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Part 1 Introduction to Computers Computer Hardware(Postscript file of Computer Hardware Chapter) CPU and instructions Memory and Data Bus Peripherals Disks and tapes Other I/O devices (PDF of chapter 1) Programs: Instructions in the Computer (PDF of chapter) Programming with bits! Loaders Assemblers Coding in assembly language From Assembly Language to "High Level" languages Operating Systems (Postscript file of Operating Systems chapter) Origins of "Operating Systems" Development of Operating Systems: Multiprogramming* Timesharing* File Management* Virtual Memory* "Spooling"* Late 1960s early 1970s system* Networking* Modern systems: UNIX* Macintosh OS* (PDF of chapter) Why have "high-level" languages? (Postscript file of chapter) Limitations of Assembly Language and Origins of High Level Languages High level languages constructs: Statements* Data types and structures* Evolution of high level languages FORTRAN BASIC Lisp COBOL ALGOL The "Algol Family":AlgolW, Pascal, and Modula2* ADA* BCPL, C, and C * Simula, SmallTalk, and Eiffel* (PDF of chapter) C development environment (Postscript file of chapter) Integrated Development Environment C input and output A simple example program in C :Design* Implementation* (PDF of chapter) Part 2 Simple Programs Sequence (PDF of chapter) Overall structure and main() Function Comments Variable definitions Statements Examples: "Exchange rates"* pH* Naming rules for variables Constants Initialization of Variables Converting data values Iteration (PDF of chapter) While loops Examples: Modelling the decay of CFC gases* Newton's method for finding a square root* Tabulating function values* Blocks "Boolean" variables and expressions True and False* Expressions using "AND"s and "OR"s* Short forms: C/C abbreviations Do . while For loop Break and Continue statements Selection (PDF of chapter) Making choices A realistic program: Desk Calculator IF. (PDF of chapter). Frameworks for understanding(Postscript file introducing standard framework class libraries) "Resources" and "Macros" Architects, Experts, and Wizards Graphics Persistent Data The Event Handlers The Same Patterns in the code . Terminating a program Example Programs: Calculating some simple statistics* Newton's method for roots of polynomials* What is the Largest? What is the Smallest? Simple use of files Dealing with more data Defining filestream objects Using input and output filestreams Stream states Options when opening filestreams When to stop reading data? More Formatting options Example (html text of most of section on files) (PDF of chapter) Part 3 Functions and Data Aggregates Functions (PDF of chapter) Form of a function Definition Result types Function declarations Default argument values Type safe linkage, Overloading, and Name Mangling How functions work Inline functions A recursive function Examples of simple functions: GetIntegerInRange* Newton's square root algorithm as a function* The rand() function Examples: pi-Canon* (html text of section introducing coding example), (text file with all code for pi-cannon) Function plotter* Arrays (Postscript file of chapter) Defining one dimensional arrays Initializing one dimensional arrays Simple Examples Using One-Dimensional arrays: Histogram* Plotting once more* Arrays as arguments to functions Strings: Arrays of characters Multi-dimensional arrays: Definition and initialization* Accessing individual elements* As arguments to functions* Arrays of Fixed length Strings Examples using arrays: Letter Counts* Simple encryption* Simple image processing* (PDF of chapter) Programs with functions and arrays (postscript file of chapter with several examples using functions and arrays) Curses Heat diffusion Menu Selection Pick the keyword Hangman (html text of section introducing hangman problem), (text file with all hangman code) Life (PDF of chapter) Standard algorithms(Postscript text of chapter on standard searching and sorting functions) Finding the Right Element: Binary Search: An iterative binary search routine* Isn't it a recursive problem?* What was the cost? Establishing Order A simple sort of sort Quicksort: a better sort of sort: The algorithm* An implementation* An enhanced implementation* (html text of section on Quicksort) (PDF of chapter) Algorithms, Functions, and Subroutine Libraries Tools (html text chapter on support tools for program development), The "Code Coverage" Tool The Profiler (PDF of chapter) Design and documentation : 1 Top down functional decomposition Documenting a design (PDF of chapter) (PDF of coding guidelines) Enum, Struct, and Union Enumerated types structs Unions(html text of section on C/C Unions) (PDF of chapter) Examples using structs Reordering the class list again Points and Rectangles File of Records (PDF for chapter) Bits and pieces(Postscript file for chapter explaining role of bit-level operations in C/C ) Bit manipulations Making a Hash of it: Example hashing