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Published by Camboard at Shakespir.
www.camboard.com
Coding in Logo is a book designed to help children learn about Logo and use this popular language to draw basic shapes and learn about coding.
Coding in Logo will prove useful for guiding the pupil through drawing simple lines and basic shapes.
Coding in Logo covers the basic Logo style commands and also includes sections on procedures, variables and mathematical operators. Coding in Logo guides the pupil through drawing shapes with the screen turtle.
Coding in Logo uses VR Logo for all logo coding.
Copyright © 2016 Camboard Technology
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All trademarks acknowledged
1.Introduction
2.Moving forwards
3.Turning right and left
4.Drawing a square
5.Pen colors
6.Penup
7.Draw a letter
8.Draw a hexagon
9.Draw a rectangle
10.Draw a triangle
11.Creating a procedure
12.Using variables
13.Drawing patterns
14.Recursion
15.Mathematical operators
16.IF command
Logo is a popular computer language invented in the USA, and popularised by Seymour Papert. Logo is used to introduce the basics of programming and control of a screen turtle.
This book is based on VR Logo a 3D based Logo program.
The program is produced by Camboard Technology.
www.camboard.com
VR Logo is a flexible logo graphics program that introduces children to one of the most popular computer programming languages. VR Logo combines turtle graphics with a simplified version of Logo.
Simple commands instruct the on-screen turtle where to move.
VR Logo uses 3D virtual reality graphics. This enables a more realistic view of the turtle and graphics. VR Logo uses Direct X technology this means graphics will look different to older style 2D logo programs.
Logo is a computer language which when used with a screen turtle will direct the turtle around the screen and draw nearly any shape or pattern we want.
The turtle sits on a base in the draw window. Clicking on the window with the left hand mouse button and holding it down allows the viewing angle to be changed. The turtle faces us.
All commands are based on the turtles’ viewpoint.
Commands are typed into the Commands window. Each time you enter a command press the return key or click on the Run Command icon.
The Draw window is where the turtle resides and all drawing takes place in this window. The turtle is situated on a semi transparent base.
Drawing takes place over the base. This base can be hidden by selecting Show Base from the Options menu.
Drawing can take place outside of the base. By clicking over the window with the left mouse button and holding it down, the base can be rotated and flipped over.
Drawings can then be seen from underneath.
The arrow keys on your keyboard enable the base to move up or down, left or right.
2. Moving forwards
Logo uses special command words like FORWARD BACK.
These are entered into the white commands white. All command words are shown in capital letters.
The screen turtle is always in the Draw window and this is where our drawings will appear. Underneath our turtle is an imaginary pen, which draws as the turtle moves.
The most basic Logo commands are FORWARD and BACK.
These make the turtle move forward or backward on the screen.
The computer will need to know how much to move the turtle, so after
the FORWARD or BACK commands we type in a number which moves the turtle.
Type in FORWARD 10 and press the return key.
The turtle will move towards us drawing a line.
Now type in: -
FORWARD 30
The line is even longer.
Moving backwards
The BACK command moves the turtle, as you might have guessed backwards!
This command also has a number after it.
Type in: -
BACK 40
The turtle moves back.
3.Turning right and left
Other common Logo commands are RIGHT and LEFT.
These commands also need a number after them. This time the number informs the turtle how many degrees to turn by.
We can make the turtle turn from 1 to 360 degrees.
Type in: -
RIGHT 90
The turtle turns to the right by 90 degrees.
Type in: -
LEFT 90
The turtle turns to the left by 90 degrees.
Type in: -
RIGHT 360
The turtle has not moved from its original position, as there are 360 degrees in a complete revolution.
Type in: -
RIGHT 90
FORWARD 20
The turtle draws a horizontal line across the screen.
4.Drawing a square
Type these commands in to draw a square: -
FORWARD 10
RIGHT 90
FORWARD 10
RIGHT 90
FORWARD 10
RIGHT 90
FORWARD 10
RIGHT 90
We have used quite a few lines of commands to draw a square, but by using the REPEAT command we can shorten this.
Type in: -
REPEAT 4
FORWARD 10
RIGHT 90
END REPEAT
The square will be drawn again.
5.Pen colors
The turtle can use different pen colors.
This will make our drawings more attractive.
To change the pen color we type in SETPENCOLOR followed by a number between 0 and 15.
Now Type in: -
SETPENCOLOR 12
FORWARD 10
The line color is now light red.
Try typing in this: -
SETPENCOLOR 12
FORWARD 10
SETPENCOLOR 9
FORWARD 10
SETPENCOLOR 0
This new line carries on from where the other finished but is in a different color (light blue).
With Logo you may change the color as often as you like.
6.Penup
Select the Program option from the Reset menu. Click on Yes
There are occasions when we want to move the turtle without drawing a line
We need to bring the turtles imaginary pen up so it does not draw.
The PENUP command will do this.
Type this in: -
PENUP
FORWARD 10
The turtle moves forward but does not draw a line.
Now type in: -
PENDOWN
FORWARD 10
This time a line is drawn. The PENUP command is useful for moving the turtle around the screen without drawing a line.
If you need to remove the lines you have already drawn, use the CLEAN command.
7.Draw a letter
Select the Program option from the Reset menu.
Click on Yes
This program draws a letter from the alphabet.
LEFT 90
FORWARD 10
RIGHT 90
FORWARD 16
8.Draw a hexagon
Select the Program option from the Reset menu. Click on Yes
With the turtle and a few simple commands we can draw any shape we like.
Let’s draw a hexagon!
