《斯坦福大学开放课程:编程方法》讲义#1
斯坦福 编程范式 -回复

斯坦福编程范式-回复何谓斯坦福编程范式斯坦福编程范式是由斯坦福大学开发的一种编程方法论,旨在教授学生如何设计和实施可靠和高效的计算机程序。
斯坦福编程范式不仅仅关注编写代码,更注重教授学生如何解决问题,设计软件系统,并进行软件工程实践。
斯坦福编程范式的核心理念是软件工程思维。
它鼓励学生通过迭代开发、测试和重构的方式构建软件,以确保软件的可靠性和可维护性。
此外,斯坦福编程范式还强调代码的可读性和可重用性,在课程中培养学生编写优雅和易于理解的代码。
斯坦福编程范式包括以下几个关键元素:1. 面向对象编程(OOP):斯坦福编程范式通过面向对象的方法教授学生如何组织和构建复杂的程序。
面向对象编程强调将数据和操作封装在类中,实现了代码的模块化和可重用性。
2. 设计模式:斯坦福编程范式鼓励学生学习和应用常见的设计模式,如单例模式、观察者模式、工厂模式等。
设计模式是经过验证的解决特定问题的方法,能够提高代码的可维护性和可扩展性。
3. 敏捷开发:斯坦福编程范式强调敏捷开发的原则和实践。
敏捷开发鼓励团队合作、迭代开发和快速反馈,以确保软件的及时交付和用户需求的满足。
4. 测试驱动开发(TDD):斯坦福编程范式推崇测试驱动开发的方法。
在编写代码之前,先编写测试用例,并通过测试用例驱动代码的编写。
测试驱动开发能够确保代码的正确性,并提供一个可靠的测试套件,便于后续的维护和改进。
5. 软件工程原则:斯坦福编程范式倡导遵循软件工程原则,如模块化、代码复用、代码风格一致性等。
这些原则有助于提高代码的可读性和可维护性,并促使开发者采用最佳实践来构建软件系统。
斯坦福编程范式的实施步骤斯坦福编程范式的实施步骤可以分为以下几个阶段:1. 需求分析:在开始编写代码之前,首先需要进行需求分析。
明确软件系统的功能和性能要求,了解用户的需求和期望,为后续的设计和开发做好准备。
2. 架构设计:在需求分析的基础上,进行系统的架构设计。
确定系统的组成部分,定义模块间的接口和交互方式。
【YYeTs人人影视】《斯坦福大学开放课程:编程方法》讲义#5——如何下载Eclipse开发环境

Mehran Sahami斯坦福大学开放课程:编程方法CS 106A 讲义#5如何下载Eclipse 开发环境由人人影视《斯坦福开放课程:编程方法》专译组奶昔译制这门课,我们推荐使用斯坦福大学量身定制的Eclipse 软件。
Eclipse 是业内广泛使用的Java 开发环境,功能众多,同时也是开源程序——任何人都可以免费对其定制修改。
利用这个优势,我们在专版Eclipse 中加入了斯坦福的特色功能,配套CS106A 课程(编程方法)使用。
这份讲义将指导你如何下载安装Eclipse 并使用我们的特色功能。
安装Eclipse在写Java 或卡雷尔程序之前,你需要从CS106A 课程网站上下载Eclipse 软件。
不同系统平台的下载方法略有不同。
如果您使用的是苹果电脑,请按照方法一下载。
如果您使用Windows 平台,请按照方法二下载。
方法一:如何在苹果机上下载Eclipse 开发环境我们的Eclipse 只能在Mac OS X 10.4及更高平台上运行。
如果你的系统版本较低,请升级系统平台,或在机房完成作业。
1.从CS 106A 网站上获取Eclipse Eclipse。
在写Java 或卡雷尔程序之前,你需要点击如下地址下载Eclipse 环境/materials/icspmcs106a/stanford_eclipse32_mac.zip2.安装Eclipse Eclipse。
下载完成之后,你应该得到一个名为eclipse 的文件夹或名为eclipse.dmg 的文件a.如过你下载到的是eclipse.dmg 文件,这是一个虚拟磁盘文件,内有名为eclipse 的文件夹。
双击eclipse.dmg ,你会在Finder 中找到一个名为eclipse-mac-distribution 的磁盘。
内有名为eclipse 的文件夹。
如果你下载到的是名为eclipse 的文件夹,请跳过步骤b。
b.将eclipse 文件夹拖入Applications 文件夹。
《斯坦福大学开放课程:编程方法》讲义#23

Mehran Sahami CS 106AHandout #23October 17, 2007 UFO Game ExampleBased on a handout by Patrick Young./** File: UfoGame.java* ------------------* This program plays a game where the user tries to * shoot a UFO before the UFO "lands".*/import import import import acm.program.*; acm.graphics.*; java.awt.*;java.awt.event.*;public class UfoGame extends GraphicsProgram {/** Size and speed of UFO */private static final int UFO_WIDTH = 40;private static final int UFO_HEIGHT = UFO_WIDTH / 2;private static final int UFO_SPEED = 5;/** Size and speed of bullets */private static final int BULLET_SPEED = 10;private static final int BULLET_DIAM = 5;/** Animation cycle delay */private static final int DELAY = 10;public void run() {setup();while (!gameOver()) {moveUFO();moveBullet();checkForCollisions();pause(DELAY);}}/** setup UFO and add mouse listeners */private void setup() {ufo = new GRect(UFO_WIDTH, UFO_HEIGHT);ufo.setFilled(true);add(ufo, getWidth(), 0); // UFO starts at top rightufoToLeft = true;addMouseListeners();}/** determines if game is over -- true if either* the UFO is destroyed or if the UFO lands */private boolean gameOver() {return (ufo == null) ||(ufo.getY() >= getHeight() - UFO_HEIGHT);}/** when mouse is clicked create bullet, unless a bullet * already exists.*/public void mouseClicked(MouseEvent e) {if (bullet == null) {bullet = new GOval(BULLET_DIAM, BULLET_DIAM);bullet.setFilled(true);bullet.setColor(Color.RED);add(bullet, (getWidth() - BULLET_DIAM) / 2,getHeight() - BULLET_DIAM);}}/** moves UFO, if UFO has moved to edge of screen, moves * UFO down and changes UFO direction.*/private void moveUFO() {if (ufoToLeft) {ufo.move(-UFO_SPEED, 0);if (ufo.getX() <= 0) {ufoToLeft = false;ufo.move(0, UFO_HEIGHT);}} else {ufo.move(UFO_SPEED, 0);if (ufo.getX() >= getWidth() - UFO_WIDTH) {ufoToLeft = true;ufo.move(0, UFO_HEIGHT);}}}/** moves bullet */private void moveBullet() {if (bullet != null) {bullet.move(0, -BULLET_SPEED);}}/** checks for bullet interaction with the world* (either colliding with the UFO or moving offscreen*/private void checkForCollisions() {collideWithUFO();moveOffScreen();}/** checks to see if UFO and bullet collide, if so* bullet and UFO are removed and both variables are* set to null.*/private void collideWithUFO() {if (bullet != null) {GObject collObj = getElementAt(bullet.getX(), bullet.getY());if (collObj == ufo) {remove(ufo);remove(bullet);ufo = null;bullet = null;}}}/** determines if bullet has moved of screen,* if it has, removes bullet, sets variable to null*/private void moveOffScreen() {if (bullet != null) {if (bullet.getY() <= -BULLET_DIAM) {remove(bullet);bullet = null;}}}/* private instance variables */private GRect ufo;private GOval bullet;private boolean ufoToLeft; // when true, UFO is moving to left }。
机器学习斯坦福大学讲义

机器学习——斯坦福大学讲义第一课机器学习的动机与应用定义(Arthur Samuel 1959):在不直接针对问题进行编程的情况下,赋予计算机学习能力的研究领域。
例:Arthur的下棋程序,计算走每一步获胜的概率,最终打败程序作者本人。
(感觉使用决策树思想)定义2(Tom Mitchell 1998):一个合理的学习问题应该这样定义:对一个计算机程序来说,给它一个任务T和一个性能测量方法P,如果在经验E的影响下,P对T的测量结果得到了改进,那么就说改程序从E中学习了。
如上例:E:程序不断和自己下棋的经历,T:下棋,P:和人类选手对弈的胜率课程的四大部分:1、有监督学习(1)回归问题例:收集某地房屋价格统计、房屋大小和价格对应情况:画出一条拟合曲线,就可以通过房屋大小估计价格。
-有监督学习即给出一个数据集(正确的房屋价格及对应大小)-此例为回归问题。
回归意味着需要预测的变量是连续的(2)分类问题分类问题中需要处理的变量是离散的例:判断肿瘤是恶性还是两性-收集肿瘤大小和恶性/良性数据,大小为横轴,是否是恶性为纵轴(只有0,1)画图-肿瘤可能由多个因素导致,引入年龄,大小为横轴,年龄为纵轴,恶性以叉表示,良性以圆圈表示画图,分析患肿瘤的区域-还可引入更多属性,画在多维空间中-无限维空间如何处理?将无限维映射到内存的算法?2、学习理论学习理论即解释学习型算法有效的原因(学习算法的理论基础)寻找什么样的算法能很好地近似不同的函数,训练集的规模是否合适3、无监督学习例:如上述肿瘤例子,图中的点不知道正确答案,而是由你从中找去一定的结构,即聚类。
应用于生物基因工程,图像处理,计算机视觉等领域例:鸡尾酒会问题在嘈杂的鸡尾酒会中,将你感兴趣的声音提取出来运用两个不同位置的麦克分开来自不同位置的声音还能应用于文本处理等领域使用ICA算法,Matlab一行代码即可解决4、强化学习通过决策产生的结论或对或错,故产生一系列的决策。
《斯坦福大学开放课程:编程方法》讲义#5

