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<HTML>
<HEAD>
<TITLE>Computer Science Logo Style vol 1 ch 3: Variables</TITLE>
</HEAD>
<BODY>
<CITE>Computer Science Logo Style</CITE> volume 1:
<CITE>Symbolic Computing</CITE> 2/e Copyright (C) 1997 MIT
<H1>Variables</H1>

<TABLE width="100%"><TR><TD>
<IMG SRC="../csls1.jpg" ALT="cover photo">
<TD><TABLE>
<TR><TD align="right"><CITE><A HREF="http://www.cs.berkeley.edu/~bh/">Brian
Harvey</A><BR>University of California, Berkeley</CITE>
<TR><TD align="right"><BR>
<TR><TD align="right"><A HREF="../pdf/v1ch03.pdf">Download PDF version</A>
<TR><TD align="right"><A HREF="../v1-toc2.html">Back to Table of Contents</A>
<TR><TD align="right"><A HREF="https://people.eecs.berkeley.edu/~bh/v1ch2/v1ch2.html"><STRONG>BACK</STRONG></A>
chapter thread <A HREF="../v1ch4/v1ch4.html"><STRONG>NEXT</STRONG></A>
<TR><TD align="right"><A HREF="https://mitpress.mit.edu/books/computer-science-logo-style-second-edition-volume-1">MIT
Press web page for Computer Science Logo Style</A>
</TABLE></TABLE>

<HR>

<P>
In the last chapter I suggested that you would find yourself limited
in writing new procedures because your procedures don't take inputs,
so they do exactly the same thing every time you use them.  In this
chapter we'll overcome that limitation.

<P><H2>User Procedures with Inputs</H2>

<P>As a first example I'm going to write a very simple command named
<CODE>greet</CODE>, which will take a person's name as its one input.  Here's how
it will work:

<P><PRE>? <U>greet &quot;Brian</U>
Hello, Brian
Pleased to meet you.
? <U>greet &quot;Emma</U>
Hello, Emma
Pleased to meet you.
</PRE>

<P>This procedure will be similar to the <CODE>hello</CODE> command in the
last chapter, except that what it prints will depend on the input
we give it.

<P>
Each time we <EM>invoke</EM> <CODE>greet</CODE>, we want to give it an input.
So that Logo will expect an input, we must provide for one
when we <EM>define</EM> <CODE>greet</CODE>.  (Each procedure has a definite number
of inputs; if <CODE>greet</CODE> takes one input once, it must take one input every
time it's invoked.)  Also, in order for the instructions inside <CODE>greet</CODE>
to be able to use the input, we must give the input a <EM>name.</EM>
Both of these needs are met in the <CODE>to</CODE> command that supplies the title
line for the procedure:

<P><PRE>? <U>to greet :person</U>
</PRE>

<P>You are already familiar with the use of the <CODE>to</CODE> command,
the need for a word like <CODE>greet</CODE> to name the procedure, and the appearance
of the greater-than prompt instead of the question mark.  What's new
here is the use of <CODE>:person</CODE> after the procedure name.  This addition
tells Logo that the procedure <CODE>greet</CODE> will require one input and that
the name of the input will be <CODE>person</CODE>.  It may help to think of the
input as a container; when the procedure <CODE>greet</CODE> is invoked, something
(such as the word <CODE>Brian</CODE> or the word <CODE>Emma</CODE>) will be put into the
container named <CODE>person</CODE>.

<P>Why is the colon used in front of the name <CODE>person</CODE>?  Remember that
the inputs to <CODE>to</CODE>, unlike the inputs to all other Logo procedures,
are <EM>not</EM> evaluated before <CODE>to</CODE> is invoked.  Later we'll see that
a colon has a special meaning to the Logo evaluator, but that special
meaning is <EM>not</EM> in effect in a title line.  Instead, the colon
is simply a sort of mnemonic decoration to make a clear distinction
between the word <CODE>greet</CODE>, which is a <EM>procedure</EM> name, and the word
<CODE>person</CODE>, which is an <EM>input</EM> name.  Some versions of Logo don't
even require the colon; you can experiment with yours if you're curious.
(By the way, if you want to sound like a Logo maven, you should pronounce
the colon &quot;dots,&quot; as in &quot;to greet dots person.&quot;)

<P>To see why having a name for the input is helpful, look at the rest
of the procedure definition:

<P><PRE>&gt; <U>print sentence &quot;Hello, thing &quot;person</U>
&gt; <U>print [Pleased to meet you.]</U>
&gt; <U>end</U>
?
</PRE>

<P>You already know about <CODE>print</CODE> and <CODE>sentence</CODE> and about
quoting words with the quotation mark and quoting lists with square
brackets.  What's new here is the procedure <CODE>thing</CODE>.

<P><CODE>Thing</CODE> is an operation.  It takes one input, which must be a word
that's the name of a container.  The output from <CODE>thing</CODE>
is whatever datum is in the container.

<P>The technical name for what I've been calling a &quot;container&quot; is a
<EM>variable.</EM>  Every variable has a <EM>name</EM> and a <EM>thing</EM>
(or <EM>value</EM>).  The name and the thing are both <EM>parts of</EM> the
variable.  We'll sometimes speak loosely of &quot;the variable <CODE>
person</CODE>,&quot; but you should realize that this <EM>is</EM> speaking
loosely; what we should say is &quot;the variable named <CODE>person</CODE>.&quot;
<CODE>Person</CODE> itself is a <EM>word,</EM> which is different from a
variable.

