A Personal Perspective on Logo's Early Years, Legacy, And
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Boenig-Liptsin / Entrepreneurs of the Mind / 1 Citizen's Mind
Margo Boenig-Liptsin SIGCIS Workshop, November 9, 2014 Work in !rogress Session "orking draft – please do not cite (ear SIGCIS Workshop !articipants) *hank you $or reading this partial draft of one of my dissertation 'hapters) I-m submitting to your review a draft of a 'hapter $rom the mi##&e of my dissertation, therefore to contextualize the "riting that you "i&& be reading, I inc&ude be&ow an abstract of my "hole dissertation project and a chapter out&ine. 2s you "i&& see, this early draft of Chapter 2 is based primari&y on empirical research of my three national cases1 I haven't yet integrated into it any secondary &iterature. I "ould be very gratef,& $or your suggestions of re$erences that you $eel "ould be interesting $or me to incorporate/refect upon, especial&y $rom the &iterature on the history of computing, given the topi's that I am exploring in this chapter or in the dissertation as a "hole. *his early draft is also missing complete $ootnotes—they are current&y 0ust notes $or mysel$ and references that I need to tidy up. I-m gratef,& $or al& of your comments, "hich "i&& no doubt make the next #raft of this signifcant&y better) Best "ishes, Margo (issertation abstract Making the Citi/en of the Information 2ge7 2 comparative study of computer &iteracy programs $or 'hi&dren, 1960s-1990s My dissertation is a comparative history of the frst computer &iteracy programs $or chi&dren. *he project examines how programs to introduce 'hi&dren to computers in the 9nited States, :rance, and the Soviet 9nion $rom the 1960s to 1990s embodied political, epistemic, and moral debates about the kind of citi/en required $or &i$e in the 21st century. -
Functional Thinking
Functional Thinking director / software architect NEAL FORD meme wrangler ® ThoughtWorks [email protected] 2002 Summit Boulevard, Atlanta, GA 30319 nealford.com thoughtworks.com memeagora.blogspot.com @neal4d 1 a metaphor an essay a history lesson 2 3 4 new language: easy new paradigm: hard 5 “functional” is more a way of thinking than a tool set 6 Execution in the Kingdom of Nouns Steve Yegge http://steve-yegge.blogspot.com/ 2006/03/execution-in-kingdom-of-nouns.html 7 v e r b s ! 8 ! 9 http://oreilly.com/news/languageposter_0504.html 1954 1957 1960 1965 1970 1975 1980 1985 1990 1995 2000 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 PostScript level 3 PostScript level 3 PostScript PostScript level 2 PostScript level 3 v 3016 v 3017 1982 1992 september 11, 1996 OO Forth 2003 september 11, 2005 1987 Forth FIG-Forth Forth-83 ANS Forth ISO Forth 1968 1978 1983 1986 1997 Logo Object Logo Tcl Tcl/Tk Tcl/Tk 8.1 Tcl/Tk 8.2.3 Tcl/Tk 8.3 Tcl/Tk 8.4 Tcl/Tk 8.4.1 Tcl/Tk 8.4.2 Tcl/Tk 8.4.3 Tcl/Tk 8.4.4 Tcl/Tk 8.4.5 Tcl/Tk 8.4.6 Tcl/Tk 8.4.7 Tcl/Tk 8.4.8 Tcl/Tk 8.4.9 Tcl/Tk 8.4.11 Tcl/Tk 8.4.12 Tcl/Tk 8.4.13 Tcl/Tk 8.4.14 Tcl/Tk 8.4.15 Tcl/Tk 8.5 Tcl/Tk 8.5.5 Tcl/Tk 8.5.6 Tcl/Tk 8.5.7 Tcl/Tk 8.5.9 1968 1986 mid 1988 end 1988 april 1999 dec. -
Cpp-Skript SS18.Pdf
Programmierung mit C++ für Computerlinguisten CIS, LMU München Max Hadersbeck Mitarbeiter Daniel Bruder, Ekaterina Peters, Jekaterina Siilivask, Kiran Wallner, Stefan Schweter, Susanne Peters, Nicola Greth — Version Sommersemester 2018 — Inhaltsverzeichnis 1 Einleitung1 1.1 Prozedurale und objektorientierte Programmiersprachen . .1 1.2 Encapsulation, Polymorphismus, Inheritance . .1 1.3 Statische und dynamische Bindung . .2 1.4 Die Geschichte von C++ . .2 1.5 Literaturhinweise . .3 2 Traditionelle und objektorientierte Programmierung4 2.1 Strukturiertes Programmieren . .4 2.2 Objektorientiertes Programmieren . .5 3 Grundlagen7 3.1 Installation von Eclipse und Übungsskript . .7 3.2 Starten eines C++ Programms . .7 3.3 Allgemeine Programmstruktur . .8 3.4 Kommentare in Programmen . 10 3.5 Variablen . 11 3.5.1 Was sind Variablen? . 11 3.5.2 Regeln für Variablen . 12 3.5.3 Grundtypen von Variablen . 12 3.5.4 Deklaration und Initialisierung von Variablen . 13 3.5.5 Lebensdauer von Variablen . 14 3.5.6 Gültigkeit von Variablen . 15 3.6 Namespace . 16 3.6.1 Defaultnamespace . 16 3.7 Zuweisen von Werten an eine Variable . 17 3.8 Einlesen und Ausgeben von Variablenwerten . 19 3.8.1 Einlesen von Daten . 19 3.8.2 Zeichenweises Lesen und Ausgeben von Daten . 21 3.8.3 Ausgeben von Daten . 22 3.8.4 Arbeit mit Dateien . 23 3.8.4.1 Textdateien unter Unix ................... 23 3.8.4.2 Textdateien unter Windows ................ 24 3.8.4.3 Lesen aus einer Datei . 25 3.8.4.4 Lesen aus einer WINDOWS Textdatei . 26 i ii Inhaltsverzeichnis 3.8.4.5 Schreiben in eine Datei . 26 3.9 Operatoren . -
