Difference between revisions of "Java 9: Summary"

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<ol start="1">
 
<ol start="1">
<li>Objects and Classes - Collections of variables and methods</li>
+
<li>'''Objects and Classes''' - Collections of variables and methods</li>
<li>Methods - Actions that objects can perform</li>
+
<li>'''Methods''' - Actions that objects can perform</li>
<li>Instantiation - Creating a new object</li>
+
<li>'''Instantiation''' - Creating a new object</li>
<li>Fields - Variables that an object possesses</li>
+
<li>'''Fields''' - Variables that an object possesses</li>
<li>Modifiers - Keywords that affect properties of a variable, method, or class</li>
+
<li>'''Modifiers''' - Keywords that affect properties of a variable, method, or class</li>
<li>Type Casting - Converting between different data types</li>
+
<li>'''Type Casting''' - Converting between different data types</li>
<li>Imports - Bringing outside code into a program</li>
+
<li>'''Imports''' - Bringing outside code into a program</li>
<li>Math - A library of more advanced mathematical functions</li>
+
<li>'''Math''' - A library of more advanced mathematical functions</li>
<li>String - A class for manipulating strings of text</li>
+
<li>'''String''' - A class for manipulating strings of text</li>
<li>Array - A data structure that stores multiple values in a single variable</li>
+
<li>'''Array''' - A data structure that stores multiple values in a single variable</li>
<li>System I/O - Communicating with the program through the console</li>
+
<li>'''System I/O''' - Communicating with the program through the console</li>
 
</ol>
 
</ol>
  
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<ol start="1">
 
<ol start="1">
<li>FRC Updates - Installing the FRC software at kickoff or on new computers</li>
+
<li>'''FRC Updates''' - Installing the FRC software at kickoff or on new computers</li>
<li>Iterative Robot - A class containing robot methods that are repeatedly called</li>
+
<li>'''Iterative Robot''' - A class containing robot methods that are repeatedly called</li>
<li>WPILib - The FRC library</li>
+
<li>'''WPILib''' - The FRC library</li>
<li>Actuators - Components on the robot that can perform actions (outputs)</li>
+
<li>'''Actuators''' - Components on the robot that can perform actions (outputs)</li>
<li>Sensors - Components on the robot that can collect data (inputs)</li>
+
<li>'''Sensors''' - Components on the robot that can collect data (inputs)</li>
<li>Joysticks - Devices that the operator uses to control the robot (inputs)</li>
+
<li>'''Joysticks''' - Devices that the operator uses to control the robot (inputs)</li>
<li>RobotDrive - A class for controlling the robot drivetrain</li>
+
<li>'''RobotDrive''' - A class for controlling the robot drivetrain</li>
<li>FRC DriverStation - A program for operating the robot</li>
+
<li>'''FRC DriverStation''' - A program for operating the robot</li>
<li>SmartDashboard - A program for displaying robot output to the operator</li>
+
<li>'''SmartDashboard''' - A program for displaying robot output to the operator</li>
<li>Webdash - The online interface for the RoboRIO</li>
+
<li>'''Webdash''' - The online interface for the RoboRIO</li>
 
</ol>
 
</ol>
  
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<ol start="1">
 
<ol start="1">
<li>Robot Builder - A program for generating the general framework of the robot code</li>
+
<li>'''Robot Builder''' - A program for generating the general framework of the robot code</li>
<li>Robot Map - A class that maps actuators and sensors to their ports on the RoboRIO</li>
+
<li>'''Robot Map''' - A class that maps actuators and sensors to their ports on the RoboRIO</li>
<li>Subsystems - Parts of the robot that perform individual tasks</li>
+
<li>'''Subsystems''' - Parts of the robot that perform individual tasks</li>
<li>Commands - Actions that the robot can perform</li>
+
<li>'''Commands''' - Actions that the robot can perform</li>
<li>Command Groups - Groups of actions for the robot to perform in sequence or in parallel</li>
+
<li>'''Command Groups''' - Groups of actions for the robot to perform in sequence or in parallel</li>
<li>Operator Interface - A class that maps the joysticks and buttons with robot commands</li>
+
<li>'''Operator Interface''' - A class that maps the joysticks and buttons with robot commands</li>
<li>Robot - An Iterative Robot class that manages the rest of the robot project</li>
+
<li>'''Robot''' - An Iterative Robot class that manages the rest of the robot project</li>
<li>SmartDashboard Continued - Using additional features of SmartDashboard</li>
+
<li>'''SmartDashboard Continued''' - Using additional features of SmartDashboard</li>
<li>Timer - A class for keeping track of real time</li>
+
<li>'''Timer''' - A class for keeping track of real time</li>
 
