KAREL THE ROBOT LEARNS JAVA PDF

Here, the comment begins on the first line and ends several lines later. The stars on the individual lines that make up the text of the comment are not required, but make it easier for human readers to see the extent of the comment. In a simple program, extensive comments may seem silly because the effect of the program is obvious, but they are extremely important as a means of documenting the design of larger, more complex programs. The definition of the BeeperPickingKarel class consists of the line beginning with function BeeperPickingKarel and encompasses everything between the curly brace at the end of that line and the corresponding closing brace on the last line of the program.

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Rich designed an introductory programming environment in which students teach a robot to solve simple problems. Karel the Robot was quite a success.

Karel has been used in introductory computer science courses all across the world and has been taught to millions of students. Many generations of Stanford students learned how programming works with Karel, and it is still the gentle introduction to coding used at Stanford. What is Karel? Karel is a very simple robot living in a very simple world.

By giving Karel a set of commands, you can direct it to perform certain tasks within its world. The process of specifying those commands is called programming. Initially, Karel understands only a very small number of predefined commands, but an important part of the programming process is teaching Karel new commands that extend its capabilities. Karel programs have much the same structure and involve the same fundamental elements as Java , a major programming language.

Even so, you will discover that solving a problem can be challenging. By starting with Karel, you can concentrate on solving problems from the very beginning.

Problem solving is the essence of programming. And because Karel encourages imagination and creativity, you can have quite a lot of fun along the way. The intersection of a row and a column is called a corner. Karel can only be positioned on corners and must be facing one of the four standard compass directions north, south, east, west. A sample Karel world is shown below.

Here Karel is located at the corner of 1st row and 1st column, facing east. The object in front of Karel is a beeper. The solid lines in the diagram are walls. Karel cannot walk through walls and must instead go around them. Karel cannot respond to a move command if there is a wall blocking its way. Karel cannot respond to a pickBeeper command unless there is a beeper on the current corner. Karel cannot respond to a putBeeper command unless there are beepers in its beeper bag. Lets try out the commands.

Use the buttons bellow to get the "world" to match the "goal": World:.

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