What is a street in karel world


what is a street in karel world

More Basic Karel

Karel can navigate a world by moving and turning left within it. Karel can also take balls and put balls down. Recall that these are the only four commands Karel knows:

Karel resides in a boxed-in world. Let's review the basic components of Karel's world.

Karel's World

Karel's world is a grid composed of walls, streets, and avenues.

Walls:

Walls block Karel's movement. Walls include the borders of a world as well as any lines running through the world.

Karel cannot move through walls! If Karel attempts a command while directly in front of a wall, Karel will crash into it.

Streets:

A street is a row in the grid.

The 5th row, or 5th street, is highlighted in the example world above.

Avenues:

An avenue is a column in the grid.

The 8th column, or 8th avenue, is highlighted in the example world above.

Karel's Direction

Karel can face one of four directions at any given time - north, east, south, or west. The direction Karel is facing determines which direction Karel will move. If Karel is facing north, a command will make Karel move up. If Karel is facing east, a command will make Ka

If you have already installed the package, we are ready to start using it. We will execute the command to be able to use it:

First of all, we need to create a world so that Karel can move around. We do this with the instruction , specifying the name of the world we want to use inside the parentheses and with quotation marks. The package includes several worlds that we will explore, for example:

As you can see in the image, Karel’s world has some elements:

  • We call each row of the rectangular world a street, meaning that the streets run horizontally.

  • The avenues run vertically (they are the columns). The intersection between a street and an avenue is called a cell, which can be identified by the numbers outside the box.

  • Karel is always facing one of the four possible directions: east, north, west, or south.

  • The black borders represent walls, which are barriers that Karel cannot pass through; it can only go around them. Karel also cannot leave the rectangle that delimits the world.

  • The square in cell (2, 1) is an item. Karel can traverse the world by placing and picking up items. There can be more than one item in a cell, in which case we

    More Basic Karel

    Karel's World

    You can assume of Karel's world as a grid. At any time, Karel occupies the space at a specific row and column. We call rows streets and columns avenues.

    Karel's Directions

    The world is organized along the basic cardinal route (clockwise, from the top: North, East, South, West). Karel is aware of the direction he's facing. You can use functions like and to control Karel's direction, but we'll get more into that later.

    Using Karel's Commands

    We can use Karel's commands to create new programs. A program is like a list of actions that we want Karel to perform.

    Let's have Karel lay down a ball in the middle of the world, as shown below.

    The first command we'll need is to have Karel move forward. Then Karel will and again to get to the center of the planet. Once there, Karel can utilize to set down a ball, then three times to tackle the starting direction.

    We can document out the program like a list:



    About Karel's World

    What is Karel

    Karel is a robot living in a simple world represented on your computer screen.


    Karel (facing north)


    A little picture of Karel's world.

    How can Karel get about in his world?

    Karel's world is crisscrossed by horizontal streets and vertical avenues which are represented by lines on your computer screen. Karel can only stand at corners where a street and avenue intersect. He can move and turn about, but he must stay on the streets and avenues and can only stop at corners.

    What directions can Karel face?

    Karel can face in any of the directions north (toward the top of the screen), south (toward the bottom), east(toward the right), and west (toward the left).

    What objects appear in Karel's World

    There are two other kinds of things in Karel's world besides Karel: walls, and beepers.

    What are walls?

    The walls in Karel's world are made of neutronium (an impenetrable metal). They appear as dar obstructions between street corners in Karel's world.


    Wall Section (east-west)

    What are beepers?

    Beepers are small platic cones that make a quiet beeping sound. They may appear at street corners and may be picked up or plac

    This page provides an overview of Karel's world and what he can do.

    You may also want to read a reference guide that describes the details of the commands and functions Karel understands and/or a reference guide for the .

    Karel's World:

    General Comments
    Karel lives in a flat world with the standard north, south, east, and west compass points. The world is bounded on all four sides by boundaries. Karel cannot bump into these walls; if he tries to move into one, he will crash.

    Crisscrossing the world are horizontal streets (running east-west) and vertical avenues (running north-south). An intersection (or street corner or corner) is located wherever a street and avenue intersect. Karel can be positioned on any corner, facing one of the four compass points. Both streets and avenues are numbered; consequently each intersection may be identified by its street and avenue numbers.

    The corner of 1st Street and 1st Avenue is named the origin. This is the most southwesterly corner in Karel's world. Street numbers increase as Karel travels east and avenue numbers increase as Karel travels north.
    Karel's Locat