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authorelioat <elioat@tilde.institute>2023-08-23 07:52:19 -0400
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+<HTML>
+<HEAD>
+<TITLE>Computer Science Logo Style vol 1 ch 2: Procedures</TITLE>
+</HEAD>
+<BODY>
+<CITE>Computer Science Logo Style</CITE> volume 1:
+<CITE>Symbolic Computing</CITE> 2/e Copyright (C) 1997 MIT
+<H1>Procedures</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/v1ch02.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="../v1ch1/v1ch1.html"><STRONG>BACK</STRONG></A>
+chapter thread <A HREF="../v1ch3/v1ch3.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>Logo is one of the most powerful programming languages around.
+In order to take advantage of that power, you must understand
+Logo's central ideas: <EM>procedures</EM> and <EM>evaluation.</EM>
+It is with these ideas that our exploration of Logo programming begins.
+
+<P><H2>Procedures and Instructions</H2>
+
+<P>
+In response to Logo's question-mark prompt, type this instruction:
+
+<P><PRE>print 17
+</PRE>
+
+<P>Logo will respond to this instruction by printing the number
+17 and then printing another question mark, to indicate that it's
+ready for another instruction:
+
+<P><PRE>? <U>print 17</U>
+17
+</PRE>
+
+<P>(Remember, the <CODE><U>underlined</U></CODE> things are the ones <EM>
+you</EM> should type; what's <CODE>not underlined</CODE> is what the computer prints.)
+
+<P>This instruction doesn't do much, but it's important to understand how it's
+put together.  The word <CODE>print</CODE> is the name of a <EM>procedure,</EM>
+which is a piece of a computer program that has a particular specialized
+task.  The procedure named <CODE>print</CODE>, for example, has the task of printing
+things on your screen.
+
+<P>If you have previously used some other programming language, you may
+be accustomed to the idea of different <EM>statement types</EM> making
+up the repertoire of the language.  For example, BASIC has a <CODE>print</CODE>
+statement, a <CODE>let</CODE> statement, an <CODE>input</CODE> statement, etc.  Pascal
+has an assignment
+statement, an <CODE>if</CODE> statement, a <CODE>while</CODE> statement, etc.  Each
+kind of statement has its own <EM>syntax,</EM> that is, its own special
+punctuation and organization.  Logo is very different.  It does not
+have different kinds of instructions; <EM>everything</EM> in Logo is
+done by the use of procedures.  If Logo is your first programming
+language, you don't have to worry about this.  But for people with
+previous experience in another language, it's a common source of misunderstanding.
+
+<P>When you first start up Logo, it &quot;knows&quot; about 200 procedures.  These
+initial procedures are called <EM>primitive</EM> procedures.  Your task
+as a Logo programmer is to add to Logo's repertoire by defining new
+procedures of your own.  You do this by putting together procedures that
+already exist.  We'll see how this is done later in this chapter.
+
+<P>The procedure <CODE>print</CODE>, although it has a specific task, doesn't always
+do <EM>exactly</EM> the same thing; it can print anything you want, not
+always the number 17.  (You've seen several examples in Chapter 1.)
+This may seem like an obvious point, but later you will see that the
+<EM>flexibility</EM> of procedures is an important part of what makes
+them so powerful.  To control this flexibility, we need a way to tell
+a procedure exactly what we want it to do.  Therefore, each procedure
+can accept a particular number of <EM>inputs.</EM>  An input is a piece
+of information.  It can be a number, as in the example we're examining,
+but there are many other kinds of information that Logo procedures
+can handle.  The procedure named <CODE>print</CODE> requires one input.  Other
+procedures will require different numbers of inputs; some don't require
+any.
+
+<H2>Technical Terms</H2>
+
+<P>In ordinary conversation, words such as <EM>instruction</EM> and <EM>
+procedure</EM> have pretty much the same meaning--they refer to any
+process, recipe, or method for carrying out some task.  That's not the
+situation when we're talking about computer programming.  Each of
+these words has a specific technical meaning, and it's very important
+for you to keep them straight in your head while you're reading this
+chapter.  (Soon we'll start using more words, such as <EM>command</EM> and
+<EM>operation,</EM> which also have similar meanings in ordinary use but
+very different meanings for us.)
+
+<P>An <EM>instruction</EM> is what you type to Logo to
+tell it to do something.  <CODE>Print 17</CODE> is an example of an
+instruction.  We're about to see some more complicated instructions,
+made up of more pieces.  An instruction has to contain enough
+information to specify <EM>exactly</EM> what you want Logo to do.  To
+make an analogy with instructing human beings, &quot;Read Chapter 2 of
+this book&quot; is an instruction, but &quot;read&quot; isn't one, because it
+doesn't tell you what to read.
+
+<P>A <EM>procedure</EM> is like a recipe or a technique for carrying out a
+certain kind of task.  <CODE>Print</CODE> is the name of a procedure just as
+&quot;lemon meringue pie&quot; is the name of a recipe.  (The recipe itself,
+as distinct from its name, is a bunch of instructions, such as &quot;Preheat
+the oven to 325 degrees.&quot;) A procedure contains information about how
+to do something, but the procedure doesn't take action itself, just as
+a recipe in a book can't bake a pie by itself.  Someone has to carry
+out the recipe.  In the Logo world something has to <EM>invoke</EM> a
+procedure.  To &quot;invoke&quot; a procedure means to carry it out, to do
+what the procedure says.  Procedures are invoked by instructions.  The
+instruction you gave just now invoked the procedure named <CODE>print</CODE>.
+
+<P>If an instruction is made up of names of procedures, and if the procedures
+invoked by the instruction are made up of more instructions, why doesn't the
+computer get caught in a vicious circle, always finding more detailed
+procedures to invoke and never actually doing anything?  This question is a
+lot like the one about dictionaries: When you look up the definition of a
+word, all you find is more words.  How do you know what <EM>those</EM> words
+mean?  For words in the dictionary this turns out to be a very profound and
+difficult question.  For Logo programming the answer is much simpler.  In
+the end, your instructions and the procedures they invoke must be defined in
+terms of the primitive procedures.  Those procedures are not made up of Logo
+instructions.  They're the things that Logo just knows how to do in the
+first place.
+
+<P>
+<H2>Evaluation</H2>
+
+<P>Now try this instruction:
+
+<P><PRE>print sum 2 3
+</PRE>
+
+<P>If everything is going according to plan, Logo didn't print
+the words &quot;<CODE>sum 2 3</CODE>&quot;; it printed the number 5.  The input to
+<CODE>print</CODE> was the expression <CODE>sum 2 3</CODE>, but Logo <EM>
+evaluated</EM> the input before passing it to the <CODE>print</CODE> procedure.
+This means that Logo invoked the necessary procedures (in this case,
+<CODE>sum</CODE>) to compute the value of the expression (5).
+
+<P>In this instruction the word <CODE>sum</CODE> is also the name of a procedure.
+<CODE>Sum</CODE> requires two inputs.  In this case we gave it the numbers 2 and
+3 as inputs.  Just as the task of procedure <CODE>print</CODE> is to print something,
+the task of procedure <CODE>sum</CODE> is to add two numbers.  It is the result
+of this addition, the <EM>output</EM> from <CODE>sum</CODE>, that becomes the
+<EM>input</EM> to <CODE>print</CODE>.
