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My Bookshelf. Alice 2.2 Lessons. Alice 2.2 Lessons Create a folder within your My Docs folder and name it "Alice 2.2". If you'd like to download your own free copy of Alice 2.2, you can get it here. (note, do not try to download this from school. Download it to your home computer from home. All lessons from Duke University is attributed to: Susan Rodger and Alice Team at Duke University License terms for Duke University can be found here: Table of contents Essentials of Alice Introduction to Alice Beginning Alice Topic Tutorials Level I Level II Level III Overview to Alice - (Do this first so you understand a little about the elements of Alice 2.2) Essentials of Alice Tutorials (from the built-in Alice Tutorials) Alice Lesson 01 - Tutorials 1 & 2 Alice Lesson 02 - Tutorial 3 Alice Lesson 03 - Tutorial 4 Back to Table of Contents PLEASE NOTE: Some of the tutorials below ask you to load up a starter world, or import a sound or graphic.

Save as "Beginner Bunny" Save as "Beginner Kangaroo" Introduction to Programming, Chapter 11: Arrays. In the last chapter we had a long sequence of code that looked like this: if sign == "Aries": adjectives = "assertive, impulsive, defensive" elif sign == "Taurus": adjectives = "resourceful, thorough, indulgent" elif sign == "Gemini": adjectives = "logical, inquisitive, fast" elif sign == "Cancer": ...

The whole if/else sequence is verbose, repetitive, and tedious to write. This should imply to you that the computer should be doing it for you instead. (Computers exceed at repetitive and tedious tasks.) What we need here is an array. You can use an array to associate one thing with another. Once you’ve made the 12 associations, you can just ask the computer for what’s associated with “Gemini” and you’ll get the adjectives for it.

Signs["Gemini"] = "logical, inquisitive, fast" Admittedly, this syntax looks strange, but it make sense once you start using arrays more. Signs_gemini = "logical, inquisitive, fast" print "What's your sign? " print signs_gemini print "What object? " while true: ... Alice Programming Tutorial, by Richard G Baldwin. Learn to Program using Alice Arrays Learn how to create and use arrays in your Alice programs. In particular, learn how to use the three major options that are available when you drop an array into the edit pane. Learn some rules of thumb for determining the correct procedure for dropping array tiles into the edit pane. Published: April 14, 2007Last updated: September 10, 2007By Richard G.

Alice Programming Notes # 180 Preface This tutorial lesson is part of a series designed to teach you how to program using the Alice programming environment under the assumption that you have no prior programming knowledge or experience. Have some fun Because Alice is an interactive graphics 3D programming environment, it is not only useful for learning how to program, Alice makes learning to program fun. General In the lesson titled "Counter Loops, Nested Loops, and Sentinel Loops" (see Resources) I taught you how to create counting loops using both while loops and for loops.

Rules of thumb Viewing tip. Alice 2.2 Lessons. Alice 2.2 Lessons Create a folder within your My Docs folder and name it "Alice 2.2". If you'd like to download your own free copy of Alice 2.2, you can get it here. (note, do not try to download this from school. Download it to your home computer from home. All lessons from Duke University is attributed to: Susan Rodger and Alice Team at Duke University License terms for Duke University can be found here: Table of contents Essentials of Alice Introduction to Alice Beginning Alice Topic Tutorials Level I Level II Level III Overview to Alice - (Do this first so you understand a little about the elements of Alice 2.2) Essentials of Alice Tutorials (from the built-in Alice Tutorials) Alice Lesson 01 - Tutorials 1 & 2 Alice Lesson 02 - Tutorial 3 Alice Lesson 03 - Tutorial 4 Back to Table of Contents PLEASE NOTE: Some of the tutorials below ask you to load up a starter world, or import a sound or graphic.

Save as "Beginner Bunny" Save as "Beginner Kangaroo" Gamedev Glossary: What Is the "Game Loop"? In this post, I'll explain the heart of every game: the game loop! All the code that makes the game interactive and dynamic goes in the game loop, but is separated into different pieces. The game loop itself is a controlled infinite loop that makes your game keep running; it's the place where all your little pieces will be updated and drawn on the screen. The game loop is the central code of your game, split into different parts.

Generally, these are: initialize, update and draw. The initialize phase is used to do any necessary game setup and prepare the environment for the update and draw phases. The main purpose of the update phase is to prepare all objects to be drawn, so this is where all the physics code, coordinate updates, health points changes, char upgrades, damage dealt and other similar operations belong.

When everything is properly updated and ready, we enter the draw phase where all this information is put on the screen. Typical state machine Interacting with entities. Sequencing Patterns / Game Loop. Variables (The Java™ Tutorials > Learning the Java Language > Language Basics) Java Tutorial. In this lesson, you will learn about the program's flow control. Lesson Goals Learn about boolean values and expressions.

Learn how to create complex boolean expressions using AND and OR logic. Learn how to write flow control statements using if and if ... else structures. Learn how to compare objects for equality and identity. Write loops using while, do ... while, and for loop structures. Java has a data type called boolean. Possible values are true or false. boolean can be operated on with logical or bitwise operators, but cannot be treated as a 0 or 1 mathematically. The result of a conditional expression (such as a comparison operation) is a boolean value. Simple comparisons, such as greater than, equal to, etc., are allowed. Conditional expressions are used for program control.

