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CS110 - Introduction to Computers and Applications
Spring 2016 - Scratch Project #5
Due Date: Friday, April 15th , at 11:00 P.M.
Accept Until Date: Friday, April 22
nd
, 11:00 P.M.
Evaluation: 20 points
Submit to Sakai: Scratch program (.sb file)
Related Materials: Resources posted in Sakai → Lecture Topics
→ Scratch
Scratch Website: http://scratch.mit.edu/
TA Lab Support Schedule (in Sakai Resources Folder)
Questions? Meet with your TA during office hours; Visit a
campus computing center
during CS110 Lab Support Hours
Background
In this assignment you will use the build another Scratch
program. In this program you will be
working more with variables, loops, random numbers and lists.
_____________________________________________________
________________
Goal
This assignment will require you to create a Scratch program
using lists. A list allows us to associate one
variable name with multiple items or values. Scratch provides
us with the following instructions and
references.
the first item)
list (in this case, position 1)
t with some
other value (in this case, item 1
replaced with thing).
case, item 1)
the list.
the list
t in position position
http://scratch.mit.edu/
2
from the list
Example code using lists:
Name the list food.
Click on the + sign and add a food item. Do this at least three
times.
o count will keep track of which item
in the list you are looking at
o repeat loop will execute as many times
as it has items in the list
o the first item I want is item #1 so I change
count by 1. Then I want item #2 so the second
time through the loop I increment count again.
I do this until I've looked at each item.
Hide your food list by un-checking the checkbox next to the list
variable, food.
populate your list by importing
items from a text file. This way is much easier. Use a text
editor to create a file named
friends.txt. Add the following to your file, one per line and safe
your text file.
Mickey Mouse
Donald Duck
Tom and Jerry
Bugs Bunny
Tweety Bird
Garfield
Speedy Gonzales
Pluto
Bambi
Create a Scratch list and name it friends. Right click on the
empty friends list on the stage. Click import
and navigate to friends.txt. Like magic, your list is populated
and it has length 9.
Modify your previous code segment:
3
Now that you have the basics of working with lists, you are
ready to begin your assignment! A video of a
sample solution is here.
Your Assignment:
To prepare: Create an environment with 5 inhabitants. For
example, have your background be water
and have 5 different fish sprites or have your background be a
forest and have 5 different forest animals.
Each sprite will have its own task. The tasks to be included are
below. Each sprite will have a script that
will accomplish one of these five tasks.
You will most likely need two lists (one working list and one
helper list for the Sort option).
You will need several well-named variables.
Stage algorithm: The Stage will execute the tasks below when
the green flag is clicked:
1. Delete all elements from all lists.
2. Fill one of the lists with 25 random numbers from 10 to 100.
3. Check to see if game is over. If so, change backdrop to
appropriate ending.
There may be other tasks that are not listed.
TASKS for the sprite scripts (each sprite has one task)
1. Find the largest (or smallest) number in the list and report
this (say for 5 sec).
You may use whatever algorithm you wish to accomplish this
task. The simplest is to iterate
through the list keeping track of the largest value so far. You’ll
need a variable to hold the
current largest and a variable to keep track of your position in
the list
2. Count the number of numbers in the list that are greater than
(or less than) 50 and report that
count value (say for 5 sec).
Traverse through the list and ask the right question! You will
need a variable to keep track of
your position in the list and a variable to do the counting.
3. Delete all of the values between 30 and 70 inclusive and
report how many items have been
deleted (say for 10 sec).
You may use any algorithm you like to accomplish this task.
You will need to traverse the
list. When you come across an element that is between 30 and
70 inclusive, delete it.
There’s a bit of a trick here with the traversing. It’s easy to skip
over elements when there
are consecutive elements that satisfy the delete condition. Be
careful. One of the easiest
ways to do this is to traverse the list in REVERSE order (Start
traversing with the last element
instead of the first.). You’ll need a variable to keep track of
your position in the list and a
variable to count the ones you delete.
4. Duplicate each entry in the list. For example is the original
list is 1 3 5 2 then the result would
be 1 1 3 3 5 5 2 2. Report that you have completed doing this.
You may use any algorithm you like to accomplish this task.
