Textbook Invitation To Computer Science 8Th Edition G Michael Schneider Ebook All Chapter PDF
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8th Edition
Invitation
to Computer
Science
G. Michael Schneider
Macalester College
Judith L. Gersting
Indiana University-Purdue University
at Indianapolis
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Invitation to Computer Science, © 2019, 2016 Cengage Learning, Inc.
8th Edition
Unless otherwise noted, all content is © Cengage.
G. Michael Schneider & Judith L. Gersting
ALL RIGHTS RESERVED. No part of this work covered by the copy-
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To my wife, Ruthann, our children, Benjamin, Rebecca,
and Trevor, grandson, Liam, and granddaughter, Sena.
G. M. S.
J. L. G.
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Level 6
Chap
ter Social
s
17 Issue
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9 S oftw
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ters ware
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Level 1
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ters o r i t hmic Science
2, 3 Alg ter
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o
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Editorial review has deemed that any suppressed content does not materially affect the overall learning experience. Cengage Learning reserves the right to remove additional content at any time if subsequent rights restrictions require it.
Brief Contents
Chapter 1
An Introduction to Computer
Science 2
LEVEL 5 Applications 636
Chapter 13 Simulation and
Modeling 638
Chapter 14 Ecommerce, Databases,
and Data Science 670
Chapter 15 Artificial Intelligence 712
Chapter 16 Computer Graphics and
Entertainment: Movies,
Games, and Virtual
Communities 758
Online Chapters
This text includes five language-specific online-only downloadable
chapters on Ada, C++, C#, Java, and Python, available on the com-
panion site for this text (www.cengage.com) and in MindTap.
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Editorial review has deemed that any suppressed content does not materially affect the overall learning experience. Cengage Learning reserves the right to remove additional content at any time if subsequent rights restrictions require it.
Contents
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viii Contents
Practice Problems 51
Special Interest Box: From Little Primitives Mighty
Algorithms Grow 60
2.3 Examples of Algorithmic Problem Solving 60
2.3.1 Example 1: Go Forth and Multiply 60
Practice Problems 61
Practice Problems 64
2.3.2 Example 2: Looking, Looking,
Looking 65
Laboratory Experience 2 70
2.3.3 Example 3: Big, Bigger, Biggest 70
Practice Problems 76
Laboratory Experience 3 76
2.3.4 Example 4: Meeting Your Match 77
Special Interest Box: Hidden Figures 84
2.4 Conclusion 84
Practice Problems 85
EXERCISES 86
CHALLENGE WORK 89
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Contents xiii
Online Chapters
This text includes five language-specific online-only downloadable
chapters on Ada, C++, C#, Java, and Python, available on the com-
panion site for this text (www.cengage.com) and in MindTap.
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Editorial review has deemed that any suppressed content does not materially affect the overall learning experience. Cengage Learning reserves the right to remove additional content at any time if subsequent rights restrictions require it.
xiv Contents
Practice Problems 600
12.4 A Model of an Algorithm 602
12.5 Turing Machine Examples 604
12.5.1 A Bit Inverter 605
Practice Problems 607
12.5.2 A Parity Bit Machine 607
12.5.3 Machines for Unary Incrementing 610
Practice Problem 610
12.5.4 A Unary Addition Machine 614
Practice Problems 616
Laboratory Experience 16 616
12.6 The Church–Turing Thesis 617
Special Interest Box: The Turing Award 618
12.7 Unsolvable Problems 621
Special Interest Box: Couldn’t Do, Can’t Do, Never
Will Be Able to . . . 626
Practice Problems 626
Laboratory Experience 17 627
12.8 Conclusion 627
12.9 Summary of Level 4 628
EXERCISES 629
CHALLENGE WORK 633
LEVEL 5 Applications 636
Chapter 13 Simulation and Modeling 638
Introduction 638
13.1
Computational Modeling 639
13.2
Introduction
13.2.1 to Systems and Models 639
Computational
13.2.2 Models, Accuracy,
and Errors 642
13.2.3 An Example of Model Building 644
Practice Problems 653
Laboratory Experience 18 654
13.3 Running the Model and Visualizing Results 654
13.4 Conclusion 664
Special Interest Box: The Mother of All
Computations! 664
EXERCISES 665
CHALLENGE WORK 667
Decisions, Decisions 673
14.2.1
Anatomy of a Transaction 675
14.2.2
Special Interest Box: A Rose by Any Other Name. . . 677
14.2.3 Designing Your Website 680
Special Interest Box: Less Is More 682
14.2.4 Behind the Scenes 682