<P>When I type the instruction

<P><PRE>greet &quot;Brian
</PRE>

<P>the Logo interpreter starts with the first word on the line,
<CODE>greet</CODE>.  As usual, Logo takes this to be the name of a procedure. 
Logo discovers that <CODE>greet</CODE> requires one input, so it continues to the
next thing on the line.  This is a quoted word, <CODE>&quot;Brian</CODE>.  Since
it's quoted, it requires no further interpretation.  The word <CODE>Brian</CODE>
itself becomes the input to <CODE>greet</CODE>.<SUP>*</SUP>

<P><SMALL><BLOCKQUOTE><SMALL><SUP>*</SUP>While reading the definition
of <CODE>greet</CODE>, it's easy to say &quot;the input is <CODE>person</CODE>&quot;; then, while
reading an invocation of <CODE>greet</CODE>, it's easy to say &quot;the input is <CODE>
Brian</CODE>.&quot;  To avoid confusion between the input's name and its value, there
are more precise technical terms that we can use when necessary.  The name
of the input, given in the title line of the procedure definition, is called
a <EM>formal parameter.</EM>  The value of the input, given when the
procedure is invoked, is called an <EM>actual argument.</EM>  In
case the actual argument is the result of a more complicated subexpression,
as in the instruction

<P><PRE>greet first [Brian Harvey]
</PRE>

<P>we might want to distinguish between the <EM>actual argument
expression,</EM> <CODE>first [Brian Harvey]</CODE>, and the <EM>actual argument
value,</EM> which is the word <CODE>Brian</CODE>.</SMALL></BLOCKQUOTE></SMALL><P>Logo is now ready to invoke <CODE>greet</CODE>.  The first step, before
evaluating the instruction lines in <CODE>greet</CODE>, is to create a
variable to hold the input.  This variable is given the word <CODE>
person</CODE> as its <EM>name,</EM> and the word <CODE>Brian</CODE> as its <EM>
thing.</EM>  (Please notice that I don't have to know the name
of <CODE>greet</CODE>'s input in order to use it.  All I have to know is what
<EM>type of thing</EM>--a person's name--<CODE>greet</CODE> expects as its
input.  What are the names of the inputs to a primitive like <CODE>
sentence</CODE>?  We don't know and we don't need to know.)

<P>Logo now evaluates the first instruction in <CODE>greet</CODE>.  The process
is just like the ones we went through in such detail in Chapter 2.  In
the course of this evaluation Logo invokes the procedure <CODE>thing</CODE>
with the word <CODE>person</CODE> as its input.  The output from <CODE>thing</CODE>
is the thing in the variable named <CODE>person</CODE>, namely the word <CODE>
Brian</CODE>.  That's how the word <CODE>Brian</CODE> becomes one of the inputs to
<CODE>se</CODE>.  Here's a plumbing diagram.

<P><CENTER><IMG SRC="https://people.eecs.berkeley.edu/~bh/v1ch3/varplumb.gif" ALT="figure: varplumb"></CENTER>

<P><H2>What Kind of Container?</H2>

<P>One of the favorite activities that Logo experts use to while away
the time when the computer is down is to argue about the best metaphor
to use for variables.  A variable is a container, but what kind of
container?

<P>One popular metaphor is a mailbox.  The mailbox has a <EM>name</EM> painted
on it, like &quot;The Smiths.&quot;  Inside the mailbox is a piece of
mail.  The person from the Post Office assigns a <EM>value</EM> to the
box by putting a letter in it.  Reading a letter is like invoking
<CODE>thing</CODE> on the mailbox.

<P>I don't like this metaphor very much, and if I explain why not, it
may help illuminate for you some details about how variables work.
The first problem is that a real mailbox can contain several letters.
A variable can only contain <EM>one</EM> thing or value.  (I should say
&quot;one thing at a time,&quot; since we'll see that it's possible to replace
the thing in a variable with a different thing.)

<P>Another problem with the mailbox metaphor is that to read a letter,
you take it out of the mailbox and tear it open.  Then it isn't in
the mailbox any more.  When you invoke <CODE>thing</CODE> to look at the thing
in a variable, on the other hand, it's still in the variable.  You
could use <CODE>thing</CODE> again and get the same answer.

<P>There are two metaphors that I like.  The one I like best won't make
sense for a while, until we talk about scope of variables.
But here is the one I like second best:  Sometimes when you take a
bus or a taxi, there is a little frame up in front that looks like
this:

<P><CENTER><IMG SRC="taxiframe.gif" ALT="figure: taxiframe"></CENTER>

<P>The phrase &quot;your driver's name is&quot; is like a label for
this frame, and it corresponds to the <EM>name</EM> of a variable.  Each
bus driver has a metal or plastic plate that says &quot;John Smith&quot;
or whoever it is.  The driver inserts this plate, which corresponds
to the <EM>value</EM> of the variable, into the frame.  You can see why
this is a closer metaphor than the mailbox.  There is only one plate
in the frame at a time.  To find out who's driving the bus, you just
have to look inside the frame; you don't have to remove the plate.

<P>(To be strictly fair I should tell you that some Logoites
don't like the whole idea of containers.  They have a completely different
metaphor, which involves sticking labels on things.  But I think it
would only confuse you if I explained that one right now.)

<P><H2>An Abbreviation</H2>

<P>Examining the value of a variable is such a common thing to do in
a Logo procedure that there is a special abbreviation for it.  Instead
of the expression

<P><PRE>thing &quot;person
</PRE>

<P>you can simply say

<P><PRE>:person
</PRE>

<P>So in the <CODE>greet</CODE> procedure, we could have said

<P><PRE>print sentence &quot;hello :person
</PRE>

<P>Please note that the colon is <EM>not</EM> just an abbreviation
for the word <CODE>thing</CODE> but rather for the combination <CODE>thing</CODE>-quote.

<P>When drawing plumbing diagrams, treat <CODE>:narf</CODE> as if it were spelled out
as <CODE>thing &quot;narf</CODE>.

