Coding The Cop & the Anthem

Using Computer Science Principles to Solve Real Life Problems

After reading The Cop & the Anthem, we're going to apply what we learned from the 1st chapter of Once Upon an Algorithim:The Path to Understanding Computation and our introduction to basic coding from www.code.org to analyze how Soapy ended up with "three months on the island."

What It Should Look Like

Using your graphics program of choice (Illustrator or Photoshop), Map Soapy's decision making process.

Things to consider:

You're probably thinking right now, how am I supposed to do this?

The key here is to represent, graphically, Soapy's problem solving processthink in terms of a computerSoapy is merely a representation of a problem in a particular set of circumstances. In the end, there is neither a good nor bad solution, just a solution

Design Parameters

  1. Size: 20" x 30" Resolution: 300 DPI – can be portrait or landscape
  2. Title – needs to include the name of the short story The Cop and the Anthem but also something that describes how you are representing the problem solving process
  3. Your graphic should look like a type of algorithim – in other words, it should show a type of methodology (solution) for solving the problem
  4. You can use real pictures, symbols, or graphic characters to represent the methodology to solving the problem
  5. The problem and the solution should be clear – how Soapy gets there is for you to decide
Graph Example

 

Graph Example