function for a character string* A simple "hash table"* Example: identifying the commonly used words* Coding "Property Vectors" Pieces (Bit fields) (PDF of chapter) Part 4 A Touch of Class Beginners' Class Class declarations and definitions: Form of a class declaration* Defining the member functions* Using class instances* Initialization and "constructor" functions* const member functions* inline member functions* Example: Bitmaps (Sets) Numbers - a more complex form of data (details of a class for , -, *, /, on 100 digit numbers; as a postscript file) code of multidigit arithmetic class A glance at the "iostream" classes (PDF of chapter) Dynamic data and pointers (Postscript file of chapter) The "Heap" Pointers: Some "pointer" basics* Using pointers* Strings and hash tables revisited* Example: "Air Traffic Controller" The "address of" operator Pointers and Arrays Building Networks (PDF of chapter) Collections of data (postscript file of chapter presenting several standard "collection class" abstract types) Class Queue Class PriorityQueue Class DynamicArray (code in C29 and C30 examples) Class List Class BinaryTree (code in C23 iterators example) Collection class Libraries (PDF of chapter) A World of Interacting Objects RefCards: Design* Implementation* InfoStore: Initial design outline for InfoStore* Design and Implementation of the Vocabulary class* Other classes in the InfoStore program* Final class design for the InfoStore program (Postscript file, long case studies suggesting how to identify and then characterize objects and their classes (PDF of chapter) Intermediate class Shared Class Properties Friends Iterators: ListIterator* TreeIterator*(html file on Iterators for collection classes), (example code with tree iterator) Operator functions: Defining operator functions* Operator functions and the iostream library* Resource Manager Classes and Destructors: Resource management* Destructor functions* The assignment operator and copy constructors* Inheritance: Discovering similarities among prototype classes* Defining Class Hierarchies in C * But how does it work?!* Multiple Inheritance* Using Inheritance (html file of section introducing inheritance and C class hierarchies) (PDF of chapter) Two more "trees"(Postscript file of chapter on AVL trees and Btree storage structures) AVL Trees: What's wrong with binary trees?* Keeping your balance* An implementation* Testing!*(code for an AVL tree class) BTree: Multiway trees* A tree on a disk?* BTree: search, insertion, and deletion operations* An implementation* Testing* (code in C30 example) (PDF of chapter) Templates (Postscript file of Templates chapter) A general function and its specializations Language Extensions for Templates:Template declaration* Template instantiation* Specialized Instantiations of Template Code A Template Version of QuickSort The Template Class "Bounded Array" The Template Class Queue (PDF of chapter) Exceptions (Postscript file of Exceptions chapter) C 's Exception Mechanism Example: Exceptions for class Number Identifying the Exceptions that you intend to throw (PDF of chapter) Example: Supermarket Background and Program Specification/li> Design: Design preliminaries* Scenarios: identifying objects, their classes, their responsibilities, their data* Filling out the definitions of the classes for a partial implementation* A partial implementation Finalising the Design: Histograms* Simulating the checkouts and their queues* Organizing the checkouts* (PDF of chapter) Design and documentation: 2 Object-Based Design Documenting a design (PDF of chapter) Part 5 Object Oriented Programming (Paper describing approach to teaching OO) The Power of Inheritance and Polymorphism (postscript file, of chapter with example illustrating use of inheritance and polymorphism) The "Dungeon" Game Design: Preliminaries* WindowRep and Window classes* DungeonItem hierarchy*(html text of chapter with example illustraing inheritance) An implementation: Windows classes* Class Dungeon* DungeonItems*( html text of chapter with example illustraing inheritance), (the code for "dungeon game" example) (PDF of chapter) Reusable designs The RecordFile Framework: Concepts(html text) The Framework classes: Overview The Command Handler Classes: Class declarations* Interactions* Implementation Code* Collection Classes and their Adapters* Class Record The Windows Class Hierarchy: Class Responsibilities* Implementation Code* Using the concrete classes from a framework* Organizational Details (Student Rec application, example use of a framework) (code for a simplified framework class library and application) (PDF of chapter) . Javaworld. (PDF of table of contents). (page index). CSCI213: Java and the Internet. (Postscript introduction to frameworks like ET and MacApp).

(Another document on use of frameworks.). Preface. University Wisconsin, ghostscript, ghostview, gs page. Please email questions to nabgcs.uow.edu.au

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