Lecture 0 - CS50x 2024
Lecture 0 - CS50x 2024
This is CS50
CS50’s Introduction to Computer Science
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Lecture 0
Welcome!
What’s Ahead
Community!
Computer Science
ASCII
Unicode
Representation
Algorithms
Pseudocode
Artificial Intelligence
Scratch
Hello World
Hello, You
Meow and Abstraction
Conditionals
Oscartime
Ivy’s Hardest Game
Summing Up
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Welcome!
This class is about more than computer programming!
Indeed, this class is about problem-solving in a way that is exceedingly empowering! You will
likely take the problem solving that you learn here will likely be instantly applicable to your
work beyond this course and even your career as a whole!
However, it will not be easy! You will be “drinking from the firehose” of knowledge during this
course. You’ll be amazed at what you will be able to accomplish in the coming weeks.
This course is far more about you advancing “you” from “where you are today” than hitting
some imagined standard.
The most important opening consideration in this course: Give the time you need to learn
through this course. Everyone learns differently. If something does not work out well at the
start, know that with time you will grow and grow in your skill.
Don’t be scared if this is your first computer science class! For most of your peers, this is their
first computer science class too!
What’s Ahead
You will be learning this week about Scratch, a visual programming language.
Then, in future weeks, you will learn about C. That will look something like this:
#include <stdio.h>
int main(void)
{
printf("hello, world\n");
}
print("hello, world")
This class will give you a strong understanding of how recent programming languages
developed from the earlier ones.
You will learn SQL, JavaScript, HTML, and CSS.
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We will also be looking at how we can use databases and third-party frameworks to build
web applications.
Community!
You are part of a community of those taking this course at Harvard College, Harvard
Extension School, and via edX.org.
Puzzle Day and the CS50 Fair
You can attend CS50 Lunches and CS50 Hackathon, if you are student on Harvard’s campus.
Computer Science
Essentially, computer programming is about taking some input and creating some output -
thus solving a problem. What happens in between the input and output, what we could call a
black box, is the focus of this course.
For example, we may need to take attendance for a class. We could use a system called unary
to count, one finger at a time.
Computers today count using a system called binary. It’s from the term binary digit that we
get a familiar term called bit. A bit is a zero or one: on or off.
Computers only speak in terms of zeros and ones. Zeros represent off. Ones represent on.
Computers are millions, and perhaps billions, of transistors that are being turned on and off.
If you imagine using a light bulb, a single bulb can only count from zero to one.
However, if you were to have three light bulbs, there are more options open to you!
Using three light bulbs, the following could represent zero:
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0 0 0
0 0 1
0 1 0
0 1 1
1 0 0
We could, in fact, using only three light bulbs count as high as seven!
1 1 1
As a heuristic, we could imagine that the following values represent each possible place in
our binary digit:
4 2 1
Therefore, you could say that it would require three bits (the four’s place, the two’s place, and
the one’s place) to represent a number as high as seven.
Computers generally use eight bits (also known as a byte) to represent a number. For
example, 00000101 is the number 5 in binary. 11111111 represents the number 255.
ASCII
Just as numbers are binary patterns of ones and zeros, letters are represented using ones and
zeros too!
Since there is an overlap between the ones and zeros that represent numbers and letters, the
ASCII standard was created to map specific letters to specific numbers.
For example, the letter A was decided to map to the number 65. 01000001 represents the
number 65 in binary.
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If you received a text message, the binary under that message might represent the numbers
72, 73, and 33. Mapping these out to ASCII, your message would look as follows:
H I !
72 73 33
Thank goodness for standards like ASCII that allow us to agree upon these values!
Here is an expanded map of ASCII values:
Unicode
As time has rolled on, there are more and more ways to communicate via text.
Since there were not enough digits in binary to represent all the various characters that
could be represented by humans, the Unicode standard expanded the number of bits that can
be transmitted and understood by computers. Unicode includes not only special characters,
but emoji as well.
There are emoji that you probably use every day. The following may look familiar to you:
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Computer scientists faced a challenge when wanting to assign various skin tones to each
emoji to allow the communication to be further personalized. In this case, the creators and
contributors of emoji decided that the initial bits would be the structure of the emoji itself,
followed by skin tone.
For example, the unicode for a generic thumbs up is U+1F44D . However, the following
represents the same thumbs up with a different skin tone: U+1F44D U+1F3FD .
More and more features are being added to the Unicode standard to represent further
characters and emoji.
If you wish, you can learn more about Unicode (https://en.wikipedia.org/wiki/Unicode).
If you wish, you can learn more about emoji (https://en.wikipedia.org/wiki/Emoji).
Representation
Zeros and ones can be used to represent color.