Mehran Sahami CS 106A Handout #7 September 26, 2007Assignment #1: Email and Karel the RobotKarel problems due: 3:15pm on Friday, October 5thEmail due: 11:59pm on Sunday, October 7thBased on a handout by Eric RobertsPart II—The REAL Assignment: Karel problems (due 3:15pm on Friday, Oct. 5th) The real problem solving portion of this assignment consists of four Karel programs. There are starter projects for each of these problems on the CS 106 web site in the area for Assignment 1. When you want to work on one of these programs, you need to download that starter folder as described in Handout #6 (Using Karel in Eclipse). Fromth ere, you need to edit the program files so that the assignment actually does what it’s supposed to do, which will involve a cycle of coding, testing, and debugging until everything works. The final step is to submit your assignment using the Submit Project entry under the Stanford menu. Remember that you can submit your programs individually as you finish them and that you can submit more than one version. If you discover an error after you’ve submitted one of these problems, just fix your program and submit a new copy. Also, Please remember that your Karel programs must limit themselvesto the language features described in Karel the Robot Learns Java in the Karel and SuperKarel classes. You may not use other features of Java, even though theEclipse-based version of Karel accepts them.The four Karel problems to solve are described below.Your first task is to solve a simple story-problem in Karel’s world. Suppose that Karelhas settled into its house, which is the square area in the center of the following diagram:543211 2 3 4 5 6 7Karel starts off in the northwest corner of its house as shown in the diagram. The problem you need to get Karel to solve is to collect the newspaper—represented (as all objects in Karel’s world are) by a beeper—from outside the doorway and then to return to its initial position.This exercise is extremely simple and exists just to get you started. You can assume that every part of the world looks just as it does in the diagram. The house is exactly this size, the door is always in the position shown, and the beeper is just outside the door. Thus, all you have to do is write the sequence of commands necessary to have Karel1. Move to the newspaper,2. Pick it up, and3. Return to its starting point.Even though the program is only a few lines, it is still worth getting at least a little practice in decomposition. In your solution, include a private method for each of the steps shown in the outline.A Word of AdviceBefore you go on to the harder problems on this assignment, why don’tyou try submitting your project as soon as you are done with this firstproblem? Every year, a handful of students run into some kind of problemwith the electronic submission option provided in the Stanford version ofEclipse. If you wait until 4:45 P.M. on Friday before you submit any ofyour work, you may discover that there is some aspect of the submissionprocess that you didn’t quite understand only after it’s too late to get anyhelp. So right now, as soon as you’ve got this first program working, goahead and hit the submit button to make sure that you can ship things off.Once you’ve done so, you’ll know that you’ve got the submission processunder control. Remember, we only look at the last submission you makebefore the due date, so it doesn’t hurt to submit new versions of yoursolution as you finish them.Karel has been hired to repair the damage done to the Quad in the 1989 earthquake. In particular, Karel is to repair a set of arches where some of the stones (represented by beepers, of course) are missing from the columns supporting the arches, as follows:876543211 2 3 4 5 6 7 8 9 10 11 12 13Your program should work on the world shown above, but it should be general enough to handle any world that meets certain basic conditions as outlined at the end of this problem. There are several example worlds in the starter folder, and your program should work correctly with all of them.When Karel is done, the missing stones in the columns should be replaced by beepers, so that the final picture resulting from the world shown above would look like this:876543211 2 3 4 5 6 7 8 9 10 11 12 13Karel may count on the following facts about the world, list on the next page:· Karel starts at 1st Avenue and 1st Street, facing east, with an infinite number of beepers. · The columns are exactly four units apart, on 1st, 5th, 9th Avenue, and so forth. · The end of the columns is marked by a wall immediately after the final column. This wall section appears after 13th Avenue in the example, but your program should work for any number of columns. · The top of the column is marked by a wall, but Karel cannot assume that columns are always five units high, or even that all columns are the same height. · Some of the corners in the column may already contain beepers representing stones that are still in place. Your program should not put a second beeper on these corners.Problem 3In this exercise, your job is to get Karel to create a checkerboard pattern of beepers inside an empty rectangular world, as illustrated in the following before-and-after diagram:8 7 6 5 4 3 2 1BeforeAfter1 2 3 4 5 6 7 8 12 3 4 5 6 7 8 This problem has a nice decomposition structure along with some interesting algorithmic issues. As you think about how you will solve the problem, you should make sure that your solution works with checkerboards that are