Is Computer Science Science? (2005) [pdf]
cs.mtu.edu
cs.mtu.edu
What you need is a compelling example of the scientific process of hypothesising, making predictions and collecting data happening within the subject. I'm not seeing that here.
Computer Science usually proceeds as theorising from a set of axioms (where your axiom is a Turing machine or a type system, for example). It seems pretty clear to me that that makes it a branch of maths – which is not exactly a criticism of the subject!
[1] http://dl.acm.org/citation.cfm?id=361604.361612. See also http://www.paulgraham.com/knuth.html for a transcription.
Some related posts that might contribute to the current discussion: https://hn.algolia.com/?query=%22is%20computer%20science%22&...
If anything, math has historically been far less fickle than the advances that the scientific method has brought (usually being misused, but in the name of science nonetheless).
I think we can name the science part of computer science "algorithmic science" (or something to the same effect) and the engineering part "computer engineering" and call it a day.
A graphic in the article lists these areas and problems:
Area & Problem
Computation
• Unbounded error accumulation on finite machines
• Non-computability of some important problems
• Intractability of thousands of common problems
• Optimal algorithms for some common problems
• Production quality compilers
Communication
• Lossless file compression
• Lossy but high-fidelity audio and video compression
• Error correction codes for high, bursty noise channels
• Secure cryptographic key exchange in open networks
Interaction
• Arbitration problem
• Timing-dependent (race-conditioned) bug problem
• Deadlock problem
• Fast algorithms for predicting throughput and response time
• Internet protocols
• Cryptographic authentication protocols
Recollection
• Locality
• Thrashing
• Search
• Two-level mapping for access to shared objects
Automation
• Simulations of focused cognitive tasks
• Limits on expert systems
• Reverse Turing tests
Design
• Objects and information hiding
• Levels
• Throughput and response time prediction networks of servers- Supply and demand is a law not unlike Candy Crush is a post-scarcity economy.
- The Ferengi Rules of Acquisition are probably just guidelines, marketed as rules to sell more copies.