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Unformatted text preview: Handout #7 CS 106A June 23, 2009 Assignment #1 Due: Monday, June 29 at 11:00am SHARP This assignment consists of four Karel programs. There are starter projects for each of these problems on the CS 106 web site in the area for Assignment 1. When you want to work on one of these programs, you need to download that starter folder as described in Handout #6 (Using Karel in Eclipse). From there, you need to edit the program files so that the assignment actually does what it’s supposed to do, which will involve a cycle of coding, testing, and debugging until everything works. The final step is to submit your assignment using the Submit Project entry under the Stanford menu. Remember that you can submit your programs individually as you finish them and that you can submit more than one version. If you discover an error after you’ve submitted one of these problems, just fix your program and submit a new copy. Also, Please remember that your Karel programs must limit themselves to the language features described in Karel the Robot Learns Java in the Karel and SuperKarel classes. You may not use other features of Java, even though the Eclipse-based version of Karel accepts them. Problem 1 Your first task is to solve a simple story-problem in Karel’s world. Suppose that Karel has settled into its house, which is the square area in the center of the following diagram: 1 2 3 4 5 6 7 1 2 3 4 5 Karel starts off in the northwest corner of its house as shown in the diagram. The problem you need to get Karel to solve is to collect the newspaper—represented (as all objects in Karel’s world are) by a beeper—from outside the doorway and then to return to its initial position....
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- Fall '08
- Karel, Karel++, Educational programming language