+
+<P>Don't confuse <EM>output</EM> with <EM>printing.</EM>  In Logo the word
+&quot;output&quot; is one of those technical terms I mentioned before.  It
+refers to a value that one procedure computes and hands on to another
+procedure that needs an input.  In this example <CODE>sum</CODE> outputs the
+number 5 to <CODE>print</CODE>, but <CODE>print</CODE> doesn't output anything
+to
+another procedure.  When <CODE>print</CODE> prints the 5, that's the end of
+the story.  There are no more procedures waiting for inputs.
+
+<P>See if you can figure out what this instruction will do before you
+try it:
+
+<P><PRE>print sum 4 product 10 2
+</PRE>
+
+<P>Here are the steps Logo takes to evaluate the instruction:
+ 
+
+
+
+<P><OL><LI>The first thing in the instruction is the name of the procedure
+<CODE>print</CODE>.  Logo knows that <CODE>print</CODE> requires one input, so it continues
+reading the instruction line.
+
+<P><LI>The next thing Logo finds is the word <CODE>sum</CODE>.  This, too, is the
+name of a procedure.  This tells Logo that the <EM>output</EM> from
+<CODE>sum</CODE> will be the <EM>input</EM> to <CODE>print</CODE>.
+
+<P>
+<LI>Logo knows that <CODE>sum</CODE> takes two inputs, so
+<CODE>sum</CODE> can't be invoked until Logo finds <CODE>sum</CODE>'s inputs.
+
+<P><LI>The next thing in the instruction is the number 4, so that must be
+the first input to <CODE>sum</CODE>.  This input, too, must be evaluated.
+Fortunately, a number simply evaluates to itself, so the value of this
+input is 4.
+
+<P><LI>Logo still needs to find the second input to <CODE>sum</CODE>.  The next thing
+in the instruction is the word <CODE>product</CODE>.  This is, again, the name
+of a procedure.  Logo must carry out that procedure to evaluate <CODE>sum</CODE>'s
+second input.
+
+<P><LI>Logo knows that <CODE>product</CODE> requires two inputs.  It must now look
+for the first of those inputs.  (Meanwhile, <CODE>print</CODE> and <CODE>sum</CODE> are both
+&quot;on hold&quot; waiting for their inputs to be evaluated.  <CODE>print</CODE> is waiting
+for its single input; <CODE>sum</CODE>, which has found one input, is waiting for
+its second.)  The next thing on the line is the number 10.  This number
+evaluates to itself, so the first input to <CODE>product</CODE> is 10.
+
+<P><LI>Logo still needs another input for <CODE>product</CODE>, so it continues reading
+the instruction.  The next thing it finds is the number 2.  This
+number evaluates to itself, so the second input to <CODE>product</CODE> has the
+value 2.
+
+<P><LI>Logo is now ready to invoke the procedure <CODE>product</CODE>, with inputs
+10 and 2.  The output from <CODE>product</CODE> is 10 times 2, or 20.
+
+<P><LI>This output, 20, is the value of the second input to <CODE>sum</CODE>.  Logo
+is now ready to invoke <CODE>sum</CODE>, with inputs 4 and 20.  The output
+from <CODE>sum</CODE> is 24.
+
+<P><LI>The output from <CODE>sum</CODE>, 24, is the input to <CODE>print</CODE>.  Logo is now
+ready to invoke <CODE>print</CODE>, which prints 24.  (You were only waiting
+for this moment to arise.)
+
+<P></OL>
+
+
+<P>That's a lot of talking about a pretty simple instruction!  I promise
+not to do it again in quite so much detail.  It's important, though,
+to be able to call upon your understanding of these details to figure
+out more complicated situations later.  Using the output from one procedure
+as an input to another procedure is called <EM>composition
+of functions.</EM>
+
+<P>Some people find it helpful to look at a pictorial form of this analysis.
+We can represent each procedure as a kind of tank, with input hoppers
+on top and perhaps an output pipe at the bottom.  (This organization
+makes sense because gravity will pull the information downward.)
+For example:
+
+<P><CENTER><IMG SRC="https://people.eecs.berkeley.edu/~bh/v1ch2/machines.gif" ALT="figure: machines"></CENTER>
+
+<P><CODE>Print</CODE> has one input, which is represented by the hopper above
+the tank.  It doesn't have an output, so there is no pipe coming out
+the bottom.  <CODE>Sum</CODE> has two inputs, shown at the top, and an output,
+shown at the bottom.
+
+<P>We can put these parts together to form a kind
+of &quot;plumbing diagram&quot;
+of the instruction:
+
+<P><CENTER><IMG SRC="blackbirds.gif" ALT="figure: blackbirds"></CENTER>
+
+<P>In that diagram the output pipes from one procedure are connected
+to the input hoppers of another.  Every pipe must be connected to something.
+The inputs that are explicitly given as numbers in the instruction
+are shown with arrows pointing into the hoppers.
+
+<P>You can annotate the diagram by indicating the actual information
+that flows through each pipe.  Here's how that would look for this
+instruction:
+
+<P><CENTER><IMG SRC="annotated.gif" ALT="figure: annotated"></CENTER>
+
+<P>By the way, I've introduced the procedures <CODE>print</CODE>, <CODE>
+sum</CODE>, and <CODE>product</CODE> so casually that you might think it's a law of
+nature that every programming language must have procedures with these
+names.  Actually the details of Logo's repertoire of primitive
+procedures are quite arbitrary. It would be hard to avoid having a way
+to add numbers, but it might have been named <CODE>plus</CODE> or <CODE>add</CODE>
+instead of <CODE>sum</CODE>.  For some primitives there are additional
+arbitrary details; for noncommutative
+operations such as <CODE>remainder</CODE>, for example, the
+rule about which input comes first was an
+arbitrary choice for Logo's designers.  (&raquo; Experiment with <CODE>
+remainder</CODE> and see if you can describe it well enough that someone
+else can use it without needing to experiment.) I am making a point of
+the arbitrary nature of these details because people who are learning
+to program sometimes think they're doing badly if they don't <EM>
+figure out</EM> how a primitive procedure works in advance.  But these
+rules aren't things you work out; they're things someone has to tell
+you, like the capital of Kansas.
+
+<P>
+<H2>Error Messages</H2>
+
+<P>We've observed that Logo knows in advance how many inputs a particular
+procedure needs.  (<CODE>Print</CODE> needs one; <CODE>sum</CODE> and <CODE>product</CODE>
+each need two.) What if you give a procedure the wrong number of
+inputs?  Try this:
+
+<P><PRE>print
+</PRE>
+
+<P>(That is, the word <CODE>print</CODE> as an instruction all by itself,
+with no input.)  You should see something like this:
+
+<P><PRE>? <U>print</U>
+Not enough inputs to print
+</PRE>
+
+<P>This gentle complaint from Logo tells you two things.  First,
+it indicates the general <EM>kind</EM> of thing that went wrong (not
+enough inputs to some procedure).  Second, it names the <EM>particular</EM>
+procedure that complained (<CODE>print</CODE>).  In this case it was pretty obvious
+which procedure was involved, since we only used one procedure.  But
+try this:
+
+<P><PRE>? <U>print remainder product 4 5</U>
+Not enough inputs to remainder
+</PRE>
+
+<P>In this case Logo's message is helpful in pinpointing the
+fact that it was <CODE>remainder</CODE>, not <CODE>print</CODE> or <CODE>product</CODE>,
+that lacked an input.
