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Informatics

Introductory phase (EF): In the early stages of teaching computer science in the EF there are different approaches eg with Greenfoot. Here I will but introduce projects realized with Netbeans. the first projects deal with simple graphics and string manipulations. Based on the graphic examples, an entrance to the object-oriented programming (ball as moving circle, billiard ball subclass of ball knows a pool table, circle and square as a subclass of the abstract class figure, polymorphism, etc.).

Qualifying phase I (Q1): A first project deals with recursive algorithms, then various projects follow on "Linear Data Structures" (List, Stack, Queue) and on the theme of "Searching and Sorting". Finally, projects are being implemented to tree structures.

Qualification Phase II (Q2): Here various projects for client / server programming are presented.

 

The entry into the recursion starts with calculation algorithms such as n!, Fibonacci sequence, gcd and lcm and continues with recursive graphics. A prime example of recursion is the algorithm of the problem "Towers of Hanoi". However, the applet presented here has been using the knowledge of the data structure "stack" forward. At various examples such as term calculators, waiting rooms and car washs linear data structures List, Stack and Queue are demonstrated. It continues with examples of searching and sorting. Finally, tree structures are presented with various examples.

 

Starting with simple graphics (circle, triangle, square) for practicing graphics commands and dealing with elements such as selection and slider. Then follows the handling of strings and finally strings and graphics are combined in Hangmanprojekt.

We will proceed with a first introduction to object-oriented programming, following on from the previous graphic project. First you create a class ball. The ball is represented as a circle. The movement of the ball is done by erasing and drawing it in a new location. A class pool table presents a table represented by a rectangle and submits various methods to give back position and dimension of this table. A new class billiard ball is implemented as a subclass of the ball. In contrast to the ball a billiard ball knows a pool table and bounces off the edges. A new project draws figures (squares and circles of different size and color) on the canvas. Squares and circles are subclasses of the abstract class figure. An object of class figure can therefore be a circle or a square (polymorphism). If an object is clicked, it can be moved with the cursor keys.

 

 

The entry into the network programming is demonstrated by several examples. IYou usually start with the (simpler) programming of clients before some of the servers become a subject. Simple examples are echo-echo client and server, time client and time server, chat client and chat server. At the end of the sequence the game Tic-Tac-Toe is discussed. The implementation of the client is quite simple (the player makes his selection by clicking on the appropriate button), implementing the server makes more trouble: it must on the one hand, all playing fields of the various clients store in a list and have a game plan.