<P><H2>More Procedures</H2>

<P>It's time to invent more procedures.  I'll give you a couple of examples
and you should make up more on your own.

<P><PRE>to primer :name
print (sentence first :name [is for] word :name &quot;.)
print (sentence &quot;Run, word :name &quot;, &quot;run.)
print (sentence &quot;See :name &quot;run.)
end

? <U>primer &quot;Paul</U>
P is for Paul.
Run, Paul, run.
See Paul run.
</PRE>

<P>

<P><CODE>Primer</CODE> uses the extra-input kludge I mentioned near the
end of Chapter 2.  It also shows how the operations <CODE>word</CODE> and
<CODE>sentence</CODE> can be used in combination to punctuate a sentence
properly.

<P>With all of these examples, incidentally, you should take the time to
work through each instruction line to make sure you understand what
is the input to what.

<P><PRE>to soap.opera :him :her :it
print (sentence :him &quot;loves word :her &quot;.)
print (sentence &quot;However, :her [doesn't care for] :him &quot;particularly.)
print (sentence :her [is madly in love with] word :it &quot;.)
print (sentence :him [doesn't like] :it [very much.])
end

? <U>soap.opera &quot;Bill &quot;Sally &quot;Fred</U>
Bill loves Sally.
However, Sally doesn't care for Bill particularly.
Sally is madly in love with Fred.
Bill doesn't like Fred very much.
</PRE>

<P>
In this example you see that a procedure can have more than
one input.  <CODE>Soap.opera</CODE> has three inputs.  You can also see why each
input must have a name, so that the instructions inside the procedure
have a way to refer to the particular input you want to use.  You
should also notice that <CODE>soap.opera</CODE> has a period in the middle of its
name, not a space, because the name of a procedure must be a single
Logo word.

<P>

<P>
For the next example I'll show how you can write an <EM>interactive</EM>
procedure, which reads something you type on the keyboard.  For this
we need a new tool.  <CODE>Readlist</CODE> is an operation with no inputs.  Its
output is always a list, containing whatever you type on a single
line (up to a RETURN).  <CODE>Readlist</CODE> waits for you to type a line, then
outputs what you type.

<P><PRE>to converse
print [Please type your full name.]
halves readlist
end

to halves :name
print sentence [Your first name is] first :name
print sentence [Your last name is] last :name
end

? <U>converse</U>
please type your full name.
<U>Brian Harvey</U>
Your first name is Brian
Your last name is Harvey
</PRE>

<P>This program includes two procedures, <CODE>converse</CODE> and
<CODE>halves</CODE>. (A <EM>program</EM> is a bunch of procedures that work
together to achieve a common goal.) <CODE>Converse</CODE> is the <EM>
top-level procedure.</EM>  In other
words, <CODE>converse</CODE> is the procedure
that you invoke at the question-mark prompt to set the program in
motion.  <CODE>Halves</CODE> is a <EM>subprocedure</EM> of <CODE>converse</CODE>, which
means that <CODE>halves</CODE> is invoked by an instruction inside <CODE>
converse</CODE>.  Similarly, <CODE>converse</CODE> is a <EM>superprocedure</EM> of
<CODE>halves</CODE>.

<P>There are two things you should notice about the terminology &quot;subprocedure&quot;
and &quot;superprocedure.&quot;  The first thing is that these are <EM>relative</EM>
terms.  It doesn't mean anything to say &quot;<CODE>Halves</CODE> is a subprocedure.&quot;
Any procedure can be used as part of a larger program.  <CODE>Converse</CODE>,
for example, is a superprocedure of <CODE>halves</CODE>, but <CODE>converse</CODE> might at
the same time be a subprocedure of some higher-level procedure we
haven't written yet.  The second point is that primitive procedures
can also be considered as subprocedures.  For example, <CODE>sentence</CODE> is
a subprocedure of <CODE>halves</CODE>.

<P>(Now that we're dealing with programs containing more than one defined
procedure, it's a good time for me to remind you that the commands that act
on procedures can accept a list as input as well as a single word.  For
example, you can say

<P><PRE>po [converse halves]
</PRE>

<P>and Logo will print out the definitions of both procedures.)

<P>Why are two procedures necessary for this program?  When the program
reads your full name, it has to remember the name so that it can print
two parts of it separately.  It wouldn't work to say

<P><PRE>to incorrect.converse
print [Please type your full name.]
print sentence [Your first name is] first readlist
print sentence [Your last name is] last readlist
end
</PRE>

<P>because each invocation of <CODE>readlist</CODE> would read a separate
line from the keyboard instead of using the same list for both first
and last names.  We solve this problem by using the output from <CODE>readlist</CODE>
as the input to a subprocedure of <CODE>converse</CODE> and letting the subprocedure
do the rest of the work.

<P>One of the examples in Chapter 1 was this procedure:

<P><PRE>to hi
print [Hi. What's your name?]
print sentence [How are you,] word first readlist &quot;?
ignore readlist
print [That's nice.]
end
</PRE>

<P><CODE>Hi</CODE> uses a procedure called <CODE>ignore</CODE> that we haven't yet
discussed.  <CODE>Ignore</CODE> is predefined in Berkeley Logo but would be easy
enough to define yourself:

<P><PRE>to ignore :something
end
</PRE>

<P>That's not a misprint; <CODE>ignore</CODE> really has no instructions
in its definition.  <CODE>Ignore</CODE> is a command that takes one input and
has no effect at all!  Its purpose is to ignore the
input.  In <CODE>hi</CODE>,
the instruction

<P><PRE>ignore readlist
</PRE>

<P>waits for you to type a line on the keyboard, then just
ignores whatever you type.  (We couldn't just use <CODE>readlist</CODE> as an
instruction all by itself because a complete instruction has to begin
with a command, not an operation.  That is, since <CODE>readlist</CODE>
outputs a value, there must be a command to tell Logo what to do with
that value.  In this case, we want to <CODE>ignore</CODE> it.)