Practice Problems 683
14.2.5 Other Ecommerce Models 683
14.2.6 Electronic Payment Systems 685
Special Interest Box: Blockchain: A New Revolution? 687
14.3 Databases 688
14.3.1 Data Organization 688
14.3.2 Database Management Systems 690
14.3.3 Other Considerations 696
Special Interest Box: SQL, NoSQL, NewSQL 697
Practice Problems 698
Laboratory Experience 19 699
14.4 Data Science 699
14.4.1 Tools 700
Special Interest Box: Algorithm Bias 703
Practice Problem 704
14.4.2 Personal Privacy 704
Special Interest Box: What Your Smartphone
Photo Knows 705
14.4.3 For the Greater Good 706
14.5 Conclusion 707
EXERCISES 708
CHALLENGE WORK 711
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Contents xvii
Practice Problems 739
15.5.5 The Games We Play 739
15.6 Robots and Drones 744
15.6.1 Robots 744
Special Interest Box: Wait—Where Am I? 746
15.6.2 Drones 749
15.7 Conclusion 751
EXERCISES 752
CHALLENGE WORK 754
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Editorial review has deemed that any suppressed content does not materially affect the overall learning experience. Cengage Learning reserves the right to remove additional content at any time if subsequent rights restrictions require it.
xviii Contents
17.2.2 Case
2: Legalized Snooping—Privacy vs.
Security 801
Special Interest Box: Hero or Traitor? 803
Practice Problems 809
Case 3: Hackers—Public Enemies
17.2.3
or Gadflies? 809
Practice Problems 815
17.2.4 Case 4: Genetic Information
and Medical Research 815
Special Interest Box: Professional Codes of Conduct 821
17.3 Personal Privacy and Social Media 822
Practice Problems 826
17.4 Fake News, Politics, and Social Media 827
17.5 Conclusion 830
17.6 Summary of Level 6 830
EXERCISES 831
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Preface to the Eighth
Edition
Overview
This text is intended for a one-semester introductory course in computer
science. It presents a broad-based overview of the discipline that assumes
no prior background in computer science, programming, or mathematics. It
would be appropriate for a college or university service course for students
not majoring in computer science, as well as for schools that implement
their first course for majors using a breadth-first approach that surveys the
fundamental aspects of computer science. It would be highly suitable for
a high school computer science course, especially the AP Computer Sci-
ence Principles course created by the College Board in cooperation with
the National Science Foundation and colleges and universities around the
United States.
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xx Preface to the Eighth Edition
productivity software. They have been using word processors and search
engines since elementary school and are familiar with social media, online
retailing, and email; many have designed webpages and even manage their
own websites and blogs. In today’s world, a course that focuses on comput-
ing applications would be of little or no interest.
But a more important reason for rethinking the structure of the CS 0
service course, and the primary reason why we authored this book, is the
following observation:
Most computer science service courses do not teach students the foun-
dations and fundamental concepts of computer science!
We believe that students in a computer science service course should receive
a solid grounding in the fundamental concepts of the discipline, just as
introductory courses in biology, physics, and geology present the central
concepts of their fields. Topics in a breadth-first computer science service
course would not be limited to “fun” applications such as webpage creation,
blogging, game design, and interactive graphics, but would also cover foun-
dational issues such as algorithms, abstraction, hardware, computer organi-
zation, system software, language models, and the social and ethical issues
of computing. An introduction to these core ideas exposes students to the
overall richness and beauty of the field and allows them not only to use
computers and software effectively, but also to understand and appreciate
the basic ideas underlying the discipline of computer science and the cre-
ation of computational artifacts. As a side benefit, students who complete
such a course will have a much better idea of what a major or a minor in
computer science will entail.
This last point was the primary reason for the development of the AP
Computer Science Principles high school course, which is quite similar to
the breadth-first overview model just described. By learning about the field
in its entirety, rather than seeing only the small slice of it called “program-
ming,” high school students will be in a better position to decide if computer
science is a subject they wish to study when they begin college.
