Potential Test 2 Questions (Part I) As a result of several requests from student
ID: 3576195 • Letter: P
Question
Potential Test 2 Questions (Part I) As a result of several requests from students after Test 1, we decided to release some of the potential questions for Test 2 earlier than the end ofclasses. This document contains the potential short-essay and terms for the first three lectures of the second half of the term. Part II of the Study Guide (containing the potential questions and terms for Lectures 9-11) will be released by December 5t Short-Essay Questions when preparing your answers for these short essay questions, please keep in mind that each question is orth 4 marks which implies that you need to make at least four points. Also, please note that terms ike Describe, Discuss, Differentiate mean that we are looking for a sentence or two for each point (not just a list of terms). There will be five (5) short-essay questions from each lecture (or lecture seminar combination). Two (2) short-essay questions from each lecture (or lecture/seminar combination) will appear on Test 2 (for a total of twelve (12) from Part I and Part ll) Lecture 6 (Omar Alam) What is procedural programming? How were programs written prior to procedural programming? What is the difference between compiler errors and run-time errors 3. Describe four of the five phases of the Program Development Life Cycle 4. Describe four different considerations when choosing a programming language. 5. What is the difference between source code and object code? Lecture 7 (Jamic Mitchell) 6. Describe 4 ways to add a sprite to a Scratch program 7. Draw and appropriately label the x,y grid used for positioning on S stage, and add a sprite (your choice. to approximate position (-50,90) 8. Describe a forever loop in Scratch, give an example of a situation where you might use it, and explain why you would use a forever loop rather then another looping structure. 9. What is broadcasting and how is it used in Scratch? 10. Describe four categories of blocks in Scratch, and give an example of a block from each Lecture/Seminar 8 (Brian Srivastava Colin Rou l. Discuss 4 key aspects of desk ergonomics 12. Describe 4 good ways to minimize neck pain such as that caused by "Text Neck"? 13. How does a dyslexic friendly font work? 4. In class we discussed for 4 primitive operations on an object. Rotation, Scaling, Shear and translation. Illustrate each operation below using a stick figure to vector font. Explain the 5. In class, we discussed that Google changed their logo from a raster why Google may have made this difference between these types of images and discuss some reasons change. (note: you are not expected to do math on this question). Hint: Both Google and users pay for dataExplanation / Answer
lecture 6
1. procedural programming:Procedural language is a type of computer programming language. this language specifies a series of well-structured steps and procedures within its programming context to compose a program. It contains a systematic order of statements, functions and commands to complete a computational task or program.
It is also called as imperative language
Procedural language is one of the most common programming languages in use with notable languages such as C/C++, Java, ColdFusion and PASCAL
Procedural programming is a programming paradigm, derived from structured programming, based upon the concept of the procedure call. Procedures, also known as routines, subroutines, or functions (not to be confused with mathematical functions, but similar to those used in functional programming), simply contain a series of computational steps to be carried out. Any given procedure might be called at any point during a program's execution, including by other procedures or itself. Procedural programming languages include C, Go, Fortran, Pascal, Ada, and BASIC.
2.
Compile time
The program need not satisfy any invariants. In fact, it needn't be a well-formed program at all. You could feed this HTML to the compiler and watch it barf...
What can go wrong at compile time:
Syntax errors
Typechecking errors
(Rarely) compiler crashes
If the compiler succeeds, what do we know?
The program was well formed---a meaningful program in whatever language.
It's possible to start running the program. (The program might fail immediately, but at least we can try.)
What are the inputs and outputs?
Input was the program being compiled, plus any header files, interfaces, libraries, or other voodoo that it needed to import in order to get compiled.
Output is hopefully assembly code or relocatable object code or even an executable program. Or if something goes wrong, output is a bunch of error messages.
Run time
We know nothing about the program's invariants---they are whatever the programmer put in. Run-time invariants are rarely enforced by the compiler alone; it needs help from the programmer.
What can go wrong are run-time errors:
Division by zero
Deferencing a null pointer
Running out of memory
Also there can be errors that are detected by the program itself:
Trying to open a file that isn't there
Trying find a web page and discovering that an alleged URL is not well formed
If run-time succeeds, the program finishes (or keeps going) without crashing.
