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idrblab / ANPELAANPELA is a user-centric and application-oriented tool which is capable of navigating the data processing for single-cell proteomics (SCP). ANPELA 3.0 has significantly improved its practicality, focusing primarily on the following points: 1. multi-scenarios deployment; 2. data security; 3. open source; and 4. user-friendly interface.
mitulmanish / Java AssignmentsYou are required to implement a basic Java program using Java (SE 5.0 or later). This assignment is designed to help you: 1. Practise your knowledge of class design in Java; 2. Practise the implementation of different kinds of OO constructs in Java; 3. Practise the use of polymorphism; 4. Practise error handling in Java; 5. Develop a reasonable sized application in Java. General Implementation Details All input data should be read from the standard input and all output data should be printed to the standard output. Do not use files at all. If the input is formatted incorrectly, that input should be ignored and an appropriate error message should be displayed. Marks will be allocated to your class design. You are required to modularise classes properly---i.e., to use multiple methods as appropriate. No method should be longer than 50 lines. Marks will be allocated to proper documentation and coding layout and style. Your coding style should be consistent with standard coding conventions . Overall Specification You will build out the system from Assignment 1 to manage multiple users purchasing different types of items, including discounts for multiple items. Items to be Purchased The TechStore has been extended to sell Software as well as Books. Like Books, Software can be sold as a (physical) CD or as an online item (i.e., download). As in Assignment 1, a Book can also be sold as a physical copy or as an ebook. You need to keep track of the physical copies of Books and CDs, and whether or not a title is available as an online item. Books have a title and an author; Software items have a title and a publisher. Each item is individually priced---i.e., the price depends on the title and whether it is a physical copy or ebook/software-download. Purchasing Items A User can buy any number of items (books, software, or a mix), adding one item at a time to their Shopping Cart. However, a User can only purchase up to a total of $100, unless they are a Member—if a non-Member User tries to add an item to their Shopping Cart that takes the total over their maximum then this is blocked. A Member has no limit. Items can be added and removed from a Shopping Cart until Checkout. When an Item is added to the Shopping Cart, the system checks that there are enough copies of it available; if an Item is added or removed from the Shopping Cart, the number of copies available must be updated. Checkout clears the Shopping Cart. Users Users can add Items to their Cart, up to their allowed limit (i.e., their Shopping Cart cannot store a total greater than the limit). A User has an id (must be unique) and password (you do NOT need to make these encrypted or secure), as well as a name and email address. A Member is a special kind of user: a Member has no limit on value they can store in their Cart. Once a User has spent a total of 10% more than their limit in total (this obviously must be over multiple Checkouts), then they are offered to become a Member—this offer is made straight after they Checkout with the items that takes them to 10% over their limit. An Administrator is a User that can perform special functions: add to the number of copies of a (physical) Book or Software CD; change the price of an item; print sales statistics: i.e., number of sales (physical and electronic) of each Item; add a new user—the system must checked that the new id is unique. Other Users do not have these options on their menu. A user must keep track of their previous purchases, grouped by Transaction—a Transaction is the set of items purchased at Checkout time. Users can log in and out—they do not need to Checkout before logging out. However, only one user can be logged in at a time—the system must allow something like “change user”. If a User logs back in, their Shopping Cart holds the same contents as before they logged out. Recommended Items and Discounts Each item can store a list of “if you liked this” recommendations. If a User adds an Item to their Shopping Cart, then the system suggests other titles they may like. Only similar types of things are recommended—i.e., when a Book is added, other Books (not Software) are suggested. At the time when a list of Recommended titles is given, the user has the option to add one of the recommended titles to their Shopping Cart. If a user adds the title, then they receive a discount of 15% off that second title (the first one is still full price); the User can add multiple recommended titles for 15% off each of them. If a Member adds the recommended title, then they get 25% discount off all the recommendations added. Note: when a recommended title is added, its recommendations are also shown, and are discounted if purchased at that time. You are NOT required to handle the special case of updating discounts when a User removes recommendations from their Cart. However, there is a Bonus Mark for