compsci 4 chap 4 sec 3 sept 23, 2010 prof. susan rodger

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CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

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Key concepts today World method vs. class method Inheritance Using built-in functions Applying math for more precision

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Page 1: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

CompSci 4Chap 4 Sec 3Sept 23, 2010

Prof. Susan Rodger

Page 2: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Announcements

• Assignment 3 is due midnight today– Turn in zip file with 2 Alice worlds and

README text file OR upload all three files– Need a web page with 2 snapshots and

explanation for both Alice worlds• Assignment 4 out today• Skipping Chapter 5 (will come back to it)• Read Chapter 6.1 for next class• Reading Quiz

Page 3: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Key concepts today

• World method vs. class method• Inheritance• Using built-in functions• Applying math for more precision

Page 4: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Animated Actions

• Some actions are more naturally associated with a specific class of objects rather than the overall world

• Examples– A person walking– A wheel rolling– A fish swimming

Page 5: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Class-level Methods

• Write a method to add abilities/functions to a specific class of objects– Class-level method– NOT world-level method

• Now show how to build class-level method

Page 6: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

An Example• How can we create a skate method for ice

skater objects?We need to:1) Associate the new

method with an ice skater

2) Write the new method to animate the ice skater

Page 7: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

The solution

To associate the animation with the ice skater– Select iceSkater tile

in Object Tree– Select methods tab

in details area– Click on “create

new method” button

Page 8: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Storyboard for skate

• The slide actions– Require several motion instructions– We’ll break these two actions into smaller pieces– Technique is stepwise refinement

Skate:Do Together move skater forward 2 meters Do in order slide on left leg slide on right leg

Page 9: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Refined storyboard for skate

Skate:Do Together move forward 2 meters Do in order slideLeft slideRight

slideLeft: Do in order lift right leg and turn upper body forward lower right leg and return body upright

slideRight:Do in order lift left leg and turn upper body forward lower left leg and return body upright

Page 10: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Writing the code

• Next step – translate design into code• For slideLeft, possible translation is:

Design Step

Lift the right legTurn upper body forwardLower the right legReturn the body upright

Instruction

Turn the right leg forwardTurn upper body forwardTurn the right leg backwardTurn the upper body backward

Page 11: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

SlideLeft and Demo

Where is wait?

Page 12: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Correspondence of design to codeSkate:Do Together move skater forward 2 meters Do in order slide on left leg slide on right leg

Page 13: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Question

• Writing methods to make ice skater perform a skating motion – intricate task

• Would like to reuse these new methods in another world

• How can you make skate method available for an ice skater in a different world?

Page 14: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Answer: Save out as a new class

1) Rename iceSkater as cleverSkater

2) Save out as a new class. Alice saves the new class as CleverSkater.a2c

Page 15: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Inheritance• The CleverSkater class

– inherits all the properties and methods from the original IceSkater class

– has newly defined methods (skate, slideLeft, slideRight)

• In other programming languages, the concept of creating a new class based on a previously defined class is called inheritance

Page 16: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Using CleverSkater• An instance of the CleverSkater class can be

added to a new world

Page 17: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Benefits of Inheritence

• Inheritance supports– Reuse of program code

• Programmer writes code once• Use code later in different programs

– Sharing code with others on a team project

Page 18: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Guidelines• To avoid misuse of class level methods

– Avoid references to other objects– Avoid calls to world-level methods– Play a sound only if the sound has been

imported and saved out as part of the new class• If these guidelines are not followed and an

instance of the new class is added to another world– Alice will open an Error dialog box to tell you

something is wrong

Page 19: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Bad Example 1

Page 20: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Bad Example 2

Page 21: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Problem• What if you were convinced you needed to

write a class-level method where another object is involved?

• For example, a method for ice skater to skate around another object – here a penguin

Page 22: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Solution• Class-level method with object parameter

cleverSkater.skateAround

Parameter: whichObject

Do in order Do together cleverSkater turn to face whichObject cleverSkater lift right leg cleverSkater move to whichObject cleverSkater turn around whichObject

Page 23: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Translating Design into Code

• Most of skateAround storyboard easy to code

• Last two steps, require more thought– cleverSkater move to whichObject

• What distance should cleverSkater move?– cleverSkater turn around whichObject

• How do we tell cleverSkater to turn (in a circle) around another object?

Page 24: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Built-in Functions (or questions)

• The built-in function distance to – used to determine the

distance the skater must move

Page 25: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Calling the function• Code to move skater to whichObject

Oops, skater will collide with penguin!

Distance between two objects ismeasured center-to-center

Page 26: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Expressions• To avoid collision

– Use math operator to create an expression that adjusts the distance

• Math operators in Alice addition + subtraction - multiplication * division /• Example:

Page 27: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

How to put in an Expression 2 3 1 4

Result:

Page 28: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

ResultStops before penguin Skates around penguin

Page 29: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

asSeenBy

• For skater to skate around another object– Pass whichObject as an argument to asSeenBy

parameter in turn instruction

Page 30: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

More on AsSeenBy• Use invisible object (isShowing set to false)

to have objects fly around in a circle

Page 31: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Testing

• Each time you create a new class, test it!– Add an instance of new class to new world– Write a short test program

• Test each new method

• Testing increases your confidence in the ability to reuse your code in other worlds

Page 32: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Classwork todaycreate a new class example

crouching pouncing

walking turn and smile

Page 33: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Scene Change Highlights

• Import a class with all the ground color textures

• Fade to black, fade back in• Must change the atmosphereColor and

ambientLightColor to black and then change back

• Need to STORE THE OLD color values – Create a variable for storing the color

Page 34: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

The color property variables

Page 35: CompSci 4 Chap 4 Sec 3 Sept 23, 2010 Prof. Susan Rodger

Classwork today• Create a new class

– Inherit from animal class that has 4 limbs– Create at least four new methods– One of the new methods should invoke one of the other

new methods• Create a second new class inherited from another

object– with at least 4 methods– At least two of the methods must have a parameter– Use AsSeenBy and isShowing each in some method (not

necessarily the same method)• Create a world to change scenes• Save out new classes and put in change scenes world• See handout for more details