different in size from the standard 8x 8 checkerboard shown in the example. Odd-sized checkerboards are tricky, and you should make sure that your program generates the following pattern in a 5x 3 world:Another special case you need to consider is that of a world which is only one column wide or one row high. The starter folder contains several sample worlds that test these special cases, and you should make sure that your program works for each of them.Problem 4As an exercise in solving algorithmic problems, program Karel to place a single beeper at the center of 1st Street. For example, if Karel starts in the world543211 2 3 4 5it should end with Karel standing on a beeper in the following position:543211 2 3 4 5Note that the final configuration of the world should have only a single beeper at the midpoint of 1st Street. Along the way, Karel is allowed to place additional beepers wherever it wants to, but must pick them all up again before it finishes.In solving this problem, you may count on the following facts about the world:· Karel starts at 1st Avenue and 1st Street, facing east, with an infinite number of beepers in its bag.· The initial state of the world includes no interior walls or beepers.· The world need not be square, but you may assume that it is at least as tall as it is wide. Your program, moreover, can assume the following simplifications:· If the width of the world is odd, Karel must put the beeper in the center square. If the width is even, Karel may drop the beeper on either of the two center squares.· It does not matter which direction Karel is facing at the end of the run.There are many different algorithms you can use to solve this problem. The interesting part of this assignment is to come up with a strategy that works.感谢您试用AnyBizSoft PDF to Word。
斯坦福大学公开课:编程方法学ASSIGNMENT1

斯坦福大学公开课:编程方法学ASSIGNMENT1这个是根据Assignment #1: Email and Karel the RobotKarel problems due: 1:15pm on Friday, April 12th ,2013自己写的代码,没有做过优化,这次的作业中Problem3的代码有问题,只能实现在大多数的世界中使用,在1 X N这种会失效还没有修改,刚接触这门课程,还是挺有趣的,卡雷尔机器人程序。
我先声明了一个通用的类, 然后再做的作业.import stanford.karel.*;public class 通用extends SuperKarel{public void moveBackToWall(){turnAround();while(frontIsClear()){move();}}public void moveToWall(){while(frontIsClear()){move();}}public void moveBackward(){turnAround();move();turnAround();}public void turnBack(){turnLeft();turnLeft();}}problem1/** File: CollectNewspaperKarel.java* --------------------------------* At present, the CollectNewspaperKarel subclass does nothing. * Your job in the assignment is to add the necessary code to* instruct Karel to walk to the door of its house, pick up the* newspaper (represented by a beeper, of course), and then return * to its initial position in the upper left corner of the house.*/public class CollectNewspaperKarel extends 通用{public void run(){moveToWall();turnRight();move();turnLeft();move();pickBeeper();turnBack();move();turnRight();moveToWall();turnLeft();moveToWall();putBeeper();turnBack();}}problem2public class UnitedNationsKarel extends 通用{public void run(){while(frontIsClear()){if(beepersPresent()){pickBeeper();buildHouse();}if(frontIsClear()){move();}}}private void buildHouse(){getReady();build();finish();}private void getReady(){moveBackward();turnLeft();}private void finish(){turnLeft();}private void build(){buildPart();nextToWork();buildPart();getNext();buildPart();}private void buildPart(){putBeeper();move();putBeeper();move();putBeeper();}private void nextToWork(){move();turnRight();move();turnRight();}private void getNext(){turnAround();nextToWork();}}problem3/** File: CheckerboardKarel.java* ----------------------------* When you finish writing it, the CheckerboardKarel class should draw * a checkerboard using beepers, as described in Assignment 1. You * should make sure that your program works for all of the sample* worlds supplied in the starter folder.*/public class CheckerboardKarel extends 通用{public void run(){while(leftIsClear()){while(frontIsClear()){putRow();}moveToNextStreet();}while(frontIsClear()){putRow();}checkBeeper();}private void putRow(){putBeeper();if(frontIsClear()){move();}if(frontIsClear()){move();}}private void moveToNextStreet(){checkBeeper();moveBackToWall();moveForPutRow();}private void checkBeeper(){moveBackward();if(beepersPresent()){}else{move();putBeeper();}}private void moveForPutRow(){turnRight();if(beepersPresent()){move();turnRight();move();}else{move();turnRight();}}}problem4/** File: MidpointFindingKarel.java* -------------------------------* When you finish writing it, the MidpointFindingKarel class should * leave a beeper on the corner closest to the center of 1st Street * (or either of the two central corners if 1st Street has an even* number of corners). Karel can put down additional beepers as it * looks for the midpoint, but must pick them up again before it* stops. The world may be of any size, but you are allowed to* assume that it is at least as tall as it is wide.*/public class MidpointFindingKarel extends 通用{public void run(){fullOfBeepers();while(beepersPresent()){changeForTake();takeOneBeeper();}turnAround();move();}private void fullOfBeepers(){putBeeper();while(frontIsClear()){move();putBeeper();}}private void changeForTake(){moveToWall();turnAround();}private void takeOneBeeper(){for(int i=0;i<15;i++){if(beepersPresent()){}else{move();}}move();checkBeeper();}private void checkBeeper(){if(beepersPresent()){moveBackward();pickBeeper();move(); }}}。
讲义+#9——卡雷尔例程序四则
|《斯坦福大学开放课程:编程方法》专译组
4