BBN and Computer Technology Timeline 1948 • Establishment Of
BBN and Computer Technology Timeline 1948 • Establishment of Bolt Beranek and Newman Inc. (BBN) 1958 • Purchase of BBN's first computer, an LPG-30, manufactured by the Royal McBee Company 1959 • Purchase of PDP-1 from the Digital Equipment Corporation (DEC); Serial #0 [??] 1960 • Design of a priority-interrupt system for the PDP-1. • Development of Cyclops, an AI program for pattern recognition. 1962 • Public demonstration of computer time-sharing. 1963 • Demonstration of Data Dial, a modem to enable remote communication with computers by telephone. 1964 • Public demonstration of a computer-based communications system for the Massachusetts General Hospital. • Development of MENTOR and the SOCRATIC SYSTEM, systems for computer- based mixed-initiative tutoring. 1965 • Development of TELCOMP, an interactive computer language. • Development of the Grafacon, a tablet for scanning and digitizing graphic data. • Publication of Libraries of the Future, a consideration of the implications of computer technology for future libraries, based on a project for the Council of Library Resources. 1966 • Creation of LOGO, a computer programming language designed especially for use by children. 1967 • Formation of Time Share Ltd., a subsidiary offering computing services in the UK. 1968 • Development of packet-switching protocols for the ARPANET 1969 • Launching of the ARPANET; demonstration of four-node network. • Automation of odd-lot stock transactions for the Pacific Coast Stock Exchange. • Grammatical analysis of English text by augmented transition networks. 1970 • Development of TENEX, a virtual-memory operating system for DEC computers. • Demonstration of SCHOLAR, a computer-based system that modeled a Socratic tutor. • 1971 Transmission of person-to-person email message using the @ sign. -
Learning to Code
PART ILEARNING TO CODE How Important is Programming? “To understand computers is to know about programming. The world is divided… into people who have written a program and people who have not.” Ted Nelson, Computer Lib/Dream Machines (1974) How important is it for you to learn to program a computer? Since the introduction of the first digital electronic computers in the 1940s, people have answered this question in surprisingly different ways. During the first wave of commercial computing—in the 1950s and 1960s, when 1large and expensive mainframe computers filled entire rooms—the standard advice was that only a limited number of specialists would be needed to program com- puters using simple input devices like switches, punched cards, and paper tape. Even during the so-called “golden age” of corporate computing in America—the mid- to late 1960s—it was still unclear how many programming technicians would be needed to support the rapid computerization of the nation’s business, military, and commercial operations. For a while, some experts thought that well-designed computer systems might eventually program themselves, requiring only a handful of attentive managers to keep an eye on the machines. By the late 1970s and early 1980s, however, the rapid emergence of personal computers (PCs), and continuing shortages of computer professionals, shifted popular thinking on the issue. When consumers began to adopt low-priced PCs like the Apple II (1977), the IBM PC (1981), and the Commodore 64 (1982) by the millions, it seemed obvious that ground-breaking changes were afoot. The “PC Revolution” opened up new frontiers, employed tens of thousands of people, and (according to some enthusiasts) demanded new approaches to computer literacy. -
Application Notes for Telcomp Software Applications and Avaya IP Office - Issue 1.0
Avaya Solution & Interoperability Test Lab Application Notes for Telcomp Software Applications and Avaya IP Office - Issue 1.0 Abstract These Application Notes describe the configuration steps required for Telcomp software applications to successfully interoperate with the Avaya IP Office. The Telcomp PickUpIp application provides Caller ID capabilities to a single computer, or to a network of computers via the Telcomp PickUp application. The Telcomp PickUpEm application provides 911 emergency alert messages to be directed at a central console. All three of these applications work in conjunction with the Telcomp TcIpOff connection server application. Each of the Telcomp applications requires the functionality of run-time telephony event data streams provided by the Avaya IP Office DevLink PRO SDK interface. Information in these Application Notes has