Java 9: Summary

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[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
  11. [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