You will need a variable to keep
track of your position when you traverse the list (pos). When
you are at position pos, simply
insert that item to the position immediately following pos. Now
skip over that position
before you duplicate the next item. Indicate that the job is done
in a SAY instruction. Check
your resulting list.
https://drive.google.com/file/d/0BwJCjU_9qM3meWhRcTktaHh
4QlU/view?usp=sharing
4
5. Sort the list in decreasing (or ascending) order (largest first).
Report that you have completed
doing this.
You may use any algorithm you like to accomplish this task.
One possible algorithm: Use a
second list. Find the largest item in the first list, add that item
to the second list and delete it
from the first list. Do this repeatedly until the first list is empty.
Since add adds items to the
end of the list, you will be adding to the second list in the
correct order. Now you simply
copy the items from the second list back into the empty first
list! Indicate that the job is
done in a SAY instruction. Check your resulting list. Warning:
when checking for the largest,
you need to use >= not just > to take care of duplicate values in
your list.
The play:
When the green flag is pressed, each of the sprites will:
a. Become visible
b. go to a random position on the stage
c. Pause 1 second
d. Continue steps b and c until touching the mouse pointer.
When the user touches the sprite with
the mouse pointer, the touched sprite will stop moving and
announce what its job is, will do its
job, will announce that it is done (say instructions should last 5
– 10 seconds). After the task is
complete, the sprite should hide. Be careful when running the
program to touch only ONE sprite
at a time. Let that sprite finish its job before touching the next.
Ideally, when a sprite is touched,
all movement will stop until the sprite finishes its task.
e. When all five sprites have done their jobs, the animation
ending will be executed. You should
think of a creative ending to be executed when all 5 tasks have
been completed.
Ideally, when one sprite is touched by the mouse pointer, all
movement will stop and movement will
continue only after the working sprite completes its task.
Ideally, after the sprite does its job, it will hide
and stop its script. This takes many correctly created and
executed broadcasts.
Also, when testing this, sort the list before duplicating values
(saves time because you will have twice
the number of elements when you duplicate).
CS110 - Introduction to Computers and Applications
Scratch #5 Assignment Self-Check: 20 points
Directions: Use the checklist below to review your work before
submitting it to Sakai for evaluation by
your TA. Read the problem description above to be sure you
understand the program specifications.
– 100.
sentence indicating what the task was.
ist that are greater than (or less than)
50 and report this value in a
sentence indicating what the task was.
count number of items that were
deleted. Report the count value in a sentence indicating what
the task was.
report this fact in a sentence indicating
what the task was.
task is complete, report this fact in a
sentence indicating what the task was.
5
mouse touch and does its job; Sprite
hides when job is complete. Ideally, all movement stops when a
sprite is touched.
heir jobs; there is some
creative ending. Ideally, all sprites will be
hidden when all tasks have been completed.
done their jobs.
ble and well-written.
and a creative ending.
Section 1 – Introduction and Overview due Discussion of
findings
3 - 5 pages MS-Word document of 1,000 words minimum
excluding charts, graphs & tables In this section you should be
able to answer the following: - What are you doing? - Why are
you doing it? Why is it important? - What have others done? -
Why is what you are doing different/better? - What is your
hypothesis?
Section 2 – Review of the Literature due
1 - 2 pages MS-Word document of 350 words minimum,
excluding charts, graphs & tables) to combine with Introduction
section in your final paper In this section you should be able to
cover and answer the following: - How can the literature be
organized, compared and contrasted? ( it is not a list of what
was read) - Where can we find nontraditional literature on the
topic and why is it relevant
Section 3 – Methodology
4 - 6 pages MS-Word document of 1200 words minimum
excluding charts, graphs & tables) In this section you should be
able to cover and answer the following: - What is your
methodology to analyze and process the data leading to the
results? – Why was it chosen? – What are the strengths and
limitations?
Section 4 – Results and Analysis due
5 - 7 pages MS-Word document 1500 words minimum excluding
charts, graphs & tables In this section you should be able to
cover and answer the following: - How was the methodology
applied in practice? - How will the results lead you to the
conclusions? - What is the sensitivity of the results to
assumptions and to specified parameters?
