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         Logo Programming:     more books (100)
  1. Programacion En Logo/Programming in Logo (Spanish Edition) by Joaquin D'Opazo Alvarez, 1985-09
  2. Apple Logo Primer by Gary G. Bitter, 1983-08
  3. Computer Science Logo Style 2/e, Vol. 1: Symbolic Computing by Brian Harvey, 1997-02-14
  4. Computer Science Logo Style 2/e - 3 vol. set by Brian Harvey, 1997-02-14
  5. Computer Science Logo Style 2/e, Vol. 2: Advanced Techniques by Brian Harvey, 1997-02-14
  6. Computer Science Logo Style: Advanced Topics (Computer Science LOGO Style Vol. 3) by Brian Harvey, 1987-10
  7. Advanced Logo: A Language for Learning (Computer Science for the Behavioral Sciences Series) by Michael Friendly, 1988-06-01
  8. Computer Science Logo Style: Projects, Styles, and Techniques by Brian Harvey, 1986-05
  9. Encouraging young children's thinking skills with Logo. (Logo computer language): An article from: Childhood Education by Nicola J. Yelland, 1995-03-22
  10. Let's Talk Commodore Turtle. Teachers' and Parents' Edition (The Prentice-Hall learning with LOGO series) by Liddy Nevile, 1984-08-01
  11. Logo: An entry from Macmillan Reference USA's <i>Macmillan Reference USA Science Library: Computer Sciences</i> by Ida M. Flynn, 2002
  12. In the world of informatics. Programming in Logo. Optional course. / V mire informatiki. Programmirovanie v srede Logo. Fakultativnyy kurs. by S. N. Tur, 2002
  13. Computer Applications: Programming With Logo Course Code 394-6 by Susan Weinman, 1989-06
  14. ATARI LOGO: Introduction to Programming through Turtle Graphics by Inc. Atari, 1983-01-01

41. Error - ODesk
Logo programming language. Discussion about Logo programming language. Ecyclopedia or dictionary article about Logo programming language.
http://www.odesk.com/jobs/LOGO-PROGRAMMING-LANGUAGE-PROJECT-VERY-URGENT_~~5b8cf8

42. Comp.programming.literate FAQ
Good place to start looking for information.
http://www.faqs.org/faqs/literate-programming-faq/

43. Logo Programming For Kids - Using MicroWorlds Project Builder
Computer programming for kids, computer lessons, MicroWorlds Project Builder childrens software based on the Logo language are all on this site. View the works of a
http://www.kidsandcomputers.com/SiteToc.cfm
The "Kids and Computers"
Web Site
Table of Contents
Table of Contents This is the main topic of the Web site. Explore how a Dad and his daughter learn this intriguing program. Welcome and Introduction
The introduction to the site, who we are, why we are doing this page. Overview of Microworlds Project Builder
Can kids program computers? How does this program work? What can you do with it? Nicole's Work
Chronology of how Nicole and I learned how to program Logo. A good sampling of what you and your child might accomplish in a short period of time. Feature List
A list of features of the program. Program Documentation
There is a very good set of manuals that come with the package, more than you'll ever read! System Requirements
Available for both Mac and PC (see below for Win95/98), please check to see if it'll work on your system. New SITE!! Kids Can Program NEW Programming Lessons for Children and Their Teachers MicroWorlds Logo For Windows 95/98/2000/ME/XP Available! The Adventures of Nicole and Don Learning Logo for Win95/98!

44. Literate Programming - Wikipedia, The Free Encyclopedia
Growing article, with links to many related topics. Wikipedia
http://en.wikipedia.org/wiki/Literate_programming
Literate programming
From Wikipedia, the free encyclopedia Jump to: navigation search Literate programming is an approach to programming introduced by Donald Knuth as an alternative to the structured programming paradigm of the 1970s. The literate programming paradigm, as conceived by Knuth, represents a move away from writing programs in the manner and order imposed by the computer, and instead enables programmers to develop programs in the order demanded by the logic and flow of their thoughts. Literate programs are written as an uninterrupted exposition of logic in an ordinary human language, much like the text of an essay, in which macros which hide abstractions and traditional source code are included. Literate programming tools are used to obtain two representations from a literate source file: one suitable for further compilation or execution by a computer, the "tangled" code, and another for viewing as formatted documentation, which is said to be "woven" from the literate source. While the first generation of literate programming tools were computer language-specific, the later ones are language-agnostic and exist above the programming languages.
Contents
edit Concept
A literate program is an explanation of the program logic in a natural language , such as English, interspersed with snippets of macros and traditional source code. Macros in a literate source file are simply title-like or explanatory phrases in a human language that describe human abstractions created while solving the programming problem, and hiding chunks of code or lower-level macros. These macros are similar to the