this. Sample menus The menu for a standard User (i.e., a Shopper) should include the following options: 1. Add item to shopping cart 2. View shopping cart 3. Remove item from shopping cart 4. Checkout 5. List all items 6. Print previous purchases 7. Logout (change user) 0. Quit The menu for an Administrator should include the following options: 1. List all items (this option can include purchase statistics for each title) 2. Add copies to item 3. Change price of item 4. Add new user 5. Logout (change user) 0. Quit * SAMPLE RUNS and TEST DATA will be posted to Blackboard * Program Development When implementing large programs, especially using object-oriented style, it is highly recommended that you build your program incrementally. This assignment proposes a specific incremental implementation process: this is designed to both help you think about building large programs, and to help ensure good progress! You are not strictly required to follow the structure below, but it will help you manage complexity. Part A (2 marks): Extend Assignment 1 Start by extending your Assignment 1 solution (a sample solution will be made available): 1. Rename your main class to TechStore if necessary; 2. Extend your Book class (if necessary) to contain all data and operations it needs for Assignment 2, and appropriate classes for other types of Items to be sold; 3. Define Exceptions to handle problems/errors; in particular, you must handle invalid menu options or inputs. Part B (1 marks): Class Design Define all the classes and any interfaces needed for the described system. In particular, you should try to encapsulate all the appropriate data and operations that a class needs. This may mean some classes refer to each other (e.g., the way Account refers to Customer). At this point, you may just want to think about the data and operations and just write the definitions, not all the code. Part C (3 marks): Main Program Your main program should be in the TechStore class. (Of course, any class can contain a main(); this is useful for testing that class.) The main program will contain a menu that offers all the required options (these can be different for different Users!). The system will allow a User to login by typing their id and password and will check that these match: if it does not then the menu prints an error; if they do match, then the system prints a welcome message with the user’s name and shows them the appropriate menu. The system must keep a list of all its Users: this list must be efficient to look-up by User id. Week 7 Demo (2 marks): You will be required to demonstrate your main program and design (with only bare functionality) by Week 7 at the latest. You must also submit to the associated WebLearn project by the Week 7 lecture. Part D (4 marks): Implement Core Functionality Implement the core functionality of the TechStore system described above, except for the recommendations, members, and discounts. You should be able to implement the rest of the TechStore functionality described above, and run and test your system. Part E (4 marks): Implement Recommendations , Members, Discounts Implement the functionality of providing recommendations, users becoming and being members, and discounts. Other (4 marks) As always, marks will be awarded for coding style, documentation/comments, code layout and clarity, meaningful error and other messages, proper error handling, choice of data structures and other design decisions. You are encouraged to discuss such issues with your tutors and lab assistants, or with the coding mentors. Bonus (2 marks) Note: There will be no hints or help offered on Bonus tasks. 1 bonus mark for early demonstration of Parts A,B,C in Week 6 1 bonus mark for correctly handling removal of recommended books from Cart—e.g., if a Member removes the first item then the 15/25% should be added back to the price of the recommended title, unless there are multiple recommendations linked to that title. Submission Instructions Full assignment submission will be via Weblearn, by 9AM, Tues April 28, 2015. You can submit your assignment as many times as you want before the due date. Each submission will overwrite any previous submissions. 1. You need to submit a class diagram (in pdf, gif or jpeg format). 2. You are required to submit your .java files weekly via Weblearn. Your progress will be taken into consideration if you need an extension. 3. There will be a separate WebLearn submission for Part A,B,C—you must submit to this before the Week 7 lecture to qualify for the 2 marks for Week 7 demo. 4. You must include a README file. This should describe how to run your program, what extra functionality you implemented, any standard functionality you know does not work, and any problems or assumptions. If the tutors have any problem running your program and the README does not help then you will lose marks. 5. For the code submission, you must include only the source files in your submission (do not submit any *.class files!). As always, your code must run on CSIT machines. 6. You must submit a single ZIP file—use zip/WinZIP to zip your files before submitting---do NOT submit rar or zipx files!! 7. If you use packages, it is your responsibility that these unpack properly into the correct folders and that your program compiles correctly.
