Perché Fare Coding Con Le Materie Umanistiche ! Stefano Penge
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IPS Signature Release Note V9.17.79
SOPHOS IPS Signature Update Release Notes Version : 9.17.79 Release Date : 19th January 2020 IPS Signature Update Release Information Upgrade Applicable on IPS Signature Release Version 9.17.78 CR250i, CR300i, CR500i-4P, CR500i-6P, CR500i-8P, CR500ia, CR500ia-RP, CR500ia1F, CR500ia10F, CR750ia, CR750ia1F, CR750ia10F, CR1000i-11P, CR1000i-12P, CR1000ia, CR1000ia10F, CR1500i-11P, CR1500i-12P, CR1500ia, CR1500ia10F Sophos Appliance Models CR25iNG, CR25iNG-6P, CR35iNG, CR50iNG, CR100iNG, CR200iNG/XP, CR300iNG/XP, CR500iNG- XP, CR750iNG-XP, CR2500iNG, CR25wiNG, CR25wiNG-6P, CR35wiNG, CRiV1C, CRiV2C, CRiV4C, CRiV8C, CRiV12C, XG85 to XG450, SG105 to SG650 Upgrade Information Upgrade type: Automatic Compatibility Annotations: None Introduction The Release Note document for IPS Signature Database Version 9.17.79 includes support for the new signatures. The following sections describe the release in detail. New IPS Signatures The Sophos Intrusion Prevention System shields the network from known attacks by matching the network traffic against the signatures in the IPS Signature Database. These signatures are developed to significantly increase detection performance and reduce the false alarms. Report false positives at [email protected], along with the application details. January 2020 Page 2 of 245 IPS Signature Update This IPS Release includes Two Thousand, Seven Hundred and Sixty Two(2762) signatures to address One Thousand, Nine Hundred and Thirty Eight(1938) vulnerabilities. New signatures are added for the following vulnerabilities: Name CVE–ID -
Libreoffice Na Prefeitura De Paraíba Do Sul 05
EDITORES Eliane Domingos de Sousa Vera Cavalcante EDITORIAL REDATORES Festa diante do caos Alessandro Feitoza Clayton Eduardo Dausacker A abertura dos jogos olímpicos foi uma lição para o mundo. Danilo Martinez Praxedes Como um país que está em um momento turbulento na economia e na política David Jourdain Douglas Vigliazzi consegue passar por cima de tudo isso e fazer uma festa maravilhosa Gilvan Vilarim !emos um jeito tão brasileiro de separar as coisas. "ostramos ao mundo que Jon Maddog Hall Johnny Furusato podemos fazer festa# mesmo diante do caos. $ dizer o que precisa ser dito para o José Rojo Camacho mundo. %obre como somos os responsáveis pelo que acontece ao planeta. %omos Luiz Fernando Rezende Coutinho a causa da doença# mas tamb&m podemos ser a cura. Algu&m tem uma ideia que# Marco Giannini Nélio Gonçalves Godoi com certeza# & um sonho individual que compartilhado# & colocado em prática. Um Rômulo Souza indivíduo tem que ser o primeiro a colocar a mão na massa. $ pode fazer a Sedenir Marco de Paris diferença no mundo. (epois a massa assume a ideia e a mudança. A lição que Sthefany Soares tiramos disso & que# cada um de n)s pode plantar uma ideia. *u uma árvore. $ o TRADUÇÃO mundo será# no futuro# melhor para os que aqui estiverem. David Jourdain +amos aproveitar esse momento e tomá-lo como apoio para todas as nossas Vera Cavalcante aç-es futuras. Boas ideias e trabalho são as aç-es que podem fazer a diferença. REVISÃO 'm e/emplo disso foi o trabalho realizado na 0refeitura de 0araíba do %ul. -
THE FUTURE Typographic Quality WYSIWYG Collaborative Document Editing and Form Filling in the Cloud
BACK TO THE FUTURE Typographic quality WYSIWYG collaborative document editing and form filling in the cloud László Németh @CollaboraOffice www.CollaboraOffice.com Special hyphenation (Introduction) ● We need only a few new hyphenation patterns to handle Dutch, Norwegian and Swedish hyphenation better FOSDEM 2016 | László Németh 2 / 18 Custom special hyphenation ● Syntax: Writing Aids#Word FOSDEM 2016 | László Németh 3 / 18 „Future” for office suites ● WYSYWYG (What you see is what you get) ● Collaborative real-time editing ● “The mother of all demos”, presented by Douglas Engelbart et al. In 1968: https://www.youtube.com/watch?v=yJDv-zdhzMY FOSDEM 2016 | László Németh 4 / 18 CloudSuite ● Based on LibreOffice Online ● For open and private clouds ● WYSIWYG collaborative document editing also on weak