45. PC AI - Logo Programming Language
Overview Devised in the late 60s by Papert and his colleagues at MIT as an educational aid for children, Logo is a subset of LISP and can be used
http://www.pcai.com/web/ai_info/pcai_logo.html
Where Intelligent Technology Meets the Real World Home Contents Search News ... Contact PC AI
Logo Programming Language
Overview : Devised in the late 60s by Papert and his colleagues at MIT as an educational aid for children, Logo is a subset of LISP and can be used as a serious programming language. Indeed, Burke and Genise's (1987) undergraduate text exclusively uses Logo to explain fundamental principles of computer science, and Shafer's (1986) book on Macintosh AI programming is based on Logo. Logo is compact, making it an excellent vehicle for exploring AI on a PC. A version of Logo exists for virtually every major brand of desktop computer, with versions in most cases marketed by the computer manufacturer. Logo is best known for graphics; the user programs a cursor (called a "turtle") to draw figures on the screen. Graphics aside, Logo has a number of list manipulation functions (in a syntax that is more friendly than LISP's) that make it ideal for AI applications, and random number generating functions that make it suitable for simulations. Goldenberg and Feurzeig (1987) show how Logo can be used to explore computational linguistics, and Harvey's three volumes (1985, 1986, 1987) give a wide range of other applications and projects. (Reference: LANGUAGES OF AI by Joseph Schmuller, September/October 1991, page 22)

46. Cover Pages: SGML/XML And Literate Programming
Information on applying SGML and XML to Literate Programming.
http://xml.coverpages.org/xmlLitProg.html
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SGML/XML and Literate Programming Introduction. This document provides a collection of references for literate programming techniques and style in the context of descriptive markup languages, e.g. , SGML, XML, DSSSL, HyTime, etc. Numerous researchers have observed that the goals of information re-use and data normalization embraced by both literate programming and SGML-based markup languages provide the basis for using the two technologies together.
Contents
SGML and Literate Programming
  • "SWEB: an SGML Tag Set for Literate Programming." By C. M. Sperberg-McQueen. Version 0.5, 25 September 1993; revised August 1994 and March 1995; revised and extended January - March 1996. Referenced by permission from the author. Abstract: "This document describes an SGML tag set for literate programming. First, markup is provided for embedding fragments of programming-language code into SGML documents in arbitrary order, to be recombined before compilation into the order required by the programming language's syntax. Next, tags are defined for identifiers, keywords, code fragments, and literal values occurring as phrase-level elements in the prose documentation. Finally, tags for indexing and for a general structure for reference documentation (alphabetical lists of functions and identifiers, etc.) are defined. For each type of markup, the document gives examples and describes how the markup should be processed by conventional literate-programming

47. Extreme Programming: A Gentle Introduction.
Introduction to Extreme Programming, one of several new lightweight software development methodologies. By J. Donovan Wells.
http://www.extremeprogramming.org/
Extreme Programming:
A gentle introduction
The first Extreme Programming project was started March 6, 1996. Extreme Programming is one of several popular Agile Processes . It has already been proven to be very successful at many companies of all different sizes and industries world wide.
Extreme Programming is successful because it stresses customer satisfaction. Instead of delivering everything you could possibly want on some date far in the future this process delivers the software you need as you need it. Extreme Programming empowers your developers to confidently respond to changing customer requirements, even late in the life cycle.
Extreme Programming emphasizes teamwork. Managers, customers, and developers are all equal partners in a collaborative team. Extreme Programming implements a simple, yet effective environment enabling teams to become highly productive. The team self-organizes around the problem to solve it as efficiently as possible.
Extreme Programming improves a software project in five essential ways; communication, simplicity, feedback, respect, and courage. Extreme Programmers constantly communicate with their customers and fellow programmers. They keep their design simple and clean. They get feedback by testing their software starting on day one. They deliver the system to the customers as early as possible and implement changes as suggested. Every small success deepens their respect for the unique contributions of each and every team member. With this foundation Extreme Programmers are able to courageously respond to changing requirements and technology.