Inputs and outputs are entirely up to the programmer. Files, windows on the screen, network packets, jobs sent to the printer, you name it. If the program launches missiles, that's an output, and it happens only at run time :-)
3.
when we want to develop pogram using any programming language, we follow a sequence of steps. These steps are called phases in program development.the program development life cycle is a set of steps or phases that are used to develop a program in any programming language.
Generally, program development life cycle contains five phases, they are…
1.planning
2.definition
3. designing
4.building
5.testing
6.deployment
1: Planning and Requirement Analysis
Requirement analysis is the most important and fundamental stage in SDLC. It is performed by the senior members of the team with inputs from the customer, the sales department, market surveys and domain experts in the industry. This information is then used to plan the basic project approach and to conduct product feasibility study in the economical, operational, and technical areas.
2: Defining Requirements
Once the requirement analysis is done the next step is to clearly define and document the product requirements and get them approved from the customer or the market analysts. This is done through .SRS. . Software Requirement Specification document which consists of all the product requirements to be designed and developed during the project life cycle.
3: Designing the product architecture
SRS is the reference for product architects to come out with the best architecture for the product to be developed. Based on the requirements specified in SRS, usually more than one design approach for the product architecture is proposed and documented in a DDS - Design Document Specification.
4: Building or Developing the Product
In this stage of SDLC the actual development starts and the product is built. The programming code is generated as per DDS during this stage. If the design is performed in a detailed and organized manner, code generation can be accomplished without much hassle.
4.
Popularity. This is a very important one. A good place to start is the tiobe index. You are more likely to find people to collaborate with if you use a popular language. You are also more likely to find reference material and other help. Unfortunately, the most popular language globally may not be a good match for your problem domain.
Language-domain match. Choose one that matches your problem domain. You can do this by looking at what other people in your field are using (after adjusting for popularity, so don't think the match with Java is good simply because a lot of people are using Java) or by looking at some code that solves problems you are likely to have and seeing how natural the mapping is.
Availability of libraries. Some would argue that this is the same as the point above, but I don't think so. If there's a library that solves your problem well, you'll put up with some ugly calling conventions or hassle in the language
Efficiency. Languages aren't fast - compilers are efficient. Look at the efficiency of compilers or interpreters for your language. Be aware that interpreted code will run an order of magnitude slower than compiled code as a rule of thum
5.
Source code
Object code
1.Source code is written in high-level or assembly language.
1.Object code is written in machine language through compilers.
2.Source code is easy to understand.
2.Object code is difficult to understand.
3.Source code is easy to modify.
3.Object code is difficult to modify.
4.Source code contains fewer statements than object code.
4.Object code contains more statements than source code.
Lecture 7
6.
Import method
The bar with options to import, paint or take a picture.
To import a sprite, click the icon made to look like Giga at the very left of the bar and choose a sprite from the list
Paint method
Another option is to paint a sprite, by clicking the second furthest left button which is an image of a paintbrush. This opens up the Paint Editor.
Import from computer method
If you click the button which is second furthest right on the bar it will allow one to select a file to upload from one's computer.
Camera method
Clicking the camera will open up a screen displaying the view from your computer's webcam. There are options to "Save" and "Close". The picture taken from the webcam then becomes a new sprite.
8.
The Forever block is a Control block and a C block. Blocks held inside this block will be in a loop — just like the Repeat () block and the Repeat Until () block, except that the loop never ends (unless the stop sign is clicked, the Stop All block is activated, or the stop script block is activated within the loop). Due to this infinite loop, the block has no bump at the bottom; having a bump would be pointless, as the blocks below it would never be activated.
This block has a slight delay, so for optimum speed of execution, single frame block stacks should be used.
It can be used in the case when an infinite loop is needed.
It reduces complexity and ambiguity in case where infinite looping is done as compared to all other loops..
9.
A broadcast is a message that is sent through the Scratch program, activating receiving scripts. Broadcasts are sent with the blocks Broadcast () and Broadcast () And Wait, and are received by the hat block When I Receive ().
Broadcasts are useful in games and animations, as they trigger specific scripts. They are similar to events, which are scripts triggered when certain actions, like mouse moves or key presses, are performed.