</ol>
 
</ol>
  
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<ol start="1">
 
<ol start="1">
<li>Subclasses - Extensions of another class that inherit its code</li>
+
<li>'''Subclasses''' - Extensions of another class that inherit its code</li>
<li>Overriding - Code in a subclass replacing code from a superclass</li>
+
<li>'''Overriding''' - Code in a subclass replacing code from a superclass</li>
<li>Super - Accessing methods and constructors of a superclass</li>
+
<li>'''Super''' - Accessing methods and constructors of a superclass</li>
<li>Interfaces - Collections of methods that a class is required to implement</li>
+
<li>'''Interfaces''' - Collections of methods that a class is required to implement</li>
<li>Inheritance Modifiers - Using abstract, default, final, and access modifiers with inheritance</li>
+
<li>I'''nheritance Modifiers''' - Using abstract, default, final, and access modifiers with inheritance</li>
 
</ol>
 
</ol>
  
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<ol start="1">
 
<ol start="1">
<li>Code Reuse - Not writing the same code twice</li>
+
<li>'''Code Reuse''' - Not writing the same code twice</li>
<li>Encapsulation - Keeping information self-contained</li>
+
<li>'''Encapsulation''' - Keeping information self-contained</li>
<li>Polymorphism - Using different data types interchangeably</li>
+
<li>'''Polymorphism''' - Using different data types interchangeably</li>
<li>Type Safety - Preventing incorrect use of data types</li>
+
<li>'''Type Safety''' - Preventing incorrect use of data types</li>
<li>Efficiency - Writing algorithms that use less processing power</li>
+
<li>'''Efficiency''' - Writing algorithms that use less processing power</li>
<li>Memory Management - Garbage collection and avoiding memory leaks</li>
+
<li>'''Memory Management''' - Garbage collection and avoiding memory leaks</li>
 
</ol>
 
</ol>
  
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<ol start="1">
 
<ol start="1">
<li>Nested Classes - Defining a class inside of another class</li>
+
<li>'''Nested Classes''' - Defining a class inside of another class</li>
<li>Generics - Generic datatypes that can represent any datatype</li>
+
<li>'''Generics''' - Generic datatypes that can represent any datatype</li>
<li>Enums - A special data type to define a collection of constants</li>
+
<li>'''Enums''' - A special data type to define a collection of constants</li>
<li>Exceptions - Errors thrown at runtime</li>
+
<li>'''Exceptions''' - Errors thrown at runtime</li>
<li>Threading - The sequence in which code is executed</li>
+
<li>'''Threading''' - The sequence in which code is executed</li>
<li>I/O Streams - Sequences of input or output information</li>
+
<li>'''I/O Streams''' - Sequences of input or output information</li>
<li>Graphics - Visual effects displayed on the screen by the program</li>
+
<li>'''Graphics''' - Visual effects displayed on the screen by the program</li>
<li>Annotations - A system for documenting code</li>
+
<li>'''Annotations''' - A system for documenting code</li>
<li>Regular Expressions - A technique for sorting through Strings</li>
+
<li>'''Regular Expressions''' - A technique for sorting through Strings</li>
<li>Dynamic Programming - A technique for making algorithms more efficient</li>
+
<li>'''Dynamic Programming''' - A technique for making algorithms more efficient</li>
<li>Functional Programming - A style of programming that avoids changes of state</li>
+
<li>'''Functional Programming''' - A style of programming that avoids changes of state</li>
<li>Stream Operations - Functional programming techniques for manipulating collections</li>
+
<li>'''Stream Operations''' - Functional programming techniques for manipulating collections</li>
 
</ol>
 
</ol>
  
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<ol start="1">
 
<ol start="1">
<li>Custom Widgets - Creating new widgets for the SmartDashboard</li>
+
<li>'''Custom Widgets''' - Creating new widgets for the SmartDashboard</li>
<li>Device Characterization - Investigating the usage of various actuators and sensors</li>
+
<li>'''Device Characterization''' - Investigating the usage of various actuators and sensors</li>
<li>Motion Profiling - Calculating a trajectory for the robot to follow</li>
+
<li>'''Motion Profiling''' - Calculating a trajectory for the robot to follow</li>
<li>NetTables Client - Reading data from network tables</li>
+
<li>'''NetTables Client''' - Reading data from network tables</li>
<li>PID Control - A type of feedback loop</li>
+
<li>'''PID Control''' - A type of feedback loop</li>
<li>RoboRIO Files - Storing files on the RoboRIO</li>
+
<li>'''RoboRIO Files''' - Storing files on the RoboRIO</li>
<li>Robot Simulator - A program that simulates the robot for testing purposes</li>
+
<li>'''Robot Simulator''' - A program that simulates the robot for testing purposes</li>
<li>Vision - Analyzing input from the camera</li>
+
<li>'''Vision''' - Analyzing input from the camera</li>
 