clients and limited networks ● CODE demo (OwnCloud integration): https://www.collaboraoffice.com/code/ FOSDEM 2016 | László Németh 5 / 18 CASE STUDY: Fidelity ● Typesetting chess in printing quality ● Embedded font: Chess Merida Unicode ● Document: LibreLogo example from LibreOffice Template site FOSDEM 2016 | László Németh 6 / 18 CloudSuite: embedded font support FOSDEM 2016 | László Németh 7 / 18 CASE STUDY: Big documents ● Document: 448 MB (GIMP textbook by FSF.hu Foundation, Hungary) ● Stored only in the cloud → fast access FOSDEM 2016 | László Németh 8 / 18 CASE STUDY: DTP ● Font features (Graphite) ● Linux Libertine G, Linux Biolinum G ● http://numbertext.org/linux/LibOConf2011_DTP.pdf ● PDF export ● GIMP textbook: different quality/size -
Integrating Language Arts and Computational Thinking: A
Integrating Language Arts and Computational Thinking: A Reflection on the Importance of Gossip by Glen Bull, University of Virginia According to Cynthia Solomon, Seymour Papert went to Europe in the summer of 1966 and returned with the initial specifications for the computing language Logo (Personal Communication, 2018). Logo is notable as the first computing language designed specifically for children. Solomon and Papert collaborated with Wally Feurzeig to develop an initial implementation of the computing language, which they began testing with children in local schools the following year. At the time, Papert was codirector of the MIT Artificial Intelligence Laboratory. Artificial intelligence (AI) is the science of creating computer programs that can replicate the performance of humans. An important aspect of AI is interpretation of human language. Therefore, not surprisingly, an important aspect of Logo is its capability to process words and sentences. Feurzeig originated the name of the language, Logo, the Greek word for word. Papert summarized this work in Mindstorms: Children, Computers, and Powerful Ideas, published in 1980. Papert introduced the term “computational thinking” in Mindstorms. He also described the use of Logo by middle school students to generate “computer poetry.” The students created syntactic structures that generated sentences in the process of exploring the way in which language works. Background Like many others, I was influenced by the vision that Papert outlined in Mindstorms. Texas Instruments donated 10 TI 99/4 microcomputers with Logo that I used to offer an initial course, Teaching With Logo, at the University of Virginia in fall 1980. The TI microcomputer had a fraction of the power of today’s personal computers. -
Creating an Adventure Game with an Embedded Novice Programming Environment for Learning LOGO
Creating an Adventure Game with an Embedded Novice Programming Environment for Learning LOGO Ioannis Sarlis1, Dimitrios Kotsifakos2, Dr. Panagiotis Zaharias3 1MSc, Med, IT Teacher, [email protected] 2 MSc, PhD (candidate), Electronic Engineering, VET, University of Piraeus, [email protected] 3Adjunct Faculty Member, Open University of Cyprus, [email protected] Abstract This article presents the construction of a game that includes a Novice Programming Environment for high school students and is to be used for teaching LOGO programming language. This programming environment is a game that is designed, implemented and tested specifically for junior high-school students for them to acquire basic programming skills. This game is called "Super Turtle Adventures" and is based on Digital Game-Based Learning (DGBL). It helps students to learn LOGO Programming Language, by creating various challenges and puzzles, which they must solve using LOGO code. Students pass from one level to the next by solving these puzzles. The benefit for students playing this game is, on the one hand, the improvement of their programming skills on the other that they learn to respect the environment through recycling. The article treats programming as a new digital skill that needs to be mastered by high school students. The article concludes that programming should be taught using DGBL in schools and suggests "Super Turtle Adventures" game as a Digital Game-Based Learning application for teaching LOGO in schools. Keywords: LOGO Programming Language, Teaching Programming, Novice Programming Environment (NPE), Digital Game-Based Learning (DGBL) 1. Digital Game-Based Learning (DGBL) Digital Game-Based Learning (DGBL) is a teaching approach that involves the use of digital games into teaching, in order to learn, explore and/or practice some form of training material. -
