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MICROSOFT WINDOWS LOGO 1.1.1.2 .- 6.5a


________ 2 GUIDE
___________________________________________ Introduction 2 Introduction and use
of primitives in MSWLogo ______________ 2 4 4 5 6 9 9
1.3 .- List of selected primitive MSWLogo ____________ _________________________
_________ 1.3.1 1.3.2 Primitives for drawing primitives for writing, editing and
working with files _________ 1.3.3 Primitives for working with controllers ____
_______________ ____________________________________ 1.3.4 1.3.5 Primitives Prim
itive Sound MSWLogo out of 1.4.1.5.1.6.1.7.1.8.1.9.1.10.2 ______________________
___
Using variables __________________________________ 9 Definition and use of proce
dimientos__________________ 10 Comments ________________________________________
__ 11 Save 12 work MSWLogo_________________________ Upload file imágenes_______
___________________________ ______________________________________ 13 12 Working
with windows and buttons Use MSWLogo __________________ 13
REFERENCES ___________________________________________ 14
1 MICROSOFT PRACTICE
WINDOWS
LOGO
6.5a
GUIDE
1.1 .- Introduction
The Logo language was created in the 60s by Seymour Papert for children to learn
mathematical ideas programming with this language. In the following decades he
and his team continued their development and trying to create a program with a g
raphical environment that was both powerful and easy to use. In 1994 MSWLogo was
modified to allow control by computer via serial and parallel ports. All versio
ns of Logo software for Unix operating systems, MS-DOS, Macintosh and Windows de
veloped initially by the University of California (Berkeley), are free and can b
e copied without any restriction for educational institutions. Logo is the symbo
l of a turtle robot that moves under the control of a computer drawing as it mov
es across the screen. In some versions of this language the tortoise has evolved
into other objects. For example, in MSWLogo has become a triangle. MSWLogo can
be used for multiple purposes: to draw, to create sounds, to manipulate a contro
ller through the computer, etc. The version I will try to explain in this docume
nt is the version that presents the National Center for Education Information an
d Communication (IASB), which is a version 6.5a MSWLogo translated into Castilia
n.
1.2 .- Introduction and use of primitives in MSWLogo
MSWLogo is an interpreted language, ie the orders entered by the user are interp
reted by the computer and immediately executed in order. Instead, the programs "
compiled" are first converted into machine code before any part of the program t
o become operational. MSWLogo screen is divided into two parts: 1. The main scre
en. This window is where you draw, load images, etc.
2. The working window or command prompt. The command window is divided into two
parts: 2a) The data entry box or primitive. You can use lowercase or uppercase f
or primitive because Logo does not distinguish between each other. The primitive
s are executed after being introduced to the work window and press the ENTER key
or clicking the Run button. 2.b) or primitive list command executed. Each primi
tive is recorded in a list of orders and commands of the window above the input.
Some abbreviations are primitive and sometimes not, for example, the primitive h
as an alias bt borratexto. You can use either one or the other and the result is
the same. To exit MSWLogo can follow three paths: 1. Use the early goodbye. 2.
Select the Exit option from the File menu. 3. Click on the blade of the window.
1.3 .- List of selected primitive MSWLogo
1.3.1 Primitives drawing STOPS EARLY SHORTCUT AV 200 200 DESCRIPTIO N The turtle
moves the specified number of units. The turtle back the specified number of un
its. The turtle rotates in the direction of clockwise the number of degrees spec
ified. The turtle rotates counter-clockwise the specified angle. Put the pen dow
n and the way painted (painting is the normal mode of the turtle to draw). Put t
he pen down and how to delete (the turtle is fading through which it moves). Set
s the pen up without changing your way. Put the pen down, without changing its m
ode. Returns the turtle to the center of the screen without deleting. You must u
se the primitive SUBELAPIZ to prevent draw while going toward the center. PONCL
[... ... ...] Set color pencil determined according to: PONCOLORLAPIZ [255 milli
on] = Red PONCOLORLAPIZ [000 255 000] = Green PONCOLORLAPIZ [000 000 255] = Blue
Hides the turtle (the triangle) on the screen. Displays the turtle (the triangl
e) on the screen
BACK GIRADERECH A 90 150
RE VIRA 90 GD 150 45 90 GI PLA
45 PONLAPIZ GIRAIZQUIERDA
GOMA
GO
SUBELAPIZ
SL
BAJALAPIZ
BL
CENTER
PONCOLORLAPIZ [... ... ...]