Type in the following: -
REPEAT 6
FORWARD 10
RIGHT 60
END REPEAT
9.Draw a rectangle
Select the Program option from the Reset menu. Click on Yes
We can use the REPEAT command to draw a rectangle, but we need to use this
command in a different way than before.
Type in the following: -
REPEAT 2
FORWARD 10
RIGHT 90
FORWARD 20
RIGHT 90
END REPEAT
This has drawn a rectangle.
10.Draw a triangle
Select the Program option from the Reset menu. Click on Yes
The triangle is a shape we can easily draw using the REPEAT command.
Type in the following: -
LEFT 90
REPEAT 3
RIGHT 120
FORWARD 10
END REPEAT
If we had not typed in LEFT 90 the triangle would appear lop-sided.
11.Creating a procedure
Select the Program option from the Reset menu. Click on Yes
When we need to draw another triangle, all these commands need to be typed back into the computer.
However by creating a procedure for these commands and naming the procedure triangle, we just need to type in GO triangle.
How do we do this?
Open the procedures window and type in the following procedure: -
PROC triangle
REPEAT 3
RIGHT 120
FORWARD 10
END REPEAT
END PROC
In the commands window type:
LEFT 90
GO triangle
The problem now with our triangle is that we cannot change the length of the sides, because the length is already set in the procedure.
How can we change this length?
One way would be to directly change the number in the procedure all the time, but this would be time consuming.
A far better way is to use variables. These are names, which can be used to represent a number.
12.Using variables
Select the Program option from the Reset menu. Click on Yes
Type in the following procedure: -
PROC triangle
REPEAT 3
RIGHT 120
FORWARD :size
END REPEAT
END PROC
In the commands window type:
= 10
LEFT 90
GO triangle
Notice this time we have not put a number after the FORWARD command, Instead we have used a variable called size the name of the variable is not important.
Variables like procedures can be called nearly anything you like in Logo as long as they do not use the same words as commands. It is normal to type variables in lower case letters instead of capital letters. We can make the turtle draw multiple size triangles.
Select the Program option from the Reset menu. Click on Yes
Type in the following procedure: -
PROC triangle
SUB REPEAT 3
RIGHT 120
FORWARD :size
SUB END REPEAT
END PROC
In the commands window type:
= 10
LEFT 90
REPEAT 4
GO triangle
= :size + 5
END REPEAT
Notice the size variable is increased by 5 each time. This enables the turtle to draw larger triangles.
Try altering the REPEAT number and see what happens. This is one way of making interesting patterns with logo.
13.Drawing patterns
Select the Program option from the Reset menu.
Click on Yes.
Type in this procedure:
PROC drawsquare
SUB REPEAT 4
FORWARD 10
RIGHT 90
SUB END REPEAT
END PROC
In the commands window type:
REPEAT 36
GO drawsquare
RIGHT 10
END REPEAT
14.Recursion
By using recursion we can draw some interesting patterns. Recursion is where the procedure in use calls itself over and over again. This program uses a variable called len which increases by 1 each time the procedure is called.
Type in this procedure:
PROC draw
FORWARD :len
= :len + 1
RIGHT 45
GO draw
END PROC
In the commands window type:
= 1
GO draw
Click on the Stop procedure icon to finish drawing.
15.Mathematical operators
Logo like most computer languages uses special symbols to represent certain
mathematical operations.
+ This is used for addition.
- The minus symbol, also known as subtract.
/ The divide symbol.
= Assign a number to a variable.
We can use these symbols in the following way.
Assigning a number to a variable.
:b = 30 (let b equal 30) the variable b stores the number 30.
Add two numbers together.
:b = :b + 30 Adds the number contained in b to the number after the + symbol.
Stores the result in b, replacing the previous number held by the variable b.
Subtract from a variable.
:b = :b – 30 Subtracts the number contained in b to the number after the – symbol.
Stores the result in b, replacing the previous number held by the variable b.
Multiply the contents of a variable.
:b = :b * 10 The number in variable b is multiplied by the number after the * symbol.
The result is stored in b, replacing the previous number held by the variable b.
Divide the contents of a variable.
:b = :b / 10
The number in variable b is divided by the number after the / symbol. The result
is stored in b, replacing the previous number held by the variable b.
16.IF command
The IF command makes use of these operators
> Greater than symbol.
< Less than symbol
= Equals symbol
We can use the IF command in the following way:
:c = 5 Let the variable c store the number 5
IF :c > 2 THEN If the number held in variable c is more than 2
:c = :c + 5 add 5 to the number in variable c and store the result
END IF in variable c.
:c = 5 Let the variable c store the number 5
IF :c < 2 THEN If the number held in variable c is less than 2
:c = :c – 5 subtract 5 from the number in variable c and store the
END IF result in variable c.
We can use these examples to move the turtle around the screen.
Let’s try some of the examples.
:c = 5
IF :c > 2 THEN
:c = :c + 5
FORWARD :c
END IF
The turtle will move up the screen 10 units.
Now type in again: -
IF :c > 2 THEN
:c = :c + 5
FORWARD :c
END IF
The turtle will move up the screen 15 units instead of the previous 10 units.
VR Logo is published by Camboard Technology.
www.camboard.com
Copyright © 2016 Camboard Technology
Coding in Logo is a book designed to help children learn about Logo and use this popular language to draw basic shapes and learn about coding. Useful for the Computing curriculum at Key Stage 2 & 3 and Computer Science K12. Coding in Logo will prove useful for guiding the pupil through drawing simple lines and basic shapes. Coding in Logo covers the basic Logo style commands and also includes sections on procedures, variables and mathematical operators. Coding in Logo guides the pupil through drawing shapes with the screen turtle. Coding in Logo uses VR Logo for all logo coding.