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Take Up Code

Take Up Code: build your own computer games, apps, and robotics with podcasts and live classeswww.takeupcode.com
Take Up Code is a podcast that explains computer programming topics through fun and engaging examples that you can relate to. The guided format allows you to gain valuable understanding of topics that will reinforce your studies, allow you to train new skills that you can apply on your job, and change your thinking about what it takes to become a professional programmer. The episodes are as short as possible so you can squeeze them into your daily routine.
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Episodes

97: Multithreading. The Big Event.

There is more to working with multithreading than locking code and avoiding deadlocks. You also need to know how to synchronize activities. It is not so hard once you understand.

Apr 27, 20169 min

96: Multithreading. Thoughtful Designs.

The design decisions you make affect not only how well you can maintain your code but also how well others can use your code. Multithreading adds a new dimension to your designs and I will give you some of my thoughts in this episode.

Apr 26, 201610 min

94: Multithreading. The Race Is On.

Anytime a thread tries to access some memory or resource that another thread can change, you have a race condition. There is no winner for this kind of race. The whole application will lose.

Apr 21, 201613 min

92: Multithreading. Why Should You Care?

There are several ways to make better use of the capabilities of your computer. Multiple threads allow your application to perform multiple things at the same time. With this power comes a lot of responsibility and you should also realize that it is not the answer to everything.

Apr 19, 201611 min

91: Round Robin. Nobody Starves.

Whenever your application has several things to do, you need to figure out how to schedule those things. This episode explains a common technique called a round robin that gives everything a fair share.

Apr 18, 201611 min

QA Friday 2016-Apr-15

After working 8 hours, how can I learn to program in the evening?

Apr 15, 20169 min

90: Design Patterns: Object Pool.

The object pool behavioral pattern allows you to reuse objects instead of destroying them and creating them again.

Apr 14, 201612 min

89: Design Patterns: Dirty Flag.

The dirty flag behavioral pattern allows you to avoid expensive operations that would just need to be done again anyway.

Apr 13, 201611 min

88: Design Patterns: Service Locator.

The service locator behavioral pattern allows you to make use of an interface without knowing what class implements the interface.

Apr 12, 201612 min

87: Design Patterns: Event Queue.

The event queue behavioral pattern allows you to keep track of work that needs to be done and let some other code actually perform the task.

Apr 11, 201615 min

86: Design Patterns: Component.

The component behavioral pattern allows you to add just the features to your objects that are needed and keep the features independent of each other.

Apr 07, 201613 min

85: Design Patterns: Subclass Method.

The subclass method behavioral pattern allows many different subclasses to define their own behavior while reusing common functionality from the base class.

Apr 06, 201610 min

84: Design Patterns: Update Method.

The update method behavioral pattern works with the previous game loop pattern and lets you manage the behavior of multiple game characters.

Apr 05, 201612 min

83: Design Patterns: Game Loop.

The game loop behavioral pattern is essential in games and simulations to make the actions proceed at the proper speed regardless of what the user is doing or how fast the computer is.

Apr 04, 201616 min

81: Design Patterns: Visitor.

The visitor behavioral pattern allows you to perform actions on a collection of different types where the actions depend on the types.

Mar 30, 201612 min

80: Design Patterns: Template Method.

The template behavioral pattern allows your derived classes to change certain aspects of the base class behavior without needing to rewrite everything.

Mar 29, 201612 min

79: Design Patterns: Strategy.

The strategy behavioral pattern allows you to define multiple ways to perform some action and then select the best approach.

Mar 28, 201610 min

78: Design Patterns: State.

The state behavioral pattern allows you to simplify your code when you have different modes of operation.

Mar 24, 20168 min

77: Design Patterns: Observer.

The observer behavioral pattern allows you to be notified of any changes instead of constantly checking.

Mar 23, 201612 min

76: Design Patterns: Memento.

The memento behavioral pattern allows you to save and later restore the state of an object even without full access to all properties.

Mar 22, 20168 min

75: Design Patterns: Mediator.

The mediator behavioral pattern allows you to define complex object interactions while still keeping each object simple and unaware of the other objects.

Mar 21, 201610 min

QA Friday 2016-Mar-18

How much programming do you need to know before you can call yourself a programmer?

Mar 18, 20166 min

74: Design Patterns: Iterator.

The iterator behavioral pattern allows you to access objects in a collection or anything that contains multiple items without worrying about how this is done.

Mar 17, 201610 min
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