A World Class Learning Center 

Fife Public Schools
About Us | Contact Us  

Today in Class:

Finish Programming and Grading SlimeBall!

Has your Slimeball been graded? Proceed to learning about Blender 3D. Click here to go to the tutorial page.

Final Assignment: Create a 3D game using blender. Due next week.

Visual Basic Language Help

Extra time?

  • Work on missing assignments.
  • Improve upon a previous grade (i.e. you earned a "B" on a previous assignment but you can try for the "A").
  • Help someone (appropriately)

Robolab Links:

Visual Studio Links:

Blender Links:

Other Links


Assignments:

  • Assignment - Design-o-Matic: Create an interactive and visually stunning program that allows the user to create interesting designs.

    Requirements (for a "B"): Somehow include the following techniques in your program

    • Random color generation
    • Mouse location
    • For/next loop
    • Counter
    • Timer

    Also, make a comment in your code labeling the location of each of the required elements above. You comment a line of code by placing an apostrophe at the beginning of the line.

    The more creative and complex your program, the better your grade.

  • Assignment: Face-o-Matic - Create a program that will draw a face.

    Requirements: For the "C": The program will draw eyes with pupils, nose, mouth, head, and something on the head (hat, ears, or hair, etc). You must use at least 2 colors, 2 line widths, and all three shapes (line, rectangle, ellipse). Include the usual "user friendly" design.

     

    For the "B": All of the above plus allow the user to control parts of the drawing using at least one trackBar, one checkbox, and one dropdown.

    For the "A": All of the above plus have the pupils of the eyes follow the mouse cursor around the screen as if the face is looking at the cursor as it is moving around.

  • Assignment: Guess-o-Matic - Create a secret number guessing game where the computer will "think" of a number between 1 and 100. The user of your program will try to guess the number and be given feedback as to whether they are too high, too low, or correct.

    Requirements:

    • Give an opportunity for the user to guess the secret number

    • Give the user feedback ("Too high" or "Too low", etc).

    • Track how many guesses it took.

    • Allow for the user to start a new game.

    • For extra credit, choose one or more of the following:
      • Make difficulty levels (increase or decrease the number range)
      • Show the high score (the lowest number of guesses in the recent round of turns)
      • Change an image or something on the screen based on whether they were high, low, or correct (change more than just words)
  • Assignment: Calc-o-Matic - Create a program that allows the user to do some math... the easy way.

    Requirements:

    • For a "C":
      • Two text boxes for the user to input two numbers
      • Buttons that will do addition, subtraction, multiplication, and division on those two numbers
      • A label to output the answer
      • User-friendly (i.e. labels with explanations, etc)
      • Menu bar with Exit and About choices
    • For a "B": The above, plus the ability to calculate the average of five numbers (you can use different textboxes and buttons from the above).
    • For an "A": The above, plus find the largest and the smallest number in the average problem above.
  • Assignment: Comput-O-Pal - Create a program that asks five questions and responds intelligently to the user's answers. Requirements:

    • 5 labels with questions
    • 5 textboxes where the user types answers 
    • 5 buttons that trigger a response from the computer 5 labels that display some kind of answer and the answer must reuse the user's response 
    • Make it user friendly
    • Menu bar with at least two choices: Exit program (which will quit) and About (which will tell who made the program and the copyright date).

    Comput-o-pal Starter Code

  • Assignment: Find the Light - Program your vehicle to search for and move to the brightest spot in the room.

  • Assignment: The Black Line of Insanity - Add two light sensors to your vehicle and program it to follow a black line. Also have your brick keep an ongoing count (and display that count) of the number of times it "detects" the line and needs to turn to adjust. Use containers to keep track of the count.
    • For a "C" - use two light sensors and use the easy line
    • For a "B" - use two light sensors and use the hard line
    • For an "A" - use one light sensor and use the hard line
  • Assignment: Game Evaluation Criteria - Turn in a list of 5 things that you would use to evaluate the potential success of a computer/video game.

  • Assignment: The Maze of Peril - Build the vehicle on pages 16-21 and 30-36. Program your vehicle to successfully navigate the Maze of Peril. Recommendation: use a task split (looks like a sideways "Y" found in the Structures palate). Also, use Jumps and Lands instead of Loops.

  • Assignment - Detect the Black Line

    • Add a light sensor to the front of your vehicle and have it point down.
    • Program your vehicle to detect the black line on the test pad. Mr. J will demonstrate in class.
  • Assignment: Bump and Turn -

    • Build the vehicle on pages 8-13.
    • For a "B" grade, program your vehicle to drive forward until it hits an obstacle. Then it will turn around 180 degrees, and drive forward again until it hits another obstacle and repeats this behavior "forever".
    • For the "A" grade, extend the "B" program by having the vehicle "honk its horn" after every 3rd bump. Use the fewest possible icons. It is possible to do this with a lot more icons but to get the "A", you must do it with the fewest possible... only a few more than the "B".
  • Assignment: Down and Back- For a "B" grade, program your vehicle to go forward 3 feet (3 tiles on the floor), turn 180 degrees, then return to the "starting line" (after building the vehicle on pages 4-7). For the "A" grade, program your vehicle to do the behavior for the "B" grade but have it continue on to drive in a "+" pattern (Mr. J will demo). Remember to work smarter by using the fewest possible icons.

  • Assignment: SOS - Program your brick to blink in an "SOS" pattern (three short blinks, three long blinks, three short blinks).

    • The short blinks must be less than an second.
    • There must be a distinct short dark space between blinks. The whole thing needs to be less than 10 seconds. 
    • You could use 38 icons but you need to try and use no more than 20 icons (work smarter, not harder).
  • Assignment: Signed Class Expectations Sheet

Return to CJH Tech Home