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  • Python | 5d - Colorama | CSNewbs

    Learn how to change the colour of text in Python using the colorama library. Try practice tasks and learn through text and images. Perfect for students learning GCSE Computer Science in UK schools. top Python 5d - COlorama What is Colorama? Colorama is a library that allows the colour of text to be changed. Information about the library can be found on the Python Package Index (PyPi) website . Copyright of the library is held by Jonathan Hartley & Arnon Yaari. Colorama can be imported when using some online editors like Replit . Colorama is not available as a default library on the standard Python offline editor (IDLE) . Using Colorama The three main commands using Colorama are: Fore to change the text colour. Back to change the highlight colour. Style to make the text appear dim or bright. from colorama import Fore print (Fore. GREEN + "Hello There" ) Hello There from colorama import Back print (Back.YELLOW + "Goodbye Now" ) Goodbye Now from colorama import Style print (Style.DIM + "Hi Again" ) Hi Again There are 8 possible colours to choose with the Fore and Back commands. You must write the colour name in CAPITAL LETTERS . BLACK CYAN GREEN MAGENTA RED WHITE YELLOW There is also the RESET option, e.g. Fore.RESET The 2 options to choose with the Style command are DIM and BRIGHT . You can also use Style.RESET_ALL Colorama Task 1 ( Traffic Lights) Create a simple traffic light program . The user is prompted for an input . Typing "GO " will output a suitable message in GREEN , typing "WAIT " will output a message in YELLOW and typing "STOP " will output a response in RED . Example solutions: What should the driver do? STOP You must stop your car. What should the driver do? GO It is safe to continue driving. ⬅ 5c - Date & Tim e 5e - M ore Libraries ➡

  • Key Stage 3 Python | Calculations | CSNewbs

    The fourth part of a quick guide to the basics of Python aimed at Key Stage 3 students. Learn about calculations and simple mathematical operators. Python - #4 - Calculations 1. Creating Calculations To add in Python use + To subtract in Python use - To multiply in Python use * To divide in Python use / Task 1 - Create a new Python program and save the file as 4-Calculations.py Print 4 different calculations - use each operator once.(add/subtract/multiply/divide) Python is very clever, so don't be afraid to make your own calculations using larger numbers and more than one operator . 2. Using Inputs and Calculations You can ask the user to enter numbers by writing input lines. Python can then perform calculations using the numbers that the user has entered. Don't forget to add int ( and double close brackets when using numbers ! Task 2 - Copy the new code from the picture. Change the text and num1 so you are dividing by 5 not 3. Don't delete your earlier code , just add this underneath. I have cropped the images to make the new code clearer. 3. Using Calculations in a Sentence When we have printed the calculations so far, they have not been very informative! You can print calculations together with sentences so that they mean more. Use a comma ( , ) between calculations and sentences . Task 3 - Use the pictures to help you add commas and sentences to your program to be more informative. Challenge Programs Use everything that you have learned on this page to help you create these programs... Challenge Task 1 - Multiplication Create a new Python program. Save it as ' 4 -Multiplication.py ' Add a comment at the top with your name and the date. Write an input line ( don't forget int ! ) that asks the user to enter number 1. Write an input line ( don't forget int ! ) that asks the user to enter number 2. Multiply number 1 and number 2 together and print the answer. BONUS : Try to show number 1 and number 2 in the print statement (see practice task 3 to help you). Remember: Break up variables in a print line by using commas. When you run it, it could look something like this: Challenge Task 2 - Retirement Create a new Python program. Save is as ' 4-Retirement.py ' Add a comment at the top with your name and the date. Write an input line ( don't forget int ! ) that asks the user to enter their age. Print the year that they will turn 65. (This is slightly tricky. Hint : You need to know their age, and you need to know the current year. You need to subtract something, and you need to add something. Try using scrap paper to help you figure it out.) BONUS : Use only one print line. BONUS : Try to use only two lines in total . Remember: Break up variables in a print line by using commas. When you run it, it could look something like this: <<< #3 Inputs #5 Selection >>>