<P>&raquo;Write a procedure to conjugate the present tense of a regular
first-conjugation (-er) French verb.  (Never mind if you don't know what any
of that means!  You're about to see.)  That is, the letters <CODE>er</CODE> at the
end of the verb should be replaced by a different ending for each pronoun:

<P><PRE>? <U>conj &quot;jouer</U>
je joue
tu joues
il joue
nous jouons
vous jouez
elles jouent
</PRE>

<P>The verb <CODE>jouer</CODE> (to play) consists of the root <CODE>jou</CODE>
combined with the infinitive ending <CODE>er</CODE>.  Print six
lines, as shown, in which the ending is changed to <CODE>e</CODE>, <CODE>es</CODE>, etc.
Try your procedure on <CODE>monter</CODE> (to climb), <CODE>frapper</CODE> (to hit), and
<CODE>garder</CODE> (to keep).

<P>By the way, in a practical program we would have to deal with the fact that
French contains many irregular verbs.  In addition to wildly irregular ones
like &#234;tre (to be, irregular even in English) there are ones like manger,
to eat, which are almost regular except that the first and second person
plural forms keep the letter e: nous mangeons.  Many issues in natural
language programming (that is, getting computers to speak or understand
human language) turn out like this--90% of the cases are trivial, but most
of your effort goes into the other 10%.

<P><H2>An Aside on Variable Naming</H2>

<P>In my metaphor about the frame containing the bus driver's name, the
inscription on the frame tells you what to expect inside the frame.
Variable names like <CODE>person</CODE> and <CODE>name</CODE> serve a similar
purpose.  (You might argue that the <CODE>it</CODE> in the group of names
<CODE>him</CODE>, <CODE>her</CODE>, and <CODE>it</CODE> is a little misleading.  But it
serves to keep the story straight, probably better than an alternative
like <CODE>him1</CODE> and <CODE>him2</CODE>.)

<P>Another kind of frame is the one you sometimes see around a car's license
plate:

<P><CENTER><IMG SRC="mercedes.gif" ALT="figure: mercedes"></CENTER>

<P>I know it's pedantic to pick apart a joke, but
just the same I want to make the point that this one works only because
the car itself provides enough clues that what belongs in the frame
is indeed a license plate.  If you were unfamiliar with the idea of
license plates, that frame wouldn't help you.

<P>The computer equivalent of this sort of joke is to give your variables
names that don't reflect their purpose in the procedure.  Some people
like to name variables after their boyfriends or girlfriends or relatives.
That's okay if you're writing simple programs, like the ones in this
chapter, in which it's very easy to read the program and figure out
what it does.  But when you start writing more complicated programs,
you'll need all the help you can get in remembering what each piece
of the program does.  I recommend starting early on the habit of using
sensible variable names.

<P><H2>Don't Call It X</H2>

<P>Another source of trouble in variable naming is lazy fingers.  When
I'm teaching programming classes, a big part of my job is reading
program listings that students bring to me, saying, &quot;I just
can't find the bug in this program.&quot;  I have an absolute rule that
I refuse to read any program in which there is a variable named <CODE>x</CODE>.

<P>My students always complain about this arbitrary rule at first.  But
more often than not, a student goes through a program
renaming all the variables and then finds that the bug has disappeared!
This magical result comes about because when you use variable names
like <CODE>x</CODE>, you run the risk of using the same name for two different
purposes at the same time.  When you pick reasonable names, you'll
pick two different names for the two purposes.

<P>It is people who've programmed in BASIC who are most likely to make
this mistake.  For reasons that aren't very important any more, BASIC
used to <EM>require</EM> single-letter variable names.  Even now there
are limits on longer names in most versions of BASIC that make it
risky to use more than two or three letters in a name.  So if you're
a BASIC programmer, you've probably gotten into bad habits, which
you should make a point of correcting.

<P><H2>Writing New Operations</H2>

<P>So far all the procedures we've written have been commands.  That
is, our procedures have had an <EM>effect</EM> (like printing something)
rather than an <EM>output</EM> to be used with other procedures.  You
can also write operations, once you know how to give your procedure
an output.  Here is an example:

<P><PRE>to second :thing
output first butfirst :thing
end

? <U>print second [the red computer]</U>
red
</PRE>

<P><CODE>Second</CODE> is an operation with one input.  Like the primitive
operation <CODE>first</CODE>, it extracts a component of its input, either a character
from a word or a member from a list.  However, it outputs the second
component instead of the first one.

<P>What is new in this procedure definition is the use of the primitive
command <CODE>output</CODE>.  <CODE>Output</CODE> can
be used only inside a procedure definition,
not at top level.  (In other words, not when you are typing in response
to a question-mark prompt.)  It takes one input, which can be any
datum.  The effect of <CODE>output</CODE> is to make the datum you supply as
its input be the output from your procedure.

<P>Some people find it confusing that <CODE>output</CODE> itself is a <EM>command,</EM>
even though a procedure that uses <CODE>output</CODE> is an <EM>operation.</EM> 
But it makes sense for <CODE>output</CODE> to be the head of a complete instruction.
The effect of the instruction is to inform Logo what output you want
your procedure (the procedure named <CODE>second</CODE> in this case) to supply.

<P>Another possible confusion is between <CODE>output</CODE>
and <CODE>print</CODE>.  The problem
is that people talk about &quot;computer output&quot; while waving a stack
of paper at you, so you think of &quot;output&quot; as meaning &quot;stuff the
computer printed.&quot;  But in Logo, &quot;output&quot; is something one procedure
hands to another procedure, not something that is printed.

