推薦這個部落格: 48
檢視方式: 列表 摘要
September 10, 2009
home8511829
在天空部落發表於14:53:30 |
資訊教育
六年級電腦課
威力導演影音教學
http://210.240.57.130/office/demo/05video/powerdirector4/index.htm
繪聲繪影影音教學
http://210.240.57.130/office/demo/05video/videostudio7/index.htm
kdenlive教材
http://xoops.ossacc.org/uploads/datafile/Kdenlive_9707.pdf
上課的照片、影片、音樂檔等材料請到這裡下載
ftp://210.240.57.137/student/六年級電腦課
威力導演影音教學
http://210.240.57.130/office/demo/05video/powerdirector4/index.htm
繪聲繪影影音教學
http://210.240.57.130/office/demo/05video/videostudio7/index.htm
kdenlive教材
http://xoops.ossacc.org/uploads/datafile/Kdenlive_9707.pdf
上課的照片、影片、音樂檔等材料請到這裡下載
ftp://210.240.57.137/student/六年級電腦課
September 10, 2009
home8511829
在天空部落發表於14:34:05 |
資訊教育
六年級電腦課
如何安裝威力導演試用版
(老師已經先行下載試用版軟體至student中)
請以瀏覽器進入下列網址
ftp://210.240.57.137/
點選進入student資料夾
再點選進入六年級電腦課資料夾中
點選QuickTimeInstaller.exe儲存到硬碟的D碟中
點選PDR5_Trial.exe儲存到硬碟的D碟中(第8版為CyberLink.1930a_VDE090708-01.exe)
關閉瀏覽器
打開我的電腦進入D碟
點選QuickTimeInstaller.exe安裝播放器
點選PDR5_Trial.exe安裝威力導演(第8版為CyberLink.1930a_VDE090708-01.exe)
如何安裝威力導演試用版
(老師已經先行下載試用版軟體至student中)
請以瀏覽器進入下列網址
ftp://210.240.57.137/
點選進入student資料夾
再點選進入六年級電腦課資料夾中
點選QuickTimeInstaller.exe儲存到硬碟的D碟中
點選PDR5_Trial.exe儲存到硬碟的D碟中(第8版為CyberLink.1930a_VDE090708-01.exe)
關閉瀏覽器
打開我的電腦進入D碟
點選QuickTimeInstaller.exe安裝播放器
點選PDR5_Trial.exe安裝威力導演(第8版為CyberLink.1930a_VDE090708-01.exe)
September 10, 2009
home8511829
在天空部落發表於14:17:15 |
資訊教育
六年級影音教學
影像剪輯有哪些軟體?
自由軟體Ubuntu平台:
Kdenlive,http://wekey.westart.tw/Kdenlive
Kdenlive的維基網站,http://zh.wikipedia.org/wiki/Kdenlive
微軟Windows平台:
premiere重量級的影音剪輯軟體:
http://www.adobe.com/tw/products/premiere/
威力導演平民化簡易的影音剪輯:
http://tw.cyberlink.com/products/powerdirector/overview_zh_TW.html
繪聲繪影平民化簡易的影音剪輯:
http://www.corel.com/servlet/Satellite/tw/ct/Product/1175714228541#tabview=tab0
影像剪輯有哪些軟體?