Note that it is unwise to use == or ! The operators == and ! The following are conditional expression examples. a = 3; b = 4; a == b will evaluate to false a ! S == t will evaluate to false s ! S ! Examples: or or. Lesson: Object-Oriented Programming Concepts (The Java™ Tutorials > Learning the Java Language) If you've never used an object-oriented programming language before, you'll need to learn a few basic concepts before you can begin writing any code. This lesson will introduce you to objects, classes, inheritance, interfaces, and packages. Each discussion focuses on how these concepts relate to the real world, while simultaneously providing an introduction to the syntax of the Java programming language.

What Is an Object? An object is a software bundle of related state and behavior. What Is a Class? A class is a blueprint or prototype from which objects are created. What Is Inheritance? Inheritance provides a powerful and natural mechanism for organizing and structuring your software. What Is an Interface? An interface is a contract between a class and the outside world. What Is a Package? A package is a namespace for organizing classes and interfaces in a logical manner. Questions and Exercises: Object-Oriented Programming Concepts. Basic OOPs Concepts. Covering inheritance and polymorphism by creating a comic strip with Alice pictures. You can use Alice to create pictures for a comic strip. You can use media computation to create the comic panels and strip. The slides that go with this project explain inheritance and polymorphism using types of text balloons.

ComicStripExample-part1.pptComicStripExample-part2.pptComicStripProject.doc The zip file has a word document explaining the project, powerpoint slides to use for the media computation part, sample images, and a sample comic strip. ComicStripProj.zip. Game UI By Example: A Crash Course in the Good and the Bad. How easy is it for your player to put their intention into action, or to understand what's going on in your game? In this tutorial, you'll learn how to build a better game UI by examining both good and bad examples from existing games, and end up with a checklist of questions to guide you through designing them. As gamers and game developers we know that immersion is everything. When you're immersed you lose track of time and become involved in what the game is presenting.

A major factor in what makes or breaks immersion is how easy it is for your player to convert an idea into an in-game action -- that is, how fluid your game's User Experience (UX) is and how well-designed its User Interface (UI) is. A game hurts itself by providing too little information or too much, requiring too many inputs, confusing the player with unhelpful prompts or making it hard for a new player to interact. Poor UI design can even break your game completely. A composited screenshot from Honey Bee Match 3. Know Your Bugs: Three Kinds of Programming Errors. In this lesson, you will learn about the different types of errors that can occur when writing a program. Even the most experienced programmers make mistakes, and knowing how to debug an application and find those mistakes is an important part of programming.

Before you learn about the debugging process, however, it helps to know the types of bugs that you will need to find and fix. Programming errors fall into three categories: compilation errors, run-time errors, and logic errors. The techniques for debugging each of these are covered in the next three lessons. Compilation errors, also known as compiler errors, are errors that prevent your program from running. Most compiler errors are caused by mistakes that you make when typing code.

Run-time errors are errors that occur while your program runs. An example of this is division by zero. Speed = Miles / Hours If the variable Hours has a value of 0, the division operation fails and causes a run-time error. Introduction to Java programming, Part 1: Java language basics. Introduction to Java programming, Part 1 Object-oriented programming on the Java platform Find out what to expect from this tutorial and how to get the most out of it.

About this tutorial The two-part Introduction to Java programming tutorial is meant for software developers who are new to Java technology. This first part is a step-by-step introduction to OOP using the Java language. Part 2 covers more-advanced language features, including regular expressions, generics, I/O, and serialization. Objectives When you finish Part 1, you'll be familiar with basic Java language syntax and able to write simple Java programs. Prerequisites This tutorial is for software developers who are not yet experienced with Java code or the Java platform. System requirements To complete the exercises in this tutorial, you will install and set up a development environment consisting of: JDK 8 from OracleEclipse IDE for Java Developers Download and installation instructions for both are included in the tutorial. Loops. Alice Programming Tutorial, by Richard G Baldwin.

Learn to Program using Alice Getting Started In this lesson, you will learn how to download, install, and test the Alice programming environment. You will also learn how to access the tutorials that are provided by the developers of Alice and how to run the example programs that are provided by those developers. Published: March 26, 2007Last updated: April 22, 2007By Richard G. Baldwin Alice Programming Notes # 100 Preface First in a series This is the first lesson in a series of tutorial lessons designed to teach you how to program using the Alice programming environment under the assumption that you have no prior programming knowledge or experience. My objective in writing this series of lessons is to make it possible for people who have no previous programming experience to learn programming fundamentals using Alice. A lot of fun Because Alice is an interactive graphic 3D programming environment, it is not only useful for learning how to program, Alice makes learning to program fun.

Figures. Introduction to Object Oriented Programming Concepts (OOP) and More. Recommended framework: Table of contents 1. Introduction I have noticed an increase in the number of articles published in the Architecture category in CodeProject during the last few months. The number of readers for most of these articles is also high, though the ratings for the articles are not.

This indicates that readers are interested in reading articles on architecture, but the quality does not match their expectations. One day I read an article that said that the richest two percent own half the world's wealth. Coming back to the initial point, I noticed that there is a knowledge gap, increasing every day, between architects who know how to architect a system properly and others who do not. 2. This article began after reading and hearing questions new developers have on the basics of software architecture. 3. 4. 4.1. Software architecture is defined to be the rules, heuristics, and patterns governing: 4.2. 4.3. OOP is a design philosophy. 1.