<P>
I chose the name <CODE>thing</CODE> for the input to <CODE>second</CODE> to remind
myself that the input can be anything, word or list.  <CODE>Thing</CODE> is also,
as you know, the name of a primitive procedure.  This is perfectly
okay.  The same word can name both a procedure and a variable.  Logo
can tell which you mean by the context.  A word that is used in an
instruction without punctuation is a procedure name.  A word that
is used as an input to the procedure <CODE>thing</CODE> is a variable name.  (This
can happen because you put dots in front of the word as an abbreviation
or because you explicitly typed <CODE>thing</CODE> and used the word as its input.)
The expression <CODE>:thing</CODE> is an abbreviation for

<P><PRE>thing &quot;thing
</PRE>

<P>in which the first <CODE>thing</CODE> names a procedure, and the
second <CODE>thing</CODE> names a variable.

<P>

<P>&raquo;Write an operation <CODE>query</CODE> that takes a sentence as input and that
outputs a question formed by swapping the first two words and adding a
question mark to the last word:

<P><PRE>? <U>print query [I should have known better]</U>
should I have known better?
? <U>print query [you are experienced]</U>
are you experienced?
</PRE>

<P>

<H2>Scope of Variables</H2>

<P>This is going to be a somewhat complicated section, and an important
one, so slow down and read it carefully.

<P>
When one procedure with inputs invokes another procedure with inputs
as a subprocedure, it's possible for them to share variables and
it's also possible for them to have separate variables.  The following
example isn't meant to do anything particularly interesting, just
to make explicit what the rules are.

<P><PRE>to top :outer :inner
print [I'm in top.]
print sentence [:outer is] :outer
print sentence [:inner is] :inner
bottom &quot;x
print [I'm in top again.]
print sentence [:outer is] :outer
print sentence [:inner is] :inner
end

to bottom :inner
print [I'm in bottom.]
print sentence [:outer is] :outer
print sentence [:inner is] :inner
end

? <U>top &quot;a &quot;b</U>
I'm in top.
:outer is a
:inner is b
I'm in bottom.
:outer is a
:inner is x
I'm in top again.
:outer is a
:inner is b
</PRE>

<P>First, concentrate on the variable named <CODE>outer</CODE>.  This name
is used for the first input to <CODE>top</CODE>.  <CODE>Bottom</CODE> doesn't have an input
named <CODE>outer</CODE>.  When <CODE>bottom</CODE> refers to <CODE>:outer</CODE>, since it doesn't have
one of its own, the reference is to the variable <CODE>outer</CODE> that belongs
to its superprocedure, <CODE>top</CODE>.  That's why <CODE>a</CODE> is printed as the value
of <CODE>outer</CODE> in both procedures.

<P><BLOCKQUOTE>
<STRONG>If a procedure refers to a variable that does not belong to that
procedure, Logo looks for a variable of that name in the superprocedure
of that procedure.</STRONG></BLOCKQUOTE>

<P>Suppose procedure <CODE>a</CODE> invokes procedure <CODE>b</CODE>, and <CODE>b</CODE>
invokes <CODE>c</CODE>.  Suppose an instruction in procedure <CODE>c</CODE> refers
to a variable <CODE>v</CODE>.  First Logo tries to find a variable named <CODE>v</CODE>
that belongs to <CODE>c</CODE>.  If that fails, Logo looks for a variable
named <CODE>v</CODE> that belongs to procedure <CODE>b</CODE>.  Finally, if neither
<CODE>c</CODE> nor <CODE>b</CODE> has a variable named <CODE>v</CODE>, Logo looks for such
a variable that belongs to procedure <CODE>a</CODE>.

<P>

<P>Now look at <CODE>inner</CODE>.  The important thing to understand is that
<EM>there are two variables named</EM> <CODE>inner</CODE>, one belonging to
each procedure. When <CODE>top</CODE> is invoked, its input named <CODE>inner</CODE>
gets the word <CODE>b</CODE> as its value.  When <CODE>top</CODE> invokes <CODE>
bottom</CODE>, <CODE>bottom</CODE>'s input (which is also named <CODE>inner</CODE>) gets
the value <CODE>x</CODE>.  But when <CODE>bottom</CODE> finishes, and <CODE>top</CODE>
continues, the name <CODE>inner</CODE> once again refers to the variable
named <CODE>inner</CODE> that belongs to <CODE>top</CODE>.  The one that belongs
to <CODE>bottom</CODE> has disappeared.

<P><BLOCKQUOTE>
<STRONG>Variables that belong to a procedure are temporary.  They exist only
so long as that procedure is active.  If one procedure has a variable
with the same name as one belonging to its superprocedure, the latter
is temporarily &quot;hidden&quot; while the subprocedure is running.
</STRONG></BLOCKQUOTE>

<P>
Because each procedure has its own variable named <CODE>inner</CODE>, we refer
to the procedure input variables as <EM>local</EM> to
a particular procedure.
Inputs are always local in Logo.  There is also a name for the fact
that a procedure can refer to variables belonging to its superprocedures.
If you want to show off, you can explain to people that Logo has <EM>
dynamic scope,</EM> which is what that rule is called.

<P>

<H2>The Little Person Metaphor</H2>

<P>Earlier I told you my second favorite metaphor about variables.  My
very favorite is an old one, which Logo teachers have been
using for years.  It is a metaphor about procedures as well as variables,
which is why I didn't present it earlier.  Now that you're thinking
about the issue of variable scope, you can see that to have a full
understanding of variables, you have to be thinking about procedures
at the same time.