  • OCR GCSE Topic List | CSNewbs

    The list of topics in the 2020 OCR GCSE Computer Science specifications. OCR GCSE Computer Science These pages are based on the J277 GCSE Computer Science specification from the Cambridge OCR exam board. Component One: Computer Systems OCR GCSE Key Term Generator Paper 1 Playlist on YouTube 1. Systems Architecture 1.1a - The CPU 1.1b - The Fetch-Execute Cycle 1.2 - CPU Performance 1.3 - Embedded Systems 2. Memory & Storage 2.1 - Primary Storage (Memory) 2.2 - Secondary Storage 2.3 - Units 2.4a - Number Systems 2.4b - Binary Addition & Shifts 2.4c - Character Storage 2.4d - Image Storage 2.4e - Sound Storage 2.5 - Compression 3. Networks 3.1a - Network Types & Performance 3.1b - Network Hardware & Internet 3.2a - Wired & Wireless networks 3.2b - Protocols & Layers 4. Network Security 4.1 - Network Threats 4.2 - Preventing Vulnerabilities 5. Systems Software 5.1 - Operating Systems 5.2 - Utility Software 6. Impacts 6.1a - Impacts of Technology 6.1b - Legislation Component Two: Computational Thinking, Algorithms and Programming Paper 2 Playlist on YouTube 1. Algorithms 1.1 - Computational Thinking 1.2 - Designing Algorithms 1.3 - Searching & Sorting Algorithms 2. Programming Fundamentals 2.1 - Programming Fundamentals 2.2 - Data Types 2.3 - Additional Programming Techniques 3. Producing Robust Programs 3.1 - Defensive Design 3.2 - Testing 4. Boolean Logic 4.1 - Boolean Logic 5. Languages & IDEs 5.1 - Languages & Translators 5.2 - Integrated Development Environment

  • 5.2 - Visual Design Considerations | F160 | Cambridge Advanced National in Computing AAQ

    Learn about visual design elements of human-computer interfaces such as colours, interaction, location hierarchy, messages (help, error) and typography (style, size). Based on Unit F160 (Fundamentals of Application Development) for the OCR Cambridge Advanced National in Computing (H029 / H129) (AAQ - Alternative Academic Qualification). Qualification: Cambridge Advanced National in Computing (AAQ) Unit: F160: Fundamentals of Application Development Certificate: Computing: Application Development (H029 / H129) 5.2 - Human Computer Interface Visual Design Considerations Watch on YouTube : Visual design considerations When creating a human-computer interface , there are several visual design considerations that the development team must take into account, such as the use of colour and the style of typography . You need to know how each visual design consideration is used when designing human-computer interfaces and how these interfaces can be improved to be more effective . As with most topics, it is also vital to consider how client requirements may impact changes related to visual design , for example, using larger text for users with visual impairments . Visual Design Considerations Visual Design Considerations Colours are used to define the visual appearance of the interface . This includes background colours , button colours , icons and text . Interaction refers to how users control or respond to the system through input methods like clicking , tapping , swiping , typing or speaking . Location hierarchy is about the placement and organisation of interface elements based on importance . Messages are displayed to provide feedback , guidance or explanations - such as confirming actions , explaining errors or offering help . Typography includes the choice of font types and the size , spacing , weight (boldness) and alignment of text . Q uesto's Q uestions 5.2 - Human-Computer Interface Visual Design Considerations: 1. Explain how colours can be used effectively in human-computer interfaces . [4 ] 2. Describe what is meant by location hierarchy and why it is important to consider . [4 ] 3. Suggest specific visual design considerations an application developer should consider when making software for a primary school in Dubai . [ 5 ] Approximately 1 in 12 men and 1 in 200 women are colour-blind , meaning good designers should include text or icons rather than relying on just colour to convey meaning . D id Y ou K now? 5.1.2 - Types of Devices Topic List 5.3 - HCI Designs & Diagrams

