Initiation à la programmation (en Java) (Coursera)

Initiation à la programmation (en Java) (Coursera)

Ce cours initie aux bases de la programmation en utilisant le langage Java : variables, boucles, fonctions, ... Il s'appuie sur de nombreux éléments pédagogiques : vidéos sous-titrées, quizz dans et hors vidéos, exercices, devoirs notés automatiquement, notes de cours.

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Il ne présuppose pas de connaissance préalable. Les aspects plus avancés (programmation orientée objet) sont donnés dans un cours suivant, «Introduction à la programmation orientée objet (en Java)».

Syllabus

WEEK 1
Initiation à la programmation
Cette semaine vous accueille dans le cours et vous présente les premiers concepts de base de la programmation.

WEEK 2
Structures de contrôle (1) : branchements conditionnels
Nous abordons cette semaine, et continuerons la semaine prochaine, les « structures de contrôle » qui permettent de décrire comment certaines données peuvent influencer les traitements à effectuer. Nous commençons par les « branchements conditionnels » grâce auxquels une portion de programme peut être exécutée ou non suivant différents tests.

WEEK 3
Structures de contrôle (2) : boucles et itérations
Cette semaine, nous terminons la présentation des « structures de contrôle » avec les boucles et les itérations qui permettent de faire répéter certaines parties d'un programme.

WEEK 4
Tableaux
Cette semaine et les suivantes nous présentons des types de données plus avancés que les types de base. Cette semaine : les tableaux qui permettent de regrouper plusieurs données de même type.

WEEK 5
Tableaux dynamiques et chaînes de caractères
Nous continuons notre présentation des tableaux puis passons à un autre nouveau type : les chaînes de caractères (i.e. suites de lettres).

WEEK 6
Fonctions / Méthodes
Cette semaine aborde un sujet fondamental en programmation : les « fonctions » qui permettent de beaucoup mieux structurer les programmes et d'éviter d'avoir à récrire plusieurs fois la même portion de code.

WEEK 7
Etude de cas
Nous voulons terminer notre cours avec une étude de cas, la création d'un jeu de « Puissance 4 », nous permettant de revoir tous les concepts abordés au long du cours.

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