<P>The metaphor is that inside the computer there is a large community of
little people.  Each person is a specialist at a particular procedure.
So there are <CODE>print</CODE> people and <CODE>butfirst</CODE> people and <CODE>
bottom</CODE> people and <CODE>greet</CODE> people.  I like to think of these
people as elves, because I started teaching Logo on a computer
called a PDP-11, and I like the pun of an elf inside an 11.  But if
you find elves too cute or childish, perhaps you should think of these
people as doctors in white coats, specializing in dermatology or
ophthalmology or whatever.  Another terminology for the same idea, one
which is becoming more and more widely used in advanced computer
science circles, is to call the little people <EM>actors</EM> and to
call their procedures <EM>scripts.</EM>  Each actor has only one script,
but several actors can have the same script.

<P>In any case, what's important is that when a procedure is invoked,
a little person who is an expert on that procedure goes to work. 
(It's important that the person is <EM>an expert in</EM> the procedure,
and not the procedure <EM>itself;</EM> we'll see later that there
can be two little people carrying out the same procedure at the same
time.  This is one of the more complicated ideas in Logo, so I think
the expert metaphor will help you later.)

<P>You may be wondering where the variables come in.  Well, each elf
is wearing a jerkin, a kind of vest, with a bunch of pockets.  (If
your people are doctors, the pockets are in those white lab coats.)
A person has as many pockets as the procedure he or she knows has
inputs.  A <CODE>print</CODE> expert has one pocket; a <CODE>sentence</CODE> expert has two.
Each pocket can contain a datum, the value of the variable.  (The
pockets are only big enough for a single datum.)  Each pocket also
has a name tag sewn on the inside, which contains the name of the
variable.

<P>The name tags are on the inside to make the point that other people
don't need to know the names of an expert's variables.  Other experts
only need to know how many pockets someone has and what kind of thing
to put in them.

<P>When I typed

<P><PRE>top &quot;a &quot;b
</PRE>

<P>the Chief Elf (whose name is Evaluator) found an elf named
Theresa, who is a <CODE>top</CODE> expert, and put an <CODE>a</CODE> in her first pocket and
a <CODE>b</CODE> in her second pocket.

<P>Theresa's first instruction is

<P><PRE>print [I'm in top.]
</PRE>

<P>To carry out that instruction, she handed the list <CODE>[I'm
in top.]</CODE> to another elf named Peter, a <CODE>print</CODE> expert.

<P>Theresa's second instruction is

<P><PRE>print sentence [:outer is] :outer
</PRE>

<P>To carry out this instruction, Theresa wanted to hire Peter
again, but before she could give him his orders, she first had to
deal with Sally, a <CODE>sentence</CODE> expert.  (This is the old evaluation story
from Chapter 2 again.)  But Theresa didn't know what to put in Sally's
second pocket until she got the information from Tom, a <CODE>thing</CODE> expert.
(Remember that <CODE>:outer</CODE> is an abbreviation for <CODE>thing &quot;outer</CODE>.)

<P>What's important right now is how Tom does his job.  Tom is a sort
of pickpocket.  He doesn't steal anything; he just sneaks looks in
other people's pockets.  There are lots of people inside the computer,
but the only ones with things in their pockets are the ones who are
actually employed at a given moment.  Aside from Tom himself, the
only person who was employed at the time was Theresa, so Tom could
only look in her pockets for a name tag saying <CODE>outer</CODE>.  (Theresa is
<EM>planning</EM> to hire Sally and then Peter, to finish carrying out
her instruction, but she can't hire them until she gets the information
she needs from Tom.)

<P>Later Theresa will hire Bonnie, a <CODE>bottom</CODE> specialist, to help with
the instruction

<P><PRE>bottom &quot;x
</PRE>

<P>Theresa will give Bonnie the word <CODE>x</CODE> to put in her pocket.
Bonnie also has an instruction

<P><PRE>print sentence [:outer is] :outer
</PRE>

<P>As part of the process of carrying out this instruction,
Bonnie will hire Tom to look for something named <CODE>outer</CODE>.  In
that case Tom first looks in the pockets of Bonnie, the person who hired
him.  Not finding a pocket named <CODE>outer</CODE>, Tom can <EM>then</EM>
check the pockets of Theresa, the person who hired Bonnie.  (If you're
studying Logo in a class with other people, it can be both fun and
instructive to act this out with actual people and pockets.)

<P><CENTER><IMG SRC="https://people.eecs.berkeley.edu/~bh/v1ch3/elf1.gif" ALT="figure: elf1"></CENTER>


<P>An appropriate aspect of this metaphor is that it's slightly rude to look in
someone else's pockets, and you shouldn't do it unnecessarily.  This
corresponds to a widely accepted rule of Logo style: most of the time, you
should write procedures so that they don't have to look at variables
belonging to their superprocedures.  Whatever information a procedure needs
should be given to it explicitly, as an input.
You'll find situations in which that rule seems very helpful, and other
situations in which taking advantage of dynamic scope seems to make the
program easier to understand.

<P>&raquo;The <CODE>conj</CODE> procedure you wrote earlier deals only with the present
tense of the verb.  In French, many other tenses can be formed by a similar
process of replacing the endings, but with different endings for different
tenses.  Also, second conjugation (-ir) and third conjugation (-re) verbs
have different endings even in the present tense.  You don't want to write
dozens of almost-identical procedures for each of these cases.  Instead,
write a single procedure <CODE>superconj</CODE> that takes two inputs, a verb and a
list of six endings, and performs the conjugation:

<P><PRE>? <U>superconj &quot;jouer [ais ais ait ions iez aient]</U>      ; imperfect tense
je jouais
tu jouais
il jouait
nous jouions
vous jouiez
elles jouaient
? <U>superconj &quot;finir [is is it issons issez issent]</U>    ; 2nd conj present
je finis
tu finis
il finit
nous finissons
vous finissez
elles finissent
</PRE>

<P>You can save some typing and take advantage of dynamic scope if
you use a helper procedure.  My <CODE>superconj</CODE> looks like this:

<P><PRE>to superconj :verb :endings
sc1 &quot;je 1
sc1 &quot;tu 2
sc1 &quot;il 3
sc1 &quot;nous 4
sc1 &quot;vous 5
sc1 &quot;elles 6
end
</PRE>

<P>Write the helper procedure <CODE>sc1</CODE> to finish this.

