906 resultados para Arduino (Programmable controller) - programming
Resumo:
In this session we look at how we can use collection objects like ArrayList as a more advanced type of array. We also introduce the idea of generics (forcing a collection to hold a particular type) and see how Java handles the autoboxing and unboxing of primitives. Finally we look at Iterators, a common design pattern for dealing with iteration over a collection.
Resumo:
In this session we point you at the Java Library, and go into some more details on how Strings work. We also introduce the HashMap class (a very useful type of collection).
Resumo:
In this session we look at the sorts of errors that occur in programs, and how we can use different testing and debugging strategies (such as unit testing and inspection) to track them down. We also look at error handling within the program and at how we can use Exceptions to manage errors in a more sophisticated way. These slides are based on Chapter 6 of the Book 'Objects First with BlueJ'
Resumo:
In this session we look at some of the basics of good code design, including avoiding duplication and designing for loose coupling and high cohesion.
Resumo:
In this session we introduce inheritance - one of the cornerstone concepts of object oriented programming. We look at how to define super and sub-classes, how to maintain encapsulation using the super() constructor, and why it is useful to use substitution to hold references to sub-classes in references typed as their super-class.
Resumo:
In this session we build on inheritance and look at overriding methods and dynamic binding. Together these give us Polymorphism - the third pillar of Object Oriented Programming - and a very powerful feature that allows us to build methods that deal with superclasses, but whose calls get redirected when we pass in sub-classes.
Resumo:
In this session we look at how to use Abstract Classes and Interfaces in Object Oriented Design - especially as a way to get all the advantages of multiple inheritance without any of the problems.
Resumo:
In this session we look at the how to use noun verb parsing to try and identify the building blocks of a problem, so that we can start to create object oriented solutions. We also look at some of the challenges of software engineering, and the processes that software engineers use to meet them, and finally we take a look at some more Design Patterns that may help us reuse well known and effective solutions in our own designs.
Resumo:
Slides for COMP1004 Lecture on Statics
Resumo:
Slides for COMP1004 Lectures on Exceptions
Resumo:
Slides for COMP1004 Lecture on the Strategy Pattern
Resumo:
This is the revision session for our Programming Principles course. We take a whistle-stop tour of the topics covered in the course, look at the three pillars of object oriented programming, and look ahead to the exam.
Resumo:
These are the resources used for the Computer Science course Programming Principles, designed to teach students the fundamentals of computer programming and object orientation via learning the Java language. We also touch on some software engineering basics, such as patterns, software design and testing. The course assumes no previous knowledge of programming, but there is a fairly steep learning curve, and students are encouraged to practice, practice, practice!
Resumo:
These are the resources for an introductory lecture in JavaScript programming, intended to support use of node.js and divorced from browser programming.
Resumo:
Event driven programming is a way of writing a program that works by responding to things happening (rather than executing a preplanned series of tasks). It is most often used to manage more advanced user interactions, such as GUI programs. In this session we look at how event driven programming works in Java GUIs, as both an introduction to events (using MouseListeners), and also to the way that GUI programs are constructed.