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
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
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!
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