Karel++: A Gentle Introduction to the Art of Object-Oriented Programming
Wiley, Oct 16, 1996 - Computers - 208 pages
This creative approach to learning C++ programming introduces readers to Karel the Robot and then shows them how to design programs that instruct Karel to perform complex tasks. Karel's world is essentially a practice field on which readers learn valuable lessons about creating and debugging program. The programs instruct the robot to move and manipulate its environment using object orientation.
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The Robot World
Primitive Instructions and Simple Programs
Extending the Robot Programming Language
5 other sections not shown
1st Street Answer Assume that Karel Avenues Figure beeper-bag Boolean clause climbStair complete robot correct current corner define error shutoff example execution equivalent f indBeeper facing east facing north facing south facingSouth Final Situation frontlsClear harvestCorner Harvester harvestOneRow harvestTwoRows IF/ELSE instruction Initial Situation instruction definition instruction name instruction-list iteration Java Karel executes Karel is facing Karel moves Karel.move Karel++ Kristin Lisa.moveMile loop body loop invariant main task block Mark Mark.move Mark.pickBeeper Mile_Walker move instruction move Karel moveMile nested IF instruction nextToABeeper number of beepers object-oriented programming pick pilot positionForNextHarvest predicate problem procedural programming Program Karel putBeeper Question recursive reserved word return false return true robot class robot executes robot named Karel robot programming language robot world semicolon shown in Figure simulate solve stepwise refinement Suppose sweepCorner tail recursion truth table turnLeft turnOf f instruction turnRight ur_Robot void Beeper_Controller wall sections wall segment zagDownRight zigLef tUp