  • HTML Guide 7 - Head Tags | CSNewbs

    Learn about the tags in the head section of an HTML document including the title and meta tags. 7. Head Tags HTML Guide Watch on YouTube: Remember that all HMTL documents are split into the head and the body. The following tags must be typed inside of your head tags . title Title The title is not the main heading. The title is the page title itself that you can see at the tab at the top of your web browser. Add a title to your web page. metadata Metadata Metadata is information about the web page itself. This commonly includes data about the author, the page's contents and any keywords. Metadata will not appear on the actual web page . Add meta data tags between your head tags for author, keywords and a description. The meta tag is made up of a name and content . Author represents who created the web page. Keywords are commonly used words. Description is used for displaying search engine results (such as a Google search). Next it is time to embed YouTube videos into your web page. 6. Organisation Tags HTML Guide 8. Videos

  • 3.2 - Packets & Switching - Eduqas GCSE (2020 spec) | CSNewbs

    Learn about the six parts of a data packet and how packet switching works. Based on the 2020 Eduqas (WJEC) GCSE specification. 3.2: Data Packets & Switching Exam Board: Eduqas Specification: 2020 What is a data packet? When sending data across a network, files are broken down into smaller parts called data packets . Whole files are too large to transfer as one unit so data packets allow data to be transferred across a network quickly . Each packet of data is redirected by routers across networks until it arrives at its destination. Data packets may split up and use alternative routes to reach the destination address. When all the packets have arrived at the destination address the data is reassembled back into the original file. Contents of a Data Packet Data packets contain six distinct pieces of data which are used to redirect the packets towards the destination address. Packet Switching vs. Circuit Switching The key difference is that a circuit-switched network sends data along the same route . A packet-switched network sends data packets along different routes . Packet Switching With a packet-switched network the data is split into packets . The data packets are transmitted over a network and may take different routes to its destination. When all the packets have arrived the data is reassembled . The Internet is an example of a packet-switching network. Advantages of Packet Switching: Transmission is more secure as it is harder for a hacker to intercept complete data because it can take different routes . If a network device fails the data packets can take an alternative route . Data packets can be sent efficiently and individually across less busy routes . Disadvantages of Packet Switching: Reassembling the data takes longer because packets may arrive out of order . It is less reliable than circuit switching as some data packets may not reach the destination (this is called packet loss ). Circuit Switching When data is transmitted over a circuit-switched network all of the data takes the same route to the destination address in one continuous stream . The data is quickly reassembled at the destination because it is already in the correct order . The old telephone system is an example of a circuit-switched network. Advantages of Circuit Switching: Reassembling the data is quick because the packets arrive in the order that they were sent. It is more reliable than packet-switching because data is sent in one continuous stream . The transmission is fast and should encounter fewer errors - once the connection has been securely established . Disadvantages of Circuit Switching: Less secure as hackers could intercept the data and more easily access the data as it all takes the same route. Establishing a connection takes time to set up. If any device fails on the route then the whole connection breaks and data transfer will be incomplete. Q uesto's Q uestions 3.2 - Data Packets & Switching: 1. Draw the data packet diagram and label all 6 pieces of information . [ 6 ] 2a. Describe how packet switching works . [3 ] 2b. Describe the advantages of packet switching . [3 ] 2c. Describe the disadvantages of packet switching . [2 ] 3a. Describe how circuit switching works . [3 ] 3b. Describe the advantages of circuit switching . [3 ] 3c. Describe the disadvantages of circuit switching . [3 ] 3.1 - Network Characteristics Theory Topics 3.3 - Network Topology

  • 2.1 - Software Development Models | F160 | Cambridge Advanced National in Computing | AAQ