</ol>
 
</ol>

Revision as of 21:52, 29 September 2016

[Java Basics]

  1. Developer Tools - Eclipse (for writing code) and GitHub (for collaboration and version control)
  2. Hello World - A simple example of a Java program
  3. Data Types - Formats for storing information
  4. Variables - Data structures that store values
  5. Operators - Operations that can be performed on or between variables/values
  6. Control Statements - Statements that change the order in which code is executed
  7. Comments - Code that is not executed by the compiler

[Object-Oriented Programming]

  1. Objects and Classes - Collections of variables and methods
  2. Methods - Actions that objects can perform
  3. Instantiation - Creating a new object
  4. Fields - Variables that an object possesses
  5. Modifiers - Keywords that affect properties of a variable, method, or class
  6. Type Casting - Converting between different data types
  7. Imports - Bringing outside code into a program
  8. Math - A library of more advanced mathematical functions
  9. String - A class for manipulating strings of text
  10. Array - A data structure that stores multiple values in a single variable
  11. System I/O - Communicating with the program through the console

[WPILib Basics]

  1. FRC Updates - Installing the FRC software at kickoff or on new computers
  2. Iterative Robot - A class containing robot methods that are repeatedly called
  3. WPILib - The FRC library
  4. Actuators - Components on the robot that can perform actions (outputs)
  5. Sensors - Components on the robot that can collect data (inputs)
  6. Joysticks - Devices that the operator uses to control the robot (inputs)
  7. RobotDrive - A class for controlling the robot drivetrain
  8. FRC DriverStation - A program for operating the robot
  9. SmartDashboard - A program for displaying robot output to the operator
  10. Webdash - The online interface for the RoboRIO

[Command-Based Programming]

  1. Robot Builder - A program for generating the general framework of the robot code
  2. Robot Map - A class that maps actuators and sensors to their ports on the RoboRIO
  3. Subsystems - Parts of the robot that perform individual tasks
  4. Commands - Actions that the robot can perform
  5. Command Groups - Groups of actions for the robot to perform in sequence or in parallel
  6. Operator Interface - A class that maps the joysticks and buttons with robot commands
  7. Robot - An Iterative Robot class that manages the rest of the robot project
  8. SmartDashboard Continued - Using additional features of SmartDashboard
  9. Timer - A class for keeping track of real time

[Inheritance]

  1. Subclasses - Extensions of another class that inherit its code
  2. Overriding - Code in a subclass replacing code from a superclass
  3. Super - Accessing methods and constructors of a superclass
  4. Interfaces - Collections of methods that a class is required to implement
  5. Inheritance Modifiers - Using abstract, default, final, and access modifiers with inheritance

[Design Principles]

  1. Code Reuse - Not writing the same code twice
  2. Encapsulation - Keeping information self-contained
  3. Polymorphism - Using different data types interchangeably
  4. Type Safety - Preventing incorrect use of data types
  5. Efficiency - Writing algorithms that use less processing power
  6. Memory Management - Garbage collection and avoiding memory leaks

[Additional Topics]

  1. Nested Classes - Defining a class inside of another class
  2. Generics - Generic datatypes that can represent any datatype
  3. Enums - A special data type to define a collection of constants
  4. Exceptions - Errors thrown at runtime
  5. Threading - The sequence in which code is executed
  6. I/O Streams - Sequences of input or output information
  7. Graphics - Visual effects displayed on the screen by the program
  8. Annotations - A system for documenting code
  9. Regular Expressions - A technique for sorting through Strings
  10. Dynamic Programming - A technique for making algorithms more efficient
  11. Functional Programming - A style of programming that avoids changes of state
  12. Stream Operations - Functional programming techniques for manipulating collections

Projects

  1. Custom Widgets - Creating new widgets for the SmartDashboard
  2. Device Characterization - Investigating the usage of various actuators and sensors
  3. Motion Profiling - Calculating a trajectory for the robot to follow
  4. NetTables Client - Reading data from network tables
  5. PID Control - A type of feedback loop
  6. RoboRIO Files - Storing files on the RoboRIO
  7. Robot Simulator - A program that simulates the robot for testing purposes
  8. Vision - Analyzing input from the camera