consider structuring it somewhat like the Kolling book using examples.
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