48. Logo, Programming For Kids
Programming language Logo. Logo is the turtle graphics computer programming language designed for really young kids, but it is lots of fun for adults
http://www.well.com/~xanthian/link_pages/Programming/Languages/PL_Logo.html
Programming language Logo.
Logo is the "turtle graphics" computer programming language designed for really young kids, but it is lots of fun for adults, too, and a really excellent prototyping tool. This page, maintained by
Kent Paul Dolan
xanthian@well.com

49. Extreme Programming (XP) FAQ
Frequently asked questions about Extreme Programming (XP).
http://www.jera.com/techinfo/xpfaq.html
Jera Design Tech Info : XP FAQ
Extreme Programming FAQ
by John Brewer Jera Design
Italicized links are book titles. Click to order from Amazon.com. Example: Extreme Programming Explained
Introduction
What is Extreme Programming? Does it involve bungee cords
Extreme Programming (or XP) is a set of values, principles and practices for rapidly developing high-quality software that provides the highest value for the customer in the fastest way possible. XP is extreme in the sense that it takes 12 well-known software development "best practices" to their logical extremes turning them all up to "10" (or "11" for Spinal Tap fans). See Kent Beck's introduction to Extreme Programming Explained for more details.
What does this have to do with Windows XP?
Absolutely nothing. In February 2001, Microsoft announced that the next release of their consumer Windows operating system would be called " Windows XP ". The use of "XP" as shorthand for Extreme Programming predates Microsoft's use of "XP" by 2-3 years.
Is XP a methodology?

50. Math Playground _ Programming
Action packed math site for elementary and middle school students featuring math games, math word problems, math worksheets, logic puzzles, and math videos.
http://www.mathplayground.com/mathprogramming.html

51. Extreme Programming - Wikipedia, The Free Encyclopedia
Growing article, with links to many related topics. Wikipedia
http://en.wikipedia.org/wiki/Extreme_Programming
Extreme Programming
From Wikipedia, the free encyclopedia Jump to: navigation search Planning and feedback loops in Extreme Programming. Software development process Activities and steps Requirements Specification
Architecture
Design ... Maintenance Methodologies Agile Cleanroom Iterative
RAD
...
Waterfall
XP Lean
Scrum
V-Model TDD Supporting disciplines Configuration management
Documentation

Quality assurance (SQA)

Project management
...
User experience design
Tools Compiler Debugger Profiler
GUI designer
... e Extreme Programming (XP) is a software development methodology which is intended to improve software quality and responsiveness to changing customer requirements . As a type of agile software development it advocates frequent "releases" in short development cycles ( timeboxing ), which is intended to improve productivity and introduce checkpoints where new customer requirements can be adopted. Other elements of extreme programming include: programming in pairs or doing extensive code review unit testing of all code, avoiding programming of features until they are actually needed, a flat management structure, simplicity and clarity in code, expecting changes in the customer's requirements as time passes and the problem is better understood, and frequent communication with the customer and among programmers. The methodology takes its name from the idea that the beneficial elements of traditional software engineering practices are taken to "extreme" levels, on the theory that if some is good, more is better. It is unrelated to "

52. Logo Programming
LOGO what you need to get started A copy of UCBLogo available for Mac, Windows, Unix, DOS More information on Logo from MIT Quicktime movies of Logo programming
http://classroomteacher.com/logo/
LOGO what you need to get started:
A copy of UCBLogo available for Mac, Windows, Unix, DOS

