What you would learn in Introduction to object-oriented programming with Arduino course?
Particularly in the design of microcontrollers, we typically utilize libraries, such as for controlling hardware parts. The benefits of efficient and flexible development of source code are presented to you during this class.
An ESP32 is utilized throughout the entirety of the course. However, all of the exercises (except the last one, which uses WIFI and the Website/Webserver) and the explanations, exercises, and exercises can be completed using any Arduino.
After you've completed the course, you'll be capable of...
...create objects of your own using object-oriented programming and libraries
...program reusable source code
... Create a clean source code to allow for adaptability and flexibility in programming
... Code generalized classes that provide libraries
... Apply the basic principles of OOP in your projects, and then apply them immediately.
... Save time from cumbersome programming. Thanks to the basic design, self-written codes are much easier to change.
... Maintain your code to make it better over a longer time.
What we will cover during the class:
The basics of object-oriented programming within Arduino. Arduino environment. We will walk through the fundamentals of OOP step-by-step. We will then dive into concrete examples.
An example of a practical application: Your own LED class. Numerous features and interfaces.
Practical illustration 2. Galton boards with marble elevators and the evaluation with twelve IR sensors.
Practical example 3: Headlamp with just 1(!) button with two LEDs and three lighting modes.
An example of a practical game: rock, Paper, Scissors, and Rock. We have developed this game, and we take on the bot in two rounds to be the winner. The game's logic is activated by a web-based server running on the ESP32 (with server-side events).
The structure of the class
What is data encapsulation, and how do we apply this idea
Construction and use of constructors
Overloading functions and constructors (polymorphism)
Utilization and adaptation of classes inherited
Interaction between Headers and files from CPP
Motor control of servos infrared sensors, LEDs, and servo motors.
Utilization to make use of Visual Studio Code / Platform IO (with Arduino IDE, also feasible)
Own libraries to outside developers
The creation of libraries that are individual to be used by the user
Best practices for object-oriented programming microcontrollers
Numerous practical examples are built step-by-step
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