MUESTRATORTUGA OCULTATORTUGA
MT OT
HEAD BORRAPANTALLA [HOLA]
BP RO [HOLA]
Clears the screen and places the turtle at the center. Type your text in the dir
ection the turtle is. Place the pencil across the track and the height specified
. MSWLogo uses only the value of the width.
PONGROSOR [October 1910]
PONG [October 1910]
1.3.2
Primitives for writing, editing and working with files DESCRIPTION Command write
s the entry or entries in the output is currently writing (initially the termina
l). Command writes the entry or is the subject entries in the output is currentl
y writing (initially the terminal). If the input is a list, the outermost bracke
ts are not shown, but those of the sublists. Command window opens and allows EDI
TATODO editor amends the definitions of the elements (procedures, variables, etc
.). Does the same as Ed All button. EDITAPROCEDIMIENTOS Command that opens the e
ditor window and allows amends the definitions of procedures. Command to read th
e instructions given file and executes them. Command stored in the file given th
e definitions of all procedures, variables and property lists uncovered. SHORTCU
T
EARLY SHOW object
WRITE object
Edit Content
EDIT PROCEDURES LOAD "nombfichero GUARDA" nombfichero
1.3.3
Primitives for working with controllers
These primitives are used to working with controllers and CNICE ENCONOR. Keep in
mind that these controllers do not have the same number of analog inputs, so we
have a primitive that can not be used. In addition, the controller has no analo
g outputs CNICE and hence primitive for these outputs can not be used with it. P
RIMITIVE TO WORK WITH DIGITAL OUTPUTS DESCRIPTION EARLY Spins in a certain way a
motor connected to M1 "D two digital outputs (outputs chosen depend on the cont
roller). If the actuator is a lamp, relay or electromagnet, just as active. Rota
tes in the opposite direction to the anterior primitive motor M1 "I connected to
two digital outputs. Not unlike the previous primitive if other actuators are c
onnected (lamp, relay, etc.) Disables the actuator is connected to two outputs M
1 "P digital (to get both outputs are disabled.) Like the previous primitive, al
though the actuators M2 "D M2" I, M2 "P are connected to other pairs of digital
outputs. M3 "D, M3" I, M3 "P M4" D, M4 "I, M2" P Returns a list with the status
of the four engines. Example: M? SAMPLE M? [PDDI] to activate / deactivate all e
ngines simultaneously. M: L The parameter: L has to be a list. Example: M [PPID]
engines are disabled M1 and M2, M3 is turned to the Left and M4 is rotated to t
he right. Enables the actuator in the position indicated in: NUM, CONNECT: NUM w
here: NUM 1, 2, 3 or 4. In the case of an engine, it activates to turn left and
if it is a lamp, relay or electromagnet, just active. Disable actuators connecte
d to the position shown in DISCONNECTED: NUM: NUM. Returns a list of four elemen
ts (one for each engine) whose CONNECTED? values are 0 or 1 as they are active o
r not. Controlled individually or together each of the eight OUTPUT: NUM digital
outputs. Send to the digital outputs the binary number equivalent to decimal we
put in: NUM. To activate, for example, exits 1 and 8 will write the command: EX
IT 129 Procedures for compatibility with earlier EnviaOcteto: data provided by E
NCONOR (has the same function as the primitive OUTPUT).
OFF: No
OUT?
VS?
seconds time
Controlled individually or together each of the eight digital outputs. Send to t
he digital outputs the binary number equivalent to decimal we put in: data. Proc
edure for the support provided by ENCONOR primitives. Disconnect the digital out
put that is prompted by: n, leaving the rest as they are digital outputs. Return
s a list of eight elements with the state of the eight digital outputs (1 if it
is ON or 0 when disabled). Returns a decimal number that indicates which digital
outputs are enabled. For example,€if it returns 3 indicates that the digital o
utputs 1 and 3 are selected. Or expect a delay of many seconds as we indicate in
time. You can use fractions of seconds (eg 0.2).