清洁工卡雷尔(CleanupKarel)程序代码 /* * File: CleanupKarel.java * ----------------------* Karel starts at (1, 1) facing East and cleans up any * beepers scattered throughout his world. */ import stanford.karel.*; public class CleanupKarel extends SuperKarel { /* Cleans up a field of beepers, one row at a time */ public void run() { cleanRow(); while (leftIsClear()) { repositionForRowToWest(); cleanRow(); if (rightIsClear()) { repositionForRowToEast(); cleanRow(); } else { /* * In rows with an even number of streets, we want * Karel's left to be blocked after he cleans the last * row, so we turn him to the appropriate orientation. */ turnAround(); } } }
|《斯坦福大学开放课程:编程方法》专译组 5
private void repositionForRowToEast() { turnRight(); move(); turnRight(); } }
《斯坦福大学开放课程:编程方法》讲义#44
Mehran Sahami CS 106A Handout #44 November 30, 2007Packaging Your Program into a Distributable JAR FileBased on a handout by Eric Roberts and Brandon Burr Now that you’ve written all these wonderful programs, wouldn’t it be great if you couldpackage them up and send them to your mom, dad, friends, and pets so that she could see what you’ve done? Because we here in CS106A feel that no parent sho uld be spared the joy of sitting through a simplified version of a game he or she has undoubtedly played a million times before, here’s a short guide to making an executable JAR file in Eclipse!If your program uses no external JAR filesEclipse makes it easy to package your code up into a JAR file that you can double-click to run, especially for those programs that aren’t using other JAR files. In other words, ifyour program is using the ACM libraries (or some other non-standard Java libraries), you’ll have to do the slightly more complicated method that uses a manifest file. Both examples are described below.Using the ACM libraries, Step 1Our programs that have used the ACM libraries have started running via the publicvoid run() method. We changed Eclipse to allow this, to make things easier for you.But in reality, a Java program needs to start at a particular method in a class, the publicstatic void main(String[] args) method. If your program uses the ACM libraries,you’ll need to edit your code t o have a main(). You can do this easily by simply adding the following code to the class that has the public void run(), substituting the name of that class for…Yahtzee‟ below.public static void main(String[] args) {new Yahtzee().start(args);}If you remember at the beginning of the quarter, we said that you needed the special Stanford version of Eclipse to run your programs, this is because of the edit (mentioned above) that we made to Eclipse. But if you add this main() method your program should run fine in any Java compiler.Using the ACM libraries (or using any external JAR files), Step 2Now that we have a normal running Java program, let’s package it up into a JAR file. A JAR file is simple a J ava AR chive – a file that contains a set of Java class files as well as potentially other files that will be used by the program. One important issue to point out here is if we need to specify other libraries that our program will need to reference. The easiest way do this in Eclipse is by using a manifest file when creating your JAR file. The manifest file allows you to specify things like which is the main class to run when theJAR file is double-clicked, or what the external libraries are, or even security information about the JAR file. If you aren’t using other JAR files, you don’t need to use the manifest file. Eclipse provides a straightforward way of exporting your program. In either case,you can create a JAR file as follows.Go through the process of Exporting your project to a JAR file as shown below. In Eclipse, highlight (click on the name of) the project you wish to create a JAR file from:Go to the File menu and select the Export ... command. This should give you the following window:Click on Java to expand the list of options, and then click on the option JAR file . Hit the …Next >‟ button in the window.You will see the JAR Export window:Click on the name of your project (Assignment5, in this case) to make sure the (default package) is selected, and select the destination of the JAR file using the…Browse...”button. Then hit…Next‟.This screen isn’t too important for our purposes. Just hit the…Next >‟ button again.Okay, now here’s where the important stuff happens. First, near the bottom of the window, select the Main class using the…Browse...‟ button. The main class (Yahtzee, in this case) should show up in the list if you correctly added the main() method described above.If your program doesn’t reference other JAR files (i.e., it does not use the ACM libraries or any other libraries), that’s it. You’re done! You don’t need to worry about the manifest file stuff. Just hit the…Finish‟ button, and go double-click the JAR file you just created.Make sure you see the last section of this handout on data files and distribution, though.If you do need to reference other JAR files (i.e., like the ACM libraries), then you need to create a manifest file. To do this, we will go through this exporting process twice. The first time is to generate a manifest file, and the second time is to use that file when exporting our program. So, from here, make sure …Generate the manifest file ‟radio button near the top of the window is selected, and that check box for …Save the manifest in the workspace' is checked. Use the …Browse…‟ button associated with the …Manifest fi