Scratch cannot limit where a broadcast can go; however, it is fairly simple to work around this with a global variablecontaining who is to receive the broadcast, and private variable for each sprite containing that sprite's ID. If the ID and receiver match for a specific sprite, the broadcast is carried out, otherwise the broadcast is ignored by the sprite.
.
10.
Event block
Events blocks are related to various triggers in a project, or when one part signals another to run. The Events blocks used to be part of the Control category prior to Scratch 2.0. The "Events" category consists mostly ofhat blocks.
Looks block
Looks blocks are related to the appearance of sprites and the stage. Some of the functionalities are changing costumes and applying graphic effects.
Control block
. Control blocks run the basic flow of a project in a desired fashion, whether it be organized or unexpected. They provide functions for looping various blocks and scripts They "control" the project and enhance its running.
Sound block
Sound blocks are related to playing various sounds, whether they be MIDI notes or saved sounds.
LECTURE 8
11:
Aspects of desk ergonomy
Maintaining good posture:keep your back straight with your head balanced above your neck and arms resting at your sides comfortably.
Adjust seat: position your hips a bits higher than your knees with foot on the ground.
Position monitor:adjust the monitor properly so tha screen can be seen properly without tilting your neck
Place keyboard and mouse: place them close to each other at the same level.
Rest regularly: every 20 mins take 15-30 break and longer breaks during the day.
12. Four ways to minimize neck pain caused by textneck
1.Level the playing field: Hold your phone at eye level or look down with your eyes and not your head. This will help reduce the angle of forward head posture, thus reducing the stress on your neck.
2.Stretch: Perform neck and shoulder rolls throughout the day to release tension caused by bending down to stare at the screen.
3.Practice good posture: Many of us fail when it comes to good posture. Slouching is an easy habit to get into and a hard one to break. Try these tips for improving your posture:
• Pretend that someone is above you pulling a string from the top of your head. This should help you to keep your head up and shoulders back.
• If you work at a desk, you can also place a rolled up towel behind your lower back to help guide your body to better posture naturally.
4.Stop texting . . . so much: On average, men and women under 30 send a minimum of 3,000 texts per month. While quitting texting cold turkey probably isn’t reasonable, you can text less. Try designating “no phone” periods of the day. As an added benefit, the people you are with will appreciate your undivided attention.
13.
Serif fonts, with their ‘ticks’ and ‘tails’ at the end of most strokes (as found in traditional print fonts such as Georgia or Times New Roman), tend to obscure the shapes of letters, so sans-serif fonts are generally preferred. Many dyslexic people also find it easier to read a font that looks similar to hand writing as they are familiar with this style, and some teachers prefer them. However these types of fonts can lead to confusion with some letter combinations, such as “oa” and “oo”; “rn” and “m”.
The size of the ascenders and descenders of letters (the ‘stems’ on letters like p and b) is also important as many dyslexic readers rely on recalling the visual shape of a word due to poor phonological awareness. If ascenders and descenders are too short the shape of the word is more difficult to identify and can make reading slower and less accurate.
lecture 6
1. procedural programming:Procedural language is a type of computer programming language. this language specifies a series of well-structured steps and procedures within its programming context to compose a program. It contains a systematic order of statements, functions and commands to complete a computational task or program.
It is also called as imperative language
Procedural language is one of the most common programming languages in use with notable languages such as C/C++, Java, ColdFusion and PASCAL
Procedural programming is a programming paradigm, derived from structured programming, based upon the concept of the procedure call. Procedures, also known as routines, subroutines, or functions (not to be confused with mathematical functions, but similar to those used in functional programming), simply contain a series of computational steps to be carried out. Any given procedure might be called at any point during a program's execution, including by other procedures or itself. Procedural programming languages include C, Go, Fortran, Pascal, Ada, and BASIC.
2.
Compile time
The program need not satisfy any invariants. In fact, it needn't be a well-formed program at all. You could feed this HTML to the compiler and watch it barf...
What can go wrong at compile time:
Syntax errors
Typechecking errors
(Rarely) compiler crashes
If the compiler succeeds, what do we know?
The program was well formed---a meaningful program in whatever language.
It's possible to start running the program. (The program might fail immediately, but at least we can try.)
What are the inputs and outputs?
Input was the program being compiled, plus any header files, interfaces, libraries, or other voodoo that it needed to import in order to get compiled.
