Introduction to Computer Science
Introduction
1.
Programming with Karel
1.1.
Introduction to Programming with Karel
1.2.
More Basic Karel
1.3.
Karel Can't Turn Right
1.4.
Functions in Karel
1.5.
The Start Function
1.6.
Top Down Design and Decomposition in Karel
1.7.
Commenting Your Code
1.8.
SuperKarel
1.9.
For Loops
1.10.
If Statements
1.11.
If/Else Statements
1.12.
While Loops in Karel
1.13.
Control Structures Example
1.14.
How to Indent Your Code
2.
Basic JavaScript and Graphics
2.1.
Hello World
2.2.
Variables
2.3.
User Input
2.4.
Basic Math in JavaScript
2.5.
Using Graphics in JavaScript
2.6.
Booleans
2.7.
Logical Operators
2.8.
Comparison Operators
2.9.
If Statements
2.10.
For Loops in JavaScript
2.11.
Random Numbers
2.12.
While Loops
2.13.
Loop-and-a-Half
2.14.
Functions and Parameters
2.15.
Functions and Return Values
2.16.
Local Variables and Scope
3.
Animation and Games
3.1.
Timers
3.2.
Using Timers
3.3.
Mouse Events: Mouse Clicked
3.4.
Mouse Events: Mouse Moved
3.5.
Drawing Lines
3.6.
Key Events
4.
Basic Data Structures
4.1.
Intro to Lists/Arrays
4.2.
Indexing into an Array
4.3.
Adding/Removing from an Array
4.4.
Array Length and Looping Through Arrays
4.5.
Iterating Over an Array
4.6.
Finding an Element in a List
4.7.
Removing an Element from an Array
4.8.
Intro to Objects/Maps
4.9.
Using Objects
4.10.
Intro to Sets
4.11.
Intro to Grids
4.12.
Looping over a Grid
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Introduction to Computer Science
Programming with Karel
This chapter introduces programming and computer science topics with Karel the Dog.