Go to Course: https://www.coursera.org/learn/projet-programmation-java
**Course Review and Recommendation: Projet de programmation (en Java)** If you are looking to deepen your understanding of Java programming through hands-on experience, "Projet de programmation (en Java)" offered on Coursera might just be the course you need. This course sets itself apart by creating an engaging project-based learning environment, prioritizing practical application over theoretical instruction. ### Course Overview "Projet de programmation (en Java)" is structured not as a traditional lecture-based course but as a comprehensive project that utilizes the concepts learned in two prerequisite MOOCs: "Initiation à la programmation Java" and "Java: programmation orientée objet." This innovative approach allows learners to immerse themselves in a real-world programming scenario, enhancing their understanding and retention of Java programming principles. The course spans 7 weeks and is divided into 14 detailed steps that guide you through the development of a Java program. Each step builds on the previous one, allowing for steady progress while reinforcing newly acquired skills. ### Syllabus Breakdown 1. **Mise en place et premières classes**: You start by familiarizing yourself with the project setup, creating the initial tool classes that serve as your foundation. 2. **Environnement et nourriture**: This section focuses on creating the habitat for simulated animals and introducing encapsulation concepts through object-oriented views while utilizing a provided graphical interface. 3. **Déplacement des animaux**: Learners model animal movement first with simple mechanics, then add randomness to simulate a more organic interaction. 4. **Fourmis (1/3)**: In this part, you begin to model ants and anthills, diving into the intriguing concept of "double dispatch," which is essential for implementing complex behaviors. 5. **Fourmis (2/3)**: You implement behaviors specific to worker ants, modeling pheromones that play a crucial role in how ants communicate and interact. 6. **Fourmis (3/3)**: This stage refines animal movement strategies and integrates the complex behaviors associated with pheromones and sensory navigation. 7. **Termites et combats**: Finally, you bring everything together by completing the modeling of termites. You will enable various animals to recognize their enemies and simulate interactions such as predation and combat. ### Learning Experience The strength of this course lies in its project-centered design, which means you'll be coding and iterating on a tangible project rather than simply completing exercises or quizzes. This approach not only deepens understanding but also enhances problem-solving skills as you encounter challenges typical in software development. Additionally, the course encourages collaboration and community interaction. Engaging with fellow learners boosts motivation and the sharing of diverse ideas and solutions, which can enrich your learning experience. ### Recommendation I highly recommend "Projet de programmation (en Java)" for anyone looking to strengthen their programming skills in Java through practical experience. It is especially beneficial for those who have completed introductory courses in Java and want to take their skills to the next level. The focus on project-based learning simulates real-world programming tasks that can be crucial for future job prospects. Plus, the structured challenges gradually increase in complexity, which will help solidify your understanding and boost your confidence as a programmer. Whether you are a student, a career changer, or simply someone interested in refining your Java skills, this course is an excellent investment in your programming journey. Embrace the project, engage with the community, and watch your Java competence flourish!
Mise en place et premières classes
Prise de connaissance et mise en place du projet ; implémentation des deux premières classes outils.
Environnement et nourriture(1) mise en place du « lieu de vie » des futurs animaux et leur fournir de la nourriture ; (2) comprendre la mise en pratique de l'encapsulation (orientée-objet) au travers de « vues » ; (3) utiliser l'interface graphique fournie.
Déplacement des animauxContinuer à modéliser les animaux et leur permettre de se déplacer de façon simple, puis ajouter de l'aléatoire dans leur déplacement.
Fourmis (1/3)(1) modéliser les fourmis et les fourmilières ; (2) comprendre le concept du « double dispatch ».
FOURMIS (2/3)(1) implémenter un comportement propre aux fourmis ouvrières ; (2) modéliser les phéromones puis commencer à les intégrer au projet.
Fourmis (3/3)(1) mettre en place les stratégies spécifiques de déplacement pour les animaux ; (2) finaliser l'intégration des phéromones ; (3) puis mettre en œuvre le déplacement sensoriel.
Termites et combats(1) compléter la modélisation des termites ; (2) permettre aux animaux de reconnaître leurs ennemis ; (3) simuler les mécanismes de prédation et de combat.
Ce « cours » n'est pas un cours au sens strict du terme mais un projet. La pratique étant essentielle dans l'apprentissage de programmation, nous avons conçu de cours-projet pour vous permettre de consolider vos acquis en programmation Java. Il est décomposé en 14 étapes (sur 7 semaines) dont le but est de vous permettre de mettre en pratique, à grande échelle, les concepts et techniques appris dans nos deux précédents MOOCs (https://www.coursera.org/learn/initiation-programmation-java/ et http
Très bon cours, on progresse bien accompagné par les PDF.\n\nManque peut-être juste un module pour apprendre à contrôler son propre code.\n\nMerci pour ce MOOC.
Super cours pour apprendre progressivement les bases du design orienté objet.\n\nLes encadrants sont souvent disponibles pour aider.