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Learn to code a Virtual World
Debugging Techniques
1. Test your program often - don't wait until you have 40 lines of code.
2. Add a say command to find out if your code reach that point in the code - this provides visible evidence that the code has run up to that point.
3. Disable one line of code at a time until the problem stops.
4. Re-enable one line of code until the program crashes or stops - now you know which line of code was causing the problem.
Complete Section 2-3 Procedures and Aurguments Practice Activities. Save 1-6 as S2-3 White Rabbit Your Name. Save optional activity 1 as S2-3 Chicken Run Your Name, activity 2 as S2-3 Dolpins Your Name.
Complete Section 2-3 Procedures and Aurguments Project - demonstrate the Fish-3 project and show your code with appropriate comments for teacher check.
Create your own animation. Section 2-3 Personal Animation - use what you have learned so far to create a short animation of your own.
Before you start building the animation create a textual or visual storyboard of the animation.
Section 2-4 Rotation and Randomization Vocabulary
Add the following terms to your vocabulary document:
- A document with the step-by-step actions of the animation that need to be programmed.
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Define how programming statements are executed in the program.
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The process of putting one thing inside of another.
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Numbers generated by the computer with no pattern in their sequence.
Complete Section 2-4 Rotation and Randomization practice. Save steps 1-4 as S2-4 White Rabbit Last Name. Save optional activity 1 as S2-4 Horse Last Name, activity 2 as S2-4 Penquin Flap Last Name, activity 3 as S2-4 Spinner Last Name. Demonstrate these programs for teacher check. Be sure you have comments in your code.
Complete Section 2-4 Rotation and Randomization project and save the project as Fish_4 Project Last Name. Demonstrate the working project to your instructor for teacher check.
Once you have completed these sections begin working on your own animation - the one you story boarded. If you have time begin creating the scene for your animation.