Output is hopefully assembly code or relocatable object code or even an executable program. Or if something goes wrong, output is a bunch of error messages.
Run time
We know nothing about the program's invariants---they are whatever the programmer put in. Run-time invariants are rarely enforced by the compiler alone; it needs help from the programmer.
What can go wrong are run-time errors:
Division by zero
Deferencing a null pointer
Running out of memory
Also there can be errors that are detected by the program itself:
Trying to open a file that isn't there
Trying find a web page and discovering that an alleged URL is not well formed
If run-time succeeds, the program finishes (or keeps going) without crashing.
Inputs and outputs are entirely up to the programmer. Files, windows on the screen, network packets, jobs sent to the printer, you name it. If the program launches missiles, that's an output, and it happens only at run time :-)
3.
when we want to develop pogram using any programming language, we follow a sequence of steps. These steps are called phases in program development.the program development life cycle is a set of steps or phases that are used to develop a program in any programming language.
Generally, program development life cycle contains five phases, they are…
1.planning
2.definition
3. designing
4.building
5.testing
6.deployment
1: Planning and Requirement Analysis
Requirement analysis is the most important and fundamental stage in SDLC. It is performed by the senior members of the team with inputs from the customer, the sales department, market surveys and domain experts in the industry. This information is then used to plan the basic project approach and to conduct product feasibility study in the economical, operational, and technical areas.
2: Defining Requirements
Once the requirement analysis is done the next step is to clearly define and document the product requirements and get them approved from the customer or the market analysts. This is done through .SRS. . Software Requirement Specification document which consists of all the product requirements to be designed and developed during the project life cycle.
3: Designing the product architecture
SRS is the reference for product architects to come out with the best architecture for the product to be developed. Based on the requirements specified in SRS, usually more than one design approach for the product architecture is proposed and documented in a DDS - Design Document Specification.
4: Building or Developing the Product
In this stage of SDLC the actual development starts and the product is built. The programming code is generated as per DDS during this stage. If the design is performed in a detailed and organized manner, code generation can be accomplished without much hassle.
4.
Popularity. This is a very important one. A good place to start is the tiobe index. You are more likely to find people to collaborate with if you use a popular language. You are also more likely to find reference material and other help. Unfortunately, the most popular language globally may not be a good match for your problem domain.
Language-domain match. Choose one that matches your problem domain. You can do this by looking at what other people in your field are using (after adjusting for popularity, so don't think the match with Java is good simply because a lot of people are using Java) or by looking at some code that solves problems you are likely to have and seeing how natural the mapping is.
Availability of libraries. Some would argue that this is the same as the point above, but I don't think so. If there's a library that solves your problem well, you'll put up with some ugly calling conventions or hassle in the language
Efficiency. Languages aren't fast - compilers are efficient. Look at the efficiency of compilers or interpreters for your language. Be aware that interpreted code will run an order of magnitude slower than compiled code as a rule of thum
5.
Source code
Object code
1.Source code is written in high-level or assembly language.
1.Object code is written in machine language through compilers.
2.Source code is easy to understand.
2.Object code is difficult to understand.
3.Source code is easy to modify.
3.Object code is difficult to modify.
4.Source code contains fewer statements than object code.
4.Object code contains more statements than source code.
Lecture 7
6.
Import method
The bar with options to import, paint or take a picture.
To import a sprite, click the icon made to look like Giga at the very left of the bar and choose a sprite from the list
Paint method
Another option is to paint a sprite, by clicking the second furthest left button which is an image of a paintbrush. This opens up the Paint Editor.
Import from computer method
If you click the button which is second furthest right on the bar it will allow one to select a file to upload from one's computer.
Camera method
Clicking the camera will open up a screen displaying the view from your computer's webcam. There are options to "Save" and "Close". The picture taken from the webcam then becomes a new sprite.
8.
The Forever block is a Control block and a C block. Blocks held inside this block will be in a loop — just like the Repeat () block and the Repeat Until () block, except that the loop never ends (unless the stop sign is clicked, the Stop All block is activated, or the stop script block is activated within the loop). Due to this infinite loop, the block has no bump at the bottom; having a bump would be pointless, as the blocks below it would never be activated.