aharri64 / Complete Csharp MasterclassHave you ever had an idea for a program, an app, or a game? Maybe you want to work as a developer? Then you are in the right place. In this course, you are going to discover how to become a c# developer - one of the best programming languages on earth! C# is one of the few programming languages which allows you to create amazing cross-platform Mobile Apps, Games, and PC Programs. Bringing an Idea to life is one of the best feelings one can have, but the path to get there is often full of challenges. So I have created a course that makes this path as easy as possible all with the help of c# so that you become a skilled c# developer! You start off by learning the C# basics and C# programming concepts in general: variables methods arrays if statements loops Then you learn the three pillars of Object-oriented programming. Classes and Objects Inheritance Polymorphism Once you mastered them you will go into advanced C# Topics, such as Databases and LINQ. In order to really become really good in c# programming, you have to program yourself, so I have created loads of exercises (and quizzes) for you to try for yourself to do c# programming and also to see how it is done afterward. Of course, you learn best programming practices along the way. Equipped with those skills, you will build beautiful user interfaces with WPF - A framework, which makes creating GUI’s a piece of cake. By that point, you can create your very own complex programs. But what comes next is even cooler. Learn Game Development with Unity and C# - Build 2 awesome games As C# can be used for multiple different areas of programming, I have decided to cover the most important ones. So I have added a whole bunch of chapters specifically designed for a C# developer and Unity game developer - arguably the best Game Engine in the world. In those chapters, you will discover how to create your very own video games by building pong, the mother of video games and zig-zag, an amazing and successful endless runner game. We live in a world, where knowledge and work are shared more than ever, so using assets provided by others is a huge boost to your progress. You will learn how to use 3D assets to make an endless runner. Then you’ll use animations, reset the game, use particle systems, and finally create a map procedurally. That’s quite some advanced stuff right there. I know that learning to code can be hard at times, and sometimes you just get stuck. But no worries, we are there for you. We answer each question as quickly as we can and make sure that you reach your goal of becoming a developer. WHO IS THIS COURSE FOR? The course is for anyone, who wants to learn c# and wants to become professionally good in c# programming. No experience is required whatsoever. It is designed that anyone who can handle a mouse and keyboard will succeed in finishing it. The only real requisite is the desire to learn. 30-DAY FULL MONEY-BACK GUARANTEE This course comes with a 30-day full money-back guarantee. Take the course, watch every lecture, and do the exercises, and if you feel like this course is not for you, ask for a full refund within 30 days. All your money back, no questions asked. ABOUT YOUR INSTRUCTOR: My name is Denis Panjuta and in my courses, I have taught over 150.000 students how to code. I have a Bachelor of Engineering at the University of Applied Sciences in Constance (Germany). I love teaching and creating high-quality courses. My mission is, to teach programming to over 10.000.000 people! As you see, this is the only C# course you will ever need! You will learn all the c# fundamentals, all c# basics, and everything that you need to know to succeed in c# programming and building your own cool video games! So don’t waste any more time and start to make your dreams and ideas come true by taking this course now Who this course is for: Everyone who wants to learn C# Everyone who wants to build cross plattform video games with Unity 3D Everyone who wants to build Pc programs with a beautiful UI using WPF
anujkumarthakur / Rust TutorialIntroduction Note: This edition of the book is the same as The Rust Programming Language available in print and ebook format from No Starch Press. Welcome to The Rust Programming Language, an introductory book about Rust. The Rust programming language helps you write faster, more reliable software. High-level ergonomics and low-level control are often at odds in programming language design; Rust challenges that conflict. Through balancing powerful technical capacity and a great developer experience, Rust gives you the option to control low-level details (such as memory usage) without all the hassle traditionally associated with such control. Who Rust Is For Rust is ideal for many people for a variety of reasons. Let’s look at a few of the most important groups. Teams of Developers Rust is proving to be a productive tool for collaborating among large teams of developers with varying levels of systems programming knowledge. Low-level code is prone to a variety of