自由軟體Ubuntu平台:
Kdenlive,http://wekey.westart.tw/Kdenlive
Kdenlive的維基網站,http://zh.wikipedia.org/wiki/Kdenlive
微軟Windows平台:
premiere重量級的影音剪輯軟體:
http://www.adobe.com/tw/products/premiere/
威力導演平民化簡易的影音剪輯:
http://tw.cyberlink.com/products/powerdirector/overview_zh_TW.html
繪聲繪影平民化簡易的影音剪輯:
http://www.corel.com/servlet/Satellite/tw/ct/Product/1175714228541#tabview=tab0
May 4, 2009
home8511829
在天空部落發表於09:49:17 |
資訊教育
中文部分忘記從哪位大大的部落格抓下來了,英文部分是從官網抓的
1. 前進50 語法: forward 50
2. 後退50步 語法: backward 55
3. 右轉100度 語法: turnright 100
4. 左轉100度 語法: turnleft 100
5. 清除畫面 語法: clear
6. 重來 語法:reset
7. 至[x,y]=[20,20]座標 語法: go 20,20
8. 回到中心 語法:center
9. 把烏龜拿起來(烏龜有隻筆) 語法:penup
10. 把烏龜放下來(烏龜有隻筆) 語法:pendown
11. 設定筆的寬度為50像素pixel 語法:penwidth 50
12. 筆的顏色 語法:pencolor R,G,B
13. 重覆指令 語法:repeat { command }
14. 亂數 語法:randon x,y
RGB顏色組合(RGB combinations)
0,0,0 black
255,255,255 white
255,0,0 red
150,0,0 dark red
0,255,0 green
0,0,255 blue
0,255,255 light blue
255,0,255 pink
255,255,0 yellow
更多指令,請參考連結:http://docs.kde.org/stable/en/kdeedu/kturtle/commands.html
1. 前進50 語法: forward 50
2. 後退50步 語法: backward 55
3. 右轉100度 語法: turnright 100
4. 左轉100度 語法: turnleft 100
5. 清除畫面 語法: clear
6. 重來 語法:reset
7. 至[x,y]=[20,20]座標 語法: go 20,20
8. 回到中心 語法:center
9. 把烏龜拿起來(烏龜有隻筆) 語法:penup
10. 把烏龜放下來(烏龜有隻筆) 語法:pendown
11. 設定筆的寬度為50像素pixel 語法:penwidth 50
12. 筆的顏色 語法:pencolor R,G,B
13. 重覆指令 語法:repeat { command }
14. 亂數 語法:randon x,y
RGB顏色組合(RGB combinations)
0,0,0 black
255,255,255 white
255,0,0 red
150,0,0 dark red
0,255,0 green
0,0,255 blue
0,255,255 light blue
255,0,255 pink
255,255,0 yellow
更多指令,請參考連結:http://docs.kde.org/stable/en/kdeedu/kturtle/commands.html
Commands
Using commands you tell the turtle or KTurtle to do something. Some commands need input, some give output. In this section we explain all the commands that can be used in KTurtle. Please note that all build in commands we discuss here are highlightedcode editor, this can help you to distinguish them. with blue in the
Moving the turtle
There are several commands to move the turtle over the screen.
forward (fw)
forward X
forward moves the turtle forward by the amount of X pixels. When the pen is down the turtle will leave a trail. forward can be abbreviated to fw
backward (bw)
backward X
backward moves the turtle backward by the amount of X pixels. When the pen is down the turtle will leave a trail. backward can be abbreviated to bw.
turnleft (tl)
turnleft X
turnleft commands the turtle to turn an amount of X degrees to the left. turnleft can be abbreviated to tl.
turnright (tr)
turnright X
turnright the turtle to turn an amount of X degrees to the right. turnright can be abbreviated to tr.
direction (dir)
direction X
direction set the turtle's direction to an amount of X degrees counting from zero, and thus is not relative to the turtle's previous direction. direction can be abbreviated to dir.
center
center
center moves the turtle to the center on the canvas.
go
go X,Y
go commands the turtle to go to a certain place on the canvas. This place is X pixels from the left of the canvas, and Y pixels form the top of the canvas.
gox
gox X
gox using this command the turtle will move to X pixels from the left of the canvas whilst staying at the same height.
goy
goy Y
gox using this command the turtle will move to Y pixels from the top of the canvas whilst staying at the same distance from the left border of the canvas.
Note
Using the commands go, gox, goy and center the turtle will not draw a line, no matter if the pen is up or down.
Where is the turtle?
There are two commands which return the position of the turtle on the screen.
getx
getx returns the number of pixels from the left of the canvas to the current position of the turtle.
gety
gety returns the number of pixels from the top of the canvas to the current position of the turtle.
