I was tasked with making a countdown timer on MIT App Inventor using global and local variables.
While in class, we were asked "how expressions are used in that app, and how events and event handler methods are used to trigger and perform actions". The app that I chose to speak about was YouTube.
I answered with expressions on YouTube, enhanced search, recommendations, video quality adjustments, ad targeting, and subtitles by processing data dynamically. Events and event handlers trigger actions like play, pause, volume changes, and auto-quality adjustments based on user interactions and system updates. In live streaming, they manage real-time chat updates and Super Chat highlights. Together, they ensure a smooth and interactive user experience.
In the beginning of class I was introduced to MIT app inventor. After, was tasked too make a form using different components inside of the app.
After not passing the test I was given a second chance to explain the reasons I got the answer wrong and how I can get it correct the next time it comes around.
After learning what programs are used to design games, I expected to see the keys terms that was being taught to me like instances, Objects, Sprite, Usability, User-Centered Design (UCD), User Interface and user Testing. While doing the assign
The first day we took a pre-assessment to see where our understanding is with unfamiliar material and that's the score I received for the start of the assessment.
In class, we created a file on Greenfoot called FlyingBirdWorld. I watched a video on following the instructions, while watching the video I was tasked to create a Scenario in Greenfoot, from the sidebar. Create a new scenario called flyingbirdWorld. Add the assets from the Flying_World_Assets folder to the images folder in the flyingbirdWorld Greenfoot folder. Finally, create the following classes and select the correct images for the class.
Week 1 (requirement analysis )
After reading "Dreaming In Code" by Scott Rosenberg. I grasp the concept of Software Time. After learning it we started a project and we figure out what we wanted to do. We were assigned to make a Eco friendly fashion brand, and see what clothes will be ideally to make. We had to put into considerations on what we need to do in order to have successful business. I had to think of what group of people will be support of the business, make a logo, and lastly think of what type of clothes I wanted to make.
Week 2 (Implementation)
After thinking about what group of people i'm interested in attracting I started to work on the clothing design. That's when we got our first curve ball. The curve ball that was given was, creating a highlight column that focuses on Mental Health and also they want us to create a prototype within the next 2 days.
Week 3 (Deployment)
For the third week of making our brand we had to began to deploy ourselves and started letting people know that we are dropping these pieces. So after creating all of the clothes. We created a poster and made it known that were gonna be at the Atlanta Street Wear Market on November 16, 2024 .
Week 4 (System Design
After launching where we are going to have our first meet and greet, we got hit with another curve ball. The nonprofit's main donor unexpectedly requests that their logo be prominently featured in all campaign materials, potentially clashing with the existing design aesthetic. After this curve ball we began working on a new design for a day or two, so we started to incorporate our new logo inside of the clothes and we were able to get the problem fixed really fast.
After taking notes on Branching I learned about Rollback and resolving conflicts. Occasionally, problems may arise when storing your files away on GitHub. So when that happens a file may need to be rolled back, or a conflict will start within your code. Knowing how to fine and manage these issues helps developers ensure that their files stored on GitHub are correct. Sometimes a file might need to be rolled back after previous commit, the reason for that is someone discovers that the change that you did was incorrect then they have the will to change it.
We took even more notes about other things we can do while using GitHub. I learned that a main branch contains all of the code files in a repository. Also developers can create copies of the main branch. The purpose of branching is to allow multiple developers to have multiple copies of a repository, make changes. Then merge changes with other branches. A main branch is formed when the repository is formed. And a reason to create a new branch is to create code without the risk of harming the code in the files in main branch
Today in class we took notes on Domain 2 lesson 3, and I learned what GitHub is. GitHub is a platform used to host code files, GitHub offers both version control and collaborative services. Understanding GitHub capabilities allows developers to manage code files efficiently. GitHub provides features that make collaborative work easier to manage.
Today in classed i learned about what they are used and had to be able to use it in Jdoodle. And a queue is a type of data structure that uses the first-in-first-out (FIFO) method for managing the data in the queue. Using works well for waiting lists where the oldest items need to come off the list first. Queues can be made up of many different data types
I used promises to ensure every function in the code shown in the picture, Promises are conceptual programming patterns. The concept of promises states that every function in code should have a defined purpose, or one should consider not having the function in the code.
This is my code, which I finished in class after learning more about synchronous vs asynchronous. I realized that synchronous is when one task is completed and then the next one occurs, and it works well within a linear process. Asynchronous allows the code to have multiple tasks to be processed at once.
Today in class I finished the notes that were given to me during class then started a practice that included different topics we've been covering in the first unit.
A garbage collection is a form of automatic memory management. variable is allocated memory, and that memory space is usually freed up once a variable or collection is no longer needed. This process is like a garbage collector's schedule for emptying specific dumpsters. In languages such as C#, garbage collection should automatically happen when memory runs low, or an object exceeds its allocated memory space.