Stanford / Engineering

Overview of NameSurfer - The Next Assignment

By Mehran Sahami | Computer Science I: Programming Methodology Lecture 22 of 28

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Lecture Description

Overview of NameSurfer - The Next Assignment, Components and Containers, Listeners for Components, Create a Program Which Extends Program, The ComponentListener Interface, The MusicShop Example Program, The MusicShopDisplay Example Program

Course Description

This course is the largest of the introductory programming courses and is one of the largest courses at Stanford. Topics focus on the introduction to the engineering of computer applications emphasizing modern software engineering principles: object-oriented design, decomposition, encapsulation, abstraction, and testing.

Programming Methodology teaches the widely-used Java programming language along with good software engineering principles. Emphasis is on good programming style and the built-in facilities of the Java language. The course is explicitly designed to appeal to humanists and social scientists as well as hard-core techies. In fact, most Programming Methodology graduates end up majoring outside of the School of Engineering.

Related Resources

Transcript   |  Assignment 6 Name Surfer

Course Index

  1. Introduction to Computer Programming
  2. Introduction to Karel
  3. Karel and Java
  4. The History of Computing
  5. Variables
  6. Operators
  7. The Loop and a Half Problem
  8. Information Hiding
  9. Strings
  10. Importance of Private Variables
  11. The GImage Class
  12. Enumeration
  13. String Processing
  14. Memory
  15. Pointer Recap
  16. Array
  17. Multi-dimensional Arrays
  18. A Wrap Up of Multi-dimensional Arrays
  19. An Interface
  20. GUI
  21. Review of Interactors and Listeners
  22. Overview of NameSurfer - The Next Assignment
  23. Searching, Sorting and Algorithmic Efficiency
  24. Principles of Good Software Engineering for Managing Large Amounts of Data
  25. Defining a Social Network for Our Purposes
  26. Introduction to the Standard Java Libraries
  27. Life After Programming Methodology
  28. The Graphics Contest Winners
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