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INVITATION TO COMPUTER SCIENCE is a well-respected text that provides an overview of the computer science field. Using a flexible, non-language specific model, INVITATION TO COMPUTER SCIENCE offers a solid foundation for the first course in a Computer Science curriculum. INVITATION TO COMPUTER SCIENCE, 6TH EDITION maintains its bestselling, algorithm-driven approach and includes expanded chapter exercises and practice problems, new material on topics such as multicore and parallel systems, cloud computing, wireless communications, embedded computing, agile software development, emerging programming languages (Go and F#), and new models of e-commerce, as well as boxes dedicated to current issues throughout. Online language modules are available in C++, Java, Python, C#, and Ada, allowing the option of incorporating a programming language to expand concepts from the text. INVITATION TO COMPUTER SCIENCE offers an optional CourseMate with study tools such as flashcards, quizzing, and games. CourseMate Activities speak to and engage students while developing abstract thinking and problem solving skills. Also available with INVITATION TO COMPUTER SCIENCE, an optional online Lab Manual containing 20 laboratory projects that map directly to the main text. The Lab Manual and accompanying software provide both visual and hands-on activities, allowing students to experience the fundamentals of computer science.
1. An Introduction to Computer Science. 2. Algorithm Discovery and Design. 3. The Efficiency of Algorithms. 4. The Building Blocks: Binary Numbers, Boolean Logic, and Gates. 5. Computer Systems Organization. 6. An Introduction to System Software and Virtual Machines. 7. Computer Networks, the Internet, and the World Wide Web. 8. Information Security. 9. Introduction to High-Level Language Programming. 10. The Tower of Babel: Multiple Programming Voices. 11. Compilers and Language Translation. 12. Models of Computation. 13. Simulation and Modeling. 14. Electronic Commerce and Databases. 15. Artificial Intelligence. 16. Computer Graphics and Entertainment: Movies, Games, and Virtual Communities. 17. Making Ethical Decisions.
Posted January 4, 2012
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