Red, green, and blue (called RGB ) is a combination of three numbers.
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Taking our previously used 72, 73, and 33, which said HI! via text, would be interpreted by
image readers as a light shade of yellow. The red value would be 72, the green value would
be 73, and the blue would be 33.
Further, zeros and ones can be used to represent images, videos, and music!
Images are simply collections of RGB values.
Videos are sequences of many images that are stored together, just like a flipbook.
Music can be represented through MIDI data.
Algorithms
Problem-solving is central to computer science and computer programming.
Imagine the basic problem of trying to locate a single name in a phone book.
How might you go about this?
One approach could be to simply read from page one to the next to the next until reaching
the last page.
Another approach could be to search two pages at a time.
A final and perhaps better approach could be to go to the middle of the phone book and ask,
“Is the name I am looking for to the left or to the right?” Then, repeat this process, cutting the
problem in half and half and half.
Each of these approaches could be called algorithms. The speed of each of these algorithms
can be pictured as follows in what is called big-O notation:
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Notice that the first algorithm, highlighted in red, has a big-O of n because if there are 100
names in the phone book, it could take up to 100 tries to find the correct name. The second
algorithm, where two pages were searched at a time, has a big-O of ‘n/2’ because we
searched twice as fast through the pages. The final algorithm has a big-O of log2n as
doubling the problem would only result in one more step to solve the problem.
Pseudocode
The ability to create pseudocode is central to one’s success in both this class and in computer
programming.
Pseudocode is a human-readable version of your code. For example, considering the third
algorithm above, we could compose pseudocode as follows:
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Pseudocoding is such an important skill for at least two reasons. First, when you pseudocode
before you create formal code, it allows you to think through the logic of your problem in
advance. Second, when you pseudocode, you can later provide this information to others that
are seeking to understand your coding decisions and how your code works.
Notice that the language within our pseudocode has some unique features. First, some of
these lines begin with verbs like pick up, open, look at. Later, we will call these functions.
Second, notice that some lines include statements like if or else if. These are called
conditionals.
Third, notice how there are expressions that can be stated as true or false, such as “person is
earlier in the book.” We call these boolean expressions.
Finally, notice how these statements like “go back to line 3.” We call these loops.
These building blocks are the fundamentals of programming.
In the context of Scratch, which is discussed below, we will use each of the above basic
building blocks of programming.
Artificial Intelligence
Consider how we can utilize the building blocks above to start creating our own artificial
intelligence. Look at the following pseudocode:
Notice how just to program a handful of interactions, many lines of code would be required.
How many lines of code would be required for thousands or tens of thousands of possible
interactions?
large language models look at patterns in large blocks of language. Such language models
attempt to create a best guess of what words come after one another or alongside one
another.
As very useful in many avenues of life and work, we stipulate that the utilization of AI-based
software other than CS50’s own is not reasonable.
CS50’s own AI-based software tool called CS50 Duck (https://cs50.ai) is an AI helper that you
can use during this course. It will help you, but not give away the entire answers to the
course’s problems.
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Scratch
Scratch is a visual programming language developed by MIT.
Scratch utilizes the same essential coding building blocks that we covered earlier in this
lecture.
Scratch is a great way to get into computer programming because it allows you to play with
these building blocks in a visual manner, not having to be concerned about the syntax of
curly braces, semicolons, parentheses, and the like.
Scratch IDE (integrated development environment) looks like the following:
Notice that on the left, there are building blocks that you can use in your programming. To the
immediate right of the building blocks, there is the area to which you can drag blocks to
build a program. To the right of that, you see the stage where a cat stands. The stage is where
your programming comes to life.
Scratch operates on a coordinate system as follows:
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Notice that the center of the stage is at coordinate (0,0). Right now, the cat’s position is at
that same position.
Hello World
To begin, drag the “when green flag clicked” building block to the programming area. Then,
drag the say building block to the programming area and attach it to the previous block.
when clicked
Notice that when you click the green flag now, on the stage, the cat says, “hello world.”
This illustrates quite well what we were discussing earlier regarding programming:
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Notice that the input hello world is passed to the function say , and the side effect of that
function running is the cat saying hello world .
Hello, You
We can make your program more interactive by having the cat say hello to someone
specific. Modify your program as below:
when clicked
Notice that when the green flag is clicked, the function ask is run. The program prompts
you, the user, What's your name? It then stores that name in the variable called answer . The
program then passes answer to a special function called join , which combines two strings
of text hello , and whatever name was provided. These collectively are passed to the say
function. The cat says, Hello, and a name. Your program is now interactive.