+
+<P>The reason I'm beating this error message to death is that one of
+the most common mistakes made by beginning programmers is to ignore
+what an error message says.  Some people get very upset at seeing
+this kind of message and just give up without trying to figure out
+the problem.  Other people make the opposite mistake, breezing past
+the message without taking advantage of the detailed help it offers.
+Some smart people at M.I.T. put a lot of effort into designing Logo's
+error messages, so please pay attention to them.
+
+<P>What if you give a procedure too many inputs?  Try this:
+
+<P><PRE>? <U>print 2 3</U>
+2
+You don't say what to do with 3
+</PRE>
+
+<P>(The exact text of the message, by the way, may be slightly
+different in some versions of Logo.)  What happened here is that Logo
+carried out the instruction <CODE>print 2</CODE>, and then found the extra
+number <CODE>3</CODE> on the line.  It would have been okay if we'd done
+something with the 3:
+
+<P><PRE>? <U>print 2 print 3</U>
+2
+3
+</PRE>
+
+<P>It's okay to have more than one instruction on the same
+line, as long as they are complete instructions.
+
+<P><H2>Commands and Operations</H2>
+
+<P>What's a &quot;complete instruction&quot;?  Before I can answer that question,
+you have to understand that in Logo there are two kinds of procedures:
+commands and operations.
+
+<P>An <EM>operation</EM> is a procedure that computes a value and outputs
+it.  <CODE>Sum</CODE> and <CODE>product</CODE> are operations, for example.
+
+<P>A <EM>command</EM> is a procedure that does <EM>not</EM> output a value
+but instead has some <EM>effect</EM> such as
+printing something on the screen,
+moving a turtle, or making a sound.  <CODE>Print</CODE>, then, is a command.  Some
+commands have effects that are not apparent on the outside but instead
+change something inside the computer that might become important
+later in the program.
+
+<P>A complete instruction consists of the name of a command, followed by
+as many expressions as necessary to provide its inputs.  An <EM>
+expression</EM> is something like <CODE>sum 3 2</CODE> or <CODE>17</CODE>.
+Operations are used to construct expressions.  More formally, an
+expression is one of two things: either an explicitly provided value
+such as a number, or else the name of an operation, followed by as many
+expressions as necessary to provide its inputs.  For example, the
+expression <CODE>sum 3 2</CODE> consists of the operation name <CODE>sum</CODE>
+followed by two expressions, the number <CODE>3</CODE> and the number <CODE>
+2</CODE>.  Numbers are the only values we've seen how to provide
+explicitly, but that's about to change.
+
+<P><H2>Words and Lists</H2>
+
+<P>So far, our examples have been about numbers and arithmetic.  Many
+people think that computers just do arithmetic, but actually it's
+much more interesting to use computers with other kinds of information.
+You've seen examples of text processing in Chapter 1, but this time
+we're going to do it <EM>carefully!</EM>
+
+<P>Suppose you want Logo to print the word
+<CODE>Hello</CODE>.  You might try this:
+
+<P><PRE>? <U>print Hello</U>
+I don't know how  to Hello
+</PRE>
+
+<P>Logo interpreted the word <CODE>Hello</CODE> as the name of a procedure,
+just as in the examples with <CODE>print sum</CODE> earlier.  The error message
+means that there is no procedure named <CODE>hello</CODE> in Logo's repertoire.
+
+<P>
+When Logo is evaluating instructions, it always interprets unadorned
+words such as <CODE>print</CODE> or <CODE>sum</CODE> or <CODE>hello</CODE> as names of
+procedures.  In order to convince Logo to treat a word simply as
+itself, you must type a quotation mark (<CODE>&quot;</CODE>) in front of it:
+
+
+<P><PRE>? <U>print &quot;Hello</U>
+Hello
+</PRE>
+
+<P>
+Here is why the quotation mark is used for this purpose
+in Logo:  In computer science, to <EM>quote</EM> something means <EM>
+to prevent it from being evaluated.</EM>  (Another way to say the same
+thing is that <EM>the thing evaluates to itself</EM> or that its value
+<EM>after</EM> evaluation is the same as what it is <EM>before</EM> evaluation.)
+For example, we have already seen that in Logo, numbers
+are automatically
+quoted.  (It doesn't hurt to use the quotation mark with numbers,
+however.
+
+<P><PRE>? <U>print sum &quot;2 &quot;3</U>
+5
+</PRE>
+
+<P>Logo is perfectly happy to add the quote-marked numbers.)
+
+
+<P>(People who have programmed in some other language should note that
+quotation marks are not used in pairs in Logo.  This is not just an
+arbitrary syntactic foible; it reflects the fact that a Logo <EM>
+word</EM> is a different idea from what would be called
+a <EM>character string</EM> in other
+languages.  I urge you not only to program in Logo
+but even to think in Logo terminology.)
+
+<P>What if you want to print more than one word?  You can combine several
+words to form a <EM>list.</EM>  The easiest way to do this is to enclose
+the words in square brackets, which tells Logo to quote the list.
+That is, a list in brackets evaluates to the list itself:
+
+<P><PRE>? <U>print [How are you?]</U>
+How are you?
+</PRE>
+
+<P>(If square brackets quote a list, what does it mean to evaluate
+a list?  Well, every instruction line you type to Logo is actually
+a list, which is evaluated by invoking the procedures it names.  Most
+of the time you don't have to remember that an instruction is a list,
+but that fact will become very useful later on.)
+
+<P>The list in the example above contains three <EM>members.</EM>  In this
+example each member is a word.  For example, the first member is the word <CODE>
+How</CODE>.  But the members of a list aren't required to be words; they can
+also be lists.  The fact that a list can have another list as a member
+makes lists very flexible as a way of grouping information.  For
+example, the list
+
+<P><PRE>[[cherry vanilla] mango [root beer swirl]]
+</PRE>
+
+<P>contains three members.  The first and third members are
+themselves lists, while the second member is the word <CODE>mango</CODE>.  A
+list like this can be represented using a <EM>tree diagram:</EM>
+
+<P>
+<P><CENTER><IMG SRC="https://people.eecs.berkeley.edu/~bh/v1ch2/icecream.gif" ALT="figure: icecream"></CENTER>
+
+<P>This diagram has the name &quot;tree&quot; because it resembles an
+upside-down tree, with a trunk at the top and branches extending
+downward.  Often a tree diagram is drawn with only the <EM>leaves</EM>
+labeled--the words that make up the smallest sublists:
+
+<P><CENTER><IMG SRC="cheap-tree.gif" ALT="figure: cheap-tree"></CENTER>
+
+
+<P>Keep in mind that the square brackets in Logo serve two purposes at
+once: they <EM>delimit</EM> a list--that is, they show where the list
+begins and ends--and they also <EM>quote</EM> the list, so that Logo's
+evaluator interprets the list as representing itself and not as requesting
+the invocation of procedures.  The brackets surround the list; they
+are not <EM>part of</EM> the list.  (Similarly, the quotation mark that
+indicates a quoted word is not part of the word.)
+
+<P>Words and lists are the two kinds of information that Logo can process.
