---
title: CSCI 1301 -- Lab 11
author: Clément Aubert
lang: en
fontsize: 10pt
documentclass: scrartcl
numbersections: true
links-as-notes: true
papersize: letter
geometry: margin=1in
keywords:
- Computer Science
- Problem solving methods
- Syllabus
- Augusta University
- Bachelor of Science
---

# Solution to Project #1

You can find a possible solution to [the first project](../../shared/project01/) in [this archive](project_01_solution.zip).

# Example for Marker Class

You can find [in this archive](MarkerExample.zip) the code we studied during lab.

# Milestone #2

Since Milestone #1 ([Lab 06](../06/#milestone-1)), you have learned a lot.
Hopefully, you learned how to write your own study guide thanks to [my definitive study guide](http://spots.augusta.edu/caubert/teaching/general/study_guide/) ([printable version](spots.augusta.edu/caubert/teaching/general/study_guide/index.pdf)), and you should note that _most of our faculty members in the School of Computer & Cyber Sciences *do not* provide study guides_.

However, if I were to write one, I would probably write something like the following…

## Academic Life

- You now hopefully have a clear picture what this class is about, and what a CS / IT / Cybersecurity (Engineering) degree can bring you and asks from you.
- Not having all the time straight A's as you (maybe) used to do in High-School is common in College.
- That, indeed, this class was constantly re-using what you had studied before, and constructing on top of what you studied the week before.

## The Concept of Class

- That the implementation of a class was taking place in a different file, that uses the `class` keyword,
- What a member of a class is, that attributes represent what an object *is*, and methods what it *does* (or how it can be acted upon),
- That, in all the scenario that we looked at, attributes were private, so that application programs would have to use methods to access them (to *get* or *set* their values),
- How an object could be created, or instantiated, and that every object had their own instance variables,
- How UML diagrams were a useful abstraction to design classes.

## Scopes and Conventions

- That a variable was accessible at a particular time and place,
- That renaming had to be uniform in the scope of a variable or a method name,
- That multiple conventions existed regarding the naming of attributes and methods,
- That attributes had default values, that could be changed if needed.

## Methods

- The difference between arguments and parameters,
- The importance of constructors, the difference between default and custom constructors, and how to write your own,
- The definition of the signature of a method,
- What overloading means,
<!-- - The difference between static and non-static methods,-->
- The importance of the `ToString` method,
- That a method can call other methods.

## Various

- How and when to use constant values,
<!-- - How and when to use static attributes, -->
- How to use and naviguate in the `Math` class,
- What was the benefits of using format specifiers.

## Using Softwares

- How to have 2 `.cs` files open in one project in VS,
- How to "undo" things, using <kbd>CTRL</kbd> + <kbd>z</kbd>,
- How to compress, extract, download and upload `zip` files.
<!-- - How to use a software to compare text files -->