This block has a slight delay, so for optimum speed of execution, single frame block stacks should be used.
It can be used in the case when an infinite loop is needed.
It reduces complexity and ambiguity in case where infinite looping is done as compared to all other loops..
9.
A broadcast is a message that is sent through the Scratch program, activating receiving scripts. Broadcasts are sent with the blocks Broadcast () and Broadcast () And Wait, and are received by the hat block When I Receive ().
Broadcasts are useful in games and animations, as they trigger specific scripts. They are similar to events, which are scripts triggered when certain actions, like mouse moves or key presses, are performed.
Scratch cannot limit where a broadcast can go; however, it is fairly simple to work around this with a global variablecontaining who is to receive the broadcast, and private variable for each sprite containing that sprite's ID. If the ID and receiver match for a specific sprite, the broadcast is carried out, otherwise the broadcast is ignored by the sprite.
.
10.
Event block
Events blocks are related to various triggers in a project, or when one part signals another to run. The Events blocks used to be part of the Control category prior to Scratch 2.0. The "Events" category consists mostly ofhat blocks.
Looks block
Looks blocks are related to the appearance of sprites and the stage. Some of the functionalities are changing costumes and applying graphic effects.
Control block
. Control blocks run the basic flow of a project in a desired fashion, whether it be organized or unexpected. They provide functions for looping various blocks and scripts They "control" the project and enhance its running.
Sound block
Sound blocks are related to playing various sounds, whether they be MIDI notes or saved sounds.
LECTURE 8
11:
Aspects of desk ergonomy
Maintaining good posture:keep your back straight with your head balanced above your neck and arms resting at your sides comfortably.
Adjust seat: position your hips a bits higher than your knees with foot on the ground.
Position monitor:adjust the monitor properly so tha screen can be seen properly without tilting your neck
Place keyboard and mouse: place them close to each other at the same level.
Rest regularly: every 20 mins take 15-30 break and longer breaks during the day.
12. Four ways to minimize neck pain caused by textneck
1.Level the playing field: Hold your phone at eye level or look down with your eyes and not your head. This will help reduce the angle of forward head posture, thus reducing the stress on your neck.
2.Stretch: Perform neck and shoulder rolls throughout the day to release tension caused by bending down to stare at the screen.
3.Practice good posture: Many of us fail when it comes to good posture. Slouching is an easy habit to get into and a hard one to break. Try these tips for improving your posture:
• Pretend that someone is above you pulling a string from the top of your head. This should help you to keep your head up and shoulders back.
• If you work at a desk, you can also place a rolled up towel behind your lower back to help guide your body to better posture naturally.
4.Stop texting . . . so much: On average, men and women under 30 send a minimum of 3,000 texts per month. While quitting texting cold turkey probably isn’t reasonable, you can text less. Try designating “no phone” periods of the day. As an added benefit, the people you are with will appreciate your undivided attention.
13.
Serif fonts, with their ‘ticks’ and ‘tails’ at the end of most strokes (as found in traditional print fonts such as Georgia or Times New Roman), tend to obscure the shapes of letters, so sans-serif fonts are generally preferred. Many dyslexic people also find it easier to read a font that looks similar to hand writing as they are familiar with this style, and some teachers prefer them. However these types of fonts can lead to confusion with some letter combinations, such as “oa” and “oo”; “rn” and “m”.
The size of the ascenders and descenders of letters (the ‘stems’ on letters like p and b) is also important as many dyslexic readers rely on recalling the visual shape of a word due to poor phonological awareness. If ascenders and descenders are too short the shape of the word is more difficult to identify and can make reading slower and less accurate.
lecture 6
1. procedural programming:Procedural language is a type of computer programming language. this language specifies a series of well-structured steps and procedures within its programming context to compose a program. It contains a systematic order of statements, functions and commands to complete a computational task or program.
It is also called as imperative language
Procedural language is one of the most common programming languages in use with notable languages such as C/C++, Java, ColdFusion and PASCAL
Procedural programming is a programming paradigm, derived from structured programming, based upon the concept of the procedure call. Procedures, also known as routines, subroutines, or functions (not to be confused with mathematical functions, but similar to those used in functional programming), simply contain a series of computational steps to be carried out. Any given procedure might be called at any point during a program's execution, including by other procedures or itself. Procedural programming languages include C, Go, Fortran, Pascal, Ada, and BASIC.
2.
Compile time
The program need not satisfy any invariants. In fact, it needn't be a well-formed program at all. You could feed this HTML to the compiler and watch it barf...
What can go wrong at compile time:
Syntax errors
Typechecking errors
(Rarely) compiler crashes
If the compiler succeeds, what do we know?
The program was well formed---a meaningful program in whatever language.
It's possible to start running the program. (The program might fail immediately, but at least we can try.)
What are the inputs and outputs?
Input was the program being compiled, plus any header files, interfaces, libraries, or other voodoo that it needed to import in order to get compiled.
Output is hopefully assembly code or relocatable object code or even an executable program. Or if something goes wrong, output is a bunch of error messages.
Run time
We know nothing about the program's invariants---they are whatever the programmer put in. Run-time invariants are rarely enforced by the compiler alone; it needs help from the programmer.
What can go wrong are run-time errors:
Division by zero
Deferencing a null pointer
Running out of memory
Also there can be errors that are detected by the program itself:
Trying to open a file that isn't there
Trying find a web page and discovering that an alleged URL is not well formed
If run-time succeeds, the program finishes (or keeps going) without crashing.
Inputs and outputs are entirely up to the programmer. Files, windows on the screen, network packets, jobs sent to the printer, you name it. If the program launches missiles, that's an output, and it happens only at run time :-)
3.
when we want to develop pogram using any programming language, we follow a sequence of steps. These steps are called phases in program development.the program development life cycle is a set of steps or phases that are used to develop a program in any programming language.
Generally, program development life cycle contains five phases, they are…
1.planning
2.definition
3. designing
4.building
5.testing
6.deployment
1: Planning and Requirement Analysis
Requirement analysis is the most important and fundamental stage in SDLC. It is performed by the senior members of the team with inputs from the customer, the sales department, market surveys and domain experts in the industry. This information is then used to plan the basic project approach and to conduct product feasibility study in the economical, operational, and technical areas.
2: Defining Requirements
Once the requirement analysis is done the next step is to clearly define and document the product requirements and get them approved from the customer or the market analysts. This is done through .SRS. . Software Requirement Specification document which consists of all the product requirements to be designed and developed during the project life cycle.
3: Designing the product architecture
SRS is the reference for product architects to come out with the best architecture for the product to be developed. Based on the requirements specified in SRS, usually more than one design approach for the product architecture is proposed and documented in a DDS - Design Document Specification.
4: Building or Developing the Product
In this stage of SDLC the actual development starts and the product is built. The programming code is generated as per DDS during this stage. If the design is performed in a detailed and organized manner, code generation can be accomplished without much hassle.
4.
Popularity. This is a very important one. A good place to start is the tiobe index. You are more likely to find people to collaborate with if you use a popular language. You are also more likely to find reference material and other help. Unfortunately, the most popular language globally may not be a good match for your problem domain.
Language-domain match. Choose one that matches your problem domain. You can do this by looking at what other people in your field are using (after adjusting for popularity, so don't think the match with Java is good simply because a lot of people are using Java) or by looking at some code that solves problems you are likely to have and seeing how natural the mapping is.
Availability of libraries. Some would argue that this is the same as the point above, but I don't think so. If there's a library that solves your problem well, you'll put up with some ugly calling conventions or hassle in the language
Efficiency. Languages aren't fast - compilers are efficient. Look at the efficiency of compilers or interpreters for your language. Be aware that interpreted code will run an order of magnitude slower than compiled code as a rule of thum
5.
Source code
Object code
1.Source code is written in high-level or assembly language.
1.Object code is written in machine language through compilers.
2.Source code is easy to understand.
2.Object code is difficult to understand.
3.Source code is easy to modify.
3.Object code is difficult to modify.
4.Source code contains fewer statements than object code.
4.Object code contains more statements than source code.
Lecture 7
6.
Import method
The bar with options to import, paint or take a picture.
To import a sprite, click the icon made to look like Giga at the very left of the bar and choose a sprite from the list
Paint method
Another option is to paint a sprite, by clicking the second furthest left button which is an image of a paintbrush. This opens up the Paint Editor.