+(Numbers are a special case of words.)  The name I'll use for &quot;either
+a word or a list&quot; is a <EM>datum.</EM><SUP>*</SUP>  A list of words, such as
+<CODE>[How are you?]</CODE>, is called a <EM>sentence</EM>
+or a <EM>flat list.</EM>  (It's called &quot;flat&quot; because the tree
+diagram only has one level, not counting the &quot;root&quot; at the top.)
+The name &quot;sentence&quot; is meant to suggest that flat lists are often,
+although not always, used to represent English sentences.  A sentence
+is a special kind of list, just as a number is a special kind of word.
+We'll see other kinds of lists later.
+
+<P><SMALL><BLOCKQUOTE><SMALL><SUP>*</SUP>Later we'll use a
+third kind of datum, called an &quot;array.&quot;</SMALL></BLOCKQUOTE></SMALL><P>
+<H2>How to Describe a Procedure</H2>
+
+<P>My high school U.S. history teacher was very fussy about what he considered
+the proper way to color in outline maps.  He would make us do them
+over if we used colors or shading techniques he didn't like.  We humored
+him because he was a very good teacher in other ways; for example,
+he gave us original historical documents to read instead of boring
+textbooks.
+
+<P>I hope you will humor me when I tell you that there is a right way and a
+wrong way to talk about procedures.  If I were teaching you in person, I'd
+be very understanding about mistakes in your <EM>programs,</EM> but I'd hit
+you over the head (gently, of course) if you were sloppy about your <EM>
+descriptions.</EM>
+
+<P>Here is an example of the wrong way: &quot;<CODE>Sum</CODE> adds up two numbers.&quot;
+It's not that this description isn't true but that it's inadequate.
+It leaves out too much.
+
+<P>Here is an example of the right way: &quot;<CODE>Sum</CODE> is an operation. 
+It has two inputs.  Both inputs must be numbers.  The output from
+<CODE>sum</CODE> is a number, the result of adding the two inputs.&quot;
+
+<P>Here are the ingredients in the right way:
+
+<P> 
+
+
+<OL><LI>  Command or operation?
+
+<P><LI>  How many inputs?
+
+<P><LI>  What <EM>type</EM> of datum must each input be?
+
+<P><LI>  If the procedure is an operation, what is its <EM>output?</EM>  If
+a command, what is its <EM>effect?</EM>
+
+<P></OL>
+
+
+<P>Another example:  &quot;The command <CODE>print</CODE> has one input.  The input
+can be any datum.  The effect of <CODE>print</CODE> is to print the input datum
+on the screen.&quot;
+
+<P><H2>Manipulating Words and Lists</H2>
+
+<P>Logo provides several primitive operations for taking data apart
+and putting data together.  Words come apart into <EM>
+characters,</EM>
+such as letters or digits or punctuation marks.  (A character is not
+a third kind of datum.  It's just a word that happens to be one character
+long.)  Lists come apart into whatever data are the <EM>members</EM>
+of the list.  A sentence, which is a list of words, comes apart into
+words.
+
+<P><CODE>First</CODE> is an operation that takes one input.  The input can be any
+nonempty datum.  (In a moment you'll see what an empty datum is.)
+The output from <CODE>first</CODE> is the first member of the input if the input
+is a list, or the first character if the input is a word.  Try these
+examples:
+
+<P><PRE>? <U>print first &quot;Hello</U>
+H
+? <U>print first [How are you?]</U>
+How
+</PRE>
+
+<P><CODE>Butfirst</CODE> is also an operation that takes one input.  The input can
+be any nonempty datum.  The output from <CODE>butfirst</CODE> is a list containing
+all but the first member of the input if the input is a list, or
+a word containing all but the first character of the input if it's
+a word:
+
+<P><PRE>? <U>print butfirst &quot;Hello</U>
+ello
+? <U>print butfirst [How are you?]</U>
+are you?
+</PRE>
+
+<P>Notice that the <CODE>first</CODE> of a list can be a word, but the <CODE>butfirst</CODE> of
+any datum is always another datum of the same type.  Also notice
+what happens when you take the <CODE>butfirst</CODE> of a datum with only one
+thing in it:
+
+<P><PRE>? <U>print butfirst &quot;A</U>
+
+? <U>print butfirst [Hello]</U>
+
+?
+</PRE>
+
+<P>In each case Logo printed a blank line.  In the first case
+that blank line represents an empty word, a word
+with no characters
+in it.  The second blank line represents an empty list, a list
+with no members.  You can indicate the empty word in an instruction
+by using a quotation mark with a space (or the RETURN key to end the
+instruction) after it.  To indicate an empty list, use brackets with
+nothing inside them:
+
+<P><PRE>? <U>print &quot; print []</U>
+ 
+ 
+?
+</PRE>
+
+<P>Do you understand why it doesn't make sense to use the empty
+word or the empty list as input to <CODE>first</CODE> or <CODE>butfirst</CODE>?  Try it and
+see what happens.
+
+<P>You should also notice that the list <CODE>[Hello]</CODE> is not the same as the
+word <CODE>&quot;Hello</CODE>.  They look the same when you print them, but they
+act differently when you take their <CODE>first</CODE> or <CODE>butfirst</CODE>.
+
+<P>There are also primitive operations <CODE>last</CODE> and <CODE>butlast</CODE>.  I'm
+sure you'll have no trouble guessing what they do.  Try them out, then
+practice describing them properly.
+
+<P>This is probably a good place to mention that there are <EM>
+abbreviations</EM> for some Logo primitive procedures.  For
+example, <CODE>bf</CODE> is an abbreviation for <CODE>butfirst</CODE>.  <CODE>Pr</CODE> is an
+abbreviation for <CODE>print</CODE>.  There isn't any abbreviation for <CODE>
+first</CODE>.
+
+<P>If you want to extract a piece of a word or list that isn't at the beginning
+or end, you can use the more general operation <CODE>item</CODE> with two
+inputs: a positive integer to indicate which member to select, and a word
+or list.  For example:
+
+<P><PRE>? <U>print item 3 &quot;Yesterday</U>
+s
+? <U>print item 2 [Good Day Sunshine]</U>
+Day
+</PRE>
+
+<P><CODE>First</CODE>, <CODE>last</CODE>, <CODE>butfirst</CODE>, <CODE>butlast</CODE>, and <CODE>item</CODE> are
+taking-apart operations, or <EM>selectors.</EM>  Logo also provides
+putting-together operations, or <EM>constructors.</EM>
+
+<P><CODE>Sentence</CODE> is a constructor.  It takes two inputs, which can be any
+data at all.  Its output is always a list.
