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Lecture 0 - CS50x PDF

This summary provides an overview of the key topics and concepts covered in the introductory computer science lecture: 1) The lecture introduces students to fundamental concepts in computer science like algorithms, binary representation of data, and pseudocode. It explains that computer science involves representing and processing inputs to generate outputs. 2) Binary numbers use only two digits, 0 and 1, to represent all values, which maps well to the on/off electric signals in computers. Data like text, images, sound can all be broken down and represented numerically in binary. 3) Algorithms are step-by-step processes to solve problems, and their efficiency can be analyzed. Example algorithms like searching a phone book are presented.

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0% found this document useful (0 votes)
366 views17 pages

Lecture 0 - CS50x PDF

This summary provides an overview of the key topics and concepts covered in the introductory computer science lecture: 1) The lecture introduces students to fundamental concepts in computer science like algorithms, binary representation of data, and pseudocode. It explains that computer science involves representing and processing inputs to generate outputs. 2) Binary numbers use only two digits, 0 and 1, to represent all values, which maps well to the on/off electric signals in computers. Data like text, images, sound can all be broken down and represented numerically in binary. 3) Algorithms are step-by-step processes to solve problems, and their efficiency can be analyzed. Example algorithms like searching a phone book are presented.

Uploaded by

Emily Sia
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Lecture 0

Welcome
What is computer science?
Binary
Representing data
Algorithms
Pseudocode
Scratch

Welcome
When David was a first year, he was too intimidated to take any computer science courses. By the time
he was a sophomore, he found the courage to take the equivalent of CS50, but only pass/fail.
In fact, two-thirds of CS50 students have never taken a CS course before.
And importantly, too:
what ultimately matters in this course is not so much where you end up relative to your classmates
but where you end up relative to yourself when you began

What is computer science?


Computer science is fundamentally problem-solving.
We can think of problem-solving as the process of taking some input (details about our problem) and
generate some output (the solution to our problem). The “black box” in the middle is computer
science.

We need a way to represent inputs, such that we can store and work with information in a standard
way.

Binary
A computer, at the lowest level, stores data in binary, a numeral system in which there are just two
digits, 0 and 1.
When we first learned to count, we might have used one finger to represent one thing. That system is
called unary. When we learned to write numbers with the digits 0 through 9, we learned to use decimal.
For example, we know the following represents one hundred and twenty-three.

1 2 3

The 3 is in the ones column, the 2 is in the tens column, and the 1 is in the hundreds column.
So 123 is 100×1 + 10×2 + 1×3 = 100 + 20 + 3 = 123.
Each place for a digit represents a power of ten, since there are ten possible digits for each place.
In binary, with just two digits, we have powers of two for each place value:

4 2 1
0 0 0

This would still be equal to 0.


Now if we change the binary value to, say, 0 1 1 , the decimal value would be 3.

4 2 1
0 1 1

If we wanted to represent 8, we would need another digit:

8 4 2 1
1 0 0 0

And binary makes sense for computers because we power them with electricity, which can be either on
or off, so each bit only needs to be on or off. In a computer, there are millions or billions of switches
called transistors that can store electricity and represent a bit by being “on” or “off”.
With enough bits, or binary digits, computers can count to any number.
8 bits make up one byte.

Representing data
To represent letters, all we need to do is decide how numbers map to letters. Some humans, many years
ago, collectively decided on a standard mapping called ASCII. The letter “A”, for example, is the
number 65, and “B” is 66, and so on. The mapping also includes punctuation and other symbols. Other
characters, like letters with accent marks, and emoji, are part of a standard called Unicode that use
more bits than ASCII to accommodate all these characters.
When we receive an emoji, our computer is actually just receiving a decimal number
like 128514 ( 11111011000000010 in binary, if you can read that more easily) that it then maps
to the image of the emoji.
An image, too, is comprised of many smaller square dots, or pixels, each of which can be represented
in binary with a system called RGB, with values for red, green, and blue light in each pixel. By mixing
together different amounts of each color, we can represent millions of colors:
The red, green, and blue values are combined to get a light yellow color:

We can see this in an emoji if we zoom in far enough:

And computer programs know, based on the context of its code, whether the binary numbers should be
interpreted as numbers, or letters, or pixels.
And videos are just many, many images displayed one after another, at some number of frames per
second. Music, too, can be represented by the notes being played, their duration, and their volume.

Algorithms
So now we can represent inputs and outputs. The black box earlier will contain algorithms, step-by-
step instructions for solving a problem:

Let’s say we wanted to find a friend, Mike Smith, in a phone book.


We could start by flipping through the book, one page at a time, until we find Mike Smith or
reach the end of the book.
We could also flip two pages at a time, but if we go too far, we’ll have to know to go back a
page.
But an even more efficient way would be opening the phone book to the middle, decide whether
Mike will be in the left half or right half of the book (because the book is alphabetized), and
immediately throw away half of the problem. We can repeat this, dividing the problem in half
each time. With 1024 pages to start, we would only need 10 steps of dividing in half before we
have just one page remaining to check.
In fact, we can represent the efficiency of each of those algorithms with a chart:

Our first solution, one page at a time, is like the red line: our time to solve increases linearly as
the size of the problem increases.
The second solution, two pages at a time, is like the yellow line: our slope is less steep, but still
linear.
Our final solution, is like the green line: logarithmic, since our time to solve rises more and more
slowly as the size of the problem increases. In other words, if the phone book went from 1000 to
2000 pages, we would need one more step to find Mike. If the size doubled again from 2000 to
4000 pages, we would still only need one more step.

