This Wiki has been set up to help assist with learning FANUC's …
This Wiki has been set up to help assist with learning FANUC's HandlingTool Operations and Programming. While the intention is to help the Erie Community College students of the Mechatronics program, it is freely available to anyone wishing to learn about the use of FANUC robots.
A port of the open wikibook Lua Programming to LiaScript. This book …
A port of the open wikibook Lua Programming to LiaScript.
This book aims to teach usage of the latest version of Lua. This means it will be attempted to regularly update it as new versions of Lua come out (Lua releases are infrequent enough that this should not be too difficult). Currently, the book is up-to-date for Lua 5.2, which is the previous version. If you are using Lua in an embedded environment that uses an older version of Lua in the 5.x branch (Lua 5.0 and Lua 5.1), the material should still be sufficiently relevant for you.
Students explore examples of interactive storytelling, examining their use of expression, emotion, …
Students explore examples of interactive storytelling, examining their use of expression, emotion, repetition, and context. Students visit a Scratch Studio of examples of interactive storytelling and see that Scratch is used by students around the world to create interactive stories. Students reflect on how interactive storytelling is different from other forms of creative expression and reflect on how they might use Scratch to express themselves creatively
Students will be introduced to the Build My City project, which is …
Students will be introduced to the Build My City project, which is the final project of the unit. The teacher will present a demo project to students and explain the design requirements and expectations. Students will review key programming concepts that will be used in their Build My City projects, by looking at the code of an example project. Students will meet in their project groups and use storyboarding to develop their ideas for their city.
Developed by the NYCDOE CS education team, the Introduction to Computational Media …
Developed by the NYCDOE CS education team, the Introduction to Computational Media is a yearlong (108 hours) creative computing course for high schools using the open source Javascript library p5.js. By understanding how code can be a medium for creative expression, students will learn the fundamentals of computer science while designing and prototyping interactive projects that run on a browser. Additionally, students will learn how HTML/CSS elements can interact with p5.js to fully take advantage of developing content for a browser. This course has been implemented in NYC schools via CS4All’s Software Engineering Program (SEP), revised by classroom teachers with guidance from the Processing Foundation, and aligns with the CS4All Blueprint for CS education that emphasizes a hands-on CS approach called creative computing. Watch this video and view this fact sheet for more information.
Introduction to Computer Graphics is a free, on-line textbook covering the fundamentals …
Introduction to Computer Graphics is a free, on-line textbook covering the fundamentals of computer graphics and computer graphics programming. This book is meant for use as a textbook in a one-semester course that would typically be taken by undergraduate computer science majors in their third or fourth year of college.
This course will introduce students to the field of computer science and …
This course will introduce students to the field of computer science and the fundamentals of computer programming. No prior programming experience is required. Upon successful completion of this course, students will be able to: Demonstrate an understanding of the history of computing as well as fundamental hardware and software concepts; Demonstrate an understanding of the programming life cycle; Explain how the JVM translates Java code into executable code; Demonstrate an understanding of Object-Oriented Programming concepts; Demonstrate an understanding of basic Java concepts by writing simple programs; Demonstrate an understanding of logical and relational operators as well as control structures; Demonstrate proficiency in basic Java I/O techniques by writing small programs. (Computer Science 101; See also: Mathematics 302)
This course is a continuation of the first-semester course titled Introduction to …
This course is a continuation of the first-semester course titled Introduction to Computer Science I. It will introduce the student to a number of more advanced Computer Science topics, laying a strong foundation for future academic study in the discipline. The student will begin with a comparison between Java--the programming language utilized last semester--and C++, another popular, industry-standard programming language. The student will then discuss the fundamental building blocks of Object-Oriented Programming, reviewing what they have learned learned last semester and familiarizing themselves with some more advanced programming concepts. The remaining course units will be devoted to various advanced topics, including the Standard Template Library, Exceptions, Recursion, Searching and Sorting, and Template Classes. By the end of the class, the student will have a solid understanding of Java and C++ programming, as well as a familiarity with the major issues that programmers routinely address in a professional setting. Upon successful completion of this course, the student will be able to: Demonstrate an understanding of the concepts of Java and C++ and how they are used in Object-Oriented Programming; Demonstrate an understanding of the history and development of Object-Oriented Programming; Explain the importance of the C++ Standard Template Library and how basic components are used; Demonstrate a basic understanding of the importance of run-time analysis in programming; Demonstrate an understanding of important sorting and search routines in programming; Demonstrate an understanding of the generic usage of templates in programming for C++ and Java; Compare and contrast the features of Java and C++. (Computer Science 102; See also: Mathematics 303)
This course presents the fundamentals of object-oriented software design and development, computational …
This course presents the fundamentals of object-oriented software design and development, computational methods and sensing for engineering, and scientific and managerial applications. It cover topics, including design of classes, inheritance, graphical user interfaces, numerical methods, streams, threads, sensors, and data structures. Students use Java® programming language to complete weekly software assignments. How is 1.00 different from other intro programming courses offered at MIT? 1.00 is a first course in programming. It assumes no prior experience, and it focuses on the use of computation to solve problems in engineering, science and management. The audience for 1.00 is non-computer science majors. 1.00 does not focus on writing compilers or parsers or computing tools where the computer is the system; it focuses on engineering problems where the computer is part of the system, or is used to model a physical or logical system. 1.00 teaches the Java programming language, and it focuses on the design and development of object-oriented software for technical problems. 1.00 is taught in an active learning style. Lecture segments alternating with laboratory exercises are used in every class to allow students to put concepts into practice immediately; this teaching style generates questions and feedback, and allows the teaching staff and students to interact when concepts are first introduced to ensure that core ideas are understood. Like many MIT classes, 1.00 has weekly assignments, which are programs based on actual engineering, science or management applications. The weekly assignments build on the class material from the previous week, and require students to put the concepts taught in the small in-class labs into a larger program that uses multiple elements of Java together.
