Interactive Programming provides an alternate entry into the computer science curriculum. It teaches problem decomposition, program design, construction, and evaluation, beginning with the following premises: A program is a community of interacting entities. Its "pieces" are these implicitly or explicitly concurrent entities: user interfaces, databases, network services, etc. They are combined by virtue of ongoing interactions which are constrained by interfaces and by protocols. A program is evaluated by its adherence to a set of invariants, constraints, and service guarantees -- timely response, no memory leaks, etc.
Because it begins from this alternate notion of what programming is about, Interactive Programming tells a rather different story from the traditional introductory programming book. By its end, students are empowered to write and read code for client-server chat programs, networked video games, web servers, user interfaces, and remote interaction protocols. They build event-driven graphical user interfaces and spawn cooperating threads. Each of these programs -- all of which are beyond the scope of traditionally taught introductory courses -- is a natural extension of the community metaphor for computation.
Intended Audience:
This book is designed for use by students who have no prior programming experience (typically college freshmen)। It ultimately teaches both the fundamentals of computer programming and the details of the Java programming language.
Introduction to Programming (in Java) - An Interdisciplinary Approach
Authors : Robert Sedgewick and Kevin Wayne, Department of Computer Science, Princeton University
Publication Date : 2007, preliminary version printed December 1, 2006
Terms and Conditions:
Robert Sedgewick wrote: |
For information on obtaining permission for use of material from this work, please submit a request to the authors at rs@cs.princeton.edu and wayne@cs.princeton.edu. |
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