Section 5 - Conclusions and Future Research due
2 - 3 pages MS-Word document 500 words minimum. In this
section you should be able to cover and answer the following: -
What was accomplished? - What was not accomplished? - What
are the limitations of the research? - How can this research be
extended/improved?

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1 CS110 - Introduction to Computers and Applications .docx

  • 1. 1 CS110 - Introduction to Computers and Applications Spring 2016 - Scratch Project #5 Due Date: Friday, April 15th , at 11:00 P.M. Accept Until Date: Friday, April 22 nd , 11:00 P.M. Evaluation: 20 points Submit to Sakai: Scratch program (.sb file) Related Materials: Resources posted in Sakai → Lecture Topics → Scratch Scratch Website: http://scratch.mit.edu/ TA Lab Support Schedule (in Sakai Resources Folder) Questions? Meet with your TA during office hours; Visit a campus computing center during CS110 Lab Support Hours Background In this assignment you will use the build another Scratch
  • 2. program. In this program you will be working more with variables, loops, random numbers and lists. _____________________________________________________ ________________ Goal This assignment will require you to create a Scratch program using lists. A list allows us to associate one variable name with multiple items or values. Scratch provides us with the following instructions and references. the first item) list (in this case, position 1) t with some other value (in this case, item 1 replaced with thing). case, item 1) the list.
  • 3. the list t in position position http://scratch.mit.edu/ 2 from the list Example code using lists: Name the list food. Click on the + sign and add a food item. Do this at least three
  • 4. times. o count will keep track of which item in the list you are looking at o repeat loop will execute as many times as it has items in the list o the first item I want is item #1 so I change count by 1. Then I want item #2 so the second time through the loop I increment count again. I do this until I've looked at each item. Hide your food list by un-checking the checkbox next to the list variable, food. populate your list by importing items from a text file. This way is much easier. Use a text editor to create a file named friends.txt. Add the following to your file, one per line and safe your text file. Mickey Mouse Donald Duck Tom and Jerry Bugs Bunny Tweety Bird
  • 5. Garfield Speedy Gonzales Pluto Bambi Create a Scratch list and name it friends. Right click on the empty friends list on the stage. Click import and navigate to friends.txt. Like magic, your list is populated and it has length 9. Modify your previous code segment: 3 Now that you have the basics of working with lists, you are ready to begin your assignment! A video of a sample solution is here.
  • 6. Your Assignment: To prepare: Create an environment with 5 inhabitants. For example, have your background be water and have 5 different fish sprites or have your background be a forest and have 5 different forest animals. Each sprite will have its own task. The tasks to be included are below. Each sprite will have a script that will accomplish one of these five tasks. You will most likely need two lists (one working list and one helper list for the Sort option). You will need several well-named variables. Stage algorithm: The Stage will execute the tasks below when the green flag is clicked: 1. Delete all elements from all lists. 2. Fill one of the lists with 25 random numbers from 10 to 100. 3. Check to see if game is over. If so, change backdrop to appropriate ending. There may be other tasks that are not listed. TASKS for the sprite scripts (each sprite has one task) 1. Find the largest (or smallest) number in the list and report this (say for 5 sec). You may use whatever algorithm you wish to accomplish this task. The simplest is to iterate through the list keeping track of the largest value so far. You’ll need a variable to hold the current largest and a variable to keep track of your position in the list 2. Count the number of numbers in the list that are greater than
  • 7. (or less than) 50 and report that count value (say for 5 sec). Traverse through the list and ask the right question! You will need a variable to keep track of your position in the list and a variable to do the counting. 3. Delete all of the values between 30 and 70 inclusive and report how many items have been deleted (say for 10 sec). You may use any algorithm you like to accomplish this task. You will need to traverse the list. When you come across an element that is between 30 and 70 inclusive, delete it. There’s a bit of a trick here with the traversing. It’s easy to skip over elements when there are consecutive elements that satisfy the delete condition. Be careful. One of the easiest ways to do this is to traverse the list in REVERSE order (Start traversing with the last element instead of the first.). You’ll need a variable to keep track of your position in the list and a variable to count the ones you delete. 4. Duplicate each entry in the list. For example is the original list is 1 3 5 2 then the result would be 1 1 3 3 5 5 2 2. Report that you have completed doing this. You may use any algorithm you like to accomplish this task. You will need a variable to keep track of your position when you traverse the list (pos). When you are at position pos, simply insert that item to the position immediately following pos. Now skip over that position before you duplicate the next item. Indicate that the job is done