<P><H2>Changing the Value of a Variable</H2>

<P>It is possible for a procedure to change the thing in a variable by
using the <CODE>make</CODE> command.  <CODE>Make</CODE> takes two inputs.  The first
input must be a word that is the name of a variable, just like the
input to <CODE>thing</CODE>.  <CODE>Make</CODE>'s second input can be any datum.
The effect of <CODE>make</CODE> is to make the variable named by its first
input contain as its value the datum that is its second input,
instead of whatever used to be its value.  For example,

<P><PRE>make &quot;inner &quot;y
</PRE>

<P>would make the variable named <CODE>inner</CODE> have the word <CODE>y</CODE> as its
value.  (If there are two variables named <CODE>inner</CODE>, as is the case while
<CODE>bottom</CODE> is running, it is the one in the lower-level procedure that
is changed.  This is the same as the rule for <CODE>thing</CODE> that we have
already discussed.)

<P>Suppose a procedure has variables named <CODE>old</CODE> and <CODE>new</CODE> and you want
to copy the thing in <CODE>old</CODE> into <CODE>new</CODE>.  You could say

<P><PRE>make &quot;new thing &quot;old
</PRE>

<P>or use the abbreviation

<P><PRE>make &quot;new :old
</PRE>

<P>People who don't understand evaluation sometimes get very
upset about the fact that a quotation mark is used to refer to <CODE>
new</CODE> and a colon is used to refer to <CODE>old</CODE>.  They think this is
just mumbo-jumbo because they don't understand that a quotation mark
is part of what the colon abbreviates!  In both cases we are referring
to the name of a variable.  A variable name is a Logo word.  To refer
to a word in an instruction and have it evaluate to itself, not invoke
a procedure named <CODE>new</CODE> or <CODE>old</CODE>, the word must be quoted.
The difference is that the first input to <CODE>make</CODE> is the <EM>
name</EM> of the variable we want to change (<CODE>new</CODE>), while the
second input to <CODE>make</CODE> is, in this example, the <EM>value</EM> of a
variable (<CODE>old</CODE>), which we get by invoking <CODE>thing</CODE>. Since you
understand all this, you won't get upset.  You also won't resort to
magic formulas like &quot;always use quote for the first variable and
dots for the second&quot; because you understand that the inputs to <CODE>
make</CODE> can be computed with any expression you want!  For example, we
could copy <CODE>old</CODE>'s value into <CODE>new</CODE> this way:

<P><PRE>make first [new old] thing last [new old]
</PRE>

<P>This instruction contains neither a quotation mark nor a
colon, but the inputs to <CODE>make</CODE> are exactly the same as they were in
the earlier version.

<P>
Earlier I mentioned that it is considered slightly rude for a procedure
to read its superprocedures' variables.  It is <EM>extremely</EM> rude
for a procedure to change the values of other procedures' variables!
Perhaps you can see why that's so.  If you're trying to read the definition
of a procedure, and part way through that procedure it invokes a subprocedure,
there is no clue to the fact that the subprocedure changes a variable.
If you break this rule, it makes your program very hard to read because
you have to read all the procedures at once.  If each procedure deals
only with its own variables, you have written a <EM>modular</EM> program,
in which each piece can be understood separately.

<P>

<H2>Global and Local Variables</H2>

<P>What if the first input to <CODE>make</CODE> isn't the name of an input to an active
procedure?  In other words, what if you try to assign a value to a
variable that doesn't exist?  What happens is that a new variable
is created that is <EM>not</EM> local to any procedure.  The name for
this kind of variable is a <EM>global</EM> variable.  <CODE>Thing</CODE> looks at
global variables if it can't find a local variable with the name you
want.

<P>A local variable disappears when the procedure it belongs to finishes.
Global variables don't belong to any procedure, so they stay around
forever.  This can be convenient, when you have a permanent body of
information that several procedures must use.  But it can also lead
to problems if you are careless about what's in which variable.  Local
variables come and go with the procedures they belong to, so it's
easy to avoid clutter when you use them.  Global variables are more
like old socks under the bed.

<P>If you are a BASIC programmer, you've become accustomed to a language
in which all variables are global.  I've learned over the years that
it's impossible, at this point in your career, for you to appreciate
the profound effect that's had on your style of programming.  Only
after you've used procedural languages like Logo for quite a while
will you understand.  Meanwhile there is only one hope for you: you
are not allowed to use global variables <EM>at all</EM> for the next few months.
Please take my word for it.

<P>Sometimes it's convenient for a procedure to use a variable that is
not an input, but which could just as well be local.  To do this, you
can use the <CODE>local</CODE> command.  This command takes one input, a word.  It
creates a variable, local to the procedure that invoked <CODE>local</CODE>,
with that word as its name.  For example, we can use <CODE>local</CODE> to
rewrite the earlier <CODE>converse</CODE> example without needing the <CODE>
halves</CODE> subprocedure:

<P><PRE>to new.converse
local &quot;name
print [Please type your full name.]
make &quot;name readlist
print sentence [Your first name is] first :name
print sentence [Your last name is] last :name
end
</PRE>

<P>The instruction that invokes <CODE>local</CODE> can be anywhere in the
procedure before the variable is given a value with <CODE>make</CODE>.  It's traditional,
though, to put <CODE>local</CODE> instructions at the beginning of a procedure.