A Hierarchy of Abstractions
The central theme of this book is that computer science is the study of
algorithms. Our hierarchy utilizes this definition by initially looking at the
algorithmic foundations of computer science and then moving upward from
this central theme to higher-level issues such as hardware, systems, software,
applications, and ethics.
The six levels in our computer science hierarchy are:
Level 1. The Algorithmic Foundations of Computer Science
Level 2. The Hardware World
Level 3. The Virtual Machine
Level 4. The Software World
Level 5. Applications
Level 6. Social Issues in Computing
Level 1
Following an introductory chapter, Level 1 (Chapters 2–3) introduces “The
Algorithmic Foundations of Computer Science,” the bedrock on which all
other aspects of the discipline are built. It presents fundamental ideas such as
the design of algorithms, algorithmic problem solving, abstraction, pseudo-
code, and iteration and illustrates these ideas using well-known examples. It
also introduces the concepts of algorithm efficiency and asymptotic growth
and demonstrates that not all algorithms are, at least in terms of running
time, created equal.
The discussions in Level 1 assume that our algorithms are executed by
something called a “computing agent,” an abstract concept for any entity
that can carry out the instructions in our solution.
Level 2
However, in Level 2 (Chapters 4–5), “The Hardware World,” we want our
algorithms to be executed by “real” computers to produce “real” results.
Thus begins our discussion of hardware, logic design, and computer orga-
nization. The initial discussion introduces the basic building blocks of com-
puter systems—binary numbers, Boolean logic, gates, and circuits. It then
shows how these elementary concepts can be combined to construct a real
computer using the Von Neumann architecture, composed of processors,
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Editorial review has deemed that any suppressed content does not materially affect the overall learning experience. Cengage Learning reserves the right to remove additional content at any time if subsequent rights restrictions require it.
xxii Preface to the Eighth Edition
Level 3
This complexity is the motivation for the material contained in Level 3
(Chapters 6–8), “The Virtual Machine.” This section describes how system
software is used to create a user-friendly, user-oriented problem-solving
environment that hides many of the ugly hardware details just described.
Level 3 looks at the same problems discussed in Level 2, encoding and
executing algorithms, but shows how this can be done easily in a virtual
environment containing helpful tools like a graphical user interface, editors,
language translators, file systems, and debuggers. This section discusses the
services and responsibilities of the operating system and how it has evolved.
It investigates one of the most important virtual environments in current
use, computer networks, and shows how technologies such as Ethernet, the
Internet, and the web link together independent systems via transmission
media and communications software. This creates a virtual environment in
which we seamlessly and transparently use not only the computer on our
desk or in our hand, but also computing devices located around the world.
This transparency has progressed to the point where we can now use sys-
tems located “in the cloud” without regard for where they are, how they
provide their services, and even whether they exist as real physical entities.
Level 3 concludes with a look at one of the most important services provided
by a virtual machine, namely information security, and describes algorithms
for protecting the user and the system from accidental or malicious damage.
Level 4
Once we have created this powerful user-oriented virtual environment, what
do we want to do with it? Most likely we want to write programs to solve
interesting problems. This is the motivation for Level 4 (Chapters 9–12), “The
Software World.” Although this book should not be viewed as a program-
ming text, it contains an overview of the features found in modern procedural
programming languages. This gives students an appreciation for the inter-
esting and challenging task of the computer programmer and the power of
the problem-solving environment created by a modern high-level language.
(More detailed introductions to five important high-level programming lan-
guages are available via online, downloadable chapters accessible through
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Preface to the Eighth Edition xxiii
Level 5
We now have a high-level programming environment in which it is possible
to write programs to solve important problems. In Level 5 (Chapters 13–16),
“Applications,” we take a look at some important uses of computers. There is
no way to cover more than a fraction of the many applications of computers
and information technology in a single section. We have included applica-
tions drawn from the sciences and engineering (simulation and modeling),
business and finance (ecommerce, databases, data science), the social sci-
ences (artificial intelligence), and everyday life (computer-generated imag-
ery, video gaming, virtual communities). Our goal is to show students that
these applications are not “magic boxes” whose inner workings are totally
unfathomable. Rather, they are the direct result of building upon the core
concepts of computer science presented in the previous chapters.
