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  1. Looking at:

  2. WHY USE • “Myth” of programming is too hard out of the equation • Students have a visual of what “their” program is doing • Syntax frustration is eliminated • Allows for more complex algorithm developmentearlier

  3. GETTING STARTED • FREE: Download www.Alice.org • Installation Options: • load to the computers hard drive and have students save their “worlds” on a flash drive • Save Alice and “worlds” on a flash drive

  4. DownLoad now:

  5. CREATE A WORLD

  6. Template Selection This will be your ground or world

  7. Create objects Object Tree Code Editor MAIN SCREEN Event Editor Details Panel

  8. MODELS • Library of Models are built in 3D • All objects have built in methods and behaviors; but new methods can be added

  9. Click on picture then add instance… DRAG & DROP ADD OBJECTS

  10. OBJECT DETAILS

  11. THE SCENE EDITOR BEWARE!

  12. P.E.--FRIEND OR FOE • Students can spend too much time designing the “perfect” world….. • Remember the purpose is…. • Programming • Problem solving

  13. FRAME OF REFERENCE • The yellow box that surrounds the object is called the “bounding box” • Where the lines intersect is the objects center point • Every object has it’s own frame of reference • Forward, backward, up, down, left, right

  14. UP CENTER POINT RIGHT FORWARD FRAME OF REFERENCE

  15. CAMERA CONTROLS

  16. 1 2 1 2 3 4 5 6 7 3 7 4 6 5 MOUSE CONTROL TOOLS KIT

  17. SUBPARTS • Objects do have subparts—check frame of reference • By selecting affect subparts—allows movement of only that part

  18. SUBPARTS--TRY IT! Larger wing?

  19. QUAD VIEW • View relative positions of objects

  20. FINDING THE OBJECT? • Use Scroll to center objects • Use Zoom to get a bigger point of view

  21. INITIAL SETUP • Add bee • Web galleryAnimalsBugs • Add flowers • Local galleryNatureFlower class • Move flowers below the ground • How do you simulate “growing”? • Move down underground and then disappear

  22. MOVING FLOWERS Option 1 Option 2

  23. GROWING FLOWERS • The flowers need to appear as if they are growing • flowers move up • get bigger • become visible • Flowers need to be invisible first • click on each flower • click the properties tab • Opacity change from 100% to 0%

  24. RETURN TO PROGRAMMING VIEW • Click on the DONE button to return to the programming view.

  25. A PROGRAM IS BORN • Solution to the scenario is now composed in the method and event editors.

  26. THE SCENARIO REVISITED • A bee is above a green field • Daisies begin growing • The bee flies to the nearest daisy and devours it (yes, we have a mutant bee) • Have the bee turn to face the camera, the flowers begin to grow and the bee buzzes from flower to flower.

  27. METHODS • Select the world object from the object tree • All worlds start with a single method referred to “my first method: • This would be the main in a Java program

  28. ADDING METHODS • Methods/commands are added by dragging and dropping from the detail panel to the code editor • Select the bee from the object tree • Drag the turn to face method into the code editor

  29. ADDING PARAMETERS • When adding a method to the code editor if a parameter is required a menu pops up to select the arguments. • For this scenario chose the camera

  30. MORE PARAMETERS • Your program begins: “my first method” should look like this: • Click on the “more” options to see the “other” parameters that can be changed.

  31. TESTING THE PROGRAM • Click the play button to test your program/view the output What will execute? “my first method” because it is the only event at this point of the program

  32. BEHAVIORS • The bee will buzz around while the flowers grow. • Methods are either world level or class level • World level methods: can be used by any object • Class level methods: are used by only ONE object

  33. CREATE A METHOD • Create a buz method • Select the bee from the object tree and click on the create method button in the details panel.

  34. BUZ METHOD • A naming window pops up for the new method • Illegal names will appear in RED • Notice a new tab pops up in the code editor next to your “my first method” • Should your method have parameters?

  35. ADDING PARAMETERS • How far to buz and how long to buz Click on the create new parameter button in the code editor

  36. ADDING PARAMETERS • Name the parameter and choose from the list the data type • distance NUMBER • time NUMBER • The buz method now requires 2 parameters

  37. ADDING CODE to BUZ • To buz the bee will move up and then move down • Drag the bee ROLL command into the hop method and fill in the parameters (up) • Drag another move command (down)

  38. MORE CODE TO BUZ • Change the duration of the move to half of the time parameter • Click on the triangle to open the drop down menu • Select math and divide time by 2

  39. BUZ METHOD EXAMPLE

  40. ADD A FLAPWINGS METHOD

  41. MY FIRST METHOD AGAIN • The bee should buz while the flowers grow • Initially the flowers are below the ground and invisible • The flowers will grow by • Appearing above ground • Resizing • Making them visible

  42. A NEW METHOD: GROW • Three different ways to create grow: • You could repeat the actions to grow for each flower and put it in a method • Could make a class level method and then save as a new type of flower • Could make a world level method and send each flower as a parameter.

  43. METHOD: GROW • Create a new world level method named grow • Add a parameter type object • Make sure you are on the world tab and that you choose the correct TYPE of parameter.

  44. COMMAND STRUCTURES • Move up, resize, make visible must happen at the same time. • The default in programming is top to bottom in order • Do together is a primitive that executes commands together • Drag and drop this structure into the grow method

  45. GROWING FLOWERS • A Do together Block will execute together • Drag and drop the parameter (flowerToGrow) into the Do together block and select the methods to move up and resize • Change the duration?

  46. BECOMING VISIBLE • Choose any object from the object tree • Choose the properties tab • Drag and drop the OPACITY property into the program and change to 100%

  47. Visibility • Replace the object (Bee) with the parameter (flowerToGrow).

  48. COMPLETED GROW METHOD

  49. REVISITING MY FIRST METHOD • The bee can buz and the flowers can grow (The first part of the storyboard is complete) • Now have the bee turn to face the camera and have the bee buz and the flowers to grow at the same time Do together

  50. BUZZING & GROWING • Drag the grow method into the Do together block for each flower created.