Creating an Animation Program

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Presentation transcript:

Creating an Animation Program Chapter 2

Step 1: Read Read the Scenario which is the description of the problem or task

Step 2: Design Design a solution Plan We will use a storyboard design technique, commonly used in the film industry

Storyboards A design approach used to create a solution to a problem or a plan consisting of a list of actions to perform a task as specified in a scenario Psuedocode – actions in a storyboard – close to the actual program code

Example The scenario is: The problem is: First Encounter After traveling through space, a robot-manned craft has just made a landing on a moon. The robot is on the moon and has set up a camera so earthbound scientists in Houston can view this historic event. The camera view shows the robot, the lunar Lander and some nearby rock formations. Suddenly an alien peeks out from behind a rock, surprising the robot. The robot looks around, spots the alien, and walks over to take a closer look. The alien is frightened and hides behind the rocks. The problem is: How can we create this animation?

Create Initial World Active Learning: Students create initial world. Illustrate use of quad view to position objects relative to one another.

Storyboard Option 1: Sketches

Storyboard Option 2: Screen Shots Initial scene The spiderRobot walks toward the alien

Storyboard Option 3: Text Form A textual storyboard is like a "to-do" list. The Learning to Program in Alice textbook puts a textual storyboard in a box: Do the following steps in order alien moves up alien says "Slithy toves?" robot's head turns around robot turns to look at alien Do together robot moves toward the alien robot legs walk alien moves down

Step 3: Implementation To implement the storyboard, translate the actions in the storyboard to a program. Program (a.k.a. script) a list of instructions to have the objects perform certain actions in the animation

Action Blocks in Alice Sequential Action Block – actions occur one after another Simultaneous Action Block -- actions occur at the same time

Demo First Encounter Traditional Lecture: Create the example world, line by line Active Learning: Create a part of the example world and allow students to complete the program.

Concepts in this first program Program instructions may have arguments An item of information that must be supplied to execute an action (move, direction, how far, how fast, etc.) Example: for the move instruction, the arguments we used in this example were direction distance

Control Structures A statement that controls the execution of the instruction. Control statements tell how to carry out the instructions in a program DoTogether DoInOrder Loop Control structures can be nested inside one another

Step 4:Testing An important step in creating a program is to run it – to be sure it does what you expect it to do. We recommend that you use an incremental development process: write a few lines of code and then run it write a few more lines and run it write a few more lines and run it… This process allows you to find any problems and fix them as you go along.

Bug A bug is an error in the computer programming The program will not run or does not run the way you had anticipated To remove the error you must debug

Comments While Alice instructions are easy to understand, a particular combination of the instructions may perform an action that is not immediately obvious. Comments are used to document the code – explain the purpose of a particular segment of the program to the human reader. They are ignored by the program Start with //

Demo FirstEncounterwithComments Comments in this example world illustrate description of the action performed by the entire method description of the purpose of a small segment of code Traditional: Add comments as desired Active Learning: Add a comment and have students add another

Assignment Modify firstEncounter to move all 5 legs, have the earth spin and have the lunar lander take-off