The Logo Lineage
id302705 pdfMachine by Broadgun Software - a great PDF writer! - a great PDF creator! - http://www.pdfmachine.com http://www.broadgun.com THE LOGO LINEAGE by Wallace Feurzeig Wallace Feurzeig is a division scientist in information sciences for Bolt Beranek and Newman. His favorite implementation of Logo is still Logo-S for minicomputers. L ogo was created in 1966 at Bolt Beranek and Newman, a Cambridge research firm. Its intellectual roots are in artificial intelligence, mathematical logic and developmental psychology. The first four years of Logo research, development and teaching work was done at BBN. During the early 1960s, BBN had become a major center of computer science research and innovative applications. I joined the firm in 1962 to work with its newly available facilities in the Artificial Intelligence Department, one of the earliest AI organizations. My colleagues were actively engaged in some of the pioneering AI work in computer pattern recognition, natural language understanding, theorem proving, LISP language development and robot problem solving. Much of this work was done in collaboration with distinguished researchers at M.I.T. such as Marvin Minsky and John McCarthy, who were regular BBN consultants during the early 1960s. Other groups at BBN were doing original work in cognitive science, instructional research and man- computer communication. Some of the first work on knowledge representation (semantic networks), question-answering, interactive graphics and computer- aided instruction was actively underway. J. C. R. Licklider was the spiritual as well as the scientific leader of much of this work, championing the cause of on- line interaction during an era when almost all computation was being done via batch processing. -
Logo Tree Project
LOGO TREE PROJECT Written by P. Boytchev e-mail: pavel2008-AT-elica-DOT-net Rev 1.82 July, 2011 We’d like to thank all the people all over the globe and all over the alphabet who helped us build the Logo Tree: A .........Daniel Ajoy, Eduardo de Antueno, Hal Abelson B .........Andrew Begel, Carl Bogardus, Dominique Bille, George Birbilis, Ian Bicking, Imre Bornemisza, Joshua Bell, Luis Belmonte, Vladimir Batagelj, Wayne Burnett C .........Charlie, David Costanzo, John St. Clair, Loïc Le Coq, Oliver Schmidt-Chevalier, Paul Cockshott D .........Andy Dent, Kent Paul Dolan, Marcelo Duschkin, Mike Doyle E..........G. A. Edgar, Mustafa Elsheikh, Randall Embry F..........Damien Ferey, G .........Bill Glass, Jim Goebel, H .........Brian Harvey, Jamie Hunter, Jim Howe, Markus Hunke, Rachel Hestilow I........... J..........Ken Johnson K .........Eric Klopfer, Leigh Klotz, Susumu Kanemune L..........Janny Looyenga, Jean-François Lucas, Lionel Laské, Timothy Lipetz M.........Andreas Micheler, Bakhtiar Mikhak, George Mills, Greg Michaelson, Lorenzo Masetti, Michael Malien, Sébastien Magdelyns, Silvano Malfatti N .........Chaker Nakhli ,Dani Novak, Takeshi Nishiki O ......... P..........Paliokas Ioannis, U. B. Pavanaja, Wendy Petti Q ......... R .........Clem Rutter, Emmanuel Roche S..........Bojidar Sendov, Brian Silverman, Cynthia Solomon, Daniel Sanderson, Gene Sullivan, T..........Austin Tate, Gary Teachout, Graham Toal, Marcin Truszel, Peter Tomcsanyi, Seth Tisue, Gene Thail U .........Peter Ulrich V .........Carlo Maria Vireca, Álvaro Valdes W.........Arnie Widdowson, Uri Wilensky X ......... Y .........Andy Yeh, Ben Yates Z.......... Introduction The main goal of the Logo Tree project is to build a genealogical tree of new and old Logo implementations. This tree is expected to clearly demonstrate the evolution, the diversity and the vitality of Logo as a programming language. -
Szabad Szoftver Konferencia És Kiállítás, 2012 : Követő Kiadvány
