History of Logo
escholarship.org
escholarship.org
https://donhopkins.com/home/archive/lisp/llogo.lisp
Lars Brinkhoff got some of this code to run in MacLisp on an emulator! (I don't know how much of the historical hardware the emulator supports yet, but he's probably worked on some of that too. ;) )
https://github.com/PDP-10/its/issues/620
Thanks to Lars, here are two revisions of an AI Lab memo about LLOGO:
http://bitsavers.org/pdf/mit/ai/aim/AIM-307.pdf
http://bitsavers.org/pdf/mit/ai/aim/AIM-307a.pdf
And a Logo manual and glossary of PDP-11 Logo:
http://bitsavers.org/pdf/mit/ai/aim/AIM-313.pdf
The emulator doesn't support the robot arm yet.
https://donhopkins.com/home/catalog/hyperlook/TalkInterfacin...
http://projects.csail.mit.edu/video/history/aifilms/07-arm.m...
https://projects.csail.mit.edu/films/aifilms/Podcasts/05-lif...
Notes and comments on that and other videos:
https://github.com/PDP-10/its/issues/1866
http://projects.csail.mit.edu/video/history/aifilms
https://projects.csail.mit.edu/films/aifilms/FilmList.php
Lars said:
>Note that a good number of the programs displayed in these films have been preserved and will run on a PDP-10 emulator. I haven't seen this particular cellular atomaton, but then I haven't looked.
About:
http://projects.csail.mit.edu/video/history/aifilms/05-life....
Here's the audio commentary that goes with that video, in which somebody mentions that he once called Wolfram on never referencing any of Toffoli's or Margolis' work:
https://projects.csail.mit.edu/films/aifilms/Podcasts/05-lif...
I wrote:
>Apparently this cellular automata constructor arm was trying to spell MIT (starting at 0:42), but they ran out of film!
>Is that Edwin Roger Banks rule?
https://en.wikipedia.org/wiki/Codd%27s_cellular_automaton
>>Three years after Codd's work, Edwin Roger Banks showed a 4-state CA in his PhD thesis that was also capable of universal computation and construction, but again did not implement a self-reproducing machine.[3] John Devore, in his 1973 masters thesis, tweaked Codd's rules to greatly reduce the size of Codd's design, to the extent that it could be implemented in the computers of that time. However, the data tape for self-replication was too long; Devore's original design was later able to complete replication using Golly. Christopher Langton made another tweak to Codd's cellular automaton in 1984 to create Langton's loops, exhibiting self-replication with far fewer cells than that needed for self-reproduction in previous rules, at the cost of removing the ability for universal computation and construction.[4]
>Actually the constructor arm looks like it got interrupted before it could finish spelling out “MIT"! When it stops at 5:10, it prints out some text at the bottom I can’t quite make out.
>Wasn’t there a section in the CAM-6 book on Banks’s rule, which that looks like?
>Or is this one of those almost-infinite-number of monkey rules, that ALMOST spells out “MIT”, but then suddenly halts? ;)
For older kids who want to learn programming I definitely recommend starting with Racket. It comes with cool libraries and small games can be built very creatively. Plus a lot more.
https://www.amazon.com/Turtle-Bus-Window-Sticker-Decal/dp/B0...
Could they program the computers inside the bus to drive it around, like Robot Odyssey? ;)
https://en.wikipedia.org/wiki/Robot_Odyssey
https://slate.com/technology/2014/01/robot-odyssey-the-harde...
https://www.robotodyssey.online/
I suppose there could be a downside to that:
https://www.vaildaily.com/news/photos-turtle-bus-rescued-by-...
Today, we use SBCL to power a Lisp backend for our product that communicates with an Electron HTML/JS frontend via WebSockets. (See Nebula[0])
It was the first programming experience I ever had where I'd type in my function, and then had to wait a while for the computer to do something to it (it never used the word "compiler"), and then it could run. I remember thinking: this makes programming not-fun. I could write it in assembler faster than I'm waiting for the "...." to dance across the screen.
