October+Class+Workspace

=October 25, 2012= Today we will: 1. Figure out a warm-up question. 2. Do a simple example of keyboard input. 3. Work on Hangman by looking at the design cycle. a) Problem: Try a game of Hangman with a partner (in real life) to get a feel for the game. One person should be the computer and the other should be the player. b) Plan: After you have done this, take a look at your flowcharts, which were homework. You need to make sure you have a flowchart that makes sense - this is a part of your final submission. c) Design: Draw your interface on paper. d) Create: Block out sections for the interface, the game processing and the input from the player. Determine what goes in the setup section and what goes in the draw section. Start filling in the code! e) Test: Play your game to check that it works well!

Hints: Start by trying to make the very basics of your game work. For example, make it so that when you press any key, the body parts show up (in this case, every key is a bad guess). Then, make the game work with one word. When you have everything working, go back and make it work with more than one word.

Think carefully how the computer can decide if a letter is in the word. You may even want to write a separate Processing file to start to plan this out. Using the email checker program is a good start, but this is only helps if there are no repeated letters in the word.

To check if two Strings are equal, don't use = =, like we would with numbers. Use the function .equals, as in: code format="java" String word = "banana"; String word2 = "ban" + "ana"; if(word.equals(word2) == true) { //will be true if word is the same as word2 println("We have a banana!); } code Final hint: Think about the easiest way to get the _ to print out on the screen. Planning this in advance will save you time down the road! code format="java"

code =October 23, 2012= Today we will: 1. Finish loops. 2. Make a program that will count the number of e's in a word. (Advanced Group) See if you can write this on your own and then you may work on Hangman. There is NO violence allowed in Hangman! (Su In, see if you can figure out file reading using the Examples - Loading Files 1 and Loading Files 2 in the Processing built-in examples.) code format="java"

code =**October 19, 2012**= code format="java"

code Today we will: 1. Finish the name scrambler and email checker programs. Done? Read this article: @http://bits.blogs.nytimes.com/2012/10/15/the-future-as-imagined-by-google/ Do you agree? Is this the future? 2. Talk about Loops! 3. Make a program that will count the number of e's in a word - a warm up for Hangman! code format="java"

code =October 8, 2012= Today we will: 1. Finish the Easy Button Game. 2. Write a name scrambler program and an email checker 3. Learn about Errors.or @ErrorsCode 4. Talk about Sorting. code format="java"

code =October 4, 2012= Today we will: 1. Finish the "Easy Button" Game. 2. Write a name scrambler program and email checker. 3. Done? See if you can create a simple version of hangman. You will need to look up how to handle keyboard input. code format="java"

code =October 2, 2012= Announcements: 1. Wondering where your emails go when you send them? @http://www.google.com/green/storyofsend/desktop/ code format="java"

code Today we will: 1. Take up the computer components quiz. 2. Learn about diff (Command of the Day). We will use the transfer drive for this. 3. Learn about Strings! 4. After you finish the "Try It!" exercises for Strings, you need to spend a few minutes finishing your catching ("Easy Button") game by ensuring that it is complete. The following are some ideas to do this, but you may add your own ideas. Basic: Intermediate: Advanced: code format="java"
 * The button moves around randomly when clicked and the player gets some points when they click it
 * The button moves randomly on its own after a certain amount of time
 * Points are displayed on the screen in a user-friendly way (i.e. put "Points:" or something similar)
 * The object never goes off of the screen.
 * There is a "level-up" system which make the button go faster (may or may not have a limit). Levels are displayed on the screen.
 * An image is used instead of a rectangle for the button.
 * The player can win or lose a game, with a reset button.
 * There is a splash screen before the game begins and after the person loses.
 * Several objects move around the screen, as described above for one object.

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