Computer Science Logo Style: Symbolic Computing | TheBookSeekers

Computer Science Logo Style: Symbolic Computing


Computer Science Logo Style

No. of pages 340

Published: 1997

Great for age 12-18 years

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"Computer Science Logo Style: Symbolic Computing" by Brian Harvey introduces readers to the concepts of computer science through the programming language Logo. The book emphasizes the importance of symbolic computing and provides a hands-on approach to learning. It covers fundamental concepts like recursion, data structures, and algorithms while encouraging creativity and exploration. By guiding readers through various projects, it aims to cultivate problem-solving skills and a deeper understanding of computing. The blend of theory and practice allows learners to engage with the material, making it an accessible resource for students and educators interested in foundational computer science principles. [Generated by language model - please report any problems].

 

This book is part of a book series called Computer Science Logo Style .

This book has been graded for interest at 18+ years.

There are 340 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 Exploration: getting acquainted with Logo; in tow senses; another greetings; fooling around; a slightly longer conversation; a sneaky greeting; a quiz program; saving your work; about chapter; no exercises. Part 2 Procedures: procedures and instructions; technical terms; evaluation; error messages; commands and operations; words and lists; how to describe a procedure; manipulating words and lists; print and show; order of evaluation; special forms of evaluation; writing your own procedures; editing your procedures; syntax and semantics; parentheses and plumbing diagrams; nonsense plumbing diagrams. Part 3 Variables: user procedures with inputs; what kind of container? an abbreviation; more procedures; an aside on variable naming; don't call it X; writing new operations; scope of variables; the little person metaphor; changing the value of a variable; global and local variables; indirect assignment; functional programming. Part 4 Predicates: true or false; defining your own predicates; conditional evaluation; choosing between alternatives; conditional evaluation another way; about those brackets; logical connectives; Ifelse and operation; expression lists and plumbing diagrams; stopping a procedure; improving the Quiz program; reporting success to a superproducer. Part 5 Functions of functions: the problem - initials; one solution - numeric iteration; critique of numeric iteration; what's a function? functions of functions - map; higher order selection - filter; many to one - reduce; choosing the right tool; anonymous functions; higher order miscellany; repeated invocation - cascade; a miniproject - mastermind. Part 6 Example - Tic-Tac-Toe: the project; strategy; program structure and modularity; data representation; arrays; triples; variables in the workplace; the user interface; implementing the strategy rules; further explorations; program listing. Part 7 Introduction to recursion: starting small; building up; generalizing the pattern; why went wrong? the stop rule; local variables; more examples; other stop rules. Part 8 Practical recursion - the leap of faith: recursive patterns; the leap of faith; the tower of Hanoi; more complicated patterns; a mini-project - scrambled sentences; procedure patterns; tricky stop rules. (Part contents).

 

This book is in the following series:

Computer Science Logo Style

"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