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Programming in Alice

Programming in Alice. Chapter 2. Today ’ s Agenda. Designing a Program Writing Methods Executing Instructions Simultaneously Comments Tips for Setting Up an Initial Scene. 2- 2. Steps in Creating Programs. Four step process What is problem? Design or plan ahead

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Programming in Alice

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  1. Programming in Alice Chapter 2

  2. Today’s Agenda • Designing a Program • Writing Methods • Executing Instructions Simultaneously • Comments • Tips for Setting Up an Initial Scene 2-2

  3. Steps in Creating Programs Four step process • What is problem? • Design or plan ahead • Implement or write the program • Test to see if it works

  4. Scenario • Problem statement or story • Also called requirement specifications • In Alice consists of • World scene • Objects • Actions

  5. Scenario Provides Answers To • What story is to be told? • What objects are needed? • Primary objects • Background objects • What actions are to take place? • Become instructions in program

  6. Scenario: First Encounter • After traveling through space, a robot-manned craft just landed on a moon • The robot sets up a camera so scientists in Houston can view this historic event • The camera view shows the robot, lunar lander and nearby rocks • An alien surprises the robot when it peeks out from behind a rock • The robot sees the alien and walks over for a closer look • The alien is frightened and hides behind rocks • The robot calls Houston to report alien

  7. Step 1: What is Problem? • What story will be told? • A robot’s first encounter with an alien on a distant moon • What objects are used? • Robot, lunar lander, alien, lunar background • What actions take place? • Alien peeks out from behind rock • Robot turns head around & moves toward alien • Alien hides behind rocks • Robot sends message back to earth

  8. Pseudo Code • List of English worded steps to perform a task • Provides algorithmic structure • Breaks problem down into smaller tasks • List all things that will be done in a scene • You can also make basic drawing to better illustrate scene you wish to create • Book refers to pseudo code • Algorithm will be used in this class since it is a more familiar word and has similar meaning

  9. Example Sketch For Scenario

  10. Scenario Scene • Not intended to be artistic • Can use simple circles, squares and lines • Label color of shapes • Just give an idea of what scene will look like

  11. Create Initial World • Use Alice scene editor to add objects • Arrange objects in various poses • Capture screen as each successive scene is created for storyboard

  12. Algorithm for First Encounter Scenario • Do following steps in order • Alien moves up • Alien says "Slithy toves?" • Robot's head turns around • Entire Robot turns to look at alien • Do together • Robot moves toward alien • Robot legs walk • Alien moves down • Robot turns to look at camera • Robot’s head turns red to signal danger • Robot says “Houston, we have a problem!”

  13. Step 3: Algorithm Implementation • Translate algorithm steps into program • Program • A list of instructions to have objects perform animation actions from algorithm • When programming you need to be concerned with • Syntax – statement structure and punctuation • Alice takes care of this for you • You drag instruction to method editor • Semantics – meaning of statements • Sequence – order of programming instructions

  14. Translating the Design • Some algorithm steps can be written as a single instruction • Ex: robot turns to face alien • Other steps are composite actions that require more than one instruction • To make the robot legs walk you need more than one instruction to cause multiple legs to move forward and bend at a joint

  15. Writing Methods • What is a method? • Set of instructions • Create methods by dragging tiles from details pane into the Method Editor • These tiles are the instructions • Method Editor not available in Scene Editor mode my first method Method Editor

  16. Dragging Method Tile to Editor • To place instruction in method editor drag from details pane • Pop-up menu appears asking for direction, select one • Pop-up menu then asks for amount of distance to move • Example: move instruction • Arguments used in example • Distance amount (use predefined values or other (enter value with keyboard)) • Direction Drag method to editor

  17. Method with Instruction Tiles • Methods execute the instructions (tiles) that are dragged into the Method Editor

  18. Terminology • Calling a method - executing a method • Parameter – tells method more information on what to do • Argument –information sent to method • For method hare.move what direction to move? • Possibilities for direction parameter are up, down, left, right • How far to move is another argument to send move method • Passing arguments • A method is called with arguments sent to its parameters argument argument object method name editing tag

  19. Entering Custom Number • When other is chosen • A number pad pops up • Can enter number with keyboard • Click on number pad • Does not always work • Click Okay or Cancel when done • ‘/’ is for fractions instead of manually calculating it

