Karel vitezslav masek gay

What is Hour of Code?

Karel V iacute t

Programming is the process of giving instructions to a computer. Karel can move around the grid world and put down and take tennis balls. You want to get Karel to the world on the right. In this chapter, you will learn the basics of programming with Karel the Dog.

Karel is a dog that lives in a grid world. More Basic Karel 1. 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.

Karel Tutorial Main Menu

Programming with Karel 1. Introduction to Computer Science Introduction 1. Learn how to code with Karel the Dog—a fun, accessible, and visual introduction to text or block-based programming that teaches fundamental concepts like commands and functions to beginners.

Giving commands to a computer, which is what programming is all about, is just like giving commands to a dog. What is Hour of Code TM?. Karel is an educational programming language for beginners, created by Richard E. Pattis in his book Karel The Robot: A Gentle Introduction to the Art of Programming.

Karel understands a few basic commands that you can use when writing your programs. Karel can move around the grid world and put down and take tennis balls, and we can use Karel to solve different problems and explore the basics of programming. The first street is the first row at the bottom of the grid, and the first avenue is the leftmost column of the grid.

Below you can find the program. Giving a list of instructions to the computer is similar to the way you can give commands to a dog. Karel lives in a grid world. The world has streets and avenues. The streets run horizontally and the avenues run vertically.

A command is an instruction for an action that Karel can do. The putBall command puts down one tennis ball in the spot that Karel is currently in. What would be the code that you write? Each point on the grid is marked by a dot, and is a location that Karel can be in.

Imagine you have Karel starting in the world on the left: in the bottom left corner, facing east. The takeBall command removes one tennis ball from the spot that Karel is currently in. Karel Can't Turn Right 1. Remember, Karel has four commands, and we can use those commands to write this program.

Introduction to Programming with Karel 1. In order to get Karel to do something, you need to give Karel a command.