This set up makes the person move side to side when you press the 'W' key and also at the same time sound is played.
Sunday, October 30, 2011
Key Moves
The set up allows the bird to go the direction you want it to go by the use of the arrows (left, right, up and down).
Sunday, October 23, 2011
Change Colour
This is example 3) Change Colour
Each time you press the space bar the colour of the butterfly changes.
Each time you press the space bar the colour of the butterfly changes.
Animate It
This is example 2) Animate It
When you click on the green button the ghost stays on costume 1 for 1 second and then the angry eyebrows come on the ghost, and that is costume 2, costume 2 waits for 1 second, then goes back to costume 1, repeating forever.
When you click on the green button the ghost stays on costume 1 for 1 second and then the angry eyebrows come on the ghost, and that is costume 2, costume 2 waits for 1 second, then goes back to costume 1, repeating forever.
Keep Score
This is example 1) Keep Score
When you click on the green button the dog chases the cat, and when the dog first touches cat it starts a score and after that the score adds depending how many times the dog touches the cat.
When you click on the green button the dog chases the cat, and when the dog first touches cat it starts a score and after that the score adds depending how many times the dog touches the cat.
Tuesday, October 18, 2011
Scratch and programming Control Structures
Sample Flowcharts
Flowchart 1) This flowchart is showing when you click the start button, it then reads the temperature. Then you have a option of either yes or no, if the temperature is less than 32. If you say yes it will print out below freezing, if you say no it will print out above freezing, then the process ends.
Flowchart 2) This flowchart is showing that when you click on the switch, it will trigger it to start and then a timer will start as well, once it 1 second has expired it will turn off and the timer will reset and that is the end of it.
Flowchart 2) This flowchart is showing that when you click on the switch, it will trigger it to start and then a timer will start as well, once it 1 second has expired it will turn off and the timer will reset and that is the end of it.
Sunday, October 16, 2011
Agorithm - Opening a door and entering a room
Step 1) face the door
Step 2) take your hand to the door handle
Step 3) hold the knob
Step 4) turn the knob anticlockwise
Step 5) push the door
Step 6) let go of the knob
Step 7) take 5 steps into the room
Step 2) take your hand to the door handle
Step 3) hold the knob
Step 4) turn the knob anticlockwise
Step 5) push the door
Step 6) let go of the knob
Step 7) take 5 steps into the room
Sunday, October 9, 2011
Computer Algorithms
1. Algorithms: An algorithm is a set of instructions, sometimes called a procedure or a function, that is used to perform a certain task. This can be a simple process, such as adding two numbers together, or a complex function, such as adding effects to an image.
2. Pseudocode: Pseudocode is an informal language, so it is mainly used for creating an outline or a rough draft of a program. Because it is not an actual programming language, pseudocode cannot be compiled into an executable program.
3. Machine Language: computer language: a programming language designed for use on a specific class of computers.
4. High Level Computer Language: a problem-oriented programming language, as COBOL, FORTRAN, or PL/1, that uses English-like statements and symbols to create sequences of computer instructions and identify memory locations, rather than the machine-specific individual instruction codes and numerical addresses employed by machine language.
5. Flowchart: a diagram of the sequence of operations in a computer program or an accounting system.
6. Sequence: Sequence is the default control structure; instructions are executed one after another.
7. Selection: In a selection structure, a question is asked, and depending on the answer, the program takes one of two courses of action, after which the program moves on to the next event. This structure is sometimes referred to as an if-then-else because it directs the program to perform in this way: If Condition A is True then perform Action X else perform Action Y.
8. Repetition: The process of repeating a set of instructions a specified number of times or until a specific result is achieved.
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