+
+<P>Describing the output from <CODE>sentence</CODE> is a little tricky because the
+same procedure serves two different purposes.  The first purpose is the one
+suggested by its name: constructing sentences.  If you use only words and
+sentences (flat lists) as inputs, then the output from <CODE>sentence</CODE> is a
+sentence concatenating (stringing together) the words contained in the
+inputs.  Here are some examples:
+
+<P><PRE>? <U>print sentence &quot;hello &quot;goodbye</U>
+hello goodbye
+? <U>print sentence [this is] [a test]</U>
+this is a test
+? <U>print sentence &quot;this [is one too]</U>
+this is one too
+? <U>print sentence [] [list of words]</U>
+list of words
+</PRE>
+
+<P>On the other hand, <CODE>sentence</CODE> can also be used to append two
+lists (flat or not).  With lists as inputs, the output from <CODE>sentence</CODE>
+is a list in which the <EM>members</EM> of the first input and the <EM>
+members</EM> of the second input are concatenated:
+
+<P><PRE>? <U>print sentence [[list 1a] [list 1b]] [[list 2a] [list 2b]]</U>
+[list 1a] [list 1b] [list 2a] [list 2b]
+? <U>print sentence [flat list] [[not flat] [list]]</U>
+flat list [not flat] [list]
+</PRE>
+
+<P>In the second example the output is a list with four
+members: two words and two lists.
+
+<P>Using a word as input to <CODE>sentence</CODE> is equivalent to using a list with
+that word as its single member.  <CODE>Sentence</CODE> is the only primitive
+operation that treats words the same
+as single-word lists; you've seen from the earlier examples that <CODE>first</CODE>
+and <CODE>butfirst</CODE> treat the word <CODE>hello</CODE> and the list <CODE>[hello]</CODE>
+differently.
+
+<P>Another constructor for lists is <CODE>list</CODE>.  Its inputs can be any data;
+its output is a list whose members are the inputs--not the members of the
+inputs, as for <CODE>sentence</CODE>.
+
+<P><PRE>? <U>print list [this is] [a test]</U>
+[this is] [a test]
+? <U>print list &quot;this [is one too]</U>
+this [is one too]
+? <U>print list [] [list of words]</U>
+[] [list of words]
+</PRE>
+
+<P><CODE>Word</CODE> is an operation that takes two inputs.  Both inputs must be words.
+(They may be the empty word.)  The output from <CODE>word</CODE> is a word formed
+by concatenating the characters in the input
+words:
+
+<P><PRE>? <U>print word &quot;hello &quot;goodbye</U>
+hellogoodbye
+? <U>print word &quot;now &quot;here</U>
+nowhere
+? <U>print word &quot;this [is a test]</U>
+word doesn't like [is a test] as input
+</PRE>
+
+<P>Selectors and constructors can be composed, in the same way we composed <CODE>
+sum</CODE> and <CODE>product</CODE> earlier.  See if you can work out what this example
+will do before you try it with the computer:<SUP>*</SUP>
+
+<P><SMALL><BLOCKQUOTE><SMALL><SUP>*</SUP>The tilde (<CODE>~</CODE>) at
+the end of the first line is the notation used by Berkeley Logo to indicate
+that this and the following line should be understood as a single, long
+instruction line.  It's somewhat analogous to the way a hyphen (-) is used
+in English text when a single word must be split between two lines.
+Berkeley Logo will also continue an instruction to the next line if a line
+ends inside parentheses or brackets, so another way to indicate a long
+instruction line is to enclose the entire instruction in parentheses, like
+this:
+
+<P><PRE>(print word word last &quot;awful first butfirst &quot;computer ~
+   first [go to the store, please.])
+</PRE>
+
+<P>Other Logo dialects have other rules for line continuation.
+(In some dialects everything you type is automatically taken as one big
+line, so you don't have to think about this.)  In the book, I'll indent
+continuation lines, as above, to make it quite clear that they are meant
+to be part of the same instruction as the line above.  But Logo doesn't pay
+attention to the indentation.</SMALL></BLOCKQUOTE></SMALL><P><PRE>print word word last &quot;awful first butfirst &quot;computer 
+   first [go to the store, please.]
+</PRE>
+
+<P>Here is how I'd analyze it.
+ 
+
+
+The input to <CODE>print</CODE> is the output from <CODE>word</CODE>.
+
+<P>The first input to <CODE>word</CODE> is the output from <CODE>word</CODE>.
+
+<P>The first input to (the second) <CODE>word</CODE> is the output from <CODE>last</CODE>.
+
+<P>The input to <CODE>last</CODE> is the quoted word <CODE>awful</CODE>.
+
+<P>The output from <CODE>last</CODE> is the word <CODE>l</CODE>, which becomes the first input
+to the second <CODE>word</CODE>.
+
+<P>The second input to the second <CODE>word</CODE> is the output from <CODE>first</CODE>.
+
+<P>The input to <CODE>first</CODE> is the output from <CODE>butfirst</CODE>.
+
+<P>The input to <CODE>butfirst</CODE> is the quoted word <CODE>computer</CODE>.
+
+<P>The output from <CODE>butfirst</CODE> is the word <CODE>omputer</CODE>, which
+becomes the input to <CODE>first</CODE>.
+
+<P>The output from <CODE>first</CODE> is the word <CODE>o</CODE>, which becomes the
+second input to the second <CODE>word</CODE>.
+
+<P>The output from the second <CODE>word</CODE> is the word <CODE>lo</CODE>, which becomes the
+first input to the first <CODE>word</CODE>.
+
+<P>The second input to (the first) <CODE>word</CODE> is the output from (the second)
+<CODE>first</CODE>.
+
+<P>The input to <CODE>first</CODE> is the sentence <CODE>[go to the store, please.]</CODE>.
+
+<P>The output from <CODE>first</CODE> is the word <CODE>go</CODE>, which becomes the
+second input to the first <CODE>word</CODE>.
+
+<P>The output from <CODE>word</CODE> is the word <CODE>logo</CODE>, which becomes the input to
+<CODE>print</CODE>.
+
+<P>Finally, <CODE>print</CODE> prints the word <CODE>logo</CODE>.
+
+<P>
+
+
+<P>And here is the plumbing diagram:
+
+<P><CENTER><IMG SRC="https://people.eecs.berkeley.edu/~bh/v1ch2/logoplumb.gif" ALT="figure: logoplumb"></CENTER>
+
+<P>&raquo;If you made it through that, you should find it easy to predict what
+these instructions will do:
+
+<P><PRE>print butlast &quot;tricky
+print butlast [tricky]
+print se bl &quot;farm bl bl bl &quot;output
+print first butfirst &quot;hello
+print first butfirst [abc def ghi]
+(print word bl &quot;hard word bl bl first [very hard]
+   last first [extremely hard])
+</PRE>
+
+<P>Remember that numbers are words, so you can combine arithmetic operations
+with these word and list operations:
+
+<P><PRE>? <U>print word sum 2 3 product 2 3</U>
+56
+? <U>print sum word 2 3 product 2 3</U>
+29
+? <U>print sentence sum 2 3 word 2 3</U>
+5 23
+</PRE>
+
+<P><CODE>Count</CODE> is an operation that takes one input.  The input can be any
+datum.  The output from <CODE>count</CODE> is a number, indicating the length
+of the input.  If the input is a word, the output is the number of
+characters in the word.  If the input is a list, the output is the
+number of members in the list.