le ‟ text box to select the destination of the manifest file. Click the Assignment5 folder (or whatever your project is named), and then in the box type in the name “manifest”. This screen should look something like the image above when you’re done (i.e., the Manifest file will likely be '/Assignment5/manifest'). Now hit the 'Finish' button.You should see the manifest file show up in the package explorer:If you double click on the manifest file, you should see its contents. You need to edit the manifest file to add the line "Class-Path: " followed by the names of all the JAR files that this program uses, separated by spaces. In this case, that would include acm.jar and yahtzeelib.jar . When you’re done the manifest file will look something like this:Make sure to save the updated manifest file. Now that we have this manifest file, repeat the entire above process of exporting a JAR file (i.e., click on your project name, pick Export... from the file menu, select the JAR file option for exporting, etc.). However, this time you will do something different when you get to the last window (shown below): Array When you get here, make sure to click the radio button for“Use existing manifestfrom workspace”.You should then have a screen that looks like this:Now, hit“Finish” button. Eclipse will use the manifest file we just created previously to make our yahtzee.jar. If it asks you to overwrite the old yahtzee.jar, just say “Yes”.We’re almost there!Distributing your programNow you have your yahtzee.jar file, containing your Yahtzee code, but you can’t simply send the yahtzee.jar to your friends. This jar doesn’t contain the code in the other two JAR files (acm.jar and yahtzeelib.jar), nor does it contain any data filesyour program might use (text files with data, or even sounds or images). What you’ll want to do is create a new folder, place your yahtzee.jar file in it, along with any other JAR files your program uses (like acm.jar and any other the ones you added to the manifest file) and data files you use. Once you have all of these files in a single folder, you should be able to just double-click your yahtzee.jar file, and have it run your application. You will need to distribute this entire folder to anyone that you want to share your program with. Usually the easiest way is to just zip the folder up into a single file, and then email that – just make sure that your friends know how to unzip the file!。
斯坦福大学《编程方法》公开课介绍
教学信息新教师教学大家开始回想这种现象,并感觉费解的时候,就代表了这次教学有了一个好的开始,随后再继续进行讲解。
这样学生们就会因为好奇心对这件事情感兴趣,从而让学生在课堂上能够认真听讲。
并积极的与老师和其他同学互动。
(三)训练学生思维方式物理具有分析、综合、抽象、概括、推理、逻辑等基本思维方法。
一个简单的力学问题,就能将这些一一概括。
举例说明,手里拿着一个乒乓球,然后松手,让乒乓球自由从空中掉落到地面上,请用一张图形表现出乒乓球在下路后多次弹起直到静止的过程。
这是物理课上基本的用了很久的一项问题。
这种问题没有任何实物也没有进行这次实际操作,简简单单是一个问题,然后让学生们动用脑力解决这项问题。
但这个问题却具备了之前所说的所有基本思维方式。
首先是综合分析这乒乓球,因为是自由从空中掉落,所以判定这个乒乓球是进行的自由落体运动,其因为是综合分析,所以忽略了空气阻力这一项。
进一步,用抽象的概括,把乒乓球视为一种模型。
这种模型在接触地面后由于挤压发生变形,因此由其本身与地表接触的反作用力会发生弹跳,直到完全受重力控制,停止在地表。
最后它的整个过程的运动轨迹是逐步变小的。
这是正常的逻辑推理。
以上的这些思维方法全都是通过物理方法体现出来的,所以说二者是息息相关的。
因此在物理启发式教学中训练思维方式也是重要的一个环节。
四、结束语高中物理课很适合实行启发式教学,它具有运用启发式教学所有条件。
希望以后的物理课堂上多一些这种教学方式,相信它一定会使教育事业蓬勃发展。
参考文献[1]雷金育.高中物理教学中过程启发式教学的应用解析[J].试题与研究(教学论坛),2014(24):86[2]陈静.探析高中物理教学中过程启发式教学的应用[J].教育界,2014(26):141-141一、背景网易公开课中,有一门来自斯坦福大学的课程《编程方法》(Programming Methodologies ),这是斯坦福工程学院课程开放计划中的一门,免费提供他人观看,我因而得以收看学习。
斯坦福大学开放课程讲义17-coding-style
Steve Cooper Handout #17CS 106A January 24, 2011Coding StyleWhen writing a paper, you can have well-crafted, correctly spelled sentences and create ―A‖ work. Or you can hack out the text in a hurry. It will not look as good, but it can convey your thoughts and get the job done; it’s worth maybe a ―B‖ or a ―C‖. Computer code is not like that. Code that is messy tends to have all sorts of bugs and other problems. Messy code attracts problems like a half-eaten lollipop attracts lint (and that's never pleasant). The problems and bugs in poorly written code tend to compound each other and pile up, so the code ends up being nearly worthless. It has bugs. Nobody knows how to fix them or add features without creating more bugs. Once code is in that state, it is hard to escape. In a sense, code tends to be more either ―A‖, or ―D‖ or ―F‖. Therefore, it is best to write code that is clean to start, and keep it clean as you add features. This is one of the lessons in CS for successfully building large projects. For that reason CS 106A emphasizes the habits of clean, well-engineered code right from the start, building the right habits for the future.One reason to write clean, well-structured code is that it works better and takes less time in the end. The other reason to write clean code is that it is just more satisfying to do a good job on something. Clear, elegant code feels right, just like any other engineering or artistic creation.The messy code trapIt is a basic fact of computer science that poorly designed, messy code is harder to build and debug than clean code. It is tempting to just type out a quick solution as it occurs to you to get started. It is better to take a little more time at the start to build the clean version, creating fewer headaches in the debugging phase. Once code gets messy, it’s hard to clean it up. It’s easier to start clean, and then keep it clean with each addition. The worst possible strategy is to build the messy version, do your debugging on that, and then clean it up before turning it in—all the work and little of the benefit! Do it the right way from the start, and you’ll be