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Introduction to Object-oriented Programming With Arduino
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[Bild: dxv2wrzoidk6en6rcf1apoyd29.jpg]

Introduction to Object-oriented Programming With Arduino
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
Language: English | Size: 5.22 GB | Duration: 5h 46m

A hands-on tutorial with lots of small OOP-Arduino/ESP32 projects to participate in.


What you'll learn
The structure of a class
What data encapsulation is and how we implement this concept
Creation and use of constructors
Overloading constructors and functions (polymorphism)
Inheritance of classes
Use and adaptation of inherited classes
Interaction of headers and CPP files
Control of servo motors, infrared sensors, LEDs.
Use of Visual Studio Code / Platform IO (with Arduino IDE also possible)
Provide of own libraries for external developers
Creation of individual libraries for own use
Best practices in object oriented programming of microcontrollers
Many practical examples which are built up step by step
Requirements
First experiences in Arduino development (millis, pinMode, data types).
Basics C++ in the Arduino environment
A lot can be simulated with the online simulators, but you will have a greater learning success if you rebuild the practical examples with the hardware components.
Everything about OOP is taught in this course
First experience with the ESP32 is advantageous

Description
Especially in the development of microcontrollers we often work with libraries, for example to control hardware components. The advantages of flexible and efficient source code design will be introduced to you in this course.
An ESP32 is used in the entire course, but all the examples (except the last one with the Website/Webserver and WIFI), exercises and explanations can be done with any Arduino.
Once you have completed this course, you will be able to.
...create your own object-oriented programs and libraries
...program reusable source code
... create clean source code architecture for flexible programming and adaptation
... code generalized classes and provide the libraries
... implement the basic concepts of OOP for your own projects and apply them immediately.
... save time for cumbersome programming. Because of the given conceptual design, your self-written code is easier to adapt.
... maintain your own code better even after a longer period of time.
What we go through in the course
Basics of object-oriented programming in the Arduino environment. We will go through the essential contents of OOP step by step. We will get right into practical examples.
Practical example: Own LED class. Many different functions and interfaces.
Practical example 2: Galton board with marble elevator and evaluation of 12 IR sensors.
Practical example 3: Headlamp with only one(!) button, two LEDs and three light modes.
Practical example: Rock, paper, scissors game. We develop this small game. We compete against the bot and play to win two games. The logic is triggered by a web server on the ESP32 (with server side events).
My approach in the course
None (ok, only very few) slides/Powerpoints. We start in the basics immediately with a practical example. Also the theory can be tested immediately on the Arduino with the Serial Monitor and thus immediately better understood.
The practical projects are developed together in step-by-step instructions.
Together means in this context that I demonstrate the code, depending on the task, and you can follow me along with the source code.
All codes are available for download on the platform, so you can get to the result without frustration.
No rambling explanations or theory monologues, we get right to work in the basics chapter.
Benefit from my years of experience and get the key skills in microcontroller development.
I'm looking forward to see you in class
Markus Edenhauser
Who this course is for
Anyone who wants to deepen their knowledge of object-oriented programming (OOP) in the Arduino environment.
Developers who are interested in taking their code to the next level.
All of you who want to understand, apply and write OOP themselves
All of you who want to create their own libraries


[Bild: introductiontoobjectolwcw9.jpg]

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