+
+<P><PRE>? <U>print count &quot;hello</U>
+5
+? <U>print count [hello]</U>
+1
+? <U>print count &quot;</U>
+0
+? <U>print count []</U>
+0
+? <U>print word count &quot;hello count &quot;goodbye</U>
+57
+? <U>print sum count &quot;hello count &quot;goodbye</U>
+12
+</PRE>
+
+<P><H2>Print and Show</H2>
+
+<P>Because lists are often used to represent English sentences in
+conversational programs like the <CODE>hi</CODE> procedure of Chapter 1,
+<CODE>print</CODE> prints only the members of a list, without enclosing
+brackets.  This behavior could be confusing if a list contains
+only one member:
+
+<P><PRE>? <U>print [aardvark]</U>
+aardvark
+? <U>print &quot;aardvark</U>
+aardvark
+</PRE>
+
+<P>There is no visible difference between a word and a
+one-word list.  But the two values are actually quite different,
+as we can see if we use them as inputs to <CODE>first</CODE>:
+
+<P><PRE>? <U>print first [aardvark]</U>
+aardvark
+? <U>print first &quot;aardvark</U>
+a
+</PRE>
+
+<P>The <CODE>first</CODE> of a sentence is its first word, even if
+it has only one word, but the <CODE>first</CODE> of a word is its first
+letter.
+
+<P>To help distinguish words from lists, Logo has another printing
+command called <CODE>show</CODE> that displays brackets around lists:
+
+<P><PRE>? <U>show [aardvark]</U>
+[aardvark]
+? <U>show &quot;aardvark</U>
+aardvark
+? <U>show sentence [this is] [an example]</U>
+[this is an example]
+? <U>show list [this is] [an example]</U>
+[[this is] [an example]]
+</PRE>
+
+<P>Use <CODE>print</CODE> if your program wants to carry on a
+conversation with the user in English.  Use <CODE>show</CODE> if you are
+using lists to represent some structure other than a sentence.
+
+<P><H2>Order of Evaluation</H2>
+
+<P>You may hear people say something like this: &quot;Logo evaluates
+from right to left.&quot;  What they mean is that in an instruction such as
+
+<P><PRE>print first butfirst butfirst [print the third word]
+</PRE>
+
+<P>Logo first evaluates
+
+<P><PRE>butfirst [print the third word]
+</PRE>
+
+<P>and next evaluates
+
+<P><PRE>butfirst [the third word]
+</PRE>
+
+<P>and then
+
+<P><PRE>first [third word]
+</PRE>
+
+<P>and finally
+
+<P><PRE>print &quot;third
+</PRE>
+
+<P>
+In other words, the procedures named toward the right end
+of the instruction line must be invoked <EM>before</EM> Logo can know
+the appropriate input values for the procedures farther to the left.
+
+<P>This right-to-left idea can be a useful way of helping you understand
+evaluation in Logo.  But you should realize that it's not quite true.
+It only works out that way if the instruction line contains only one
+instruction and each procedure used in that instruction takes only
+one input.  If you look back at one of the examples in which two-input
+procedures such as <CODE>word</CODE> or <CODE>sum</CODE> are used, you'll see that Logo really
+does read the instruction line from left to right.  And if there are
+two instructions on the same line, the one on the left is evaluated
+first.
+
+<P>The reason for the seeming right-to-left evaluation is that Logo can't
+<EM>finish</EM> evaluating a procedure invocation until it has collected
+and evaluated the inputs to the procedure.  But Logo <EM>starts</EM>
+evaluating an instruction line by looking at the first word on the
+line.  In the example just above, the evaluation of <CODE>first</CODE> and
+<CODE>butfirst</CODE> is <EM>part of</EM> the evaluation of <CODE>print</CODE>.
+
+<P><H2>Special Forms of Evaluation</H2>
+
+<P>So far, the evaluation process
+has been very uniform.  Logo looks at the first word of an instruction
+and interprets that word as the name of a procedure.  Logo knows how
+many inputs each procedure requires.  It then evaluates as many expressions
+as necessary to assign values to those inputs.  The expressions are
+evaluated the same way:  Logo looks at the first word... and so on.
+
+<P>Although this evaluation process is perfectly general, Logo also provides
+a couple of special forms of evaluation to make certain things easier
+to type.  (The computer science terminology for such a special case
+is a &quot;kludge.&quot; The letter &quot;u&quot; in this word is pronounced as
+in &quot;rude,&quot; not as in &quot;sludge.&quot;)
+
+<P>One special case is that Logo provides <EM>infix arithmetic</EM> as well
+as the <EM>prefix arithmetic</EM> we've used so far.  That is, you can
+say
+
+<P><PRE>print 2+3
+</PRE>
+
+<P>instead of
+
+<P><PRE>print sum 2 3
+</PRE>
+
+<P>When you use infix operations, the usual rules of precedence apply:
+multiplications and divisions are done before additions and
+subtractions unless you use parentheses.  In other words, <CODE>2+3*4</CODE>
+(the asterisk represents multiplication) means <CODE>2+(3*4)</CODE>, while
+<CODE>2*3+4</CODE> means <CODE>(2*3)+4</CODE>.  You should take note that this issue
+of precedence doesn't arise when prefix operations are used.  
+
+<P>&raquo;For example, look at these expressions:
+
+<P><PRE>sum 2 product 3 4
+product sum 2 3 4
+sum product 2 3 4
+product 2 sum 3 4
+</PRE>
+
+<P>Each of these indicates precisely what order of operations
+is desired.  The first, for example, is equivalent to <CODE>2+3*4</CODE>.
+Try converting the others to infix form.  Which ones require
+parentheses?
+
+<P>The second special form of evaluation is that certain primitive procedures
+can be given extra inputs, or fewer inputs than usual, by using
+parentheses around the procedure name and all its inputs.  Here are
+some examples:
+
+<P><PRE>? <U>print sum 2 3 4</U>
+5
+You don't say what to do with 4
+? <U>print (sum 2 3 4)</U>
+9
+? <U>show (list &quot;one)</U>
+[one]
+? <U>show (list)</U>
+[]
+</PRE>
+
+<P><CODE>Sum</CODE>, <CODE>product</CODE>, <CODE>word</CODE>, <CODE>list</CODE>,
+<CODE>sentence</CODE>, and <CODE>print</CODE> can be used with any number of inputs.
+
+<P>By the way, it is always permitted to enclose a procedure name and its
+inputs (the correct number of them!) in parentheses, even when it's not
+necessary, to make the instruction more readable.  One of the earlier
+illustrations, for example, might be easier to read in this form:
+
+<P><PRE>print word (word (last &quot;awful) (first butfirst &quot;computer)) ~
+   (first [go to the store, please.])
+</PRE>
+
+<P>Notice that Logo's placement of parentheses is different from the
+function notation used in algebra.  In algebra you say <EM>f</EM>(<EM>x</EM>).  In
+Logo you would express the same idea as <CODE>(f x)</CODE>.
+
+<P><H2>Writing Your Own Procedures</H2>
+
+<P>
+
+With these tools, you are ready to begin writing new procedures. 
+Type this:
+
+<P><PRE>to hello
+</PRE>
+
+<P><CODE>To</CODE> is a command, but it's a very special one.  It's the
+only one that does not evaluate its inputs.  Remember earlier when
+we said
+
+<P><PRE>print Hello
+</PRE>
+
+<P>and Logo complained that it didn't know how to <CODE>Hello</CODE>?
+Well, <CODE>to</CODE> doesn't make that kind of complaint.  Instead it
+prepares to have you <EM>teach it how</EM> <CODE>to hello</CODE>.  (That's why <CODE>
+to</CODE> is called <CODE>to</CODE>!) What you should see on the screen is
+something like this:
+
+<P><PRE>? <U>to hello</U>
+>
+</PRE>
+
+<P>Instead of a question mark, Logo has printed a greater-than
+symbol as the prompt.  This special prompt warns you that whatever
+instructions you type won't be carried out immediately, as usual.
