Karel J Robot - Chapter 1: Karel's World BACK TO KAREL MAIN
| Karel's World consists of a grid of streets and avenues. Streets run East-West and avenues run North-South (see Figure 1 below). Since there is no 0 Street or 0 Avenue, the origin is defined as the point (1, 1). Karel has the ability to move along streets and avenues and stop only at intersections of streets and avenues. His current location is denoted by the coordinate (Street, Avenue). Note that this is opposite from what we are used to in Algebra where we give the horizontal coordinate before the vertical coordinate. See the example coordinated below in Figure 2. |
![]() |
| Program 1-1: The StairClimber Class Karel must learn to climb stairs, picking up a beeper from each step. See the initial and final situations below.
World File: fig3-1.kwld BACK TO KAREL MAIN |
Program 3-2:
The ShelfStocker Class
Initial Situation Final Situation
World File: Shelf.kwld BACK TO KAREL MAIN |
| Program 3-3: The Harvester Class Karel must “harvest” a field of beepers. Each row of will consist of 5 beepers, and the number of rows will always be an even number. See the initial and final situations below.
World File: fig3-2.kwld BACK TO KAREL MAIN |
| Program 3-4: The Pinsetter Class Karel just got a job as a pinsetter at the local bowling alley. His job requires him to set up 10 pins in the normal configuration. See the initial and final situations below.
World File: blank.kwld BACK TO KAREL MAIN |
| Program 3-5: The Mover Class Karel is rearranging office furniture. he needs to move employees desks from one cubicle to the one adjacent to it. He will then move on and do the next desk, etc... . Beginning and ending situations are as shown below. Karel begins the task at (1, 3) facing East. World File: mover.kwld BACK TO KAREL MAIN |
Program 3-6: The Planter Class World File: planter.kwld BACK TO KAREL MAIN |