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Introduction Computer Science

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Semseter 2: Java


For those who want to get an A this quarter you should also do (A- for doing 2, A for doing 4 and A+ for all)
Loops!
Arrays! II
For Those Seeking A–'s For Those Seeking A's or higher You want an A+? You need to do this one
So you want to get an "A"...here you go
Strings! Looping Over a String Nested Loops

Semester 1

Binary number game

Semester 1: Alice

This see semester will focus on using Alice to learn programming. Please download and install Alice on your home computer.
  • Project 1) Using Do together
  • quiz 1 practice
  • Project 2) Variables, functions and more
  • Test: Monday 22nd
  • project 3) Tell a coherent story using alice and make use of
    • while loop **(required)
    • variables **(required)
      Choose 3 below
    • relational operator
    • regular 'loop'
    • use of a 'saved object' (like the pterodactyl)
    • if else structure
    Note regarding project 3: make sure that your variables and objects use camelCase. Only class names use PascalCase. Also, part of the grade will be based on whether or not your project tells a coherent story
  • project 4) Tell a coherent story using alice and
    • 1) include at least 10 instances of a particular class
    • 2) have all of these instances associated with one particular variable
    • 3) use a relational operator
  • project 5) This is a completely wide open project. All that I ask is that you use at least 1 thing from the list below. Since you only have 1 technical requirement, I'm expecting a good project! You have almost no creative barriers.
    • variable
    • while loop
    • relational operator
  • Programming Project 6
    • Three girls Jenny, Kelly, and Barb are enrolled in an exercise class. One day after class the three decide to have a friendly competition to see how many sets of 10 repetitions of running in place each can do before getting tired. Barb decides to go first and gets tired at10 repetitions. Kelly goes next and she gets tired at 20 expiations Jenny, who has been in the exercise class for the longest, goes next. She gets tired at 30 expiations

