CS 101 (Fall 2000)
Labs

Schedule subject to change

It is by the solution of problems that the investigator tests the temper of his [/her] steel;
he [/she] finds new methods and new outlooks, and gains a wider and freer horizon.
( David Hilbert)

Lab assignments are designed to reinforce and deepen your understanding of important concepts covered in lecture. Each lab assignment includes specific goals that you should keep in mind while completing the assignment.

Labs can also identify areas where you need help. If you are having trouble, get help! After you get help, try working through additional exercises to make sure you have mastered the concept.

When labs are available early, you are welcome to work ahead. However, please keep in mind that lab assignments and due dates are subject to change until they are actually assigned. Please check the following table and the news for the most recent information.

Please remember to put the proper cover sheet when you turn in lab material.


 
Lab Assigned Design Due
(In class)

1 PM
Implement
(In Lab)
Demo
(In Lab)
Lab Due
(In class)
Friday
1 PM
0. Getting Started 5 Sep None 6-7 Sep 6-7 Sep 8 Sep
1. STL Skyline and the Big One 11 Sep None 13-14 Sep 20-21 Sep 22 Sep
Lab 2: Objects as Containers - Norm the e-mote 18 Sep None 20-21 Sep 27-28 Sep 29 Sep
Lab 3: Object messages -- WASHOPOLY 25 Sep None 27-28 Sep 4-5 Oct 6 Oct
Lab 4: Recursion -- Lost in the Woods 2 Oct None 4-5 Oct 11-12 Oct 16 Oct
Lab 5: Iteration -- Mandelbrot Set 3 Oct 6 Oct 11-12 Oct 18-19 Oct 23 Oct
Lab 6: Falling Arches 10 Oct None 18-19 Oct 25-26 Oct 27 Oct
Lab 7: Stacking the Deck 23 Oct None 25-26 Oct 1-2 Nov 3 Nov
Lab 8: BlackJack 24 Oct 30 Oct 1-2 Nov 8-9 Nov 10 Nov
Lab 9: Multiple Representations of Expressions 6 Nov None 8-9 Nov 15-16 Nov 17 Nov
Lab 10: Mazes 13 Nov None 15-16 Nov 28-29 Nov 1 Dec
Lab 11: Clickomania! 21 Nov None 28-29 Nov 6-7 Dec 8 Dec
Most lab assignments consist of two parts, design and code, as follows. Occasionally you will be asked to submit answers to questions along with your design or code.
Design
A design is a blueprint for a program. A thoughtful design can significantly reduce the effort required to write, type, test, and debug your programs. When designs are due, they are due on Friday at the beginning of class. They are graded Monday evening, and available for you in lab.

Your design must be turned in by 1 PM, in class, on the Friday of each lab's advertised design due date. Bring your design to class, and place it in the folder for your lab section.

You are encouraged to work with others on the design aspects of your labs; please refer to the course policy for collaboration.

Code
Following a solid design, the coding effort should go smoothly, but remember that many aspects of programming may be new to you.

Your code must be turned in by 1 PM, in class, on the Friday of each lab's advertised code due date. Bring your work to class and place it in the folder for your lab section.

While you are allowed to seek help from others on the design of your lab, the code you write must be your own, as specified in the course policy for collaboration.

The firm policy of this course is not to allow late work unless accompanied by a valid late coupon.

Since this is a 4-unit course, expect to spend about 10-12 hours per week outside of lecture on CS101. Most of that time will be spent on lab assignments.

The first few labs may take more or less time, depending on your previous exposure to computing.

You are encouraged to seek help when such resources are available. Thus, you may want to arrange your schedule so that you work on the labs when TAs or the instructor are available to help you.

If you are concerned about the amount of time that you are spending on labs, please see the instructor.



Last modified 15:42:49 CDT 29 August 2000 by Ron K. Cytron