Lab 6: First Programs

The purpose of this lab is to learn how to use the editor in Alice to create simple programs.

Prerequisite: You should have read chapter 2 of Learning to Program with Alice and completed the exercises assigned in class: write a scenario and write a story-board that provides a program design for that scenario..

Part 1: Do exercise 5 from chapter 2. Name your completed file XXTortoiseEatsCookie, where XX are your initials.

A. If you can't get to the web gallery, use the end-table or a chair instead of the stool. Make it a little taller.
B. When you get the cookie, use the controls to make it larger than it is to start. use the Quad View to get the Tortoise and Stool (end-table) positioned and to get the cookie directly above the stool. Use the move method as describes in the problem to get the Tortoise 2 meters from the stool.
C. Here is an outline of your program:

Tortoise turns to face the stool.
Tortoise moves to the stool (do not make it walk unless you want to spend a lot of time on it)
Tortoise reaches for cookie -- use motion of an arm (turn)and forearm (roll) to get the hand close to the cookie.
Tortoise grabs cookie -- just use the cookie properties to make the cookie's vehicle the tortoise forearm.
Tortoise gets cookie to mouth-- use motions of arm and forearm in a do-together to get the cookie near the mouth, which is open (lower-jaw turn)
Tortoise eats cookie: cookie property isShowing changes to false.
Tortoise turns to face the cameera and waves (wave can be done nicely with forearm roll one way then the other)

Note: to change a property -- vehicle or isShowing -- click the properties tab and drag that property into the program -- it will allow you to set the value you want when you do that.

Part 2:

A. Write pseudo-code for the story-board that you created for your scenario from last class. Your story should include actions by at least two objects and motion of at least one object relative to another object in the scene. The actions of one object must involve movement of some subparts of that object.

B. Code this program.

Save your completed program in a file named XXMyProgram (or another name that fits your program with the XX initially), where XX are your initials.

Hand-in your two files for parts 1 and 2, including both your typed pseudo-code and your program for part 2, using the instructor's USB memory stick.          

Grading standards