ISBN 978-963-89486-1-8 9 7 8 9 6 3 8 9 4 8 6 1 8 A KONFERENCIA TÁMOGATÓI Kiemelt támogatók Kiemelt médiatámogató Óbudai Egyetem Támogatók Médiatámogatók SZABAD SZOFTVER KONFERENCIA ÉS KIÁLLÍTÁS 2012 követő kiadvány Budapest, 2013 A közreműködők névsora: Mátó Péter fő szervező – stratégia, koordináció, web Torma Hajnalka helyszín, catering, előadók és nonprofit kiállítók szervezése, tördelés Bőle György támogatók és kiállítók szervezése Erdei Csaba stratégia, pénzügyek Baráth Gábor követő kiadvány borítója Kelemen Gábor követő kiadvány és web korrektúrája Németh László követő kiadvány tördelése Rózsár Gábor fotózás Szántai István követő kiadvány korrektúrája Tímár András követő kiadvány korrektúrája Torma László sajtó, kommunikáció Varga Csaba Sándor technikai feltételek, ajándékok Zahemszky Gábor követő kiadvány és web korrektúrája Zelena Endre követő kiadvány tördelése ISBN 978-963-89486-1-8 9 7 8 9 6 3 8 9 4 8 6 1 8 FSF.hu Alapítvány URL: htp://www.fsf.hu/ E-mail: [email protected] A kiadvány tördelése LibreOfice 4.0.1-ben készült, a borítóhoz GIMP-et használtunk. Címlapfotó PotironLight Jelen kiadvány a Creative Commons „Nevezd meg! – Ne add el! – Ne változtasd! 2.5” licenc alapján szabadon terjeszthető. TARTALOMJEGYZÉK Bodnár Csaba: Mentsük, ami menthető – Bevált mentési megoldások Linuxra 7 Gránicz Ádám: Webes és mobil alkalmazások F#-ban WebSharperrel 13 Meskó Balázs: A Vala programozási nyelv 21 Németh Felicián, Sonkoly Balázs: OpenFlow: út a szabad szofveres hálózatok felé? 23 Németh László: A követő kiadvány margójára – ODM fődokumentumok -
Mindstorms: Children, Computers, and Powerful Ideas
MINDSTORMS Frontispiece: LOGO Turtle. M/NDSTORMS Children, Computers, and Powerful Ideas SEYMOUR PAPERT Basic Books, Inc., Publishers / New York Library of Congress Cataloging in Publication Data Papert, Seymour. Mindstorms: children, computers, and powerful ideas. Includes bibliographical references and index. 1. Education. 2. Psychology. 3. Mathematics--Computer-assisted instruction. I. Title. QA20.C65P36 1980 372.7 79-5200 ISBN: 0-465-04627-4 Copyright © 1980 by Basic Books, Inc. Printed in the United States of America DESIGNED BY VINCENT TORRE 1098 7 6 5 4 3 2 Contents Foreword: The Gears of My Childhood vi Introduction: Computers for Children Chapter 1: Computers and Computer Cultures 19 Chapter 2: Mathophobia: The Fear of Learning 38 Chapter 3: Turtle Geometry: A Mathematics Made for Learning 55 Chapter 4: Languages for Computers and for People 95 Chapter 5: Microworlds: Incubators for Knowledge 120 Chapter 6: Powerful Ideas in Mind-Size Bites 135 Chapter 7: LOGO's Roots: Piaget and AI 156 Chapter 8: Images of the Learning Society 177 Epilogue: The Mathematical Unconscious 190 Afterword and Acknowledgments 208 Notes 217 Index 225 Foreword The Gears of My Childhood BEFORE I WAS two years old I had developed an intense involve- ment with automobiles. The names of car parts made up a very substantial portion of my vocabulary: I was particularly proud of knowing about the parts of the transmission system, the gearbox, and most especially the differential. It was, of course, many years later before I understood how gears work; but once I did, playing with gears became a favorite pastime. I loved rotating circular ob- jects against one another in gearlike motions and, naturally, my first "erector set" project was a crude gear system. -
Master Lukkarinen Aleksi 2016
Scala Media Computaon Contextualizaon Scala Media Scala Scala Contextualizaon Scala Media Computaon Scala Contextualizaon Scala Media Computaon Scala Scala Media Computaon Contextualizaon Scala Media Scala Scala Contextualizaon Scala Media Computaon Scala Contextualizaon Scala Media Computaon Scala Scala Media Computaon Contextualizaon Scala Media Scala Scala Contextualizaon Scala Media Computaon Aalto University Scala Contextualizaon Scala Media ComputaonSchool Scala of Science Degree Programme in Computer Science and Engineering Scala Media Computaon Contextualizaon Scala Media Scala Scala Contextualizaon Scala Media Computaon Scala Contextualizaon Scala Media Computaon Scala Scala Media Computaon Contextualizaon Scala Media Scala Scala Contextualizaon Scala Media Computaon Scala Contextualizaon Scala Media ComputaonAleksi Lukkarinen Scala Scala