Whereas, "Robot Odyssey" was an actual game, and it was a terrific way to get me even more interested in programming. You never had to just sit and wait on it -- or maybe you did but they disguised it so well with animation or loading screens or whatever that I never noticed.
(One kid talking to another, with dad in the background hunched over an Apple ][.)
"Daddy's playing Pascal. That's where you try and see how many dots you can get before it beeps and you say nasty words."
You're special, of course...I get it...superior in your own mind. But based on my own experience, for the vast majority of lesser humans by your measure, Logo is a lot easier than asm as an intro to programming.
One would think that there's a useful middle ground. My favorite approach would be a FORTHy, postfix-based language where you'd write something like [|50 fd 90 rt] 4 repeat. Something like that would be comparatively easy to implement using a threaded-code approach on a 8-bit machine, which would provide an easy segue into lower-level, assembly programming.
Or you can teach a language that caters to programming novices and let them decide if they want to go down towards bare metal or up to more abstract languages or stick to apps like Excel because they really aren't cut out to be programmers.
I prefer the non-screw-you approach.
Having done exactly as you say, go down to bare metal programming at IBM and up to full stack web stuff with multiple layers of "high level" languages, its really one's conception of computing that is the biggest determinant in the kinds of software one can write. It's not the tools themselves.
{ 4 {50 fd 90 rt} repeat }
is actually an executable array, a polymorphic data structure, the moral equivalent of JSON.
https://medium.com/@donhopkins/the-shape-of-psiber-space-oct...
PostScript also has a very nice standard graphics library. It's not turtle graphics like Logo, but it's easy to implement a turtle graphics library in PostScript in a page or so of code.
(Not that PostScript graphics would run very fast on an Apple ][.)
Like the poster at the start of the subthread, I was a kid with an 8-bitter and my impression of Logo at the time was similar. It was neat, I read some Logo books but it was too slow. For a lot of things, BASIC was too slow as well and so like many self-respecting nerdkids, I learned assembly and used it a lot. This was typical and there were so many of us, we still regularly cross paths in HN threads like this, mumbling 6502 opcodes at each other.
The assembler is just written in and integrated with FORTH, so you have the full power of the FORTH language to write macros and procedural code generators!
And it makes it really easy to call back and forth ;) between FORTH and machine code, with convenient word definitions for accessing the FORTH interpreter state.
Here's part of my SUPDUP terminal emulator for the Apple ][ with some 6502 code for saving and restoring lines of text in a bank-switched memory expansion card:
https://donhopkins.com/home/archive/forth/supdup.f
Here is a great example of FORTH and 8086 assembly code for hardware control (written by Toffoli and Margolus for controlling their CAM-6 cellular automata machine hardware), starting with "CAM driver routines" and also "creates fast code words for picking out bits of variable X":
https://donhopkins.com/home/code/tomt-cam-forth-scr.txt
https://en.wikipedia.org/wiki/Cam-6
Rudy Rucker wrote about learning FORTH just to play with that hardware:
https://www.fourmilab.ch/cellab/manual/chap5.html
>Starting to write programs for the CAM-6 took a little bit of time because the language it uses is Forth. This is an offbeat computer language that uses reverse Polish notation. Once you get used to it, Forth is very clean and nice, but it makes you worry about things you shouldn't really have to worry about. But, hey, if I needed to know Forth to see cellular automata, then by God I'd know Forth. I picked it up fast and spent the next four or five months hacking the CAM-6.
>The big turning point came in October, when I was invited to Hackers 3.0, the 1987 edition of the great annual Hackers' conference held at a camp near Saratoga, CA. I got invited thanks to James Blinn, a graphics wizard who also happens to be a fan of my science fiction books. As a relative novice to computing, I felt a little diffident showing up at Hackers, but everyone there was really nice. It was like, “Come on in! The more the merrier! We're having fun, yeeeeee-haw!”