+Instead Logo remembers what you type as part of the procedure named
+<CODE>hello</CODE>.  Continue like this:
+
+<P><PRE>&gt; <U>print &quot;Hello</U>
+&gt; <U>print [This is Logo speaking.]</U>
+&gt; <U>print [What's new?]</U>
+&gt; <U>end</U>
+?
+</PRE>
+
+<P>The word <CODE>end</CODE> isn't the name of a procedure.  It's a
+special signal to Logo that you're finished defining the procedure <CODE>
+hello</CODE>.<SUP>*</SUP>
+
+<P><SMALL><BLOCKQUOTE><SMALL><SUP>*</SUP>Why can't we simply think of <CODE>end</CODE> as the name of a
+procedure, just as <CODE>print</CODE> is?  This is a minor point, but one that you
+can use to test your understanding of what's going on while you are defining
+a procedure.  When you see the greater-than
+prompt, Logo <EM>does not evaluate</EM> the lines you type.  It simply
+remembers those lines as part of the procedure you're defining.  If <CODE>
+end</CODE> were a procedure, it wouldn't be evaluated right away, just as those
+<CODE>print</CODE> instructions aren't evaluated right away.  It, too, would be
+remembered as part of the definition of <CODE>hello</CODE>.  Instead, typing
+<CODE>end</CODE> has an <EM>immediate</EM> effect:  It ends the procedure definition
+and returns to the question-mark prompt that allows interactive evaluation.</SMALL></BLOCKQUOTE></SMALL><P>Now you can try out your new procedure:
+
+<P><PRE>? <U>hello</U>
+Hello
+This is Logo speaking.
+What's new?
+</PRE>
+
+<P>You can also examine the procedure itself by asking Logo
+to print it out.  The command <CODE>po</CODE> (for Print Out) takes one input,
+a word or a list.  The input is either the name of a procedure (if
+a word) or a list of names of procedures.  The effect of <CODE>po</CODE> is to
+print out the definition(s) of the procedure(s) named by the input.
+Here is an example:
+
+<P><PRE>? <U>po &quot;hello</U>
+to hello
+print &quot;Hello
+print [This is Logo speaking.]
+print [What's new?]
+end
+?
+</PRE>
+
+<P>Unlike <CODE>to</CODE>, but like all other Logo procedures, <CODE>
+po</CODE> <EM>does</EM> evaluate its input.  That's why the word <CODE>hello</CODE>
+must be quoted in this example.
+
+<P>In a procedure definition the line starting <CODE>to</CODE> is called the <EM>
+title line.</EM>  The lines containing instructions are, naturally, called
+<EM>instruction lines.</EM>  We won't have many occasions to talk about
+the line containing only the word <CODE>end</CODE>, but just in case, we'll call
+it the <EM>end line.</EM>
+
+<P>The command <CODE>pops</CODE> (for Print Out ProcedureS) takes no inputs.  Its
+effect is to print out the definitions of all the procedures you've
+defined.  The command <CODE>pots</CODE> (for Print Out TitleS) also takes no inputs
+and prints out only the title lines of all the procedures you've defined.
+
+<P>Some writers and teachers reserve the word &quot;procedure&quot; to refer only
+to ones you write yourself, such as <CODE>hello</CODE>.  They use the word
+&quot;primitive&quot; as a noun, to mean things like <CODE>print</CODE> and <CODE>
+butfirst</CODE>.  They say things like &quot;Logo instructions are made up
+of procedures and primitives.&quot; This is a big mistake.  The procedures
+you write are <EM>just like</EM> the procedures Logo happens to know
+about in the first place.  It's just that somebody else wrote the
+primitive procedures.  But you use your own procedures in exactly the
+same way that you use primitive procedures: you type the name of the
+procedure and Logo evaluates that name by invoking the procedure.
+It's okay to say &quot;<CODE>Last</CODE> is a primitive&quot; as an abbreviation for
+&quot;<CODE>Last</CODE> is a primitive procedure,&quot; as long as you know what
+you're talking about.
+
+<P>&raquo;Try defining more procedures.  You'll find that you don't have quite
+enough tools yet to make your procedures very interesting; the main
+problem is that yours don't take inputs, so they do exactly the same
+thing every time you use them.  We'll solve that problem in the next
+chapter.
+
+<P><H2>Editing Your Procedures</H2>
+
+<P>As you may remember from earlier experiences, Logo includes
+an <EM>editor,</EM> a program that allows you to make corrections to
+a procedure you've defined.  You can also use the editor to write
+procedure definitions in the first place.  The editor works slightly
+differently in each version of Logo, so you should consult the manuals
+for your own computer (or Appendix A, for Berkeley Logo) to review the details.
+
+<P>By the way, when you're learning about the <CODE>edit</CODE> command, don't forget
+that it can accept a list of procedure names as input, not only a
+single word.  By listing several procedures in the input to <CODE>edit</CODE>,
+you can have them all visible at once while you're editing,
+and you can copy instructions from one to another.  This is a powerful
+capability of the Logo editor, which beginners often neglect.
+
+<P>Once you've gotten familiar with the Logo editor, you'll probably find
+yourself wanting to use it all the time, and you'll rarely choose to
+define a procedure by invoking <CODE>to</CODE> directly.  (Don't get
+confused about that last sentence; of course you type <CODE>to</CODE> when
+you're using the editor, but you don't type it as a command to the
+Logo interpreter in response to a question mark prompt.) The editor
+makes it much easier to correct typing mistakes.  Nevertheless, if you
+need to define a short procedure in the middle of doing something else, you
+may occasionally find it simpler to use <CODE>to</CODE> rather than wait for an
+editor to start up.
+
+<P><H2>Syntax and Semantics</H2>
+
+<P>Except for the special case of <CODE>to</CODE>, all Logo instructions follow the
+same rules about the meaning of punctuation and about which subexpression
+provides an input to which procedure call.  These are called <EM>
+syntax</EM> rules.  The rules pay no attention to what any particular
+procedure means, or what inputs might or might not be sensible for that
+procedure; those aspects of a program are called its <EM>
+semantics,</EM> which is a fancy word for &quot;meaning.&quot; You might say
+that Logo's plumber, the part of Logo that hooks up the plumbing diagrams,
+doesn't know anything about semantics.  So, for example, if you make a
+mistake like
+
+<P><PRE>print item [john paul george ringo] 2
+</PRE>
+
+<P>and get a Logo error message, you might feel that it's obvious
+what you meant--and it would be, to another person--and so Logo should
+have figured it out and done the right thing.  But computers aren't as
+smart as people, and so you can rely only on Logo's syntax rules, not on the
+semantics of your program, to help Logo make sense of what you write.