The turtle has a pen
The turtle has a pen that draws a line when the turtle moves. There are a few commands to control the pen. In this section we explain these commands.
penup (pu)
penup
penup lifts the pen from the canvas. When the pen is “up” no line will be drawn when the turtle moves. See also pendown. penup can be abbreviated to pu.
pendown (pd)
pendown
pendown presses the pen down on the canvas. When the pen is press “down” on the canvas a line will be drawn when the turtle moves. See also penup. pendown can be abbreviated to pd.
penwidth (pw)
penwidth X
penwidth sets the width of the pen (the line width) to an amount of X pixels. penwidth can be abbreviated to pw.
pencolor (pc)
pencolor R,G,B
pencolor sets the color of the pen. pencolor takes an RGB combination as input. pencolor can be abbreviated to pc.
Commands to control the canvas
There are several commands to control the canvas.
canvassize (cs)
canvassize X,Y
With the canvassize command you can set the size of the canvas. It takes X and Y as input, where X is the new canvas width in pixels, and Y is the new height of the canvas in pixels. canvassize can be abbreviated to cs.
canvascolor (cc)
canvascolor R,G,B
canvascolor set the color of the canvas. canvascolor takes an RGB combination as input. canvascolor can be abbreviated to cc.
Commands to clean up
There are two commands to clean up the canvas after you have made a mess.
clear (ccl)
clear
With clear you can clean all drawings from the canvas. All other things remain: the position and angle of the turtle, the canvascolor, the visibility of the turtle, and the canvas size.
reset
reset
reset cleans much more thoroughly than the clear command. After a reset command everything is like is was when you had just started KTurtle. The turtle is positioned at the middle of the screen, the canvas color is white, the turtle draws a black line on the canvas and the canvassize is set to 400 x 400 pixels.
The turtle is a sprite
First a brief explanation of what sprites are: sprites are small pictures that can be moved around the screen, like we often see in computer games. Our turtle is also a sprite. For more info see the glossary on sprites.
Next you will find a full overview on all commands to work with sprites.
[The current version of KTurtle does not yet support the use of sprites other than the turtle. With future versions you will be able to change the turtle into something of your own design]
spriteshow (ss)
spriteshow
spriteshow makes the turtle visible again after it has been hidden. spriteshow can be abbreviated to ss.
spritehide (sh)
spritehide
spritehide hides the turtle. This can be used if the turtle does not fit in your drawing. spritehide can be abbreviated to sh.
Can the turtle write?
The answer is: “yes”. The turtle can write: it writes just about everything you command it to.
print
print X
The print command is used to command the turtle to write something on the canvas. print takes numbers and strings as input. You can print various numbers and strings using the “+” symbol. See here a small example:
$year = 2003
$author = "Cies"
print $author + " started the KTurtle project in " + $year + " and still enjoys working on it!"
fontsize
fontsize X
fontsize sets the size of the font that is used by print. fontsize takes one input which should be a number. The size is set in pixels.
A command that rolls dice for you
There is one command that rolls dice for you, it is called random, and it is very useful for some unexpected results.
random (rnd)
random X,Y
random is a command that takes input and gives output. As input are required two numbers, the first (X) sets the minimum output, the second (Y) sets the maximum. The output is a randomly chosen number that is equal or greater than the minimum and equal or smaller than the maximum. Here a small example:
repeat 500 {
$x = random 1,20
forward $x
turnleft 10 - $x
}
Using the random command you can add a bit of chaos to your program.
Input and feedback though dialogs
A dialog is a small pop-up window that provides some feedback or asks for some input. KTurtle has two commands for dialogs, namely: message and ask
message
message X
The message command takes a string as input. It shows a pop-up dialog containing the text from the string.
message "Cies started the KTurtle project in 2003 and still enjoys working on it!"
ask
ask X
ask takes a string as input. It shows a pop-up dialog containing the text from the string, just like the message. But in addition to it also puts an input field on the dialog. Through this input filed the user can enter a number or a string which can be stored in a container. For example
$in = ask "What is you age?"
$out = 2003 - $in
print "In 2003 you where " + $out + " years old at some point."
When a user cancels the input dialog, or does not enter anything at all the container is emptied.
Containers
Containers are letters or words that can be used by the programmer to store a number or a text. Containers that contain a number are called variables, containers that can contain text are called string. Containers can be identified by the container character “$” that precedes their usage.
Containers that are not used contain nothing. An example:
print $N
This will print nothing and you get an error message.
Variables: number containers
Let us start with an example:
$x = 3
print $x
In the first line the letter x is made into a variable (number container). As you see the value of the variable x is set to 3. On the second line the value is printed.
