CS110 Introduction To Computers And Applications Spring 2016
1cs110 Introduction To Computers And Applications Spring 2016 S
In this assignment, you will create a Scratch program involving multiple sprites, lists, and various data manipulations according to specified tasks. The program must initialize with five sprites set in a themed environment (such as fish in water or animals in a forest), each performing one of five data processing tasks on a list of numbers. The stage will execute specific steps upon starting, including clearing existing data, generating a list of random numbers, and checking for game-over conditions. Each sprite will be interactive, moving randomly until clicked by the mouse, then performing its assigned task before hiding. The sequence ends when all sprites complete their tasks, culminating in a creative ending animation or display.
Paper For Above instruction
The assignment encompasses creating an interactive Scratch project with five sprites, each assigned a specific data processing task involving lists of numbers. The project's objective is to develop different list manipulation algorithms in Scratch, such as finding extremes, counting, deleting, duplicating, and sorting list elements, while integrating interactivity and visual storytelling. This exercise demonstrates proficiency in using variables, loops, random number generation, list operations, and user interaction within Scratch.
The initial setup requires establishing a themed environment—such as aquatic with fish or forest with animals—and five sprites representing inhabitants of that environment. The stage scripts will initiate the program by clearing all existing list data, then populating a list with 25 random integers ranging from 10 to 100. The game-over condition is monitored throughout, with possible triggers leading to a change in the background to signal game completion.
Each sprite is programmed to perform a specific task once clicked. Before starting, the sprites will move randomly across the stage, pausing briefly at each position. When the user clicks on a sprite, all sprite movements cease until the sprite completes its task. The tasks are designed to manipulate the list in various ways, as detailed below:
Task 1: Find the Largest or Smallest Number
The sprite identifies the maximum (or minimum) value in the list by iterating through all elements, maintaining a variable that stores the current largest (or smallest) value found so far. The process involves comparing each element with this variable, updating it accordingly. Once complete, the sprite reports the result via a "say" command for approximately five seconds.
Task 2: Count Numbers Greater or Less Than a Threshold
This involves traversing the list and tallying how many numbers satisfy a condition, such as being greater than or less than 50. Variables are used to track the index during iteration and to count qualifying elements. The result is announced similarly via a "say" command for about five seconds.
Task 3: Delete Values Within a Range
The sprite deletes all list elements within a specified range, e.g., between 30 and 70 inclusive. To avoid index skipping when deleting consecutive elements, it traverses the list in reverse order—starting from the last element to the first—checking each item, deleting if the condition matches, and counting how many deletions occur. After completion, it reports the number of deleted items.
Task 4: Duplicate Each List Entry
The sprite duplicates every element in the list by inserting a copy immediately following its original position. This process requires careful index management to avoid infinite loops or skipped elements. Upon completion, the sprite announces the task's completion.
Task 5: Sort the List
This task involves sorting the list in ascending or descending order. A straightforward approach uses a second list: repeatedly locating the largest (or smallest) element in the original list, appending it to the second list, and removing it from the original. After the original list is empty, the sorted list is copied back into it. The sprite then reports the successful sorting.
When the green flag is first clicked, all sprites become visible, move to random positions with a one-second pause, and continuously reposition until the user clicks on them. Once touched, the sprite stops moving, announces its intended task, performs the task, and then hides. It is essential that only one sprite is interacted with at a time, with all movements pausing during task execution. The program tracks when all five sprites are done, culminating in a creative animation or concluding display—such as a scene change or celebration.
The program emphasizes good coding practices, including meaningful variable naming, readable code, and thematic design to enhance engagement. The implementation must also include mechanisms ensuring that only one sprite's task proceeds at a time and that the program sequence is smooth, clear, and visually appealing.
References
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