happier.DecompositionDecomposition does not mean taking a completed program and then breaking up large methods into smaller ones merely to appease your section leader. Decomposition is the most valuable tool you have for tackling complex problems. It is much easier to design, implement, and debug small functional units in isolation than to attempt to do so with a much larger chunk of code. Remember that writing a program first and decomposing after the fact is not only difficult, but prone to producing poor results. You should decompose the problem, and write the program from that already decomposed framework. In other words, you are aiming to decompose problems, not programs!The decomposition should be logical and readable. A reader shouldn't need to twist her head around to follow how the program works. Sensible breakdown into modular units and good naming conventions are essential. Methods should be short and to the point. Strive to design methods that are general enough for a variety of situations and achieve specifics through use of parameters. This will help you avoid redundant methods—sometimes the implementation of two or more methods can be sensibly unified into one general method, resulting in less code to develop, comment, maintain, and debug. Avoid repeated code. Even a handful of lines repeated is worth breaking out into a helper method called in both situations.Readable codeOne metric for good code is that it ―reads‖ nicely—that someone sweeping their eye over the code can see the algorithmic idea at hand. The original programmer had an idea inmind—a way to solve the problem. Does the code communicate that idea? Writingreadable code is important both because it will help any future reader and because it helpsyou avoid your own bugs. Bugs, after all, are simply where the code expresses an idea,but it is not the idea you had in mind. Readable code has fewer bugs.Variable namesThe first step in readable code is choosing good names for variables. Typically a variablegets a noun name that reflects what it stores—width or height or bankBalance. If youhave the number 2, but do not know anything about it, then the generic num is an okayname. If you know more specifically that it’s a weight or a number of pixels then thename should reflect that knowledge. In Java, the convention is to begin variables with the first word lowercase, and uppercase later words like this: bestScore, remainingCreamPuffs. This notation is often refered to as "Camel Case," since the capitalization of letters in the middle of the name is similar to humps on a camel. If youhave a pointer to an object but without any more specific word to use for its variablename, then you can use the name of the class in lowercase. So if code deals with a Circle or Person object, then obvious variable names are circle or person. If you know something more specific about the objects, then more specific names like leftCircle or mother are better. There are a few idiomatic one-letter names—i, j, k for int loop counters; x, y, z for coordinates. These are in such wide use that they make very readable code just by familiarity.Method namesIf variables names are the nouns, method names are the verbs. Method names shouldreflect the action they perform—removeAll(), drawLine(), getX(). The prefixes getand set have a typical role. A get method gets a piece of information from an object,either a value that the object stores or computes: getWidth(), getNumChildren().Likewise, set methods typically are used to pass a value in to an object for it to store oruse: setWidth(int width). Methods that return a boolean (i.e., predicate methods) areoften named starting with is or has.WhitespaceUse whitespace to help separate the logical parts of the code, in much the same way that paragraphs separate groups of sentenc es. Rather than write a block of 20 lines, it’s nice to put in blank lines to separate the code into its natural 6-line sections that accomplish logical sub-parts of the computation. Each little section of code might have a comment to describe what it accomplishes. Likewise, you can use whitespace to show the logical grouping of elements within a line. Do not run everything together with no spaces. Here are a few examples/* many terms with no spaces -- never do this */int i=2*i+12/i;/* spaces around every operator----okay */int i = 2 * i + 12 / i;/* could add parens for readability */int i = (2 * i) + (12 / i);/* here’s the same idea, but with boolean expressions... *//* spaces - ok */if (i * 12 < j) {/* could add parens for clarity */if ((i * 12) < j) {IndentationAll programming languages use indentation to show which parts of the code are owned or controlled by other parts. In CS 106A, whenever there is a {, the code on the next line should be indented—this applies to methods, classes, if-statements, loops, and so on. Eclipse will do this automatically. Hit the tab key to indent one level manually. You can also select a few lines and use tab to move them all right on level, and shift-tab to move them all left one level. At the end of the indented code the matching }should not be indented. In this way, the indented section is visually set-off from the outer {}that controls it, as shown:if (i > 10) {println("i too big");i = i % 10;someMethod(i);}CommentsComments add the human context to the raw lines of code. They explain the overall flow and strategy of what is going on. Comments point out assumptions or issues that affect a part of the program