Media Computaon Contextualizaon Scala Media Scala Scala Contextualizaon Scala MediaSupporng Computaon Media Computaon Scala Contextualizaon Scala Media Computaonin Programming Scala Educaon Scala Media Computaon ContextualizaonA Scala Class Library Media for Bitmap Processing Using Scala Scala Scala Contextualizaon Scala Media Computaon Scala Contextualizaon Scala Media Computaon Scala Scala Media Computaon Contextualizaon Scala Media Scala Scala Contextualizaon Scala Media Computaon Scala Contextualizaon Scala Media Computaon Scala Scala Media Computaon Contextualizaon Scala Media Scala Scala Contextualizaon Scala Media Computaon Scala Contextualizaon Scala Media Computaon Scala Scala Media -
Challenging Programs in Logo
LogoWorks Challenging Programs in Logo Edited by Cynthia Solomon, Margaret Minsky, and Brian Harvey McGRAW-HILL BOOK COMPANY New York, St. Louis, San Francisco, Auckland Bogota, Hamburg, Johannesburg, London, Madrid Mexico, Montreal, New Delhi, Panama, Paris Sao Paulo, Singapore, Sydney, Tokyo, Toronto Disclaimer of warranties and limitation of liabilities The authors have taken due care in preparing this book and the programs in it, including research, development, and testing, to ascertain their effectiveness. The authors and publish- ers make no expressed or implied warranty of any kind with regard to these programs nor the supplementary documentation in this book. In no event shall the authors or publishers be liable for incidental or consequential damages in connection with or arising out of the furnish- ing, performance, or use of any of these programs. Designed by C. Linda Dingier Interior art by Kim Llewellyn The names of all computer programs and computers included herein are registered trade- marks of their makers. Copyright © 1986 by McGraw-Hill, Inc. All rights reserved. Printed in the United States of America. Except as permitted under the United States Copyright Act of1976, no part of this publication may be reproduced or distributed in any form or by any means, or stored in a data base or retrieval system, without the prior written permission of the publisher. 1234567890 EDW/EDW 89876 Library of Congress Cataloging in Publication Data Main entry under title: Logo W o r k s : challenging programs in Logo. Includes index. 1. LOGO (Computer program language) 2. Computer programs. I. Solomon, Cynthia. II. Minsky, Margaret. -
The Sugar Learning Platform: Affordances for Computational Thinking RED
RED. Revista de Educación a Distancia E-ISSN: 1578-7680 [email protected] Universidad de Murcia España Bender, Walter The Sugar Learning Platform: Affordances for Computational Thinking RED. Revista de Educación a Distancia, núm. 54, junio, 2017, pp. 1-19 Universidad de Murcia Murcia, España Available in: http://www.redalyc.org/articulo.oa?id=54751771001 How to cite Complete issue Scientific Information System More information about this article Network of Scientific Journals from Latin America, the Caribbean, Spain and Portugal Journal's homepage in redalyc.org Non-profit academic project, developed under the open access initiative RED. Revista de Educación a Distancia. Núm. 54. Artíc. 1. 30-06-2017 DOI: http://dx.doi.org/10.6018/red/54/1 http://www.um.es/ead/red/54/bender.pdf The Sugar Learning Platform: Affordances for Computational Thinking La plataforma de aprendizaje Sugar: Affordances educativas11 para el pensamiento computacional Walter Bender Sugar Labs. Massachusetts Institute of Technology. Cambridge, USA [email protected] Abstract After ten years of deployment of the Sugar Learning Platform, we reflect on the specific tools and affordances deployed to engage learners in computational thinking with the overarching goal of fluency. These tools include multiple media-rich programming environments and also mechanism for debugging, collaboration, expression, and reflection. We motivate our selection of tools by reviewing the pioneering work of Seymour Papert, Marvin Minsky, and Cynthia Solomon, who first brought multimedia computing to elementary schools in the late 1960s with the goal of engaging children in the mastery of many of the heuristics and algorithms we associate with computational thinking.