More information on Logo from MIT

Quicktime
movies of Logo programming
and some code snippets here.
Have fun!
draw a square

teach the turtle to draw the square

Make the turtle draw a triangle

Teach the turtle to draw colored squares!
ClassroomDirectories by Area of Interest
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Art: Carousel CardinalDirections FireCrackerFavors PopUpCards ... Carnations Science: LiveMath EggShells Chromatography Math/CS: LiveMath Demo LiveMath Aligned to California State Standards Grade 4 Place Value Drills and Movies LOGO ... Calendar SocialScience: Carousel CardinalDirections Technology: ITEC Technology

53. Intentional Programming - Wikipedia, The Free Encyclopedia
Growing article, with links to many related topics. Wikipedia.
http://en.wikipedia.org/wiki/Intentional_Programming
Intentional programming
From Wikipedia, the free encyclopedia   (Redirected from Intentional Programming Jump to: navigation search Programming paradigms

54. Concept Programming Vs. Intentional Programming
Brief comments comparing aspects CP with IP.
http://mozart-dev.sourceforge.net/cp-vs-ip.html
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Concept Programming vs. Intentional Programming
From a simplistic point of view, Intentional Programming is a WYSIWYG representation of programs. It is the same step up from programming as a modern word processor is from a typesetting system like LaTeX. It is no coincidence if Charles Simonyi, the man behind Intentional Programming, also worked on the first WYSIWYG word processor. In practice, a modern word processor is remarkably complex (hundreds of time more than something like LaTeX), without adding more capabilities. The same will be true for Intentional Programming. The concept programming tools as presented on this page are alternative, and simpler, methods to achieve results similar to Intentional Programming. However, Intentional Programming is also a programming philosophy: representing the programmer's "intentions". There is very little difference between this philosophy and concept programming. Concept programming can therefore be seen as the "content" philosophy behind Intentional Programming.

55. Logo (programming Language) - Simple English Wikipedia, The Free Encyclopedia
Logo is a programming language that is easy to learn. It is used to teach students and children to program a computer. It was developed to process lists of words.
http://simple.wikipedia.org/wiki/Logo_(programming_language)
Logo (programming language)
From Wikipedia, the free encyclopedia Jump to: navigation search
The article about graphical symbols is at Logo
A graphic created with Logo Logo is a programming language that is easy to learn. It is used to teach students and children to program a computer. It was developed to process lists of words. It was like the language LISP In 1967, the first Logo ran on a mainframe computer, a machine called a teletype was used to type in and printout the results. There was no screen In 1969, it was used to control a Floor Turtle . Commands were added to send the turtle forwards and backwards, and to turn the turtle to left or right. This turtle had pen with different colors. When it moved, it left a trail on the floor. This was very useful. When a new version of Logo was developed to draw graphics on a screen, it used the same commands. This was called Turtle graphics There are 170 versions of Logo. Many of them are open source and free. There are three Logo textbooks that can be downloaded free. Logo is usually an interpreted language
Contents
change Examples
change Hello World
Load the Logo program. Type the next line in the command box.

56. SIGPLAN
ACM special interest group that explores the implementation and efficient use of programming languages.
http://www.sigplan.org/
SIGPLAN "To explore programming language concepts and tools focusing on design, implementation and efficient use."
Home
Membership Conferences Awards ... Contact Us
Special Interest Group on Programming Languages SIGPLAN is a Special Interest Group of ACM that focuses on Programming Languages. In particular, SIGPLAN explores the design, implementation, theory, and efficient use of programming lang uages and associated tools . Its members are programming language users, developers, implementers, theoreticians, researchers and educators. Membership Key Links