    Learn about the characteristics, diagrammatic representations, advantages, disadvantages, and suitability of software development models. These include the waterfall, rapid throwaway, incremental, evolutionary, rapid application development (RAD), spiral and agile models. Resources based on Unit F160 (Fundamentals of Application Development) for the OCR Cambridge Advanced National in Computing (H029 / H129) AAQ (Alternative Academic Qualification). Qualification: Cambridge Advanced National in Computing (AAQ) Unit: F160: Fundamentals of Application Development Certificate: Computing: Application Development (H029 / H129) 2.1 - Software Development Models Watch on YouTube : Software Development Models Waterfall Rapid Throwaway Incremental Evolutionary Rapid Application Development Spiral Agile There are seven software development models you need to know : Traditional models: Waterfall Prototype models: Rapid Throwaway , Incremental , Evolutionary Iterative models: Rapid Application Development (RAD) , Spiral , Agile For each development model , you need to know : Its characteristics . How to represent it in a diagram . Its advantages and disadvantages . The types of development it is suitable for. Software Development Models Each development model has its own video below but you also need to know the advantages and disadvantages of using development models in general. Waterfall Model The waterfall model is a linear and structured approach where each phase is completed one at a time in order . It needs all requirements to be clearly defined at the start , with little to no changes allowed once a phase is finished . This model is best suited for projects with fixed requirements and minimal risk of change . Rapid Throwaway Prototype Model The rapid throwaway prototype model involves quickly creating temporary prototypes to explore ideas and gather user feedback before building the final system . Prototypes are discarded after they help refine requirements , and are especially useful in projects where user needs are initially unclear . This model is suitable when user interaction and efficient interface design are critical . Incremental Model The incremental model develops a system in small , manageable sections with each part being designed , built and tested individually . Functionality is added step by step until the full system is complete . This approach allows for early partial deployment and easier handling of changing requirements over time. Evolutionary Prototype Model The evolutionary prototyping model involves building an initial prototype that is continuously improved based on user feedback until it becomes the final system . Unlike throwaway prototyping, the prototype is not discarded but gradually evolves into the full product , once the user is satisfied . This model is ideal when user requirements are expected to change or develop over time . Rapid Application Development (RAD) The rapid application development ( RAD ) model focuses on quickly building software through iterative development and frequent user feedback . It uses reusable components , time-boxing and constant feedback to speed up the delivery of an effective final product . RAD is best suited for projects that need to be completed quickly and where requirements can evolve during development . Spiral Model The spiral model combines iterative development and risk management , progressing through repeated cycles of planning , risk assessment , engineering ( development and testing ) and evaluation . Each loop focuses on identifying and addressing risks early in the project. It is ideal for complex and high-risk projects where requirements may change over time . Agile Model The agile model is an iterative and flexible approach that progresses in small , usable chunks called iterations (or sprints ). It relies on frequent collaboration with stakeholders and user feedback to adapt to changing requirements . This model is ideal for dynamic projects where quick delivery and frequent updates are important. Q uesto's Q uestions 2.1 - Software Development Models: 1. Choose three development models to explain and draw a diagram for each. [6 ] 2. A large company is making the next sequel in a hugely popular video game series , FieldBattle 2043 . Justify which application development model(s) they should use (and which they shouldn't ). [5 ] 3. Describe the advantages and disadvantages of any development models you have not covered in Q1 or Q2 . [6 ] Agile development is named after the ' Agile Manifesto ' - a set of principles for software development agreed by a group of developers at a ski resort in Utah , USA in 2001 . D id Y ou K now? 1.3.3 - App. Software Types Topic List 2.2 - Phases of Development Models

  • Greenfoot | Common Errors | CSNewbs

    The most common errors made in Grennfoot when making a game and how to fix them, including when missing punctuation is expected or the end of file is reached while parsing. Common Greenfoot Errors Greenfoot Home If the world becomes greyed out and you can't click on anything then an error has occurred. The actor with the error will have red lines on it. When an error occurs, a red squiggly line will appear underneath the problem. Hover your mouse over the line and a helpful message will appear to help you solve the issue. Some of the more common errors (and how to fix them) are listed below: ; expected Every line with a white background must end in a semi colon ( ; ) ) expected You have missed a bracket . Count the number of open brackets and the number of closed brackets on a line and make sure you have an equal number of both. reached end of file while parsing You are missing at least one curly bracket ( } ) at the end of your program . Press enter to move onto a new line at the bottom; you must have a closed curly bracket with a yellow background and another closed curly bracket with a green background . cannot find symbol You have typed a command incorrectly . Greenfoot uses a system where commands have no spaces and each word after the first word is uppercase . Such as isKeyDown not IsKeyDown and not isKeydown. Check your spelling and capitals carefully. Stuck ? If you start typing but can't remember what commands come next, press Ctrl and Space together to show a list of all possible commands that you can use.