      Create a world that suites the competition. Each of the girls should be an instance of ExerciseGirl class that you created in chapter 5. Set each girls getsTiredAt property to the appropriate value so the girls get tired at the correct number of repetitions
  • Halloween Project) Create a project involving some kind of Halloween theme that demonstrates any of the following concepts
    • loop
    • while loop
    • parameter (extra credit for this one)
  • Programming Project 7) Jumping Jacks
    • Add a jumpingJack method to the ExerciseGirl class. THe method should make the object perform jumping jacks and should have a parameter for the number of repetitions to perform. Be sure to increment the repsDone property after each repetition.
  • Programming Project 8 ) Orbiting Spaceships
    • Create a word that shows two spaceships orbiting Earth. For Earth, use an instance of the Globe class from the Web gallery's Objects collection. After you insert an instance o the class, delete all of the subparts except for the GlobeBall. You can find a variety of spaceships in the Web Gallery's Space collection.
  • Programming Project 9) Marcello The Magician
    • Marcello the magician has finally mastered his disappearing act. To perform the act, he places several items on a table in front of him. He stands with his right arm extended over an item. He says the magic word "Alakazam, Alakazee" and the object disappears. He repeats this procedure for each object on the table.
    • Create a world in which Marcello (an instance of the Magician class from the People Collection. demonstrates his new act . In the magician object you should create two new class-level methods: sayMagicWords andmakeDisappear . The sayMagicWords should cause Marcello to say the magic words. The makeDisappear method should have an Object parameter. It should cause Marcello to turn to face the object, say the magic words (by calling the sayMagicWords method) and then make the object disappear by setting its isShowing property to false.
    • After you have created and tested the methods, save this object to a new class so you can use it in other worlds.
  • Programming Project 10) Roman Numeral Translator
    • Create an interactive world that asks tech user to enter a umber that is at least 1 but not greater than 10. A character of your choice should translate the number to Roman numerals and say the Roman numerals in a speech bubble. If the user enters a number outside the range of 1 through 10, the character should say that an invalid number was entered. The method should then ask the user whether he or she wants to enter another number. If the user selects Yes, the steps described above should repeat. Otherwise, the method should end.
  • Programming Project 11) Temperature converter
    • Write a program that converts a temperature from Celsius to Fahrenheit and also Fahrenheit to celsius. You should
  • Programming Project 12) Object Parameter
    • Write a project that tells a cohesive story. The one and only requirement is that you have a method that takes an object parameter.
  • Programming Project 13) Search and Rescue
    • Create a sea world with two scubaDiver objects (from the People collection) adrift. Create a helicopter from the vehicles collection and position it off-screen. Create two life preservers as instances of the the Torus class(from the Shapes collection) and position them just below the helicopter's runners Set the torus object's vehicle property to the helicopter so they will move with the helicopter.
    • Write a method in the helicopter object named locate. The locate method should take an object as its argument (parameter). THe method should cause the helicopter to turn to face the object, and then circle the object one time.
    • Write two more methods named dropLeftPrserver and dropRightPrserver. These methods should cause the left and right life preservers to drop to the surface of the water. TO do this, each method should first set the appropriate torus's vehicle property to the world, and the move the torus down the distance that the torus is above the ground object (which in this case is the water).
    • When the world is played, the helicopter should move to the fist scuba diver, circle it, drop one of the life preservers, move to the second scuba diver, circle it, and then drop the other life preserver.
  • Programming Project 14) Miles Per Gallon
    • Create a world in which the user is asked for the number of gallons of fuel his or her car can hold, and the number of miles that he or she can drive on a full tank. Use variables to hold these values. You should also have a variable to hold the car's miles-per-gallon (MPG). Calculate the MPG with the following formula
      MPG = miles/gallons
      The world should have a person and a car. In the initial setup the car should approach the camera and the car should drive into view and stop in front of the camera. The person should then say a message indicating the car's MPG, as calculated from the data entered by the user. Then, the car should drive away, to a position of the world.
  • Programming Project 15)
      Create a world with an instance of the EvilNinja class from the People collection. Modify the EvilNinja object so it can do at least one kind of karate kick and a karate punch. Write the necessary class-level methods to make the EvilNinja make these moves. Save the EvilNinja to a new class named KarateNinja, and import an instance of the new class into a world with a DoJo object from the Environments collection. Write a world level method that makes the KarateNinja object demonstrate how it can kick and punch.
  • Events Unit
    • Programming Project 1) Create a world with an instance of the Lake class (from the Environments collection) and an instance of the IceSkater class(from the People collection). Program the iceSkater so that she skates around in a circle on the lake. When you press the S key, she should spin around. WHen you press the J key, she should jump.
    • Programming Project 2) Create a tool that an interior designer can use to visualize how a coach of different colors will look in a room. Create a world with a rom and an instance of the Couch class (from the Furniture collection). The world should also have four balls ( spheres from the Shapes collection), each a different color. When the user click one of the balls, the couch should turn the same color as the ball. The world should also have a Lightswitch (from the Web gallery's Controls collection)When the user clicks the switch with the mouse, it should turn the lights off or on in the room. To turn the lights off, set the world objects ambientBrightness property to 0. To turn the lights on, set the world objects ambientBrightness property to 1.
    • Programming Project 3) Create a world that recreates astronaut Neil Armstrong's first steps on the moon on July 20th, 1969. Create a moon world with a lunar lander and an astronaut(from the Web gallery's Space collection). When you click the lunar lander with the mouse, the astronaut should descend the lunar landar's ladder. When the astronaut reaches the moon's surface, you should play the sound file step.wav, in the chapter 6 folder. This sound file, which is courtesy of NASA, will play the famous words that Armstrong said as he set foot on the moon.
    • Programming Project 4) Create a game that has a motorboat (from the Web gallery's Vehicles collection). The world should also have several obstacles floating in the water. Use events in such a way that the user can drive the boat and control its speed. Each time the user drives the boat through a torus, he earns points and the torus should sink underwater. Each time the user comes very close to an obstacle, he loses points and the obstacles should sink underwater. When either all of the torus objects or all of the obstacles have sunk, the game is over and the number of points that the user has earned should be displayed.
    • Programming Project 5) Circle Track Create a race track. You can use two circles (from the Shapes collection).Place a car on the track and place a two-button switch(from the Web gallery's Controls collection) in the foreground. When the user clicks the green button, the car should drive around the track. When the user clicks the red button, the car should stop.
    • Programming Project 6)Amusement Park Rides: The web Gallery's Amusement Park collection contains several classes for amusement park rides, and many of these classes have custom methods that animate the rides. Create a world with three rides and three button switches(from the Controls collection). Each button should turn on one of the rides when it is clicked by the user.
    • Programming Project 7) Shark Pursuit : Create an undersea world with a shark and any other type of fish, but when the shark gets within one meter of the fish, it quickly swims away. The shark continues to pursue the fish, but each time the shark gets within one meter, the fish swims away. Your world should generate a random number to indicate the direction that the fish will swim to escape the shark, and the distance.
    • Programming Project 8) Freeze Dance: Freeze dance is a party game where the participants perform funny dance moves in a dark or dimly lit room while music is played. One person is in charge of turning the lights on and off at various intervals. When the lights are turned on everyone in the room immediately "freezes" in their current position. When the lights are turned off, or dimmed, everyone resumes making funny dance moves.

      Note: You don't need to make this a "dance" theme. Any kind of movement or action can be substituted for dancing. All that is required is that objects are moving around with subparts changing and that some object can freeze or unfreeze their current movement.
Lists Unit
  • 1) School of Fish: Create an undersea world with a school of at least five fish. The fish should always swim together in the same direction. At intervals, the school should turn in a random direction. Write the algorithm such that the school of fish is never completely off the screen. You must make use of a list that contains fish.
  • 2) Dominoes : Create a world with at least ten object arranged like dominoes. You can use instance of the Box class, from the Shapes collection. These items should all be in a list or an array. When the user click anything in the world, the first item should fall over and strike the second item, which should fall over and strike the third item, and so forth.
  • 3) Bug Zappers Game: Create a world with a list or an array that contains bugs. You can find various bugs in the Animals> Bugs collection. When the world is played the bugs should all move quickly in different directions. When the user successfully clicks a bug, it vanishes. The game should continue until all of the bugs are gone.
  • 4) Airport: Create a world that simulates an airport with a control tower and a runway. A group of airplanes should be lined up, ready for take-off. Store the airplane objects as items in a list or an array. One at a time, the airplanes should take off and fly away into the distance.
  • 5) Honor Gaurd: Create a world with a footbal stadium (from the Web gallery's City Collection) and a group of toy soldiers (from the People collection) lined up at one end of the field. The soldiers should simultaneously march to the 50 yard line(the middle of the field), stop, salute, turn around, and march back to teh end of the field.
Last Unit
  • Create at least two different projects that make use of any topics that we've learned this year.1 of these projects must have either recursion or a list/array. The other one can take any form that you want.