57. Logo Programming Language - Article And Reference From OnPedia.com
The Logo programming language is an adaptation by Wally Feurzeig and Seymour Papert of the Lisp progr
http://www.onpedia.com/encyclopedia/logo-programming-language
Logo Programming Language
The Logo programming language is an adaptation by Wally Feurzeig and Seymour Papert of the Lisp programming language that is easier to read. One could say that Logo is Lisp without the parentheses. Today, it is known principally for its "turtle graphics", but it also has significant list handling facilities, file handling and I/O facilities. Logo can be used to teach most computer science concepts, as Brian Harvey does in his "Computer Science Logo Style" trilogy. It can also be used to prepare "microworlds" for students to investigate.
History of Logo
Logo was created in 1966 at BBN , a Cambridge research firm, by Wally Feurzeig and Seymour Papert . 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. The first implementation was written in LISP on a PDP-1 . Its name was "ghost". The goal was basic problem solving; the turtle gave immediate (non-written) feedback so bugs could be spotted and it was fun. Lots of other effects have been proposed as causes... Power was NOT a significant factor in the design. However, ease of use for non-typists who had to use a Teletype , was a big consideration, plus informative error comments. The turtle was a rather late innovation. Logo is not too much different now from the basic concepts before the first turtle. The first turtle was a radio controlled (wireless) floor roamer named "Irving". Irving had touch sensors and could do forward, back, right, left (rotations), and ding (Irving had a bell). The earliest school users were at Muzzy Jr High, Lexington MA.

58. Free Compilers And Interpreters - Freeprogrammingresources.com
Links to free programming compilers and interpreters categorized by language.
http://www.freeprogrammingresources.com/frcomplr.html
www.freeprogrammingresources.com Home Search Articles Books ... Web Design
Free Programming Compilers and Interpreters

Enter your search terms Submit search form Web www.freeprogrammingresources.com

59. Tutorials From FunctionX
Programming resources, tutorilas and FAQs. Also geometric formulas. Microsoft OS and program tutorials.
http://www.functionx.com/
FunctionX Tutorials FunctionX, Inc. General FunctionX Press Fundamentals Microsoft Windows Networking Word Processing Microsoft Word Spreadsheets Microsoft Excel 2007 VBA For MS Excel (2007) Microsoft Excel 2003 StarOffice StarCalc Presentations Microsoft PowerPoint StarOffice StarImpress Databases ADO SQL Oracle ADO.NET ... Microsoft SQL Server 2000 Web Development XML ASP HTML VBScript ... Adobe Flash Corel Paint Shop Pro Computer Languages C++ C++/CLI C++ For MFC C++ For C++ Builder ... Assembly Programming Environments Delphi Win32 C++Builder 2010 Borland C++ Builder Microsoft Visual C++ (MFC) ... Microsoft Visual C# Delphi .NET Microsoft Visual F# Microsoft Visual Basic Microsoft Visual Basic 6 Libraries XML.NET Math Algebra Geometric Formulas Calculus References The Numeric Systems Linux Links States of US Regions of US ... Guest Book C# - Visual C#
C++ , C++/CLI
Microsoft Access
Borland C++ Builder
Visual C++ MFC - Visual C++ .NET

60. Introduction To Computer Programming - Logo Commands
An Introduction to Computer Programming. Logo and Java are used, along with graphics to introduce the subject.
http://www.bfoit.org/Intro_to_Programming/IntroCmds.html
BFOIT Introduction to Programming
Introductory Logo Commands
*Note* In 2007, these lessons were significantly modified. *Note*
This is a link to the new materials.

This is a link to the new introductory commands lesson.
Introduction
In this lesson, you will write your first computer programs in Logo. After the introduction of a few commands, it's up to you to program a turtle to draw a bunch of figures. You will instruct the turtle to draw a few simple polygons, then patterns of rectangles.
An Overview of jLogo and TurtleGraphics
Logo and TurtleGraphics go back quite a long time. They come from MIT's Artificial Intelligence Laboratory; Seymour Papert, a scientist there, invented TurtleGraphics in the 70s. Let's read Seymour's own description of it: And the original turtle: From "The Children's Machine," Seymour Papert, HarperCollins, 1993. jLogo is a version of Logo that is written in the Java programming language. It is sort-of a subset of Berkeley Logo extended to have some traits of Java. Java is just not a good language to start out with. By starting out with jLogo, you will get a good feel for what programming is all about. Given this base, transitioning to Java will not be too hard.
The GraphicsCanvas - TurtleSpace - The Turtle's World
You are going to be learning how to write computer programs which draw things on an electronic canvas. This makes a lot of sense because most things that you interact with that contain a computer have a display. Think about it; all personal computers have monitors, notebook computers have a flat-panel displays, cellphones have a small displays, MP3 players - check, a VCR/DVD player - yep...

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