been obtained through DevConnect compliance testing and additional technical discussions. Testing was conducted via the DevConnect Program at the Avaya Solution and Interoperability Test Lab. SVS; Reviewed: Solution & Interoperability Test Lab Application Notes 1 of 18 SPOC 10/16/2007 ©2007 Avaya Inc. All Rights Reserved. IPO40-Telcomp 1. Introduction These Application Notes describe the compliance-tested configuration utilizing Telcomp software applications and Avaya IP Office. The Telcomp software application solution for Avaya IP Office consists of the following applications: PickUpIp – CallerID IP Server for IP Office TcIpOff – IP Office / Partner Translator for IP Office PickUp – CallerID client PickUpEm - 911 Alert Indicator Telcomp PickUpIp is a client/server middleware application that provides CallerID number information via a single-line screen pop and/or a multi-line menu capability from Avaya IP Office to a single computer, or a network of computers. -
1. with Examples of Different Programming Languages Show How Programming Languages Are Organized Along the Given Rubrics: I
AGBOOLA ABIOLA CSC302 17/SCI01/007 COMPUTER SCIENCE ASSIGNMENT 1. With examples of different programming languages show how programming languages are organized along the given rubrics: i. Unstructured, structured, modular, object oriented, aspect oriented, activity oriented and event oriented programming requirement. ii. Based on domain requirements. iii. Based on requirements i and ii above. 2. Give brief preview of the evolution of programming languages in a chronological order. 3. Vividly distinguish between modular programming paradigm and object oriented programming paradigm. Answer 1i). UNSTRUCTURED LANGUAGE DEVELOPER DATE Assembly Language 1949 FORTRAN John Backus 1957 COBOL CODASYL, ANSI, ISO 1959 JOSS Cliff Shaw, RAND 1963 BASIC John G. Kemeny, Thomas E. Kurtz 1964 TELCOMP BBN 1965 MUMPS Neil Pappalardo 1966 FOCAL Richard Merrill, DEC 1968 STRUCTURED LANGUAGE DEVELOPER DATE ALGOL 58 Friedrich L. Bauer, and co. 1958 ALGOL 60 Backus, Bauer and co. 1960 ABC CWI 1980 Ada United States Department of Defence 1980 Accent R NIS 1980 Action! Optimized Systems Software 1983 Alef Phil Winterbottom 1992 DASL Sun Micro-systems Laboratories 1999-2003 MODULAR LANGUAGE DEVELOPER DATE ALGOL W Niklaus Wirth, Tony Hoare 1966 APL Larry Breed, Dick Lathwell and co. 1966 ALGOL 68 A. Van Wijngaarden and co. 1968 AMOS BASIC FranÇois Lionet anConstantin Stiropoulos 1990 Alice ML Saarland University 2000 Agda Ulf Norell;Catarina coquand(1.0) 2007 Arc Paul Graham, Robert Morris and co. 2008 Bosque Mark Marron 2019 OBJECT-ORIENTED LANGUAGE DEVELOPER DATE C* Thinking Machine 1987 Actor Charles Duff 1988 Aldor Thomas J. Watson Research Center 1990 Amiga E Wouter van Oortmerssen 1993 Action Script Macromedia 1998 BeanShell JCP 1999 AngelScript Andreas Jönsson 2003 Boo Rodrigo B. -
A Python Implementation for Racket
PyonR: A Python Implementation for Racket Pedro Alexandre Henriques Palma Ramos Thesis to obtain the Master of Science Degree in Information Systems and Computer Engineering Supervisor: António Paulo Teles de Menezes Correia Leitão Examination Committee Chairperson: Prof. Dr. José Manuel da Costa Alves Marques Supervisor: Prof. Dr. António Paulo Teles de Menezes Correia Leitão Member of the Committee: Prof. Dr. João Coelho Garcia October 2014 ii Agradecimentos Agradec¸o... Em primeiro lugar ao Prof. Antonio´ Leitao,˜ por me ter dado a oportunidade de participar no projecto Rosetta com esta tese de mestrado, por todos os sabios´ conselhos e pelos momentos de discussao˜ e elucidac¸ao˜ que se proporcionaram ao longo deste trabalho. Aos meus pais excepcionais e a` minha mana preferida, por me terem aturado e suportado ao longo destes quase 23 anos e sobretudo pelo incondicional apoio durante estes 5 anos de formac¸ao˜ superior. Ao pessoal do Grupo de Arquitectura e Computac¸ao˜ (Hugo Correia, Sara Proenc¸a, Francisco Freire, Pedro Alfaiate, Bruno Ferreira, Guilherme Ferreira, Inesˆ Caetano e Carmo Cardoso), por todas as sug- estoes˜ e pelo inestimavel´ feedback em artigos e apresentac¸oes.˜ Aos amigos em Tomar (Rodrigo Carrao,˜ Hugo Matos, Andre´ Marques e Rui Santos) e em Lisboa (Diogo da Silva, Nuno Silva, Pedro Engana, Kaguedes, Clara Paiva e Odemira), por terem estado pre- sentes, duma forma ou doutra, nos essenciais momentos de lazer. A` Fundac¸ao˜ para a Cienciaˆ e Tecnologia (FCT) e ao INESC-ID pelo financiamento e acolhimento atraves´ da atribuic¸ao˜ de uma bolsa de investigac¸ao˜ no ambitoˆ dos contratos Pest-OE/EEI/LA0021/2013 e PTDC/ATP-AQI/5224/2012. -
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.