Karel J Robot - Chapter 2: Simple Robot Programs               BACK TO KAREL MAIN

 AP Home Karel Unit 1 Unit 2 Unit 3 Unit 4 Unit 5 Unit 6 Unit 7 Progs Tests

 Simple Robot Programs The basic robot class is called Robot (see definition below). A Robot will only respond top the five commands listed. In order to perfrom tasks, the robot must be given combinations of these commands which, when put together in the appropriate order, complete the given task. The Robot Class of Robots class Robot {     void move() // move forward one space     void turnOff() // turn the robot off     void turnLeft() // rotate 90 degrees counterclockwise     void pickBeeper() // pick a beeper up at current position     void putBeeper() // put a beeper down at current position } An Example Below is a program that uses the UrRobot class of robot. Note that the important part is shown in blue. We begin the program by defining and placing a robot into the world. The statement Robot Karel = new Robot(1, 2, East, 0); defines a UrRobot named Karel at location (1,2), facing East with 0 beepers. After that, the robot is instructed to move twice, pick up a beeper, move again, etc.... When the robot has completed its task, it is shut down using the command turnOff. A Sample Program public class Tester implements Directions {     public static void main(String [] args)     {         Robot Karel = new Robot(1, 2, East, 0);         Karel.move();         Karel.move();         Karel.pickBeeper();         Karel.move();         Karel.turnLeft();         Karel.move();         Karel.move();         Karel.putBeeper();         Karel.move();         Karel.turnOff();     } }

 Program 2-1: The Newspaper Retrieval Task Every morning Karel is awakened in bed when the newspaper, represented by a beeper, is thrown on the front porch of his house. Program Karel to retrieve the paper  and bring it back to bed. See the initial situation below. World File: fig2-8.kwld Program 2-2: Plant the Flag! Karel has to scale a mountain, plant a flag, then descend the mountain on the other side. Karel must begin the task with a flag-beeper in his beeper bag. Karel must also follow the path shown in the diagram below - he is climbing, not flying! Initial Situation                                Final Situation World File: fig2-9.kwld                                                                      BACK TO KAREL MAIN Program 2-3: The Leaky Shopping Bag On the way home from grocery shopping, Karel's bag ripped open, leaking a few items. The items are represented by - you guessed it - beepers. Karel needs to go back and pick these items up and return to his starting position. See the initial situation below.                 World File: fig2-10.kwld                                                                     BACK TO KAREL MAIN Program 2-4: The Rearranger Karel must rearrange a column of beepers into a row of beepers. This requires picking the beepers up, then placing back down as seen in the example Note that the middle beeper does not change position. See the initial and final situations below. World File:fig2-11.kwld                                                                     BACK TO KAREL MAIN Program 2-5: The Initializer Karel must spell out your inititals using beepers. Make the initials at least 5 beepers high. See below for an example using my initials, DRS. Start with an infinite number of beepers (recall that is done with a -1).            World File: blank2.kwld                                                                         BACK TO KAREL MAIN