that are not obvious from the code itself.As you write larger and more complex pieces of code, comments help you keep track of your own assumptions and ideas as you are building and testing various parts of the code. There gets to be more than you can keep in your head at one time. The first step is good variable and method na mes. They make the code ―read‖ well on its own, so fewer comments are required.Class commentsEach class should have a comment summarizing what it does. Typically the class comment will mention what sort of data the class encapsulates and what sort of methods it implements. Professional quality documentation for a class or group of classes intended for use by others, such as the String class, will also have a few introductory paragraphs of discussion of what sort of problems the class solves and what typical client use of the class looks like. For a system of classes, there may be an architectural overview that summarizes the role of each class and how they all fit together to build the program. Variable commentsSometimes the meaning of an instance variable or local variable is completely clear just from its name. For a complex variable, there is often extra contextual information about the variable that the code must be consistent about. A comment where the instance variable is declared is the perfect place to document such side-issues for the variable: what are its units? Are there constraints on what values it is allowed to take on? For example, weight might be the perfect name for an instance variable indicating the weight of the object, but you still need to know, say for a car simulator, that it is in pounds, or that the weight is for the car but does not include the passengers or fuel. There is often ancillary information about an instance variable—its meaning, assumptions, and constraints—beyond what is captured in its name. The comment for an instance variable can capture this extra information about the variable in one place.Method commentsMethod comments should describe what the method accomplishes. Emphasize what the method does for the caller, not how it is implemented. The comment should describe what the method does to the receiver object, adding in the role of any parameters. In the standard comment style used with javadoc, the method comment begin with a verb in the third-person singular f orm (typically ending in ―s‖) describing what the method does. For a complex method, the comment can address the preconditions that should be true before the method is called, and the postconditions that will be true after it is done.An example of method commenting is shown on the next page.AttributionAll code copied from books, handouts or other sources, and any assistance received from other students, section leaders, fairy godmothers, etc. must be cited. We consider this an important tenet of academic integrity. For example,/*** isLeapYear is adapted from Eric Roberts' text,* The Art and Science of Java, p. 106.*/or/*** I received help designing the decomposition of Breakout, in* particular, the idea having a method to handle one ball in play, * from Jason Ma on Friday, Jan. 28, 2011.*/。
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Mehran Sahami CS 106A Handout #1 September 24, 2007 CS 106A — General Information Based on a handout by Eric Roberts Professor: Mehran SahamiHead TA: Ben NewmanIn addition to lecture, you must also sign up for a weekly 50-minute section. In order to take CS 106A, you must sign up for a section between 5:00 P .M . Thursday, September Special note on discussion sections for SCPD studentsIf you are an SCPD student, you are automatically enrolled in the SCPD discussion section which meets on Fridays from 1:15-2:05 P .M . in Skilling Auditorium (if you would like to come to campus) and is bro adcast live on SITN channel E2 (for remote viewing). Section leaders and course helpersCS106A provides extensive assistance for students. Section Leaders and Course Helpers are available from Sunday through Thursday evenings each week in Tresidder LaIR to/ and click onthe "Helper Schedule" link for the latest schedule of LaIR Helper Hours.If you are an undergraduate, you are required to take CS 106A for 5 units of credit. If you are a graduate student, you may enroll in CS 106A for 3 units if it is necessary for you to reduce your units for administrative reasons. Taking the course for reduced units does not imply any change in the course requirements.Texts and handoutsThere are two required texts for this class, both of which are available from the Stanford Bookstore. The first is a course reader entitled Karel the Robot Learns Java—a 35-page tutorial that introduces the major concepts in programming in the context of an extremelysimple robot world. The second is the textbook The Art and Science of Java by EricRoberts. In addition to these texts, we will also distribute additional material in the form of class handouts. After class, any extra copies of the handouts will be placed in thehandout bins in the entryway to the Gates B-wing. The handouts are also available inPDF® format on the CS 106 web site. If you miss a handout in class, you can print yourown copy from the web.Having an email account is a requirement for this course. E-mail accounts are availableto all students at Stanford through LaIR. Information on obtaining an account is availableat the Tresidder computer cluster, from your Resident Computer Consultant, or via theweb att /.Programming assignmentsAs you can see from the syllabus, there will be seven assignments (Assignment 1 –Assignment 7). The assignments will become slightly more difficult and require moretime as the quarter progresses. Thus, the later assignments will be weighed slightly morethan the earlier ones. Except for Assignment #7 (which is due at the very end of thequarter), each assignment is graded during an interactive, one-on-one session with your section leader, who rates it according to the following scale:++++––––An absolutely fantastic submission of the sort that will only come along a few timesduring the quarter. To ensure that this score is given only rarely, any grade of ++ must be approved by the instructor and TA. Since your section leader would almost certainlywant to show off any assignment worthy of a ++, this review process should not be too cumbersome.A submission that exceeds our standard expectation for the assignment. The programmust reflect additional work beyond the requirements or get the job done in a particularly elegant way.A submission that satisfies all the requirements for the assignment—a job well done.A submission that meets the requirements for the assignment, possibly with a few smallproblems.A submission that has problems serious enough to fall short of the requirements for theassignment.A submission that has extremely serious problems, but nonetheless shows some effortand understanding.A submission that shows little effort and does not represent passing work.From past experience, we expect most grades to be + and . Dividing the grades intocategories means that your section leader can spend more time talking about what youneed to learn from the assignment and not have to worry about justifying each point. The overall goal is to maximize the learning experience in doing the assignments, and wehave found the "bucket" grading system to work much better for programmingassignments than assigning numeric grades from a pedagogical perspective over manyquarters of experience.For each assignment, you must make an appointment with your section leader for an interactive-grading session. Your section leader will explain in section how to schedule these sessions and go over the grading process in more detail.Late policyEach of the assignments is due at the start of class on the dates specified in the syllabus. Most assignments require both electronic and printed submissions. The printed copies may be handed in during class or turned in to the box outside Ben’s office (Gates 160); the corresponding program code must be submitted electronically as described in a separate handout. All assignments are due at 3:15P.M. sharp on the dates indicated on the assignment handout. Anything that comes in after 3:15P.M. will be considered late. Because each of you will probably come upon some time during the quarter where somuch work piles up that you need a little extra time, every student begins the quarter withtwo free "late days." "Late days" are class days, not actual days (i.e. from Monday to Wednesday is one late day). After the late days are exhausted, programs that come in late(up to a maximum of three class days) will be assessed a late penalty of one grade“bucket” per day (e.g., a + turns into a , and so forth). Assignments received later thanthree class days following the due date will not be graded. The interactive-gradingsession with your section leader must be scheduled within two weeks of the due date.Note that late days may not be used on the last assignment (#7) and no assignments willbe accepted after the last day of classes (December 7th).You should think of these free "late days" as extensions you have been granted ahead oftime, and use them when you might have otherwise tried to ask for an extension. As aresult, getting an extension beyond the two free "late days" will generally not be granted.In very special circumstances (primarily extended medical problems or other emergencies), extensions may be granted beyond the late days. All extension requestsmust be directed to the head TA, Ben Newman, no later than 24 hours before the programis due. Only Ben will be able to approve extensions. In particular, do not ask yoursection leader .ExaminationsThe midterm examination will be will be a ninety-minute test administered outside ofclass from 7:00-8:30pm on Tuesday, October 30th. If you have a conflict with thisrequest by electronic mail to me by 5:00pm on Monday, October 22nd to arrange analternate exam time. The final examination is scheduled forThursday, December 13th from 12:15-3:15pm.All examinations are open-book (class course reader and testbook only), and you may use any notes, handouts, or materials from the class, but you cannot use electronic devices of any type (i.e. portable computers, PDAs, etc).GradingFinal grades for the course will be determined using the following weights:45% 30% 15% 10% Programming assignments (weighted toward the later assignments) Final examinationMidterm examinationSection participationComputer facilitiesAs in any programming course, the assignments in CS 106A require extensive hands-on use of a computer. The preferred platform for doing the work is the Eclipse development environment which runs under both Mac OS X and Microsoft Windows (Vista and XP). Instructions on obtaining and using the Eclipse environment—which is an open-source software project and therefore free to download—will be distributed in a separate class handout.。