  • 6.1 - Security Principles | Unit 2 | OCR Cambridge Technicals | CSNewbs

    Learn about the three principles of information security - confidentially, integrity and availability. Based on the 2016 OCR Cambridge Technicals Level 3 IT specification for Unit 2 (Global Information). 6.1 - Security Principles Exam Board: OCR Specification: 2016 - Unit 2 There are three key principles of data security that are protected in legislation such as the Data Protection Act (2018 ). Organisations storing personal or sensitive information must ensure that these three principles are upheld at all times . Confidentiality What it means: Information should only be accessed by individuals or groups with the authorisation to do so. How to uphold this principle: An organisation should use protection measures like usernames and passwords to ensure that only authorised people can access the sensitive data. Tiered levels of access or permissions can also limit who has access to the data. Integrity What it means: Information is maintained so that it is up-to-date , correct and fit for purpose . How to uphold this principle: Organisations should carry out regular data maintenance to update information (e.g. confirm contact details once a year). If storing data in a spreadsheet or database, record-locking should be used so that only person can edit at a time, preventing the data from becoming incorrect. Availability What it means: Information is available to the individuals or groups that need to use it. It should only be available to those who are authorised . How to uphold this principle: Staff should have the correct privileges so that they can easily access data when required. Data could be stored online , e.g. cloud storage so that it is available remotely using an internet connection. Data must also be kept safe from unauthorised access . Staff should not make additional copies of information which could be lost or stolen. Q uesto's Q uestions 6.1 - Security Principles: 1a. Describe what is meant by ' confidentiality ' . [1 ] 1b. Explain two ways that an organisation can keep data confidential . [4 ] 2a. Describe what is meant by ' integrity ' . [1 ] 2b. Explain two ways that an organisation can preserve the integrity of its data . [4 ] 3a. Describe what is meant by ' availability ' . [2 ] 3b. Explain two ways that an organisation can keep its data available . [4 ] 5.2 - Data Flow Diagrams Topic List 6.2 - Risks

