![]() ![]() Though the player will be only be shown their list of instructions operation on one set of input and the expected output, the game will also test the list against other randomized sets of input and output, and will alert the player if any of these also fail. ![]() If the outbox received any boxes it is not expected for that program, the program will immediately terminate and the player will need to figure out how to correct it. Once they have created the program, they can run it through, increasing the speed for longer programs, or pause and move step by step for debugging purposes. The loops and jump commands are also marked with arrows to help the player identify the logic flow. The visual approach to the language also allows the player to place simple handdrawn notes as labels in both the list of instructions or to label floor spaces for clarity. Later, the player gains the ability to use the concept of memory addresses, in which they can direct instructions to operate on a specific floor space that is labeled with the number of a different floor space. As such, these mimic the elements of assembly language: the simple instructions equivalent to opcodes, the ability of the avatar to hold an item mirroring a processor register, and the spaces on the office floor representing main memory. Such commands include picking up the first item at the inbox, placing the item the avatar is currently carrying at the outbox, copying the carried item to a marked square, performing addition or subtraction of the carried item with the item at the marked square, and making decisions based on the value of the carried item such as if it is zero or negative. The player uses simple commands to create a list of instructions to perform the given task. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |