Quick Basic Advanced:
Day 1 Review
The goal is to provide a review of the concepts covered in the Quick Basic Introduction course.
Topics Covered:
Demonstrations:
Review the above topics as a review game.
Assignments:
Calculator
Design a calculator that can perform addition, subtraction, multiplication, and division. Ask the user initially which operation they would like to perform and then ask for two numbers. Print out the results of the operation.
Day 2 Advanced Programming Techniques
The goal is to develop and introduce the use of conditional loops for repetition.
Topics Covered:
Demonstrations:
Do While Loop
Do while a$="Good"
print "How are you today"
input a$
loop
Do Until Loop
Do Until a$="Good"
print "How are you today"
input a$
loop
For Loop
For a=1 to 100
pset(a, a*2), 1
next a
For a=1 to 100 step 2
pset(a, a*2), 1
next a
Assignments:
Calculator
Design a calculator that can perform addition, subtraction, multiplication, and division. Ask the user initially which operation they would like to perform and then ask for two numbers. Print out the results of the operation. Loop to the beginning of the program and ask the user if they would like to do another operation. Loop until the user says they would like to Quit. A good idea is to display a menu of the functions: Add, Subtract, Multiply, Divide, or Quit
Adder
Input two numbers from the user. Add up the sum from the first number to the second number.
eg. if the first number is 2, and the second number is 6 2+3+4+5+6=20 print out 20
Day 3 Advanced Programming Techniques
The goal is to develop and introduce more advanced techniques used for computer programming such as arrays.
Topics Covered:
Demonstrations:
Array of Numbers
dim a(10)
for n=0 to 9
a(n) = n
next
for n=0 to 9
print a(n)
next
Assignments:
Palindrome
Write a program that asks the user for 5 numbers, the numbers can only be 0s and 1s. Store each number as an element in an array. If the order of the numbers is the same forward as backwards, output: The number is a palindrome.
eg. if the user enters in this series of numbers 0, 1, 1, 1, 0 then the number is the same both forward and backwards, it is a palindrome
eg. if the user enters in this series of numbers 0, 1, 0, 1, 1 then backwards it is 1, 1, 0, 1, 0
it is not the same forwards and backwards therefore it is not a palindrome
Day 4 Simple Game Programming
The goal is to use the concepts learned through the week to develop a simple two-player game of tag.
Topics Covered:
Demonstrations:
Previous Classes Programs
Structure of the Tag Game
The game will involve two circles that start initially apart. One circle tries to chase the other circle. If the first circle touches the second circle then the first circle wins.
screen dimensions are 320 x 200
position 0, 0 is in the top left corner of the screen
Cls
X = 50 starting positions of circles
Y = 50
W = 300
Z = 100
Screen 13 switch screen modes to graphical
Circle (X, Y), 12, 1 draw two initial circles
Circle (W, Z), 12, 4
10 A$ = INKEY$ grab key press from keyboard
If A$ = "" Then GoTo 10 do nothing if no key pressed
If A$ = "w" Then if key pressed is w then move circle 1
Circle (X, Y), 12, 0 erase circle (draw in black)
Y = Y 1 move y position up one
If Y = 0 Then Y = 199 check if at the top of screen
Circle (X, Y), 12, 1 wrap to bottom if true
End If
. other key presses go here
.
.
goto 10
Assignments:
Tag Game
Design the above simple game of tag using four keys on the keyboard for each player.
Day 5 Project
The goal is to use the course material and programming concepts you have learned to create a simple program of your choice.
Topics Covered:
Demonstrations:
Previous Classes Programs
Assignments:
Program of Your Choice or Complete Tag Game
Finish the program of your choice.