  • 3.1a - Network Types & Performance - OCR GCSE (J277 Spec) | CSNewbs

    Learn about the factors that affect the performance of networks, as well as different types of network types such as LAN and WAN. Based on the J277 OCR GCSE Computer Science specification (first taught from 2020 onwards). 3.1a: Network Types & Performance Exam Board: OCR Specification: J277 Watch on YouTube : LAN & WAN Network Performance Client-Server Network Peer-to-Peer Network Star Topology Mesh Topology What is a network? A network is more than one computer system connected together allowing for communication and sharing of resources . Network Types Networks can be split into different types , usually categorised by their geographical distance apart and the area that they serve. Local Area Network Wide Area Network Client-Server Network Clients make requests to a server , the server manages that request and responds. For example, if the user (client) makes a request to access www.bbc.co.uk to a web server. Large services like Amazon and Google will need very powerful servers to handle millions of requests a second. The client is completely dependent on the server to provide and manage the information. The server controls network security , backups and can be upgraded to manage higher demand. Advantages: The network can be controlled centrally from the server to easily backup data and update software . Hardware, software and resources can be shared across the network, such as printers, applications and data files . The network allows for improved scalability , meaning more clients can be easily added to the central server . Disadvantages: Large amounts of traffic congestion will cause the network to slow down . If a fault occurs with the server then the whole network will fail . IT technicians may be required to manage and maintain the network . Malware , such as viruses, can spread quickly across the network. Peer-to-Peer Network For peer-to-peer networks , data is shared directly between systems without requiring a central server . Each computer is equally responsible for providing data. Peer to peer is optimal for sharing files that can then be downloaded. Disadvantages: Without a dedicated server there is no central device to manage security or backups . Backups must be performed on each individual system. Computer performance will decrease with more devices connected to the network, especially if other machines are slow. Advantages: This is a simpler network than client-server to set up as no server is required . Clients are not dependent on a server . Perfect for quickly sharing files between systems , such as downloading media files. A local area network (LAN ) has computer systems situated geographically close together , usually within the same building or small site , like a school or office . The network infrastructure of a LAN (such as servers and routers) is usually owned and managed by the network owner . A wide area network (WAN ) has computer systems situated geographically distant to each other, possibly across a country or even across the world . WANs often use third party communication channels , such as connections by internet services providers like BT or Virgin Media. Data Packets When sending data across a network, files are broken down into smaller parts called data packets . Whole files are too large to transfer as one unit so data packets allow data to be transferred across a network quickly . Each packet of data is redirected by routers across networks until it arrives at its destination. Data packets may split up and use alternative routes to reach the destination address. When all the packets have arrived at the destination address the data is reassembled back into the original file. What is a network topology? Network topology refers to layout of computer systems on a local network . Devices in a network topology diagram are often called 'nodes' . Two types of typology are star and mesh . Star Topology Each computer system is connected to a central device , usually a hub or switch . How it works: Each computer system is connected to the central hub or switch and transfers its data packets there. The hub or switch looks at the destination address and transfers the packets directly to the intended computer. Advantages: A star topology has improved security because data packets are sent directly to and from the hub / switch in the centre and not necessarily all devices like in a bus or ring topology. New systems can be attached directly to the central system so the network doesn't need to be shut down . System failures of attached computers won't usually cause complete network failure. Transfer speeds are generally fast in a star topology as there are minimal network collisions . Disadvantages: Extra hardware (the hub or switch) is required to be purchased, installed and maintained. If the central system (the hub or switch) fails then the whole network will be unusable until the error is fixed. Mesh Topology In a full mesh network, each computer system is connected to every other computer system . There is also a partial mesh network where only some nodes (e.g. a printer) are connected to every other node. How it works: Data packets are transferred to the destination address along the quickest path , travelling from node to node. If a pathway is broken , there are many alternative paths that the packets can take. Advantages: If one cable or system fails then data packets can take an alternative route and still reach the destination address. Because of the large possible number of systems and connections, a mesh topology can usually withstand large amounts of data traffic . New systems can be added to the network without disrupting the entire topology . Disadvantages: Because of the possibly large amount of cables required (especially in a full mesh topology) this network layout can be expensive to install and maintain . Redundant cabling should be avoided - this is when cables are connected between systems that won't ever need to communicate . Performance There are several different factors that can affect the performance ( speed ) of a network, such as: The bandwidth available * Interference (e.g. thick walls) Number of users at the same time Distance to travel / signal strength Number of data collisions Amount of data to transfer * Bandwidth is the maximum amount of data that can be sent across a network at once . Q uesto's Q uestions 3.1a - Network Types & Performance: 1a. Describe the difference between a LAN and WAN . [2 ] 1b. Give an example of how a LAN and a WAN could each be used . [ 2 ] 2 a. Describe how peer-to-peer networks and client-server networks function. 2b. Give one use for both types of network. 3. Draw and label diagrams of client-server , peer-to-peer , star and mesh networks. [8 ] 4. An office currently uses a star topology but is considering changing to a mesh topology . Describe two advantages and two disadvantages of both topologies. [ 8 ] 5. State five factors that could affect the performance of a network . [5 ] 2.5 - Compression 3.1b - Network Hardware & Internet Theory Topics