Pseudocode
We can write pseudocode, an informal syntax that is just a more specific version of English (or other
human language) that represents our algorithm:
1 Pick up phone book
2 Open to middle of phone book
3 Look at page
4 If Smith is on page
5 Call Mike
6 Else if Smith is earlier in book
7 Open to middle of left half of book
8 Go back to line 3
9 Else if Smith is later in book
10 Open to middle of right half of book
11 Go back to line 3
12 Else
13 Quit

Some of these lines start with verbs, or actions. We’ll start calling these functions:

1 Pick up phone book


2 Open to middle of phone book
3 Look at page
4 If Smith is on page
5 Call Mike
6 Else if Smith is earlier in book
7 Open to middle of left half of book
8 Go back to line 3
9 Else if Smith is later in book
10 Open to middle of right half of book
11 Go back to line 3
12 Else
13 Quit

We also have branches that lead to different paths, like forks in the road, which we’ll call conditions:

1 Pick up phone book


2 Open to middle of phone book
3 Look at page
4 If Smith is on page
5 Call Mike
6 Else if Smith is earlier in book
7 Open to middle of left half of book
8 Go back to line 3
9 Else if Smith is later in book
10 Open to middle of right half of book
11 Go back to line 3
12 Else
13 Quit

And the questions that decide where we go are called Boolean expressions, which eventually result to a
value of true or false:
1 Pick up phone book
2 Open to middle of phone book
3 Look at page
4 If Smith is on page
5 Call Mike
6 Else if Smith is earlier in book
7 Open to middle of left half of book
8 Go back to line 3
9 Else if Smith is later in book
10 Open to middle of right half of book
11 Go back to line 3
12 Else
13 Quit

Finally, we have words that lead to cycles, where we can repeat parts of our program, called loops:

1 Pick up phone book


2 Open to middle of phone book
3 Look at page
4 If Smith is on page
5 Call Mike
6 Else if Smith is earlier in book
7 Open to middle of left half of book
8 Go back to line 3
9 Else if Smith is later in book
10 Open to middle of right half of book
11 Go back to line 3
12 Else
13 Quit

Scratch
We can write programs with the building blocks we just discovered:
functions
conditions
Boolean expressions
loops
We’ll use a graphical programming language called Scratch, where we’ll drag and drop blocks that
contain instructions.
Later in our course, we’ll move onto textual programming languages like C, and Python, and
JavaScript. All of these languages, including Scratch, has more powerful features like:
variables
the ability to store values and change them
threads
the ability for our program to do multiple things at once
events
the ability to respond to changes in our program or inputs

The programming environment for Scratch looks like this:

On the left, we have puzzle pieces that represent functions or variables, or other concepts, that
we can drag and drop into our instruction area in the center.
On the right, we have a stage that will be shown by our program to a human, where we can add
or change backgrounds, characters (called sprites in Scratch), and more.
We can drag a few blocks to make Scratch say “hello, world”:

The “when green flag clicked” block is the start of our program, and below it we’ve snapped in a
“say” block and typed in “hello, world”.
We can also drag in the “ask and wait” block, with a question like “What’s your name?”, and combine
it with a “say” block for the answer:
But we didn’t wait after we said “Hello” with the first block, so we can use the “say () for () seconds”
block:

We can use the “join” block to combine two phrases so Scratch can say “hello, David”:

Notice that we can nest instructions and variables.


In fact, the “say” block itself is like an algorithm, where we provided an input of “hello, world” and it
produced the output of Scratch (the cat) “saying” that phrase:

The “ask” block, too, takes in an input (the question we want to ask), and produces the output of the
“answer” block:
We can then use the “answer” block along with our own text, “hello, “, as two inputs to the join
algorithm …

… which we pass as input again to the “say” block:


We can try to make Scratch (the name of the cat) say meow:

But when we click the green flag, we hear the meow sound over and over immediately. Our first
bug, or mistake! We can add a block to wait, so the meows sound more normal.

We can have Scratch point towards the mouse and move towards it:
We’ll look at a sheep that can count:

Here, counter is a variable, the value of which we can set, use, and change.
We can also have Scratch meow if we touch it with the mouse pointer:
Alternatively, we can have Scratch roar if we do:

Here, we have two different branches, or conditions, that will repeat forever. If the mouse is
touching it, Scratch will “roar”, otherwise it will just meow.
We can make Scratch move back and forth on the screen with a few more blocks we can discover by
looking around:

We can even record our own sound to play.


With two different “costumes,” or images of Scratch with its legs in different positions, we can even
simulate an animated walking motion:
We look at another program, bark, where we can use the space bar to mute a sea lion:

We have a variable, muted , that’s false by default. And our program will constantly check if
the space bar is pressed, and set muted to false if it’s true , or true if not. This way, we can
toggle whether the sound plays or not, since our other set of blocks for the sea lion check
the muted variable:
With multiple sprites, or characters, we can have different sets of blocks for each of them:

For one puppet, we have these blocks that say “Marco!”, and then a “broadcast event” block.
This “event” is used for our two sprites to communicate with each other, like sending a secret
message. So our other puppet can just wait for this event to say “Polo!”:

Now that we know some basics, we can think about the design, or quality of our programs. For
example, we might want to have Scratch cough three times by repeating some blocks:
While this is correct, we can avoid repeating blocks with a loop:

The next step is abstracting away some of our code into a function, or making it reusable in different
ways. We can make a block called “cough” and put some blocks inside it:

Now, all of our sprites can use the same “cough” block, in as many places as we’d like.
We can even put a number of times into our cough function, so we only need a single block to cough
any number of times:
We look at some examples and discuss how we might implement components of them with different
sprites that follow the mouse cursor, or cause something else to happen on the stage.
Welcome aboard!

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