<P>The same procedure would work even without the <CODE>local</CODE>, but then it
would create a global variable named <CODE>name</CODE>.  It's much neater if you
can avoid leaving unnecessary global variables around, so you should
use <CODE>local</CODE> unless there is a reason why you really need a global
variable.

<P>

<H2>Indirect Assignment</H2>

<P>Earlier I showed you the example

<P><PRE>make first [new old] thing last [new old]
</PRE>

<P>in which the first input to <CODE>make</CODE> was
the result of evaluating a complex expression rather than an explicit
quoted word in the instruction.  But the example was kind of silly,
used only to make the point that such a thing is possible.

<P>Here are a couple of examples in which the use of a computed first
input to <CODE>make</CODE> really makes sense.  These are tricky examples; it
may take a couple of readings before you see what I'm doing here.
The technique I'm using is an advanced part of Logo programming.
First is the procedure <CODE>increment</CODE>:

<P><PRE>to increment :variable
make :variable (thing :variable)+1
end
</PRE>

<P>To <EM>increment</EM> a variable means to add something to
it, usually (as in this procedure) to add one to it.  The input to
<CODE>increment</CODE> is the name of a variable.  The procedure adds 1 to that
variable:

<P><PRE>? <U>make &quot;count 12</U>
? <U>print :count</U>
12
? <U>increment &quot;count</U>
? <U>print :count</U>
13
</PRE>

<P>You may wonder what the point is.  Why couldn't I just say

<P><PRE>make &quot;count :count+1
</PRE>

<P>instead of the obscure <CODE>make</CODE> instruction I used?  The
answer is that if we have several variables in the program, each of
which sometimes gets incremented, this technique allows a single
procedure to be able to increment any variable.  It's a kind of
shorthand for something we might want to do repeatedly.

<P>In the definition of <CODE>increment</CODE>, the first input to <CODE>make</CODE>
is not <CODE>&quot;variable</CODE> but rather <CODE>:variable</CODE>.  Therefore, the word
<CODE>variable</CODE> itself is not the name of the variable that is incremented.
(To say that more simply, the variable named <CODE>variable</CODE> isn't
incremented.)
Instead the variable named <CODE>variable</CODE> contains as its value the
name of <EM>another</EM> variable.  (In the example the value of <CODE>
variable</CODE> is the word <CODE>count</CODE>.) It is that second variable
whose value is changed.
(In the example <CODE>:count</CODE> was 12 and becomes 13.)

<P>While reading <CODE>increment</CODE>, remember that in the second input to
<CODE>make</CODE>,

<P><PRE>thing :variable
</PRE>

<P>is really an abbreviation for

<P><PRE>thing thing &quot;variable
</PRE>

<P>In other words this expression asks for the value of the
variable whose name is itself the value of <CODE>variable</CODE>.

<P>As a second example suppose you're writing a program to play a game
of Tic-Tac-Toe.  The computer will play one side and a person can
play the other side.  The person gets to choose X or O (that is, going
first or second).  The choice might be made with procedures like these:

<P>
<PRE>to computer.first
make &quot;computer &quot;X
make &quot;person &quot;O
end

to person.first
make &quot;person &quot;X
make &quot;computer &quot;O
end
</PRE>

<P>Elsewhere in the program there will be a procedure that
asks the person where he or she wants to move.  Suppose the squares
on the board are numbered 1 through 9, and suppose we have two variables,
<CODE>Xsquares</CODE> and <CODE>Osquares</CODE>, which contain lists of numbers corresponding
to the squares marked X and O.  Look at this procedure:

<P><PRE>to person.move :square
make word :person &quot;squares sentence :square thing word :person &quot;squares
end
</PRE>

<P>The input to <CODE>person.move</CODE> is the number of the square into
which the person has asked to move.  The first input to <CODE>make</CODE> is the
expression

<P><PRE>word :person &quot;squares
</PRE>

<P>If the person has chosen to move first, then <CODE>:person</CODE> is
the word <CODE>X</CODE>, and the value of this expression is the word <CODE>
Xsquares</CODE>.
If the person has chosen to move last, then <CODE>:person</CODE> is the word <CODE>O</CODE>,
and the value of the expression is the word <CODE>Osquares</CODE>.  Either way,
the expression evaluates to the name of the appropriate variable,
into which the newly chosen square is appended.

<P>

<P>These are examples of <EM>indirect assignment,</EM> which means assigning
a value to a variable whose name is computed by the program.  This
is an unusual, advanced technique.  Most of the time you'll use an
explicit quoted word as the first input to <CODE>make</CODE>.  But the technique
is a powerful one; many programming languages don't have this capability
at all.  In Logo it isn't something that had to be invented specially;
it is a free consequence of the fact that the inputs to any procedure
(including <CODE>make</CODE>) are evaluated before the procedure is invoked.

<P><H2>Functional Programming</H2>

<P>But don't get carried away with the flexibility of <CODE>make</CODE>.  <EM>
Another</EM> advanced Logo technique avoids the whole idea of changing the
value of a variable.  Any procedure that uses <CODE>make</CODE> can be rewritten
to use an input to a subprocedure instead; compare the two versions of the
<CODE>converse</CODE> program in this chapter.

<P>Why would you want to avoid <CODE>make</CODE>?  One reason is that if the value of
a variable changes partway through a procedure, then the sequence of steps
within the procedure is very important.  One hot area in computer science
research is <EM>parallel</EM> computation:  What if, instead of a computer
that can only do one thing at a time, we build a computer that can do many
things at once?  It's hard to take advantage of that ability if each step
of our program depends on the results of previous steps, and if later steps
depend on the result of this one.

<P>A procedure is <EM>functional</EM> if it always gives the same output when
invoked with the same input(s).  We need a few more Logo tools before we can
write interesting functional programs, but we'll come back to this idea soon.

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<ADDRESS>
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