Level 6
Finally, we reach the highest level of study, Level 6 (Chapter 17), “Social
Issues in Computing,” which addresses the social, ethical, moral, and legal
issues raised by pervasive computer technology. This section, based on con-
tributions by Professor Bo Brinkman of Miami University, examines issues
such as the theft of intellectual property, national security concerns, the
erosion of personal privacy, and the political impact of the proliferation of
fake news distributed using social media. This chapter does not attempt to
provide easy solutions to these many-faceted problems. Instead, it focuses
on techniques that students can use to think about ethical issues and reach
their own conclusions. Our goal in this final section is to make students
aware of the enormous impact that information technology is having on our
society and to give them tools for making informed decisions.
This, then, is the hierarchical structure of our text. It begins with the
algorithmic foundations of the discipline and works its way from lower-
level hardware concepts through virtual machine environments, high-level
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Editorial review has deemed that any suppressed content does not materially affect the overall learning experience. Cengage Learning reserves the right to remove additional content at any time if subsequent rights restrictions require it.
xxiv Preface to the Eighth Edition
An Interactive Experience—
MindTap
This edition offers significantly enhanced supplementary material and addi-
tional resources available online through MindTap. MindTap, an online
teaching and learning solution, helps students be more successful and con-
fident in the course and in their real life. MindTap guides students through
the course by combining the complete textbook with interactive multimedia
activities, assessments, and learning tools. Readings and activities engage
students in learning core concepts, practicing needed skills, and applying
what they learn. Instructors can rearrange and add content to personalize
their MindTap course, and easily track students’ progress with real-time
analytics. MindTap integrates seamlessly with any learning management
system.
An Experimental Science—
Laboratory Software and Manual
Another important aspect of computer science education is the realization
that, like such scientific fields as physics, chemistry, and biology, computer
science is an empirical, laboratory-based discipline in which learning comes
not only from watching and listening but also from doing and trying. Many
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Editorial review has deemed that any suppressed content does not materially affect the overall learning experience. Cengage Learning reserves the right to remove additional content at any time if subsequent rights restrictions require it.
Preface to the Eighth Edition xxv
Instructor Resources
The following supplemental teaching tools are available when this book is
used in a classroom setting. All supplements are available to instructors for
download at www.cengage.com.
Instructor’s Manual
The Instructor’s Manual follows the text chapter by chapter and includes
material to assist in planning and organizing an effective, engaging course.
The Instructor’s Manual includes Overviews, Learning Objectives, Teaching
Tips, Quick Quizzes, Class Discussion Topics, Additional Projects, Additional
Resources, and Key Terms. A sample syllabus is also available.
Solutions
Complete solutions to chapter exercises are provided online for instructors.
Test Bank
Cengage Learning Testing, powered by Cognero, is a flexible, online system
that allows instructors to:
• Author, edit, and manage test bank content from multiple Cengage
Learning solutions
• Create multiple test versions in an instant
• Deliver tests from your Learning Management System (LMS), your
classroom, or anywhere you want
PowerPoint Presentations
Microsoft PowerPoint slides to accompany each chapter are available. Slides
may be used to guide classroom presentation or to print as classroom hand-
outs, or they may be made available to students for chapter review. Instruc-
tors may customize the slides to best suit their course.
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Editorial review has deemed that any suppressed content does not materially affect the overall learning experience. Cengage Learning reserves the right to remove additional content at any time if subsequent rights restrictions require it.
Preface to the Eighth Edition xxvii
Acknowledgments
The authors would like to thank Bo Brinkman, Ph.D., Miami University, for
his contributions to the Social Issues in Computing content. The authors
would also like to thank Deb Kaufmann and Emma Newsom for their invalu-
able assistance in developing this new edition, as well as the reviewers for
this edition, whose comments were very helpful.
• Travis Dalton, Columbia College
• Debbie Collins, Black Hawk College
• Barry Poulson, University of Colorado, Boulder
• Akira Kawaguchi, The City College of New York
• H. Paul Haiduk, West Texas A&M University
• Melissa Stange, Lord Fairfax Community College
• Tom Schendl, Benedictine University
Any errors, of course, are the fault solely of the authors.
—Judith L. Gersting
Indiana University-Purdue University at Indianapolis
[email protected]
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