subtle bugs, which in most other languages can be caught only through extensive testing and careful code review by experienced developers. In Rust, the compiler plays a gatekeeper role by refusing to compile code with these elusive bugs, including concurrency bugs. By working alongside the compiler, the team can spend their time focusing on the program’s logic rather than chasing down bugs. Rust also brings contemporary developer tools to the systems programming world: Cargo, the included dependency manager and build tool, makes adding, compiling, and managing dependencies painless and consistent across the Rust ecosystem. Rustfmt ensures a consistent coding style across developers. The Rust Language Server powers Integrated Development Environment (IDE) integration for code completion and inline error messages. By using these and other tools in the Rust ecosystem, developers can be productive while writing systems-level code. Students Rust is for students and those who are interested in learning about systems concepts. Using Rust, many people have learned about topics like operating systems development. The community is very welcoming and happy to answer student questions. Through efforts such as this book, the Rust teams want to make systems concepts more accessible to more people, especially those new to programming. Companies Hundreds of companies, large and small, use Rust in production for a variety of tasks. Those tasks include command line tools, web services, DevOps tooling, embedded devices, audio and video analysis and transcoding, cryptocurrencies, bioinformatics, search engines, Internet of Things applications, machine learning, and even major parts of the Firefox web browser. Open Source Developers Rust is for people who want to build the Rust programming language, community, developer tools, and libraries. We’d love to have you contribute to the Rust language. People Who Value Speed and Stability Rust is for people who crave speed and stability in a language. By speed, we mean the speed of the programs that you can create with Rust and the speed at which Rust lets you write them. The Rust compiler’s checks ensure stability through feature additions and refactoring. This is in contrast to the brittle legacy code in languages without these checks, which developers are often afraid to modify. By striving for zero-cost abstractions, higher-level features that compile to lower-level code as fast as code written manually, Rust endeavors to make safe code be fast code as well. The Rust language hopes to support many other users as well; those mentioned here are merely some of the biggest stakeholders. Overall, Rust’s greatest ambition is to eliminate the trade-offs that programmers have accepted for decades by providing safety and productivity, speed and ergonomics. Give Rust a try and see if its choices work for you. Who This Book Is For This book assumes that you’ve written code in another programming language but doesn’t make any assumptions about which one. We’ve tried to make the material broadly accessible to those from a wide variety of programming backgrounds. We don’t spend a lot of time talking about what programming is or how to think about it. If you’re entirely new to programming, you would be better served by reading a book that specifically provides an introduction to programming. How to Use This Book In general, this book assumes that you’re reading it in sequence from front to back. Later chapters build on concepts in earlier chapters, and earlier chapters might not delve into details on a topic; we typically revisit the topic in a later chapter. You’ll find two kinds of chapters in this book: concept chapters and project chapters. In concept chapters, you’ll learn about an aspect of Rust. In project chapters, we’ll build small programs together, applying what you’ve learned so far. Chapters 2, 12, and 20 are project chapters; the rest are concept chapters. Chapter 1 explains how to install Rust, how to write a Hello, world! program, and how to use Cargo, Rust’s package manager and build tool. Chapter 2 is a hands-on introduction to the Rust language. Here we cover concepts at a high level, and later chapters will provide additional detail. If you want to get your hands dirty right away, Chapter 2 is the place for that. At first, you might even want to skip Chapter 3, which covers Rust features similar to those of other programming languages, and head straight to Chapter 4 to learn about Rust’s ownership system. However, if you’re a particularly meticulous learner who prefers to learn every detail before moving on to the next, you might want to skip Chapter 2 and go straight to Chapter 3, returning to Chapter 2 when you’d like to work on a project applying the details you’ve learned. Chapter 5 discusses structs and methods, and Chapter 6 covers enums, match expressions, and the if let control flow construct. You’ll use structs and enums to make custom types in Rust. In Chapter 7, you’ll learn about Rust’s module system and about privacy rules for organizing