This is an accelerated introduction to MATLAB® and its popular toolboxes. Lectures …
This is an accelerated introduction to MATLAB® and its popular toolboxes. Lectures are interactive, with students conducting sample MATLAB problems in real time. The course includes problem-based MATLAB assignments. Students must provide their own laptop and software. This is great preparation for classes that use MATLAB.
This first general textbook An introduction to ontology engineering has as main …
This first general textbook An introduction to ontology engineering has as main aim to provide the reader with a comprehensive introductory overview of ontology engineering. A secondary aim is to provide hands-on experience in ontology development that illustrate the theory.
This book is directed mainly towards beginning programmers, although it might also …
This book is directed mainly towards beginning programmers, although it might also be useful for experienced programmers who want to learn something about Java. It is certainly not meant to provide complete coverage of the Java language.
Computers are everywhere in our daily lives. Between the desktop, laptop, phone, …
Computers are everywhere in our daily lives. Between the desktop, laptop, phone, bank, and vehicle, it is difficult to completely get away from computers. It only makes sense to learn a little about how a computer really works.This text provides an introduction to programming and problem solving using the Fortran 95/2003/2008 programming language. This introduction is geared for non-computer science majors. The primary focus is on an introduction to problem solving and algorithm development. As such, many details of the Fortran 95/2003/2008 language are omitted.
Scratch is a visual programming language that is simple enough for beginners …
Scratch is a visual programming language that is simple enough for beginners but is capable enough to keep even expert programmers entertained for hours. In this resource, I will provide a basic overview of the Scratch platform for anyone who wants to learn!
This course introduces students to the fundamental concepts of physical computing systems …
This course introduces students to the fundamental concepts of physical computing systems through hands-on, real-life applications. Physical computing forms the basis of smart devices, wearables like smart watches, e-textiles / fashion, IoT (Internet of Things) devices, and hardware start-up
This course teaches students to design electronic devices that interact with the physical world by building circuits and developing software algorithms that run on a microcontroller. These devices will also be connected to the internet so they can send sensor data to dashboards and be remotely operated from a computer or mobile device.
This course is designed specifically for university undergraduate students from all majors. It presumes no in-depth knowledge of physics or math nor prior experience with electronics. The only expected prerequisite knowledge is introductory experience with procedural programming (i.e. variables, functions, loops).
In this lesson, you’ll learn how to use python with the Zotero …
In this lesson, you’ll learn how to use python with the Zotero API to interact with your Zotero library. The Zotero API is a powerful interface that would allow you to build a complete Zotero client from scratch if you so desired. But like most APIs, it works in small, discrete steps, so we have to build our way up to the complicated requests we might want to use to access our Zotero libraries. But this incremental building gives us plenty of time to learn as we go along.
We have designed this third edition of Java, Java, Java to be …
We have designed this third edition of Java, Java, Java to be suitable for a typical Introduction to Computer Science (CS1) course or for a slightly more advanced Java as a Second Language course. This edition retains the “objects first” approach to programming and problem solving that was characteristic of the first two editions. Throughout the text we emphasize careful coverage of Java language features, introductory programming concepts, and object-oriented design principles.
This book is a guide to JavaScript, a scripting language widely used …
This book is a guide to JavaScript, a scripting language widely used in web pages and web applications such as email applications. JavaScript is not to be confused with Java, which is quite a separate language for creating stand-alone applications.
No restrictions on your remixing, redistributing, or making derivative works. Give credit to the author, as required.
Your remixing, redistributing, or making derivatives works comes with some restrictions, including how it is shared.
Your redistributing comes with some restrictions. Do not remix or make derivative works.
Most restrictive license type. Prohibits most uses, sharing, and any changes.
Copyrighted materials, available under Fair Use and the TEACH Act for US-based educators, or other custom arrangements. Go to the resource provider to see their individual restrictions.