PRIMITIVE TO WORK WITH EARLY DIGITAL INPUTS DESCRIPTION Procedure for compatibil
ity with earlier entry: n provided by ENCONOR. Returns TRUE if the indicated dig
ital input: n is connected or FALSE otherwise. Returns a decimal number that ind
icates which digital inputs VE? are selected. For example, if we execute the ori
ginal and it returns 129, 1 and 8 digital inputs have value 1. Returns the value
expressed in digital sensor: input (1 SD: Input 2, 3, ..., 8), 1 if the input i
s active or 0 otherwise. Returns the status of the eight digital sensors in the
form of SD? list (0s or 1s). Leaves the program stopped pending the entry is act
ivated EsperaOn: digital input indicated in: entry. Leaves the program stopped a
waiting to be turned off EsperaOff: digital input indicated entry: entry.
PRIMITIVE TO WORK WITH EARLY ANALOG INPUTS DESCRIPTION Procedure for compatibili
ty with earlier leeanalogica: data provided by ENCONOR. Read and write data on p
ort needed to get the decimal value (value between 0 and 255) which provides the
analog input specified in: data (which may be 1, 2, 3 or 4. If you can read, re
turns its value. To get the value in volts corresponding to the decimal value re
turned by the primitive is the following formula: Voltage Input (V) = (N º deci
mal * 5) / 256 Returns directly in volts of the analog sensor SAV connected to t
he analog input 1. Returns directly in volts analog SAW sensor connected to anal
og input 2. Returns directly in volts SAX analog sensor connected to analog inpu
t 3. Returns directly in volts of analog sensor connected to input SAY analogue
4. Returns directly in volts SAZ analog sensor connected to the analog input 5.
returns a list with the value in volts of all sensors SA? analog.
PRIMITIVE TO WORK WITH THE DESCRIPTION EARLY ANALOG port Writes the data necessa
ry to put in the salidaanalogica: NUM VALUE analog output that tells you in: NUM
stress the value indicated in VALUE (varies between 0 and 255). To see the valu
e in the output voltage using the following formula: Output Voltage (Volts) = VA
LUE / 8.23 Fixed the analog output indicated in: the value VOLTAGE NUM: NUM VALU
E voltage specified in VALUE (varies between 0 and 10.5). Returns a list with th
e value of all output volt voltage? analog.
PRIMITIVE ENVIRONMENT TO WORK IN THE EARLY GRAPHIC DESCRIPTION Create the window
s needed to handle the inputs and outputs analog graphics (graphics primitives)
and digital and the window to report the status of communication between the com
puter and the controller (original reports). Create a window to control the inpu
ts and graphical outputs
reports
analog. Creates a window that reports data for the communication with the port.
1.3.4
DESCRIPTION Primitive Sound emits a sound frequency (Hz) and duration (milliseco
nds) indicated. Flujosonido must be a list of pairs [<frequency> <duración>]. I
t emits a sound frequency and duration indicated. It emits a sound whose frequen
cy matches the parameter passed to it. The sound will continue until APAGASONIDO
invoke a command. Remove a sound that has been made with the command ENCIENDESO
NIDO. Plays a file type. WAV according to the options indicated.
KEY EARLY flujosonido
Frequency duration frequency SUENATONO ENCIENDESONIDO
SUENAWAVE APAGASONIDO ficherowave options
1.3.5
Early to leave EARLY DESCRIPTION MSWLogo Command Logo leaving, returning control
to the operating system.
ADIOS
1.4 .- Using variables
To assign a value to a variable using the primitive MSWLogo BEAM followed by the
name of the variable and the value we want to give the variable. The variable n
ame must be preceded by double quotes ("). The syntax is: HAZ "nombVariable valu
e For example: HAZ" x 20 HAZ "listacolores [RED YELLOW BLUE] To access the value
of a variable must precede the variable name of the colon (:). For example: Sam
ple: x HEAD: listacolores
1.5 .- Definition and utilization of
To create a procedure MSWLogo must use the reserved word TO followed by the name
of the procedure and its parameters (if any).€Then put the definition of the p
rocedure and this will end with the keyword END. FOR nombprocedimiento [paramete
r list] Procedure definition. . FIN procedures to create two options: 1. Use the
job window: to display this window must be written on the box or primitive data
entry to name [parameter list] and then press ENTER or the Run button.