your code and its public Application Programming Interface (API). Chapter 8 discusses some common collection data structures that the standard library provides, such as vectors, strings, and hash maps. Chapter 9 explores Rust’s error-handling philosophy and techniques. Chapter 10 digs into generics, traits, and lifetimes, which give you the power to define code that applies to multiple types. Chapter 11 is all about testing, which even with Rust’s safety guarantees is necessary to ensure your program’s logic is correct. In Chapter 12, we’ll build our own implementation of a subset of functionality from the grep command line tool that searches for text within files. For this, we’ll use many of the concepts we discussed in the previous chapters. Chapter 13 explores closures and iterators: features of Rust that come from functional programming languages. In Chapter 14, we’ll examine Cargo in more depth and talk about best practices for sharing your libraries with others. Chapter 15 discusses smart pointers that the standard library provides and the traits that enable their functionality. In Chapter 16, we’ll walk through different models of concurrent programming and talk about how Rust helps you to program in multiple threads fearlessly. Chapter 17 looks at how Rust idioms compare to object-oriented programming principles you might be familiar with. Chapter 18 is a reference on patterns and pattern matching, which are powerful ways of expressing ideas throughout Rust programs. Chapter 19 contains a smorgasbord of advanced topics of interest, including unsafe Rust, macros, and more about lifetimes, traits, types, functions, and closures. In Chapter 20, we’ll complete a project in which we’ll implement a low-level multithreaded web server! Finally, some appendixes contain useful information about the language in a more reference-like format. Appendix A covers Rust’s keywords, Appendix B covers Rust’s operators and symbols, Appendix C covers derivable traits provided by the standard library, Appendix D covers some useful development tools, and Appendix E explains Rust editions. There is no wrong way to read this book: if you want to skip ahead, go for it! You might have to jump back to earlier chapters if you experience any confusion. But do whatever works for you. An important part of the process of learning Rust is learning how to read the error messages the compiler displays: these will guide you toward working code. As such, we’ll provide many examples that don’t compile along with the error message the compiler will show you in each situation. Know that if you enter and run a random example, it may not compile! Make sure you read the surrounding text to see whether the example you’re trying to run is meant to error. Ferris will also help you distinguish code that isn’t meant to work:
mmore500 / ConduitC++ library that wraps intra-thread, inter-thread, and inter-process communication in a uniform, modular, object-oriented interface, with a focus on asynchronous high-performance computing applications.
Teal / TealLang2面向接口的编程语言(An interface-oriented programming language)
ADiTyaRaj8969 / JavaA Java playground exploring Object-Oriented Programming concepts like classes, interfaces, inheritance, and polymorphism with simple examples.
korslund / MangleGame-oriented object interfaces
TheEngineRoom-UniGe / OWLOOPAn Object Oriented Programming (OOP) interface for Ontology Web language (OWL) ontologies.
AlexLipp / POOPyObject Oriented Python package for interfacing with English Water Companies EDM data
sigmaris / Python GssapiAttempt at an object-oriented interface to GSSAPI for Python
naver / AndroidjnippObject-oriented C++ Java native interface(JNI) generator.
SagaciousHugo / Oauth2Interface oriented implementation, no coupling with the model and database, support for GC
RodrigoCastiel / Gl Oo Interface[2016] OpenGL Objected-Oriented Interface provides classes and functionalities to use OpenGL 4.0 with custom shaders and GLUT.
madhuv-sharma / Hotel Reservation SystemHotel Reservation System, in Java, having all basic functionalities, following Object Oriented Programming and having easy-to-use interface.
irgroup / Repro EvalA Python Interface to Reproducibility Measures of System-Oriented IR Experiments
weikinhuang / ClassifyClassify.js is a library that allows for cross platform and cross browser Object Oriented Javascript class definitions using classical inheritance and namespaces behind the prototype syntax in an easy to use interface function.
Sudharsan10 / Maze Solver RobotThis is a program to drive a robot through a maze using Depth First Search as it's path-planning algorithm. The program is interfaced with Micromouse simulator for visualizing the maze and the robot in real-time.The concepts of object-oriented programming, inheritance, and dynamic polymorphism were used to develop this project.
jordansissel / Python RightscaleAn object-oriented interface to RightScale's API.
pshriwise / Double DownA double precision interface to Embree via the Mesh Oriented dAtaBase (MOAB).