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Programming & Scratch Made by MUSKAN SODHY

How Scratch is an Intro to Programming (1)

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Page 1: How Scratch is an Intro to Programming (1)

Programming & ScratchMade by MUSKAN SODHY

Page 2: How Scratch is an Intro to Programming (1)

Programming

Learning to program is ultimately about learning to think logically and to approach problems methodically.

The building blocks out of which a programmer constructs solutions, meanwhile, are relatively simply.

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Problem-Solving and Project-Design Skills

logical reasoning

breaking complex problems into simpler parts

debugging problems

developing ideas from initial conception to completed project

sustained focus and perseverence

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Fundamental Ideas about Computers and Programming

computer programs tell the computer precisely what to do, step-by-step

writing computer programs doesn’t require special expertise, just clear and careful thinking

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Programming

Common in programming, for instance, are "loops" (whereby a program does something multiple times) and "conditions" (whereby a program only does something under certain circumstances. Also common are "variables" (so that a program, like a mathematician, can remember certain values).

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Statements

In programming, a statement is simply a directive that tells the computer to do something. Think of it as a command or an instruction. In Scratch, any block whose label reads like a command is a statement.

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Statements

One such block instructs a sprite to say something:

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Statements

Another such block instructs a sprite to go to some location:

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Sequence

To create a program in Scratch, you need to think systematically about the order of steps

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Boolean Expression.

In programming, a Boolean expression is an expression that is either true or false. In Scratch, any block shaped like an elongated diamond is a Boolean expression.

One such block is:

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Boolean Expression.

Another such block is:

After all, it is either true that some number is less than another number or it is false.

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Boolean Logic

and, or, or not are examples of boolean logic.

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Conditions

In programming, a condition is something that must be true in order for something to happen. A condition is thus said to "evaluate to true" or "evaluate to false." In Scratch, any block whose label says "if," "when," or "until" is a sort of conditional construct.

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Conditions

One such block is:

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Conditions

The previous construct is generally known as an "if construct." With it can we instruct a sprite to say hello only if, say, the user has depressed the mouse button:

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Conditions

A related construct is the "if-else construct":

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Conditions

With the previous construct can we instruct a sprite to say hello or goodbye, depending on whether the user has depressed the mouse button:

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Conditions

Realise that these constructs can be nested to allow, for example, for three different conditions. This construct could be called an "if-else if-

else construct".

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Conditions

Another conditional block is:

Yet another such block is:

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Conditional Statements

if, forever-if, if-else repeat-until and waituntil check for a condition

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Loops

Sometimes, you want one or more statements to be executed multiple times in a row. To implement this behavior, we turn our attention to loops.

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Loops

In programming, a loop can induce multiple executions of statements. In Scratch, any block whose label begins with "forever" or "repeat" is a looping construct.

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Loops

One such block is:

This construct allows us, for instance, to instruct a sprite to meow every other second:

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Loops

Another block allows you to loop a specific number of times:

And another block allows you to loop until some condition is true:

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Iteration (Looping)

forever and repeat can be used for iteration (repeating a series of instructions)

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Variables

Sometimes, you want execute some statement multiple times, each time varying your behavior ever so slightly. We thus turn our attention to variables.

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Variables

In programming, a variable is a placeholder for some value.

Variables allow us, for instance, to instruct a sprite to

count up from 1:

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Variables

A variable that only takes on a value of true (i.e., 1) or false (i.e., 0), incidentally, is called a Boolean variable.

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Variables

The Variables category allows you to create a new variable and use it in a program.

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Threads

In programming, a thread is like a mini-program within a program that can execute at the same time as other threads.

One such block is:

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Threads

It's often helpful to use separate threads for conceptually distinct tasks. For instance, you might want to keep track of whether the user ever presses some key during a program's execution in order to, say, toggle sound on and off:

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Threads

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Threads

Notice how, in the above, the left-hand thread handles meowing, if appropriate, whereas the right-hand thread constantly checks and remembers whether the user has muted or unmuted sound by pressing ’space'.

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Threads (Parallel Execution)

Launching two stacks at the same time creates two independent threads that execute in parallel.

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Events

In programming, multiple threads can communicate with each other by signaling events and handling events. An event, then, is like a message from one thread to another.

A block that signals an event is:

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Events

A block that handles an event is:

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Events

Not only can events be signaled by blocks, they can also be signaled by a user's actions. Clicking Scratch's green flag, for instance, effectively signals an event that is handled by:

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Events

In Scratch, not only do events enable threads to communicate, they also allow sprites to communicate with each other.

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Event Handling

when key pressed and when sprite clicked are examples of event handling – responding to events triggered by the user or another part of the program

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Synchronisation

broadcast can coordinate the actions of multiple sprites.

For example, Sprite1 sends the message winner when condition is met:

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Synchronisation

This script in Sprite2 is triggered when the message is received:

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Real-Time Interaction

mouse_x, mouse_y, and loudness can be used as dynamic input for real-time interaction

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Time Triggering

Scratch includes an internal clock that you can access with timer.

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Random Numbers

The pick random block selects random integers within a given range.

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Object-Oriented Programming

Each sprite can have its own scripts and data.

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User Interface Design

You can design interactive user interfaces in Scratch – for example, using clickable sprites to create buttons.

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Data Types

Different data types (such as numbers and booleans) are represented by different shapes in Scratch