Note that if we wanted to print an “x” that we should have written
print "x"
That was easy, now a bit harder example:
$A = 2004
$B = 25
$C = $A + $B
# the next command prints "2029"
print $C
backward 30
# the next command prints "2004 plus 25"
print $A + " plus " + $B
backward 30
# the next command prints "1979"
print $A - $B
In the first two lines the variables A and B are set to 2004 and 25. On the third line the variable C is set to A + B, which is 2029. The rest of the example consists of 3 print commands with backward 30 in between. The backward 30 is there to make sure every output is on a new line. In this example you also see that variables can be used in mathematical calculations.
Containers that contain text (strings)
In programming code the regular text is usually started and ended with quotes. As we have already seen:
print "Hello programmer!"
The regular is delimited with quotes. These pieces of regular text we call strings.
Strings can also be stored in containers just like numbers Strings are a lot like variables. The biggest difference is that they contain text in stead of numbers. For this reason strings cannot be used in mathematical calculations and questions. An example of the use of strings:
$x = "Hello "
$name = ask "Please enter your name..."
print $x + $name + ", how are you?"
On the first line the string x is set to “Hello ”. On the second line the string name is set to the output of the ask command. On the third line the program prints a composition of three strings on the canvas.
This program ask you to enter your name. When you, for instance, enter the name “Paul”, the program prints “Hello Paul, how are you?”. Please note that the plus (+) is the only math symbol that you can use with strings.
Can the Turtle do math?
Yes, KTurtle will do your math. You can add (+), subtract (-), multiply (*), and divide (/). Here is an example in which we use all of them:
$a = 20 - 5
$b = 15 * 2
$c = 30 / 30
$d = 1 + 1
print "a: "+$a+", b: "+$b+", c: "+$c+", d: "+$d
Do you know what value a, b, c and d have? Please note the use of the assignment symbol =.
If you just want a simple calculation to be done you can do something like this:
print 2004-12
Now an example with parentheses:
print ( ( 20 - 5 ) * 2 / 30 ) + 1
The expressions inside parentheses will be calculated first. In this example, 20-5 will be calculated, then multiplied by 2, divided by 30, and then 1 is added (giving 2).
KTurtle has advanced mathematical features. It knows the number pi and trigonometrical functions like sin, cos, tan, arcsin, arccos, arctan and the functions sqrt and exp.
Let the turtle round your numbers
If you need integers in calculations, use this function.
round
round(x)
round the given number to the nearest integer.
print round(10.8)
forward 20
print round(10.3)
forward 20
With this code the turtle will print the numbers 11 and 10.
Asking questions, getting answers...
if and while are execution controllers that we will discuss in the next section. In this section we use the if command to explain questions.
Questions
A simple example of a question:
$x = 6
if $x > 5 {
print "hello"
}
In this example the question is the x > 5 part. If the answer to this question is 'true' the code between the brackets will be executed. Questions are an important part of programming and often used together with execution controllers, like if. All numbers and variables (number containers) can be compared to each other with questions.
Here are all possible questions:
Table 4.1. Types of questions
a == b | equals | answer is “true” if a equals b |
a != b | not-equals | answer is “true” if a does not equal b |
a > b | greater than | answer is “true” if a is greater than b |
a < b | smaller than | answer is “true” if a is smaller than b |
a >= b | greater than or equals | answer is “true” if a is greater than or equals b |
a <= b | smaller than or equals | answer is “true” if a is smaller than or equals b |
Question Glue
Question glue-words enable us to glue questions into one big question.
$a = 1
$b = 5
if ($a < $b) and ($b == 5) {
print "hello"
}
In this example the glue-word and is used to glue 2 questions (a < 5, b == 5) together. If one side of the and would answer “false” the whole question would answer “false”, because with the glue-word and both sides need to be “true” in order to answer “true”. Please do not forget to use the brackets around the questions!
