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Exposure Java 2014 Table of Contents
Chapters I - X
I
Introduction to Computer Science
1.1
1.2
1.3
1.4
1.5
1.6
1.7
1.8
1.9
1.10
1.11
1.12
1.13
IIa
2a.1
2a.2
2a.3
2a.4
2a.5
2a.6
IIb
2b.1
2b.2
2b.3
2b.4
2b.5
2b.6
2b.7
2b.8
2b.9
2b.10
2b.11
Learning the Exposure Way . . . . . .
Exposure Equation . . . . . . . . .
Getting Started . . . . . . . . . . .
How Do Computers Work? . . . . . .
Messages with Morse Code . . . . . .
Electronic Memory . . . . . . . . .
Memory and Storage . . . . . . . . .
Hardware and Software . . . . . . . .
A “Brief” History of Computers. . . . . .
What Is Programming? . . . . . . . .
A “Brief” History of Programming Languages
Networking . . . . . . . . . . . .
Summary . . . . . . . . . . . . .
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2
4
7
8
9
11
15
18
20
41
42
49
52
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54
58
63
68
72
79
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82
83
83
85
88
89
91
97
100
104
111
Introduction to NXT
Introduction . . . . . . . . . . .
Loading and Executing an NXT Program .
The Sequence Beam and Program Blocks
Configuring the Display and Wait Blocks .
Configuring the Move Block . . . . .
Program Comments . . . . . . . .
Introduction to Java
Introduction . . . . . . . . .
Getting Started with Java . . . .
A Visit to the United Nations . . .
Java Bytecode . . . . . . . .
Applications and Applets . . . .
Using Java Software . . . . . .
Text Output With print & println . .
Program Compile Errors . . . . .
Program Comments . . . . . .
The Responsible Use of Computers
NXT and Java Comparison . . .
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Table of Contents
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Chapters 1-10
i
IIIa
3a.1
3a.2
3a.3
3a.4
3a.5
3a.6
IIIb
3b.1
3b.2
3b.3
3b.4
3b.5
3b.6
3b.7
3b.8
3b.9
3b.10
3b.11
3b.12
IVa
4a.1
4a.2
4a.3
4a.4
4a.5
4a.6
IVb
4b.1
4b.2
4b.3
4b.4
4b.5
4b.6
4b.7
4b.8
4b.9
4b.10
4b.11
ii
Variables and Constants
Introduction . . . . . . . . . . .
The NXT Variable Block . . . . . . .
Using Data Wires to transfer Data Values
Binary Operations with the Math Block .
String Concatenation with the Text Block
The NXT Constant Block . . . . . .
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126
127
131
136
140
144
Java Simple Data Types
Introduction . . . . . .
Storing Data Information .
Declaring Variables in Java
The int Data Type . . . .
The double Data Type . .
The String Data Type . . .
The char Data Type . . .
The boolean Data Type . .
Declaring Constants in Java.
Documenting Your Programs
Mathematical Precedence .
NXT and Java Comparison
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150
151
152
155
159
161
163
164
165
166
170
173
Introduction . . . . . . . . .
Using Math Block Functions . . .
The Random Block . . . . . .
Graphics and Coordinate Geometry
The Display Block Revisited . . .
The Sound Block . . . . . . .
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184
186
191
196
197
201
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204
205
208
216
217
223
230
234
237
242
244
Blocks and Data Hubs
Java Program Organization
Introduction . . . . . . . . .
Java Program Components . . .
Using the Math Class . . . . .
Introduction to the Expo Class . .
Graphics and Coordinate Geometry
Drawing Methods . . . . . . .
Fill Methods and Graphics Colors .
The random Method . . . . . .
Drawing Polygons . . . . . . .
Expo Class Reference Information .
NXT and Java Comparison . . .
First Exposure 2014
06-06-14
Va
5a.1
5a.2
5a.3
5a.4
5a.5
5a.6
5a.7
5a.8
5a.9
Vb
5b.1
5b.2
5b.3
5b.4
5b.5
5b.6
5b.7
5b.8
5b.9
5b.10
5b.11
5b.12
VIa
6a.1
6a.2
6a.3
6a.4
6a.5
6a.6
6a.7
6a.8
6a.9
Repetition with the Loop Block
Introduction . . . . . . . . .
Fixed Repetition with the Loop Block
Using the Loop Control Variable . .
Using the Loop Block with Wait . .
Nested Looping . . . . . . . .
Nested Loops and Data Wires . .
Using Sound in a Loop Block . . .
Conditional Looping . . . . . .
Using the Loop Block with Graphics
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252
253
256
258
259
262
264
266
269
Introduction . . . . . . . . . . . . . .
Fixed Repetition with for. . . . . . . . . .
Using the Loop Control Variable . . . . . . .
Nested Loops . . . . . . . . . . . . .
Keyboard Input with Expo.enterInt . . . . . .
Conditional Repetition with do…while . . . . .
