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Full-Text Articles in Programming Languages and Compilers

Android Game, Ryan Weston Jan 2020

Android Game, Ryan Weston

Williams Honors College, Honors Research Projects

The purpose of this project was to create an endless runner game for Android coded in Java and XML and developed in Android Studio. In the game, the player controls a frog that jumps from lily pad to lily pad to avoid logs moving toward the player. The player must also maneuver the lily pads as they can randomly disappear. There are three difficulties in the game that vary the disappearance rate of lily pads as well as the frequency and acceleration rate of the log obstacles. The game also has a scoring system and saves the high score locally …


Teaching Introductory Programming Concepts Through A Gesture-Based Interface, Lora Streeter May 2019

Teaching Introductory Programming Concepts Through A Gesture-Based Interface, Lora Streeter

Graduate Theses and Dissertations

Computer programming is an integral part of a technology driven society, so there is a tremendous need to teach programming to a wider audience. One of the challenges in meeting this demand for programmers is that most traditional computer programming classes are targeted to university/college students with strong math backgrounds. To expand the computer programming workforce, we need to encourage a wider range of students to learn about programming.

The goal of this research is to design and implement a gesture-driven interface to teach computer programming to young and non-traditional students. We designed our user interface based on the feedback …


Procedural Generation: An Algorithmic Analysis Of Video Game Design And Level Creation, Logan Bond Jan 2017

Procedural Generation: An Algorithmic Analysis Of Video Game Design And Level Creation, Logan Bond

Honors Theses

Procedural generation is a method for generating mass quantities of data algorithmically rather than manually. One perfect example of this is the recently famous No Man’s Sky, a video game where the entire marketing scheme was structured around its procedurally generated universe. The game’s trailer and advertisements promised its players 18,446,744,073,709,551,616 unique planets[1], all of which were procedurally generated. In other words, the developers did not create exclusive profiles for every single planet, but instead programmed the game in such a way that the planets were built from the code. This method of content creation is the …