Here is a schematic overview; a more detailed explanation follows below:
Table 4.2. Question glue-words
and | Both sides need to be 'true' in order to answer 'true' |
or | If one of the sides is 'true' the answer is 'true' |
not | Special case: only works on one question! Changes 'true' into 'false' and 'false' into 'true'. |
and
When two questions are glued together with and, both sides of the and have to be 'true' in order to result in 'true'. An example:
$a = 1
$b = 5
if (($a < 10) and ($b == 5)) and ($a < $b) {
print "hello"
}
In this example you see a glued question glued onto an other question.
or
If one of the two questions that are glued together with or is 'true' the result will be 'true'. An example:
$a = 1
$b = 5
if (($a < 10) or ($b == 10)) or ($a == 0) {
print "hello"
}
In this example you see a glued question glued onto an other question.
not
not is a special question glue-word because it only works for one question at the time. not changes 'true' into 'false' and 'false' into 'true'. An example:
$a = 1
$b = 5
if not (($a < 10) and ($b == 5)) {
print "hello"
}
else
{
print "not hello ;-)"
}
In this example the glued question is 'true' yet the not changes it to 'false'. So in the end "not hello ;-)" is printed on the canvas.
Controlling execution
The execution controllers enable you — as their name implies — to control execution.
Execution controlling commands are highlighted with dark green in a bold font type. The brackets are mostly used together with execution controllers and they are highlighted with bolded black.
Have the turtle wait
If you have done some programming in KTurtle you have might noticed that the turtle can be very quick at drawing. This command makes the turtle wait for a given amount of time.
wait
wait X
wait makes the turtle wait for X seconds.
repeat 36 {
forward 5
turnright 10
wait 0.5
}
This code draws a circle, but the turtle will wait half a second after each step. This gives the impression of a slow-moving turtle.
Execute "if"
if
The code that is placed between the brackets will only be executed if the answer to the question is “true”. Please read for more information on questions in the question section.
$x = 6
if $x > 5 {
print "x is greater than five!"
}
On the first line x is set to 6. On the second line the question x > 5 is asked. Since the answer to this question is “true” the execution controller if will allow the code between the brackets to be executed
If not, in other words: "else"
else
if question { ... } else { ... }
else can be used in addition to the execution controller if. The code between the brackets after else is only executed if the answer to the question that is asked is “false”.
reset
$x = 4
if $x > 5 {
print "x is greater than five!"
}
else
{
print "x is smaller than six!"
}
The "while" loop
while
while question { ... }
The execution controller while is a lot like if. The difference is that while keeps repeating (looping) the code between the brackets until the answer to the question is “false”.
$x = 1
while $x < 5 {
forward 10
wait 1
$x = $x + 1
}
On the first line x is set to 1. On the second line the question x < 5 is asked. Since the answer to this question is “true” the execution controller while starts executing the code between the brackets until the answer to the question is “false”. In this case the code between the brackets will be executed 4 times, because every time the fifth line is executed x increases by 1.
The "repeat" loop
repeat
repeat number { ... }
The execution controller repeat is a lot like while. The difference is that repeat keeps repeating (looping) the code between the brackets for the given number.
The "for" loop, a counting loop
for
for start point to end point { ... }
The for loop is a “counting loop”, i.e. it keeps count for you.
for $x = 1 to 10 {
print $x * 7
forward 15
}
Every time the code between the brackets is executed the x is increased by 1, until x reaches the value of 10. The code between the brackets prints the x multiplied by 7. After this program finishes its execution you will see the times table of 7 on the canvas.
The default step size of a loop is 1, you can use an other value with
for start point to end point step step size { ... }
Leave a loop
break
break
Terminates the current loop immediately and transfers control to the statement immediately following that loop
Stop the turtle
exit
exit
Finishes the execution of the code.
Create your own commands with “learn”
learn is a very special command, because it is used to create your own commands. The command you create can take input and return output. Let us take a look at how a new command is created:
learn circle $x {
repeat 36 {
forward $x
turnleft 10
}
}
The new command is called circle. circle takes one input, a number, to set the size of the circle. circle returns no output. The circle command can now be used like a normal command in the rest of the code. See this example:
learn circle $X {
repeat 36 {
forward $X
turnleft 10
}
}
go 200,200
circle 20
go 300,200
circle 40
In the next example, a command with a return value is created.
reset
learn multiplyBySelf $n {
$r = $n * $n
return $r
}
$i = ask "Please enter a number and press OK"
print $i + " multiplied by itself is: " + multiplyBySelf $i
In this example a new command called multiplyBySelf is created. The input of this command is multiplied by itself and then returned, using the return command. The return command is the way to output a value from a function you have created.
