Tuesday, November 25, 2008

Parameters - Communication with Methods

Parameters are a way of communication with methods. They allow to pass on pieces of information to a method. Using this information a method then carries out it's action.
We have used some primitive methods with parameters: For example: the "turn" method can cause an object to turn in a certain direction depending on the value of the parameter.

Today we are learning how to create and use our own methods with parameters.

Homework
  • Read Section 4.3 on Class-level Methods and Inheritance, pages 110-121, and
  • answer the review questions 4.3.

Monday, November 24, 2008

One Step Further

After having finished the introductory part of our textbook we are now starting Part II: Object-Oriented and Event-Driven Programming Concepts. This means we are going one step further to understand some important concepts of programming.
Chapter 4 is about Classes, Objects, Methods and Parameters.
Today we are learning how methods can help to manage a large program and how stepwise refinement can help to develop a program. By the end of this class we will understand what world-level methods are and we will know how and why to create those.

The vocabulary sheet will help us to understand the new concepts and words presented.

Homework
  • Read Section 4.2 on Parameters, pages 100-109, and
  • answer the review questions 4.2.

Tuesday, November 18, 2008

End of Term 1 Project

Finish your project - it is due today.

To be handed in (everything stapled together with your name):
  • The picture of the scene,
  • the flowchart,
  • the exported and printed code.

That's the End of Term 1. We have finished Part I, the introduction to Alice.

Homework

Monday, November 17, 2008

Project: The Confused Kanga

Have fun animating the confused Kanga of our Term 1 Project.
Start with a simple version that meets all the requirements of the project. This is sufficient to be handed in but then the real fun begins!


The project is due tomorrow, November 18, 2008.

Tuesday, November 4, 2008

Start of Term 1 Project

In the first half of our class there will be time for finishing up with all the exercises of chapter 3 that are incomplete.
  • Ex. 1, Page 83: Robot to Lunar Lander
  • Ex. 2, Page 83: Dog to Fire Hydrant
  • Ex. 6, Page 85: Blimp and Dragon
  • Ex. 7, Page 85: Snowman to Stool.
All exercises need to be handed with the code printed.

In the second half we will launch our Term 1 Project: The Confused Kanga.

No classes next week !

Monday, November 3, 2008

Camera and Animation Control

In the tips and techniques section of chapter 3 you can learn some more tricks about the control of the camera to make your animations in Alice more professionally looking.

Homework
  • Read pages 77-88: Tips and Techniques 3: Camera and Animation Controls
  • Answer the review questions.