Event-driven Programming Reacting to the user Outline Sequential programming GUI program organization Event-driven programming Modes Sequential Programming In sequential programs‚ the program is under control The user must synchronize with the program: Program tells user it is ready for input User enters input and it is processed Examples: Command-line prompts (DOS‚ UNIX) LISP interpreters Shouldn’t the program be required to synchronize with the user? Sequential Programming (2) Flow
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Problem solving process part‚ 1. Problems in my relationship: I have an issue that becomes a problem to often to say it’s just an issue. My problem is my marriage‚ It has more downs thin it does up’s. My husband likes to make me feel that everything I chose to do or don’t do is wrong. We are constantly arguing‚ and 90% of the time it’s in front of the kid‚ that for me is a big problem. Because thin it turns in to an issue to get them to lesion to what I tell them to do‚ they see
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NXT-G Programming Workshop for FLL Coaches Developed by Tony Ayad Updated by LeRoy Nelson California - Los Angeles Region FLL September 2012 Outline • Purpose: • This workshop is intended for FIRST® LEGO® League (FLL®) coaches who are interested in learning about LEGO® MINDSTORMS® NXT and the NXT-G programming language. • Basic Programming Agenda (Introductory Workshop) • NXT Controller (aka: the “brick”) • Blocks • The NXT-G Interface • The MOVE‚ MOTOR & RESET Blocks • Turns
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Problem Solving Simulation In order to solve the problem it was necessary to first interpret the scenario. In completing the Riverbank activity‚ I took the following approach: I imagined the situation I identified the problem I understood the problem I found different strategies I evaluated the progress I eliminated the obstacles I thought about the solutions I implemented a solution The scenario of the problem situation was
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The C Programming Language History C was developed at Bell Laboratories in 1972 by Dennis Ritchie. Many of its principles and ideas were taken from the earlier language B and B’s earlier ancestors BCPL and CPL. CPL ( Combined Programming Language ) was developed with the purpose of creating a language that was capable of both high level‚ machine independent programming and would still allow the programmer to control the behavior of individual bits of information. The one major drawback of CPL was
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~~~~~~~~~~~~~~~~~~~~ www.MathWorks.ir ~~~~~~~~~~~~~~~~~~~~ An Introduction to Programming and Numerical Methods in MATLAB ~~~~~~~~~~~~~~~~~~~~ www.MathWorks.ir ~~~~~~~~~~~~~~~~~~~~ S.R. Otto and J.P. Denier An Introduction to Programming and Numerical Methods in MATLAB With 111 Figures ~~~~~~~~~~~~~~~~~~~~ www.MathWorks.ir ~~~~~~~~~~~~~~~~~~~~ S.R. Otto‚ BSc‚ PhD The R & A St Andrews Fife KY16 9JD Scotland J.P. Denier‚ BSc (Hons)‚ PhD School of Mathematical Sciences
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hardware faults. These faults are easy to inject‚ and they cause a variety of different crashes. It is difficult to relate a bit flip with a specific error in programming‚ and most hardware bit flips would be caught by parity on the data or address bus. The next two faults categories‚ excluding the OMISSION faults‚ emulate specific programming errors common to kernel code according to earlier studies [Sullivan and Chillarege‚ 1991; Christmansson and Chillarege‚ 1996]. The second category of fault
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INTRODUCTION Structured programming is one of the several different ways in which a programming language can be constructed. "It was originally introduced as a means of getting away from the ’spaghetti’ code that was used in the early days and to provide some means by which programmers could more easily follow code written by other programmers." (Hendren‚ 1998) Structured programming is a procedure-oriented method of designing and coding a program. At a low level‚ structured programs are composed
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Unit 4: Introduction to Object Oriented Programming Concepts Student Name Principles of Information Technology IT50-1101D David Reed Ph.D.‚ PMP 17th‚ May 2011 Table of Contents Abstract 3 Unit 4: Introduction to Object Oriented Programming Concepts 4 Programing Assignment 5 References 8 Abstract Object-oriented programming (OOP) is a programming paradigm using "objects" – data structures consisting of data fields and methods together with their interactions – to design
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Repetition Structures: Looping 4 In this chapter‚ we will begin to explore the topic of repetition structures (also called loops). Loops contain a block of statements that can be executed repeatedly. We will discuss different types of loops and more advanced loop applications. The discussion of loops continues in Chapter 5. ISBN 1-256-14455-X After reading this chapter‚ you will be able to do the following: Distinguish between pre-test and post-test loops [Section 4.1] Identify infinite loops
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