Quite similarly, we can modify our program as follows:
when clicked
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Notice that this program, when the green flag is clicked, passes the same variable, joined
with hello , to a function called speak .
when clicked
wait 1 seconds
wait 1 seconds
Notice that you are doing the same thing over and over again. Indeed, if you see yourself
repeatedly coding the same statements, it’s likely the case that you could program more
artfully – abstracting away this repetitive code.
You can modify your code as follows:
when clicked
repeat 3
wait 1 seconds
Notice that the loop does exactly as the previous program did. However, the problem is
simplified by abstracting away the repetition to a block that repeats the code for us.
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We can even advance this further by using the define block, where you can create your own
block (your own function)! Write code as follows:
define meow
wait 1 seconds
when clicked
repeat 3
meow
Notice that we are defining our own block called meow . The function plays the sound meow ,
then waits one second. Below that, you can see that when the green flag is clicked, our meow
function is repeated three times.
We can even provide a way by which the function can take an input n and repeat a number
of times:
repeat n
wait 1 seconds
Notice how n is taken from “meow n times.” n is passed to the meow function through the
define block.
The cat, by the way, we can call a sprite – a general term used in game programming for an
object or character on the screen with which the player will interact.
Conditionals
conditionals are an essential building block of programming, where the program looks to see
if a specific condition has been met. If a condition is met, the program does something.
To illustrate a conditional, write code as follows:
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when clicked
forever
Notice that the forever block is utilized such that the if block is triggered over and over
again, such that it can check continuously if the cat is touching the mouse pointer.
We can modify our program as follows to integrate video sensing:
Remember, programming is often a process of trial and error. If you get frustrated, take time
to talk yourself through the problem at hand. What is the specific problem that you are
working on right now? What is working? What is not working?
Oscartime
We showed you in this lecture a number of Scratch programs to stoke your imagination.
Oscartime is one of David’s own Scratch programs – though the music may haunt him
because of the number of hours he listened to it while creating this program. Take a few
moments to play through the game yourself.
Building Oscartime ourselves, we first add the lamp post.
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when clicked
forever
else
Notice that moving your mouse over Oscar changes his costume. You can learn more by
exploring these code blocks (https://scratch.mit.edu/projects/565100517).
Then, modify your code as follow to create a falling piece of trash:
when clicked
forever
change y by -3
Notice that the trash’s position on the y-axis always begins at 180. The x position is
randomized. While the trash is above the floor, it goes down 3 pixels at a time. You can learn
more by exploring these code blocks (https://scratch.mit.edu/projects/565117390).
Next, modify your code as follows to allow for the possibility of dragging trash.
when clicked
forever
go to mouse-pointer
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when clicked
forever
change score by 1
when clicked
go to x: 0 y: 0
forever
Notice that when the green flag is clicked, our sprite moves to the center of the stage at
coordinates (0,0) and then listens for the keyboard and checks for walls forever.
Second, add this second group of code blocks:
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change y by 1
change y by -1
change x by 1
change x by -1
Notice how we have created a custom listen for keyboard script. For each of our arrow
keys on the keyboard, it will move the sprite around the screen.
Finally, add this group of code blocks:
change x by 1
change x by -1
Notice how we also have a custom feel for walls script. When a sprite touches a wall, it
moves it back to a safe position – preventing it from walking off the screen.
You can learn more by exploring these code blocks
(https://scratch.mit.edu/projects/326129433).
Go try the full game Ivy’s Hardest Game (https://scratch.mit.edu/projects/326129433/).
Scratch allows for many sprites to be on the screen at once.
Adding another sprite, add the following code blocks to your program:
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when clicked
go to x: 0 y: 0
point in direction 90
forever
move 1 steps
Notice how the Yale sprite seems to get in the way of the Harvard sprite by moving back and
forth. When it bumps into a wall, it turns around until it bumps the wall again. You can learn
more by exploring these code blocks (https://scratch.mit.edu/projects/565127193).
You can even make a sprite follow another sprite. Adding another sprite, add the following
code blocks to your program:
when clicked
go to random position
forever
move 1 steps
Notice how the MIT logo now seems to follow around the Harvard one. You can learn more by
exploring these code blocks (https://scratch.mit.edu/projects/565479840).
Go try the full game Ivy’s Hardest Game (https://scratch.mit.edu/projects/565742837).
Summing Up
In this lesson, you learned how this course sits in the wide world of computer science and
programming. You learned…
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This course is not simply about programming – this course will introduce you to a new way of
learning that you can apply to almost every area of life.
How numbers, text, images, music, and video are understood by computers.
The fundamental programming skill of pseudocoding.
Reasonable and unreasonable ways to utilize AI in this course.
How abstraction will play a role in your future work in this course.
The basic building blocks of programming, including functions, conditionals, loops, and
variables.
How to build a project in Scratch.
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