Repetition and Graphics. . . . . . . . . .
Displaying Graphics Characters . . . . . . .
Drawing Regular Polygons . . . . . . . . .
Creating New Colors . . . . . . . . . . .
Using Random Numbers with graphics in a Loop .
NXT and Java Comparison . . . . . . . .
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272
274
278
281
286
287
291
297
301
305
308
315
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326
328
339
344
351
355
359
372
376
Java Repetition
Class Methods and Object Methods
Introduction . . . . . . . . . . . . . . . .
Creating Simple Program Blocks . . . . . . . .
Program Blocks with Input Information . . . . . .
Program Blocks with Multiple Input Information . . .
Program Blocks with Output Information . . . . . .
Program Blocks with Input & Output Information . . .
Using My Blocks to Create a My Block . . . . . .
User Input with the EnterIntNXT My Block . . . . .
Creating a Practical Program with Just a Few My Blocks
Table of Contents
Chapters 1-10
iii
VIb
6b.1
6b.2
6b.3
6b.4
6b.5
6b.6
6b.7
6b.8
6b.9
6b.10
VIIa
7a.1
7a.2
7a.3
7a.4
7a.5
7a.6
7a.7
7a.8
7a.9
VIIb
7b.1
7b.2
7b.3
7b.4
7b.5
7b.6
7b.7
7b.8
7b.9
7b.10
7b.11
iv
Class Methods and Object Methods
Introduction . . . . . . . . . . . . .
Creating Simple Methods . . . . . . . .
Graphics Programs with Multiple Methods . .
Creating a Big Graphics Program Step-By-Step
Void Methods with a Single Parameter . . .
Void Methods with Multiple Parameters . . .
Return Methods with a Single Parameter . .
Return Methods with Multiple Parameters . .
Creating Methods with Other Methods . . .
NXT and Java Comparison . . . . . . .
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382
383
392
409
417
422
430
432
436
443
Decision Making in NXT
Introduction . . . . . . . .
Switch Block Settings . . . . .
One-Way Selection . . . . .
Two-Way Selection . . . . .
Nested Control Structures . . .
Multi-Way Selection . . . . .
Compound Conditions . . . .
Ranges . . . . . . . . . .
Compound Compound Conditions
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454
459
461
463
465
468
471
476
479
Introduction . . . . . . . . . . .
Relational Operators . . . . . . . .
One-Way Selection . . . . . . . .
Two-Way Selection . . . . . . . .
Nested Control Structures . . . . . .
Multiple-Way Selection . . . . . . .
The boolean Data Type . . . . . . .
Compound Conditions . . . . . . .
Ranges . . . . . . . . . . . . .
Protecting Against user Data Entry Errors
NXT and Java Comparison . . . . .
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484
484
487
492
495
504
518
521
530
534
536
Decision Making in Java
First Exposure 2014
06-06-14
VIII
Using Sensors in NXT
8.1
8.2
8.3
8.4
8.5
8.6
8.7
8.8
8.9
Introduction . . . . . .
Sensor Blocks in Lego NXT
The Touch Sensor . . . .
The Sound Sensor . . . .
The Light Sensor . . . .
The Ultrasonic Sensor . .
The NXT Button Sensor . .
The Rotation Sensor . . .
Combining Sensors . . .
IXa
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550
554
556
563
566
568
574
578
583
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588
590
591
596
597
599
600
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604
605
610
616
619
628
631
633
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636
636
644
650
670
680
683
700
712
726
File Handling in NXT
9a.1
9a.2
9a.3
9a.4
9a.5
9a.6
9a.7
Introduction . . . . . . . . . .
Different Types of Files . . . . . .
The File Access Block . . . . . .
Storing and Retrieving Text Data . .
Files with Multiple Lines of Data . . .
Retrieving Data with a Conditional Loop
Data Files that Store Numbers . . .
IXb
Object Methods and Text Files
9b.1
9b.2
9b.3
9b.4
9b.5
9b.6
9b.7
9b.8
X
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Introduction . . . . . . . . .
Classes and Objects . . . . . .
Using Object Methods . . . . .
Using the DecimalFormat Class . .
Reading In Text Files . . . . . .
Writing Out Text Files . . . . .
Reading and Writing Simultaneously
Summary . . . . . . . . . .
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Intermediate Graphics
10.1
10.2
10.3
10.4
10.5
10.6
10.7
10.8
10.9
10.10
Introduction . . . . . . . . . . .
Using Mouse Events . . . . . . . .
Importing Images . . . . . . . . .
Fixing Image Issues . . . . . . . .
New Features with the Deluxe Expo Class
Multi-Page Output . . . . . . . . .
Creating a Simple Draw Program . . .
Creating Clickable Areas in the Applet .
Computer Animation . . . . . . . .
The Last Word . . . . . . . . . .
Table of Contents
Chapters 1-10
v
vi
First Exposure 2014
06-06-14
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