Import from computer method
If you click the button which is second furthest right on the bar it will allow one to select a file to upload from one's computer.
Camera method
Clicking the camera will open up a screen displaying the view from your computer's webcam. There are options to "Save" and "Close". The picture taken from the webcam then becomes a new sprite.
8.
The Forever block is a Control block and a C block. Blocks held inside this block will be in a loop — just like the Repeat () block and the Repeat Until () block, except that the loop never ends (unless the stop sign is clicked, the Stop All block is activated, or the stop script block is activated within the loop). Due to this infinite loop, the block has no bump at the bottom; having a bump would be pointless, as the blocks below it would never be activated.
This block has a slight delay, so for optimum speed of execution, single frame block stacks should be used.
It can be used in the case when an infinite loop is needed.
It reduces complexity and ambiguity in case where infinite looping is done as compared to all other loops..
9.
A broadcast is a message that is sent through the Scratch program, activating receiving scripts. Broadcasts are sent with the blocks Broadcast () and Broadcast () And Wait, and are received by the hat block When I Receive ().
Broadcasts are useful in games and animations, as they trigger specific scripts. They are similar to events, which are scripts triggered when certain actions, like mouse moves or key presses, are performed.
Scratch cannot limit where a broadcast can go; however, it is fairly simple to work around this with a global variablecontaining who is to receive the broadcast, and private variable for each sprite containing that sprite's ID. If the ID and receiver match for a specific sprite, the broadcast is carried out, otherwise the broadcast is ignored by the sprite.
.
10.
Event block
Events blocks are related to various triggers in a project, or when one part signals another to run. The Events blocks used to be part of the Control category prior to Scratch 2.0. The "Events" category consists mostly ofhat blocks.
Looks block
Looks blocks are related to the appearance of sprites and the stage. Some of the functionalities are changing costumes and applying graphic effects.
Control block
. Control blocks run the basic flow of a project in a desired fashion, whether it be organized or unexpected. They provide functions for looping various blocks and scripts They "control" the project and enhance its running.
Sound block
Sound blocks are related to playing various sounds, whether they be MIDI notes or saved sounds.
LECTURE 8
11:
Aspects of desk ergonomy
Maintaining good posture:keep your back straight with your head balanced above your neck and arms resting at your sides comfortably.
Adjust seat: position your hips a bits higher than your knees with foot on the ground.
Position monitor:adjust the monitor properly so tha screen can be seen properly without tilting your neck
Place keyboard and mouse: place them close to each other at the same level.
Rest regularly: every 20 mins take 15-30 break and longer breaks during the day.
12. Four ways to minimize neck pain caused by textneck
1.Level the playing field: Hold your phone at eye level or look down with your eyes and not your head. This will help reduce the angle of forward head posture, thus reducing the stress on your neck.
2.Stretch: Perform neck and shoulder rolls throughout the day to release tension caused by bending down to stare at the screen.
3.Practice good posture: Many of us fail when it comes to good posture. Slouching is an easy habit to get into and a hard one to break. Try these tips for improving your posture:
• Pretend that someone is above you pulling a string from the top of your head. This should help you to keep your head up and shoulders back.
• If you work at a desk, you can also place a rolled up towel behind your lower back to help guide your body to better posture naturally.
4.Stop texting . . . so much: On average, men and women under 30 send a minimum of 3,000 texts per month. While quitting texting cold turkey probably isn’t reasonable, you can text less. Try designating “no phone” periods of the day. As an added benefit, the people you are with will appreciate your undivided attention.
13.
Serif fonts, with their ‘ticks’ and ‘tails’ at the end of most strokes (as found in traditional print fonts such as Georgia or Times New Roman), tend to obscure the shapes of letters, so sans-serif fonts are generally preferred. Many dyslexic people also find it easier to read a font that looks similar to hand writing as they are familiar with this style, and some teachers prefer them. However these types of fonts can lead to confusion with some letter combinations, such as “oa” and “oo”; “rn” and “m”.
The size of the ascenders and descenders of letters (the ‘stems’ on letters like p and b) is also important as many dyslexic readers rely on recalling the visual shape of a word due to poor phonological awareness. If ascenders and descenders are too short the shape of the word is more difficult to identify and can make reading slower and less accurate.
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