Commands can have more than one input. In the next example, a command that draws a rectangle is created.
learn box $X, $Y {
forward $Y
turnright 90
forward $X
turnright 90
forward $Y
turnright 90
forward $X
turnright 90
}
Now you can run box 50, 100 and the turtle will draw a rectangle on the canvas.
Chapter 5. Glossary
In this chapter you will find an explanation of most of the “uncommon” words that are used in the handbook.
degrees
Degrees are units to measure angles or turns. A full turn is 360 degrees, a half turn 180 degrees and a quarter turn 90 degrees. The commands turnleft, turnright and direction need an input in degrees.
input and output of commands
Some commands take input, some commands give output, some commands take input and give output and some commands neither take input nor give output.
Some examples of commands that only take input are:
forward 50
pencolor 255,0,0
print "Hello!"
The forward command takes 50 as input. forward needs this input to know how many pixels it should go forward. pencolor takes a color as input and print takes a string (a piece of text) as input. Please note that the input can also be a container. The next example illustrates this:
$x = 50
print $x
forward 50
$str = "hello!"
print $str
Now some examples of commands that give output:
$x = ask "Please type something and press OK... thanks!"
$r = random 1,100
The ask command takes a string as input, and outputs the number or string that is entered. As you can see, the output of ask is stored in the container x. The random command also gives output. In this case it outputs a number between 1 and 100. The output of the random is again stored in a container, named r. Note that the containers x and r are not used in the example code above.
There are also commands that neither need input nor give output. Here are some examples:
clear
penup
intuitive highlighting
This is a feature of KTurtle that makes coding even easier. With intuitive highlighting the code that you write gets a color that indicates what type of code it is. In the next list you will find the different types of code and the color they get in the code editor.
Table 5.1. Different types of code and their highlight color
regular commands | dark green | The regular commands are described here. |
execution controllers |
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November 10, 2008
home8511829
在天空部落發表於13:12:13 |
資訊教育
1.自己準備相片電子檔,或至本校網站→教材資源,挑選自己班上的相片,存入pic資料夾中
2.使用重新命名功能將相片名稱改成相片的中文敘述 3.打開美工→gThumb圖像管理程式→找到pic資料夾,將照片挑選好 4.選取工具→create web album,設定相關資料,儲存至web資料夾 5.將60XOO資料夾上傳至指定FTP中,開網頁檢查確認是否已經正常顯示 November 10, 2008
home8511829
在天空部落發表於13:04:50 |
資訊教育
上網瀏覽 FTP資料夾(備份、上傳或下載)位置 請使用FileZilla登錄本校學生用 FTP,帳密請見自己的護照 ftp://210.240.57.137/student-web/60X/下自己的資料夾60XOO 1. 請在本機開60XOO資料夾,內置2個資料夾分別為web、pic 2. 每次上課如果本機資料夾檔案被毀,請從FTP上抓回來 3. 每次下課無論進度如何,都要將本機資料夾上傳到FTP中,蓋掉舊資料 4. 上傳後才能在網瀏覽器上看見自己的網頁,否則只有本機可以看 March 26, 2008
home8511829
在天空部落發表於16:17:04 |
教學手札
![]() ![]() ![]() 看看附件三張圖(這還不是第一名的ㄜ) 是各位班級電腦的內部 風扇與散熱片中間已經被塵土隔離 風吹不過去,如何善熱 塵土會吸收濕氣,造成電路氧化零件損壞 所以學校的電腦容易壞 還有主機不要直接放在地上,掃地的塵土都吸進去了 或是放在黑板下,粉筆灰也吸進去了 請定期(至少每個月)打開機殼 用油漆刷刷一刷吧 至少我在修理時比較不會心痛 衣服也會比較乾淨一些 本校專用電腦省電調校包已經放在137上了 請自行下載服用 包括設定自動開關機,自動省電調整等 還有電腦待命與螢幕省電(請自行調整) 稻香的CO2又少了一些環保績效多了一些
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