Difference between revisions of "IB Computer Science 1"

From WLCS
Line 1: Line 1:
 +
== Monday (10/28/19) ==
 +
'''Agenda:'''
 +
* Turn in Group 4 Project permission slips
 +
* Functions quiz on '''Wednesday (10/30/19)'''
 +
* Demo [https://docs.google.com/document/d/1K4uqoXWXBYnHWzY3wp0DS4clfTdrXpC_5Z3cHu457G4/edit?usp=sharing Project: Basic Pool]: Part 1
 +
* Complete and demo [https://docs.google.com/document/d/1K4uqoXWXBYnHWzY3wp0DS4clfTdrXpC_5Z3cHu457G4/edit?usp=sharing Project: Basic Pool]: Part 2
 +
 
== Thursday (10/24/19) ==
 
== Thursday (10/24/19) ==
 
'''Agenda:'''
 
'''Agenda:'''

Revision as of 05:21, 28 October 2019

Monday (10/28/19)

Agenda:

Thursday (10/24/19)

Agenda:

  • Turn in Group 4 Project permission slips
  • Functions quiz on Wednesday (10/30/19)
  • Complete and demo Project: Basic Pool: Part 1

Tuesday (10/22/19)

Agenda:

Friday (10/18/19)

Agenda:

Wednesday (10/16/19)

  • PSATs

Tuesday (10/15/19)

Agenda:

  • Group 4 Project permission slips
  • Function definitions & return repl.it questions?
  • Demo your completed Tic-Tac-Toe: Part 3 if you have not already done so
  • Tic-Tac-Toe w/ Functions walk-through
  • Complete and demo Functions: Emoji Assignment
  • Work on Functions: Hover Buttons

Homework:

Thursday (10/10/19)

Agenda:

  • Group 4 Project permission slips
  • Demo your completed Tic-Tac-Toe: Part 3
  • Introduction to Functions
  • Complete repl.it assignment titled: "Function definitions & return"
  • Work on Functions: Emoji Assignment

Homework:

  • Complete "Function definitions & return" repl.it assignment if you did not do so in class

Tuesday (10/8/19)

Agenda:

  • Group 4 Project permission slips
  • Complete & demo Tic-Tac-Toe - Part 2
  • Tic-Tac-Toe - Part 3
    1. Be sure to create a new sketch so as not to lose your working Part 2 code, and copy over your Part 2 code to the new sketch
    2. Add if-statements and conditionals to check if any 3 in a row match
      • Don't forget to make sure that one of the slot variables is not equal to the empty string because 3 empty slots will be considered a match too
    3. Display a text() message that indicates the winner
    4. Call the noLoop() function to stop the game when there is a winner
    5. Implement a mechanism/conditional to check if the game is a draw (tie)
  • Demo a completed Tic-Tac-Toe game
  • Challenge:
    1. Implement an AI to play against you

Friday (10/4/19)

Agenda:

  • Group 4 Project - field trip slips
  • Complete and demo Tic-Tac-Toe: Part 2 (see description from Wednesday)
  • If you have completed Tic-Tac-Toe: Part 2, then proceed to adding conditionals to determine winning
  • Don't forget about cat's games (tie-game) where the board is completely full

Wednesday (10/2/19)

Agenda:

  • Demonstrate Tic-Tac-Toe Select-a-Square
  • Read text() and test out its example code snippet
    • You can use text() to draw X and O on the screen for our game!
  • Read global variables and test out its example code snippet in Processing
    • You will interact with the code snippet by hitting keys
    • Focus on understanding the use of the global keyword
  • Read mouseReleased() and test out its example code snippet in Processing
    • You will interact with the code snippet by pressing and releasing the mouse/trackpad button
    • The mouseReleased() function automatically runs every time the mouse's button is released
  • What components of Tic-Tac-Toe are left?
    • Copy your Tic-Tac-Toe code to a new Processing sketch program and save it as TTT_Part2
    • Declare/create a global string variable named turn and initialize it to either "X" or "O"
    • Declare/create global variables for each square in the game (e.g. b_0_0, b_0_1) -- you will use these variables to track where moves are made
      • Initialize all the b_#_# variables to empty strings ""
    • Update your draw() so that all of the b_#_# variables are text()-ed onto the screen at their appropriate locations. Test out your program by giving some of the b_#_# variables "X" and "O". You should see them appear on the screen. Once your testing is done, revert them back to empty string ""
    • Define the mouseReleased() function like the example linked above. Read all of the following guidelines for mouseReleased()
      • You will add/modify the mouseReleased() code block, such that you will determine where the mouse is releasing (using if-statements), and then you will change/update the corresponding b_#_# variable
      • You can use the same if statements and conditionals from the previous "select-a-square" lab! (i.e. copy all your if-statements from the draw() and paste them into mouseReleased(). You will not need any of the fill() or rect() in mouseReleased()
      • If a particular square is clicked, then save the current player's turn into that specific b_#_#
    • Every time you release the mouse and draw "X" or "O", the turn should switch
    • You must not allow a move to occur in a space that already has a move

IBCS1 - 1920 - September

IBCS1 - Archives