  • 8. in a SAY instruction. Check your resulting list. https://drive.google.com/file/d/0BwJCjU_9qM3meWhRcTktaHh 4QlU/view?usp=sharing 4 5. Sort the list in decreasing (or ascending) order (largest first). Report that you have completed doing this. You may use any algorithm you like to accomplish this task. One possible algorithm: Use a second list. Find the largest item in the first list, add that item to the second list and delete it from the first list. Do this repeatedly until the first list is empty. Since add adds items to the end of the list, you will be adding to the second list in the correct order. Now you simply copy the items from the second list back into the empty first list! Indicate that the job is done in a SAY instruction. Check your resulting list. Warning: when checking for the largest, you need to use >= not just > to take care of duplicate values in your list. The play: When the green flag is pressed, each of the sprites will: a. Become visible b. go to a random position on the stage
  • 9. c. Pause 1 second d. Continue steps b and c until touching the mouse pointer. When the user touches the sprite with the mouse pointer, the touched sprite will stop moving and announce what its job is, will do its job, will announce that it is done (say instructions should last 5 – 10 seconds). After the task is complete, the sprite should hide. Be careful when running the program to touch only ONE sprite at a time. Let that sprite finish its job before touching the next. Ideally, when a sprite is touched, all movement will stop until the sprite finishes its task. e. When all five sprites have done their jobs, the animation ending will be executed. You should think of a creative ending to be executed when all 5 tasks have been completed. Ideally, when one sprite is touched by the mouse pointer, all movement will stop and movement will continue only after the working sprite completes its task. Ideally, after the sprite does its job, it will hide and stop its script. This takes many correctly created and executed broadcasts. Also, when testing this, sort the list before duplicating values (saves time because you will have twice the number of elements when you duplicate). CS110 - Introduction to Computers and Applications Scratch #5 Assignment Self-Check: 20 points
  • 10. Directions: Use the checklist below to review your work before submitting it to Sakai for evaluation by your TA. Read the problem description above to be sure you understand the program specifications. – 100. sentence indicating what the task was. ist that are greater than (or less than) 50 and report this value in a sentence indicating what the task was. count number of items that were deleted. Report the count value in a sentence indicating what the task was. report this fact in a sentence indicating what the task was. task is complete, report this fact in a sentence indicating what the task was. 5 mouse touch and does its job; Sprite
  • 11. hides when job is complete. Ideally, all movement stops when a sprite is touched. heir jobs; there is some creative ending. Ideally, all sprites will be hidden when all tasks have been completed. done their jobs. ble and well-written. and a creative ending. Section 1 – Introduction and Overview due Discussion of findings 3 - 5 pages MS-Word document of 1,000 words minimum excluding charts, graphs & tables In this section you should be able to answer the following: - What are you doing? - Why are you doing it? Why is it important? - What have others done? - Why is what you are doing different/better? - What is your hypothesis? Section 2 – Review of the Literature due 1 - 2 pages MS-Word document of 350 words minimum, excluding charts, graphs & tables) to combine with Introduction section in your final paper In this section you should be able to cover and answer the following: - How can the literature be organized, compared and contrasted? ( it is not a list of what
  • 12. was read) - Where can we find nontraditional literature on the topic and why is it relevant Section 3 – Methodology 4 - 6 pages MS-Word document of 1200 words minimum excluding charts, graphs & tables) In this section you should be able to cover and answer the following: - What is your methodology to analyze and process the data leading to the results? – Why was it chosen? – What are the strengths and limitations? Section 4 – Results and Analysis due 5 - 7 pages MS-Word document 1500 words minimum excluding charts, graphs & tables In this section you should be able to cover and answer the following: - How was the methodology applied in practice? - How will the results lead you to the conclusions? - What is the sensitivity of the results to assumptions and to specified parameters? Section 5 - Conclusions and Future Research due 2 - 3 pages MS-Word document 500 words minimum. In this section you should be able to cover and answer the following: - What was accomplished? - What was not accomplished? - What are the limitations of the research? - How can this research be extended/improved?