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.
Add the following Section 2-5 Vocabulary to your Java vocabulary list:
- A story that gives the animation a purpose. Procedures that are created by the programmer.
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A list of actions to perform a task or solve a problem.
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When each subclass object receives the methods and properties of its superclass.
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Identifies the design specifications for the animation scenario.
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Two types are visual and textual.
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The process of looking at programming code, identifying repetitive programming statements, and extracting them into their own methods in order to make the code easier to understand and reuse.
Begin Section 2-5 Declare Procedures practice. Save steps 1-4 as S2-5 White Rabbit Last Name. Save optional activity 1 as S2-5 Flow Chart Name, activity 2 as S2-5 Helicopter Last Name, activity 3 as S2-5 Flying Last Name, activity 4 as S2-5 Bunny Soccer Last Name. Demonstrate these programs for teacher check. Be sure you have comments in your code.
Begin Section 2-5 Declare Procedures project and save the project as Fish_5 Project Last Name. Demonstrate the working project to your instructor for teacher check.
Once you have completed these sections continue working on your own animation - the one you story boarded. Remember to make procedures for tasks that will be repeated often.