  • Greenfoot Guide #1 | World Setup | CSNewbs

    Learn how to start a new Greenfoot program and set up the world and actors ready for the next steps in creating a game. Part 1 of the Greenfoot Tutorial for the Eduqas/WJEC GCSE 2016 specification. 1. Setup & Populating the World Greenfoot Tutorial 1. Open Greenfoot This tutorial uses Version 2.4.2 which is the version students are given to use in the WJEC/Eduqas Component 2 exam . Click here for more information and how to download 2.4.2 . If you are using a more recent version the code should still work but the look of the program in the screenshots may be different. In the Component 2 exam of the 2016 WJEC/Eduqas specification you would skip ahead to the New Object Placements stage further down this page as the classes should be set up for you. Watch on YouTube: 2. New Scenario For a new project, click ' Scenario ' and then ' New '. If you are using a more recent version of Greenfoot select ' New Java Scenario '. Save this new project in a suitable location such as a folder named 'Greenfoot' . You may wish to save this project as ' SimpleGame ' or ' ExampleGame '. 3. Setup the MyWorld class The first thing to do is to create a subclass of World called MyWorld which becomes our background object. Right-click on the World class and select 'New subclass... ' Set the New class name to MyWorld . Choose any image from the 'backgrounds ' image category. I have chosen the 'cell.jpg ' image. Click the Compile button in the bottom right of the Greenfoot window to save the program . 4. Create the Main Character class Now to create a new class for the main character. Right-click on the Actor class and select 'New subclass... ' Give the new object an appropriate name and choose a relevant image . I have named my class 'Sheep ' and selected the sheep.png image. 5. Right-click on Actor and create two more classes: Collectable objects to pick up (e.g. my orange) An enemy character to avoid (e.g. my elephant) Don't forget to compile the program. Watch on YouTube: After creating your classes you must move them over to the game world. This is known as populating the world . 1. New Object Placements Right-click on your main character object and select the top option e.g. 'new Sheep()'. Drag your mouse to the world and click to drop it. Complete the following actions: Place 1 main character object. Place 5 collectible objects. Place 2 enemy objects. 2. Save the World Once you have populated your world with objects then right-click anywhere on the background and select 'Save the World '. This saves the positions of each object so that it won't reset every time you start a new game. You can close the MyWorld code that automatically opens when you save the world, we never add any code to this window. Part 2 - Movement (Arrow Keys) >

  • Python | 1d - Using Variables | CSNewbs

    Learn how to use variables in Python. Try practice tasks and learn through text and images. Perfect for students learning GCSE Computer Science in UK schools. top Python 1d - Using Variables Printing Variables Within Sentences Join sentences and variables together using a plus symbol (+ ). Joining strings together like this is called concatenation . name = "Marina" print( "Hello " + name + ", nice to meet you." ) = Hello Marina, nice to meet you. Remember to use speech marks for your printed statements but no speech marks for variable names . You need to use the + symbol before and after each variable. direction = "north" country = "Wales" print ( "Have you been to the " + direction + " of " + country + "?" ) = Have you been to the north of Wales? Commas can be used an alternative to the + symbol but they will automatically add a space . day = "Saturday" print ( "My birthday is on a" + day + "this year." ) print ( "My birthday is on a" , day , "this year." ) = My birthday is on aSaturdaythis year. My birthday is on a Saturday this year. Using Variables Task 1 ( Pizza Toppings) Use a variable named topping1 and another named topping2. Print a sentence that uses both variables names. Example solution: My favourite pizza is ham and mushroom. Printing Number Variables Within Sentences To join strings and number values then you must use a comma as a plus will not work: cookies = 4 print ( "Munch! There's only" , cookies , "left." ) = Munch! There's only 4 cookies left. You need to use a comma before and after each variable. Using Variables Task 2 ( Stars ) Make a variable named stars and set it to a large number. Print a sentence with the stars variable. Example solution: I think there are 827392012 stars in the sky! Using Variables Task 3 ( Age & Month) Use a variable named age and set it to your current age. Make a variable named month and set it to the month you were born. Remember to use speech marks for text , e.g. month = "August" but no speech marks for numbers (your age). Print a sentence that uses both variables names . Example solution: I am 14 and I was born in August. Using f-Strings Another method of using variables within a printed sentence is to use f-strings . Type the letter f before your output and place your variable names in curly brackets - { } Variables of any data type can be used with f-strings. name = "Tony Stark" alias = "Iron Man" print( f"Did you know {name} is actually {alias} ?" ) = Did you know Tony Stark is actually Iron Man? Using Variables Task 4 ( F-Strings) Create and give a value to three variables : movie_name actor year Use an f-string to print a sentence that uses all three variables. Example solution: Did you know that Harry Potter and the Order of the Phoenix stars Daniel Radcliffe and was released in 2007? ⬅ 1c - Creating Variables Sec tion 1 Practice Tasks ➡

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