No. of pages 344
Published: 1997
By clicking here you can add this book to your favourites list. If it is in your School Library it will show up on your account page in colour and you'll be able to download it from there. If it isn't in your school library it will still show up but in grey - that will tell us that maybe it is a book we should add to your school library, and will also remind you to read it if you find it somewhere else!
"Computer Science Logo Style: Advanced Techniques" by Brian Harvey delves into the more sophisticated aspects of the Logo programming language. The book is designed for readers who are already familiar with the basics of Logo and are ready to explore advanced concepts and techniques. It covers topics such as recursion, higher-order procedures, and the development of complex graphical representations. With a focus on problem-solving and creative coding, Harvey encourages readers to deepen their understanding of computer science principles through practical exercises and projects, ultimately aiming to enhance their programming skills and empower them to think critically in the digital realm. [Generated by language model - please report any problems].
This book is part of a book series called Exploring With Logo .
There are 344 pages in this book.
It is aimed at Young Adult readers. The term Young Adult (YA) is used for books which have the following characteristics: (1) aimed at ages 12-18 years, US grades 7-12, UK school years 8-15, (2) around 50-75k words long, (3) main character is aged 12-18 years, (4) topics include self-reflection, internal conflict vs external, analyzing life and its meaning, (5) point of view is often in the first person, and (6) swearing, violence, romance and sexuality are allowed.
This book was published in 1997 by MIT Press Ltd .
This book has the following chapters: Part 1 Data files: reader and writer; end of file; case sensitivity; dribble files; a text formatter; page geometry; the program; improving the formatter. Part 2 Example - finding file differences: program overview; the file information block abstract data type; saving and re-reading input lines; skipping equal lines; comparing and remembering unequal lines; reporting a difference; program listing. Part 3 Nonlocal exit: quiz program revisited; nonlocal exit and modularity; nonlocal output; catching errors; ending it all. Part 4 Example - solitaire: the user interface; the game of solitaire; running the program; program structure; initialization; data abstraction; stacks; program as data; multiple branching; further explorations; program listing. Part 5 Program as data: text and define; automated definition; a single-keystroke program generator; procedure cross-reference listing. Part 6 Example - BASIC compiler: a short course in BASIC; using the BASIC translator; overview of the implementation; the reader; the parser; the code generator; the runtime library; further explorations; program listing. Part 7 Pattern matcher: reinventing Equal for lists; a simple pattern matcher; efficiency and elegance; Logo's evaluations of inputs; indirect assignments; defaults; program as data; parsing rules; further explorations; program listing. Part 8 Property lists: naming properties; writing property list procedures in Logo; property lists aren't variables; how language designers earn their pay; fast replacement; defaults; an example - family trees. Part 9 Example - doctor: Eliza and artificial intelligence; Eliza's linguistic strategy; stimulus-response psychology; property lists; generated symbols; modification of list structure; linguistic structure; further explorations; program listing. Part 10 Iteration, control structures, extensibility: recursion as iteration; numeric iteration; Logo - an extensible language; no perfect control structures; iteration over a list; implementing apply; mapping; mapping as a metaphor; other higher order functions; mapping over trees; iteration and tail recursion; multiple inputs to For; the evaluation environment bug. Part 11 Example - cryptographer's helper: program structure; guided tour of global variables; what's in a name? flag variables; iteration over letters; computed variables names; further explorations; program listing. (Part contents).
This book is in the following series:
"In the world of theatre Harvey' is a large, white rabbit who happens tobe invisible. Elementary computer science's Harvey' is more like a tiger- clever, colorful, powerful, and, thanks to this revised edition of aclassic set of texts, very visible indeed." William Higginson,Coordinator; Mathematics, Science and Technology Education Group,Queen's University at Kingston, Canada