  20. Editing Tag • Holds optional arguments • What appears depends on the method • Ex: Duration - amount of time for action to take place • Default - 1 second

  21. Duration Argument • Each instruction takes 1 second to execute by default • Can change time with duration option • Increase or decrease duration for realism • Increase to show movement over long distance and time • Decrease to speed up action • Synchronize objects together • Example: Make leg move in sync with lunar robot • Lunar robot moved 1 sec at time • Each leg needed to move forward and backward in 1 sec • Therefore move forward ½ sec and backward ½ sec

  22. Style Argument • Specifies how smoothly one movement will blend into next movement • Gently – begins and end gradually • Abruptly – begins and ends instantly • Sometimes needed for smooth transition since gently shows what appears to be an abrupt end and beginning • Begin gently – begins gradually, ends instantly • End gently – begins instantly, ends gradually

  23. Instructions (Methods) • Methods available to use are: • Move – forward, backward, up, down, left, right • In meters • Turn – left, right, forward, backward (revolutions) • Roll – left, right (revolutions) • Resize – increase or decrease size • Say – put thought bubble over object • Turn to face – select who to turn to face

  24. Primitive Methods • All objects have common set of built-in methods for performing actions • These “primitive methods” get objects to move, turn, change size, etc • Seen in methods tab of details pane • See list in Table 2-1 (pp. 65-66) with explanation of each one dot notation: hare.move

  25. Control Statements • Determines the sequence instructions are executed • Drag instruction to code editor • Sequential Action Block • Actions occur one after another • Simultaneous Action Block • Actions occur at same time Drag block into editor Do in order

  26. Do in Order • By default, instructions are executed one after the other in the order they appear in the Method Editor • It is best to place instructions in “Do in order”block • Will be easier to move group of instructions if needed later 2-26

  27. Do Together • For simultaneous actions, drag“Do together” into the MethodEditor • Place instructions to be executed simultaneously in “Do together” block • Make sure the duration for allitems in “Do together” are same • Otherwise some will finish quicker than others 2-27

  28. Nesting • Sometimes two groups of instructions need to be executed simultaneously • Done by placing a “Do in order” block within a “Do together” block • Example has brother penguin turn head right and left at same time as sister penguin does • If head was turned left and right together nothing would happen • Head would turn right and left at exact same time

  29. Create Program • Choose which sequence to execute instructions • At same time • Consecutively • Refer to algorithm to find instruction order

  30. FirstEncounter Program

  31. Demonstrate Program • Demonstrate creating FirstEncounter

  32. Step 4: Testing • Important step in creating a program is to run it • To be sure it does what you expect it to do • Use an incremental development process • Write a few lines of code then run it • Write a few more lines and run it • Write a few more lines and run it • Allows finding many problems and fix them as you go • Called debugging – find bugs or errors in program

  33. Comments • Make the code understandable • Not all combination of instructions are immediately obvious • Explains purpose of segment of program to human reader • Helps • You read program later • Others when determining what program does • Alice ignores comments when executing program

  34. Comment Example Comment //comment tile

  35. Can set initial position of objects in scene by Using mouse mode buttons from chapter 1 Right clicking object in object tree and move mouse of methods Tips for Setting Up Initial Scene

  36. Moving Object to Center of World • Use move tomethod and choose entire world as method’s argument • Places object’s center point at world’s center point of (0, 0, 0) • This drives hare’s lower body into ground • Center of gravity of hare is in abdomen • Useful when lose object in scene or to set starting point

  37. Positioning Character’s Arms

  38. Tips for Setting Up Initial Scene • Positioning objects a specified distance apart • Ex: position teapot’s center point ½ meter to right of plate’s center point • Move teapot object so its center point is same as plate’s center point • Set pointOfView in properties of both objects world’s center point of (0, 0, 0) • Use move method by right clicking on teapot then method then choose direction of rightthen ½ meter under amount

  39. Moving Camera To An Object • Right-click the object and choose Camera get a good look at this • Camera moves to a position so the object is in plain view

  40. Homework • Read chapter 2 • Do tutorials • Tutorials 2-1, p 62 • Tutorials 2-2, p. 67 • Tutorials 2-3, p. 82 • Tutorials 2-4, p. 89 • Tutorials 2-5, p. 98 • Do lab assignments Due one week after it is assigned

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