Difference between revisions of "Java 9: Summary"
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'''Design Principles''' | '''Design Principles''' | ||
− | Code Reuse - Not writing the same code twice | + | Code Reuse - Not writing the same code twice |
− | Encapsulation - Keeping information self-contained | + | Encapsulation - Keeping information self-contained |
− | Polymorphism - Using different data types interchangeably | + | Polymorphism - Using different data types interchangeably |
− | Type Safety - Preventing incorrect use of data types | + | Type Safety - Preventing incorrect use of data types |
− | Efficiency - Writing algorithms that use less processing power | + | Efficiency - Writing algorithms that use less processing power |
− | Memory Management - Garbage collection and avoiding memory leaks | + | Memory Management - Garbage collection and avoiding memory leaks |
'''Additional Topics''' | '''Additional Topics''' | ||
− | Nested Classes - Defining a class inside of another class | + | Nested Classes - Defining a class inside of another class |
− | Generics - Generic datatypes that can represent any datatype | + | Generics - Generic datatypes that can represent any datatype |
− | Enums - A special data type to define a collection of constants | + | Enums - A special data type to define a collection of constants |
− | Exceptions - Errors thrown at runtime | + | Exceptions - Errors thrown at runtime |
− | Threading - The sequence in which code is executed | + | Threading - The sequence in which code is executed |
− | I/O Streams - Sequences of input or output information | + | I/O Streams - Sequences of input or output information |
− | Graphics - Visual effects displayed on the screen by the program | + | Graphics - Visual effects displayed on the screen by the program |
− | Annotations - A system for documenting code | + | Annotations - A system for documenting code |
− | Regular Expressions - A technique for sorting through Strings | + | Regular Expressions - A technique for sorting through Strings |
− | Dynamic Programming - A technique for making algorithms more efficient | + | Dynamic Programming - A technique for making algorithms more efficient |
− | Functional Programming - A style of programming that avoids changes of state | + | Functional Programming - A style of programming that avoids changes of state |
− | Stream Operations - Functional programming techniques for manipulating collections | + | Stream Operations - Functional programming techniques for manipulating collections |
'''Projects''' | '''Projects''' | ||
− | Custom Widgets - Creating new widgets for the SmartDashboard | + | Custom Widgets - Creating new widgets for the SmartDashboard |
− | Device Characterization - Investigating the usage of various actuators and sensors | + | Device Characterization - Investigating the usage of various actuators and sensors |
− | Motion Profiling - Calculating a trajectory for the robot to follow | + | Motion Profiling - Calculating a trajectory for the robot to follow |
− | NetTables Client - Reading data from network tables | + | NetTables Client - Reading data from network tables |
− | PID Control - A type of feedback loop | + | PID Control - A type of feedback loop |
− | RoboRIO Files - Storing files on the RoboRIO | + | RoboRIO Files - Storing files on the RoboRIO |
− | Robot Simulator - A program that simulates the robot for testing purposes | + | Robot Simulator - A program that simulates the robot for testing purposes |
− | Vision - Analyzing input from the camera | + | Vision - Analyzing input from the camera |
Revision as of 21:43, 22 September 2016
Java Basics
Developer Tools - Eclipse (for writing code) and GitHub (for collaboration and version control) Hello World - A simple example of a Java program Data Types - Formats for storing information Variables - Data structures that store values Operators - Operations that can be performed on or between variables/values Control Statements - Statements that change the order in which code is executed Comments - Code that is not executed by the compiler
Object-Oriented Programming
Objects and Classes - Collections of variables and methods Methods - Actions that objects can perform Instantiation - Creating a new object Fields - Variables that an object possesses Modifiers - Keywords that affect properties of a variable, method, or class Type Casting - Converting between different data types Imports - Bringing outside code into a program Math - A library of more advanced mathematical functions String - A class for manipulating strings of text Array - A data structure that stores multiple values in a single variable System I/O - Communicating with the program through the console
WPILib Basics
FRC Updates - Installing the FRC software at kickoff or on new computers Iterative Robot - A class containing robot methods that are repeatedly called WPILib - The FRC library Actuators - Components on the robot that can perform actions (outputs) Sensors - Components on the robot that can collect data (inputs) Joysticks - Devices that the operator uses to control the robot (inputs) RobotDrive - A class for controlling the robot drivetrain FRC DriverStation - A program for operating the robot SmartDashboard - A program for displaying robot output to the operator Webdash - The online interface for the RoboRIO
Command-Based Programming
Robot Builder - A program for generating the general framework of the robot code Robot Map - A class that maps actuators and sensors to their ports on the RoboRIO Subsystems - Parts of the robot that perform individual tasks Commands - Actions that the robot can perform Command Groups - Groups of actions for the robot to perform in sequence or in parallel Operator Interface - A class that maps the joysticks and buttons with robot commands Robot - An Iterative Robot class that manages the rest of the robot project SmartDashboard Continued - Using additional features of SmartDashboard Timer - A class for keeping track of real time
Inheritance
Subclasses - Extensions of another class that inherit its code Overriding - Code in a subclass replacing code from a superclass Super - Accessing methods and constructors of a superclass Interfaces - Collections of methods that a class is required to implement Inheritance Modifiers - Using abstract, default, final, and access modifiers with inheritance
Design Principles
Code Reuse - Not writing the same code twice Encapsulation - Keeping information self-contained Polymorphism - Using different data types interchangeably Type Safety - Preventing incorrect use of data types Efficiency - Writing algorithms that use less processing power Memory Management - Garbage collection and avoiding memory leaks
Additional Topics
Nested Classes - Defining a class inside of another class Generics - Generic datatypes that can represent any datatype Enums - A special data type to define a collection of constants Exceptions - Errors thrown at runtime Threading - The sequence in which code is executed I/O Streams - Sequences of input or output information Graphics - Visual effects displayed on the screen by the program Annotations - A system for documenting code Regular Expressions - A technique for sorting through Strings Dynamic Programming - A technique for making algorithms more efficient Functional Programming - A style of programming that avoids changes of state Stream Operations - Functional programming techniques for manipulating collections
Projects
Custom Widgets - Creating new widgets for the SmartDashboard Device Characterization - Investigating the usage of various actuators and sensors Motion Profiling - Calculating a trajectory for the robot to follow NetTables Client - Reading data from network tables PID Control - A type of feedback loop RoboRIO Files - Storing files on the RoboRIO Robot Simulator - A program that simulates the robot for testing purposes Vision - Analyzing input from the camera