+
+<P>To illustrate the difference between syntax and semantics, we'll start by
+examining the following Logo instruction:
+
+<P><PRE>? <U>print word sum 2 4 &quot;es</U>
+6es
+</PRE>
+
+<P>Here's its plumbing diagram:
+
+<P><CENTER><IMG SRC="sixes.gif" ALT="figure: sixes"></CENTER>
+
+<P>The connections in a plumbing diagram depend only on the numbers of inputs
+and outputs for each procedure used.  Logo &quot;connects the plumbing&quot; <EM>
+before</EM> invoking any of the procedures named in the instruction.  The
+plumbing is connected regardless of whether the specified inputs actually
+make sense to the procedures in question.  For example, suppose we make a
+slight change to the instruction given just now:
+
+<P><PRE>print sum word 2 4 &quot;es
+</PRE>
+
+<P>The only change is that <CODE>word</CODE> and <CODE>sum</CODE> have been
+interchanged.  Since these are both two-input operations, the shape of the
+plumbing diagram is unchanged.
+
+<P><CENTER><IMG SRC="semantics.gif" ALT="figure: semantics"></CENTER>
+
+<P>The plumbing connections are syntactically fine, so Logo can work
+out which expression provides the input to which procedure call.  However,
+when Logo gets around to invoking the procedure <CODE>sum</CODE> with inputs <CODE>
+24</CODE> and <CODE>es</CODE>, an error message will result because the second input
+isn't a number.  This is a <EM>semantic</EM> error.
+
+<P>By contrast, the following instruction shows a <EM>syntactic</EM> error, in
+which Logo is unable to figure out a plumbing diagram in which all the
+pieces connect up.
+
+<P><PRE>print word sum 2 &quot;es
+</PRE>
+<P><CENTER><IMG SRC="https://people.eecs.berkeley.edu/~bh/v1ch2/syntax.gif" ALT="figure: syntax"></CENTER>
+
+<P>The question mark in the diagram indicates a missing input.  In
+this example, the programmer intended the word <CODE>es</CODE> to be the second
+input to <CODE>word</CODE>; from the programmer's point of view, it is a number,
+the desired second input to <CODE>sum</CODE>, that's &quot;really&quot; missing.  But Logo
+doesn't know about the programmer's intentions, and Logo's plumber follows
+uniform rules in deciding which input goes with which procedure call.
+
+<P>The rule is that Logo starts by looking for an input to <CODE>print</CODE>.  The
+first thing it finds is <CODE>word</CODE>, so the output from <CODE>word</CODE> is hooked
+up to the input for <CODE>print</CODE>.  Now Logo is looking for two inputs to <CODE>
+word</CODE>.  The next thing it finds is <CODE>sum</CODE>, so the output from <CODE>sum</CODE>
+is hooked up to the first input for <CODE>word</CODE>.  Now Logo is looking for two
+inputs to <CODE>sum</CODE>, and the syntax rules say that Logo must find those two
+inputs before it can continue with the still-pending task of finding a
+second input for <CODE>word</CODE>.  Logo's plumber isn't smart enough to say,
+&quot;Hey, here's a non-number as input to <CODE>sum</CODE>, and I happen to remember
+that we still need another input for <CODE>word</CODE>, so that must be what the
+programmer meant.&quot;
+
+<P>There are really only two kinds of plumbing errors.  In the one shown here,
+too few expressions are included in the instruction, so that the message
+<CODE>not enough inputs</CODE> results.  The other error is that too many
+expressions appear inside the instruction.  This may result in the message
+<CODE>you don't say what to do with</CODE> something, or, if the extra expressions
+are within parentheses, by <CODE>too much inside ()'s</CODE>.
+
+<P><H2>Parentheses and Plumbing Diagrams</H2>
+
+<P>Parentheses can be used in a Logo instruction for three reasons: for
+readability, to show the precedence of infix operators, or to include a
+nonstandard number of inputs for certain primitives.  In all three cases,
+the syntax rule is that everything inside the parentheses must form one
+single complete expression.  In plumbing diagram terms, this means that the
+stuff inside the parentheses must correspond to a subdiagram with no inputs
+and with exactly one output (unless an entire instruction is parenthesized,
+in which case the diagram will have no outputs):
+
+<P><PRE>print (word &quot;a &quot;b &quot;c)
+</PRE>
+<P><CENTER><IMG SRC="okparens.gif" ALT="figure: okparens"></CENTER>
+
+<P>The dotted rectangle indicates the subdiagram corresponding to the
+expression inside the parentheses.  That rectangle has no inputs; there are
+three inputs <EM>within</EM> the rectangle, but in each case the source of
+the input and the recipient of the input are both inside.  There is no
+recipient inside the rectangle that needs a source from outside.  The
+rectangle has one output; the entire expression within the rectangle
+provides the input to <CODE>print</CODE>.
+
+<P>The mathematical function notation <EM>f</EM>(<EM>x</EM>) used in algebra often tempts
+beginning Logo programmers to write the above example as
+
+<P><PRE>print word (&quot;a &quot;b &quot;c)         ; (wrong)
+</PRE>
+
+<P>but by thinking about the plumbing diagram we can see that that
+would not put one single expression inside the parentheses:
+
+<P><CENTER><IMG SRC="badparens.gif" ALT="figure: badparens"></CENTER>
+
+<P>The part of the instruction inside the parentheses is trying to provide
+three outputs, not just one.  This violates the rules.  Also, since the word
+<CODE>word</CODE> isn't inside the parentheses, that procedure follows its ordinary
+rules and expects only two inputs.
+
+<P><H2>Nonsense Plumbing Diagrams</H2>
+
+<P>To emphasize the point that the plumbing diagram depends only on the number
+of inputs expected by each procedure, and not on the purpose or meaning of
+the procedure, we can draw plumbing diagrams for nonsense instructions using
+unknown procedures.  The rule of this game is that each procedure name
+includes a number indicating how many inputs it accepts.  For example,
+<CODE>garply2</CODE> is a procedure that requires two inputs.  If a procedure can
+accept extra inputs when used with parentheses, we put an <CODE>x</CODE> after the
+number; <CODE>baz3x</CODE> ordinarily takes three inputs, but can be given any
+number of inputs by using parentheses around the subexpression that invokes
+it.
+
+<P><PRE>john2 &quot;paul george2 ringo0 &quot;stu
+</PRE>
+<P><CENTER><IMG SRC="https://people.eecs.berkeley.edu/~bh/v1ch2/nonsense.gif" ALT="figure: nonsense"></CENTER>
+
+<P>We don't have to know what any of these procedures do.  The only
+information we need is that some words in the instruction are quoted, while
+others are names of procedures that take a known number of inputs.  This is
+a syntactically correct instruction because each procedure has been given
+exactly as many inputs as it requires.
+
+<P>&raquo;Try these:
+
+<P><PRE>baz3x 1 2 foo3x foo3x 4 5 6 (foo3x 7) 8
+baz3x 1 [2 foo3x foo3x 4 5 6 (foo3x 7)] 8
+if2 test3 [a b] [c d] [e f] [g h]
+if2 try0 [foo3x 8 9]
+</PRE>
+
+<P><A HREF="../v1-toc2.html">(back to Table of Contents)</A>
+<P><A HREF="../v1ch1/v1ch1.html"><STRONG>BACK</STRONG></A>
+chapter thread <A HREF="../v1ch3/v1ch3.html"><STRONG>NEXT</STRONG></A>
+
+<P>
+<ADDRESS>
+<A HREF="../index.html">Brian Harvey</A>, 
+<CODE>bh@cs.berkeley.edu</CODE>
+</ADDRESS>
+</BODY>
+</HTML>
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