Spring 2018 - CMPT 166 D100

An Animated Introduction to Programming (3)

Class Number: 12428

Delivery Method: In Person

Overview

  • Course Times + Location:

    Mo, We, Fr 9:30 AM – 10:20 AM
    SUR 3310, Surrey

  • Exam Times + Location:

    Apr 16, 2018
    12:00 PM – 3:00 PM
    Location: TBA

  • Instructor:

    Harinder Khangura
    khangura@sfu.ca
    1 778 782-7575
    Office: SUR 4116
  • Prerequisites:

    Recommended: BC Math 12 or equivalent.

Description

CALENDAR DESCRIPTION:

An informal introduction to programming using examples drawn from animation and graphics. Fundamental programming language features are covered, including variables, expressions, statements, loops, functions, and objects. Class design, event-driven programming or other advanced programming techniques may be introduced as needed. No prior programming experience is assumed. Students with credit for CMPT 102, 120, 128 or 130 may not take this course for further credit. Students who have taken CMPT 125, 129 or 135 first may not then take this course for further credit. Quantitative/Breadth-Science.

COURSE DETAILS:

This course is an introduction to programming that teaches programming by exploring many fun and interesting examples chosen from computer 2-D graphics, animations, and games. The course starts with the very basics of getting objects to move in straight lines and bounce around the screen, and works it way all the way up to creating simple games and interactive demos.

COURSE-LEVEL EDUCATIONAL GOALS:

- Introduction to programming and the Processing language.
- Coordinate systems and drawing modes.
- RGB colors.
- Making things move in straight lines.
- Hit detection for rectangles and circles.
- Special effects, such as gravity, fading, throwing, easing, and drag-and-drop.
- Strings and fonts.
- Rotations and translations.
- Arrays and loops.
- Creating a vector helper class.
- Creating a sprite class for animated objects.
- Combining it all into games

Grading

  • Programming assignments will be given throughout the course, along with a midterm exam and final exam. A more detailed marking scheme will be given in the first week of classes.

REQUIREMENTS:

Students must attain an overall passing grade on the weighted average of exams in the course in order to obtain a clear pass (C- or better).

Materials

MATERIALS + SUPPLIES:

Reference Books:

Learning Processing: A Beginner’s Guide to Programming Images, Animation, and Interaction., Daniel Shiffman, Morgan Kaufmann Series in Computer Graphics, 2008, 9780123736024, A fun introduction to programming for new programmers.
Processing: A Programming Handbook for Visual Designers and Artists, Casey Reas and Ben Fry, MIT Press, 2007, 9780262182621
Processing: Creative Coding and Computational Art, Ira Greenberg, Friends of Ed, 2007, 9781590596173, Lots of good examples of interesting and useful programming techniques.
Processing for Visual Artists: How to Create Expressive Images and Interactive Art, Andrew Glassner, AK Peters, 2010, 9781568817163, Walks through a number of sophisticated programs.

Registrar Notes:

SFU’s Academic Integrity web site http://students.sfu.ca/academicintegrity.html is filled with information on what is meant by academic dishonesty, where you can find resources to help with your studies and the consequences of cheating.  Check out the site for more information and videos that help explain the issues in plain English.

Each student is responsible for his or her conduct as it affects the University community.  Academic dishonesty, in whatever form, is ultimately destructive of the values of the University. Furthermore, it is unfair and discouraging to the majority of students who pursue their studies honestly. Scholarly integrity is required of all members of the University. http://www.sfu.ca/policies/gazette/student/s10-01.html

ACADEMIC INTEGRITY: YOUR WORK, YOUR SUCCESS