Introduction To Programming With Greenfoot: Object-Oriented Programming In Java With Games And Simul
MIT Scratch is a GUI based programming environment. While it has a friendly interface that appeals to young children, it has tons of functionality! You can do 2D animations of objects, create cool drawings, make a character sing a tune, develop an interactive game and even narrate a story with images!
Introduction To Programming With Greenfoot: Object-Oriented Programming In Java With Games And Simul
This camp will start with low-level operations in C, such as shifting, then discuss pointers. Embedded-programming concepts such as memory-mapped I/O and interrupts will be covered. There will be a few exercises in C, and a final exercise using the Arduino board and other components.
This camp is all about Game development! You do not need to have programming background to attend this workshop. We will use GameMaker software in this camp. GameMaker enables us to assemble the building blocks and develop professional quality games quickly! After the campers get comfortable with the building blocks & drag-and-drop programming, scripting will be introduced to show a glimpse of advanced level capabilities of GameMaker.
Jeroo has been used in high school and university classrooms for nearly 20 years, and many teachers find that it provides a great transition tool between the modern block-based systems like Scratch and a more general purpose programming language. The system allows learners to program using a variety of syntax styles to best align with the target programming language in a curriculum. In particular, you can choose between Java/C#, Python, or Visual Basic style syntaxes all within the same tool.
Greenfoot is a visual and interactive computer program that uses Java to build games, simulations and other graphical programs. Java uses object orientation, a programming paradigm that represents concepts as objects. The objects have data fields that describe the object as well as associated procedures referred to as methods. An object oriented program can be thought of as a collection of interacting objects whereas a conventional programming model is seen as a list of tasks that are performed programmatically.
The Greenfoot interactive development environment can be used to learn object orientated Java programming without having to set up a programming environment that uses complex language and rules. Using Greenfoot, you can create objects and then create programming statements to give the objects the ability to interact with other objects in the Greenfoot window.
The programming statements that control the actions of the instances are actually written in each of the 3 classes. For example, you write the programming statements to move the butterflies around the scenario in the butterfly class. Every butterfly instance will execute the programming statements within the butterfly class.
The curly braces and coding statements within them are the body of the method. Inside of the curly braces is where you write programming statements to instruct instances of the class to act when the Act or Run buttons are clicked. To learn more about writing the programming statements of a method, you can review the Greenfoot Class Documentation.
Methods are programming containers. Methods can contain one or more programming instructions. Methods tell an instances of a class how to perform a task. Methods listed within an act() method will execute in sequential order. When a method executes, or is invoked, the programming statements within the method are performed.
A parameter list is used to provide a method additional data needed to execute the programming statements within the method body. Parameter list values are listed within the parenthesis that follow the method name. A parameter list can contain one or more parameters. The order in which parameters are listed in a parameter list is important. When a method is invoked, it uses the parameters identified in the parameter list during execution (Using a method, calling a method, and invoking a method are interchangeable phrases).
When you want to use a method but it is not inherited by the class you are programming, specify the class or object that has the method before the method name. Separate the class name and the method name with a dot. This naming convention used to call methods from a class is called dot notation.
A variable is a container that is used to store information for later use, or to pass information from one programming statement to another. It can store objects or values. Creating a new variable is referred to as declaring a variable. Variables are declared within a class.
Have you ever listened to a song or watched a movie that played again and again and never ended? In programming you can create the same situation with a loop. A loop is a statement that can execute a section of code multiple times. When a loop executes all of the statements within the loop one time, this is called an iteration. When a loop executes all of the statements within the loop more than one time, and stops based on a condition, this is called a conditional iteration.
Between the curly braces of the while loop, insert the programming statements to execute. For example, to create a while loop that executes a method 5 times, insert a single programming statement with the method in the body of the while loop. Remember, the condition of the while loop and loop variable will control how many times the while loop executes that single programming statement.
The programming statements to execute in the loop body add a flower object to the world at a random x and y position. The code gets the height and width of the world so the flowers appear within the boundaries of the world.
Each pattern describes the circumstances in which it is applicable, when it can be applied in view of other design constraints, and the consequences and trade-offs of using the pattern within a larger design. All patterns are compiled from real systems and are based on real-world examples. Each pattern also includes code that demonstrates how it may be implemented in object-oriented programming languages like C++ or Smalltalk.
The CLOS metaobject protocol is an elegant, high-performance extension tothe CommonLisp Object System. The authors, who developed the metaobject protocol andwho were among the group that developed CLOS, introduce this new approach toprogramming language design, describe its evolution and design principles, andpresent a formal specification of a metaobject protocol for CLOS.Kiczales, desRivi?res, and Bobrow show that the "art of metaobject protocol design" lies increating a synthetic combination of object-oriented and reflective techniques thatcan be applied under existing software engineering considerations to yield a newapproach to programming language design that meets a broad set of designcriteria.One of the major benefits of including the metaobject protocol inprogramming languages is that it allows users to adjust the language to better suittheir needs. Metaobject protocols also disprove the adage that adding moreflexibility to a programming language reduces its performance. In presenting theprinciples of metaobject protocols, the authors work with actual code for asimplified implementation of CLOS and its metaobject protocol, providing anopportunity for the reader to gain hands-on experience with the design process. Theyalso include a number of exercises that address important concerns and openissues.Gregor Kiczales and Jim des Rivi?res, are Members of the Research Staff, andDaniel Bobrow is a Research Fellow, in the System Sciences Laboratory at Xerox PaloAlto Research Center.