Then will be introduced in this window one by one the sentences that comprise th
e procedure and will be pressing the OK button. To finish the definition of the
procedure will be introduced early FIN. 2. Using the Edit Window: To access the
Edit window will be used primitive EDITATODO or Edit File menu. In addition to d
efining procedures in the editing window you can define variables, properties, c
omments, etc. When you have finished defining the procedure is saved in the File
Save menu item.
The following examples will be one by definition procedures. Suppose we want to
draw a square in the center of the screen from side to side 100 and another vari
able. To do this you must define two procedures: one does not need it and the ot
her parameters. The procedure for drawing a square of side 100 is as follows: FO
R cuadrado1 borrapantalla center advances 100 advances 100 giraizquierda giraizq
uierda 90 90 90 giraizquierda advances 100 advances 100 giraizquierda 90 END The
procedure for drawing a square of side variable is as follows: FOR cuadrado2: s
ize borrapantalla center repeat 4 [forward: size giraizquierda 90] where the par
ameter FIN: size indicates the length of the side of the square you want to draw
. After defining the procedures, they can call at any time in a program window o
r from the execution of primitive typing its name followed by the required param
eters (if the procedure available). There might, for example: cuadrado1 cuadrado
2 150 100 cuadrado2
1.6 .- Comments
The comments in MSWLogo are created by putting forward a semicolon (;). For exam
ple, THIS IS A COMMENT IN MSWLogo
1.7 .- Save MSWLogo work
The options on the File Save or File Save As and save the original "nombfichero
let you save a file extension. LGO definitions of all procedures, variables and
property lists uncovered. Note that each procedure is not saved in a file, but a
ll the work set during a meeting of MSWLogo is saved together in the same file.
1.8 .- Upload file
The File menu option Load and load the original "nombfichero allow the loading o
f the instructions given file. Importantly, when loading a file is read the inst
ructions it contains and executed. In the file selection window to appear only u
pload files with a. LGO. To see all the files must be selected in File Type: All
Files (*.*).
If you have not saved the work environment of the current session to disk file o
r if the procedures are already defined in the current session will be overwritt
en. But before that MSWLogo issues a warning window:
1.9 .- Working with Images
MSWLogo Bitmap menu offers the possibility of working with pictures or drawings:
load, save and print. MSWLogo allows the ability to upload images with format.
Bmp. To upload an image to this type in the main display must use the Load Bitma
p. It also allows you to save images in. Bmp. This menu is used Bitmap Bitmap Sa
ve or Save As.
01.10 .- windows and buttons Use MSWLogo
With MSWLogo you can create applications and procedures with windows and buttons
. This primitive is used as creaventana, creaboton ... Below is an example of an
application that consists of several procedures that create a window that has s
everal buttons and you can write and delete a string: VentanaEjemplo; procedure
that creates the BT window example, delete text display BP clears graphics scree
n ocultatortuga creaventana "principal" V_EJEMP [Example of application windows]
120 150 287 100 [] creagroupbox "V_EJEMP" E_Ventana creagroupbox 85 May 0274 "V
_EJEMP" E_Escribir February 20 120 50 creaboton "V_EJEMP" Write [WRITE] 25 10 11
0 35 [actualizaestatico "text [Example of windows]]
creagroupbox "V_EJEMP" E_Borrar 145 2120 50 creaboton "V_EJEMP" Clear [DELETE] 1
50 10 110 35 [actualizaestatico "text []] creagroupbox" V_EJEMP "E_texto 20 50 1
20 30 creaestatico" V_EJEMP "text [Click a button] 25 60 80 15 creaboton "V_EJEM
P" Exit [Exit] 150 60 110 20 [BT BP muestratortuga borraventana "V_EJEMP] END FO
R MostrarEjemplo; initial window example let's see an example or leave Sisin sin
obox [Display example] [Want to see the example?. ] [VentanaEjemplo] [BT BP] END
FOR BorrarVentanaEjemplo borraventana "FIN V_EJEMP
2 REFERENCES
â ¢ â ¢ MSWLogo Handbook in English: - ~ jfuller/logotut/logo1.htm http://www.southw
est.com.au/ Logo manuals in Spanish: - (The rights of use of this manual we have
been expressly granted by its author, Jim Fuller): http://www.southwest.com.au/
~ jfuller / MSWLogo / spanish.zip - http://www.angeltowns.com/members/mondragon
/paradiso/ - sect2

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