>I brought my AT along with the CAM-6 in it, and did demos all night long. People were blown away by the images, though not too many of them sounded like they were ready to a) cough up $1500, b) beg Systems Concepts for delivery, and c) learn Forth in order to use a CAM-6 themselves. A bunch of the hackers made me take the board out of my computer and let them look at it. Not knowing too much about hardware, I'd imagined all along that the CAM-6 had some special processors on it. But the hackers informed me that all it really had was a few latches and a lot of fast RAM memory chips.
]INT
>CALL -151
*F666G
!0: INX
0000- E8 INX
! TXA
0001- ·8A TXA
! JSR $FDED
0002- 20 ED FD JSR $FDED
! JMP $0
0005- 4C 00 00 JMP $0000
! BRK
0008- 00 BRK
https://www.callapple.org/vintage-apple-computers/apple-ii/a... !0: LDA $C030
! JMP $0This filled the screen with scrolling garbage while buzzing the speaker.
As you know, we're trying hard to avoid that kind of thing here.
Even today, though, if you told me there was a great new programming language, but I had to wait a minute every time I made a change before running my program, I don't imagine I'd be terribly excited to learn it.
Right next to this on HN is a 2014 article by WalterBright that reports "compiler speed matters a lot". What's the last compiler you used that spent 60 seconds compiling a single file?
Unity3D C# => CIL => il2cpp => emscripten => WebAssembly. ;(
Nowadays, we compile a single file with many compilers. And you change one line, then you have to recompile and repackage the whole chain.
https://www.youtube.com/watch?v=-V_OPfmbbCk
The project evolved into a more advanced 68000 based Smalltalk computer, but I regretted not finishing and releasing the original machine as years later I saw what schools in Brazil were doing with MSX Logo and such. The big mistake in the design was using the same chipset as the TRS-80 Color Computer which had a bunch of needless text and low resolution modes but no nice high resolutions ones.
Thinking back, it was really effective in grabbing your attention and making you want to experiment with different commands!
This is a good reminder that Logo is still a great teaching tool, especially for kids.
I suppose python + turtle can replicate the effect to some degree as well.
Here's a video uploaded by Cynthia Solomon. Seems legit.
https://www.youtube.com/watch?v=c4kMzrDr4jQ
Definitely check out the rest of Cynthia Solomon's youtube video treasure trove, with lots of great stuff by Marvin and Margaret Minsky, Seymour Papert, and others from MIT and Atari Cambridge Research:
https://www.youtube.com/user/cynthiaso/videos
Seymour Papert on Logo, Turtles and Giraffes:
https://www.youtube.com/watch?v=maDzjHIiXZc
https://www.youtube.com/watch?v=lDyym_9-E-g
https://www.youtube.com/watch?v=ha8sTgtUejM
A gestural programming system developed by Margaret Minsky, Danny Hillis, Daniel Huttenlocher, David Wallace (Gumby), and Radia Perlman at the MIT-AI Lab:
https://www.youtube.com/watch?v=-Wq6SQTVM9M
Marvin Minsky demonstrating a Logo Machine with an acoustic modem and cassette tape, talking about education theory, and showing a part of his first "thinking" machine: a simulated nerve synapse (1 of 40) with an adjustable knob that he built in 1951 out of WW-II surplus hardware, and discussing playing with Tinker Toys as a child:
https://www.youtube.com/watch?v=c4kMzrDr4jQ
https://www.youtube.com/watch?v=S72xF3gd-mI
https://www.youtube.com/watch?v=yZRQQl8mA0c
https://www.youtube.com/watch?v=dfKRNHRyD64
David Levitt demonstrating his musical improvisation software:
I am honestly wondering which of these alternatives I should start from, to introduce my 8 and 11 yo to programming. Maybe start obvious (so... Scratch, which is used at their school), then introduce the others as needed?
Programming languages like REBOL (or the modern variant Red http://www.red-Lang.org) seem to build on many of the same ideas.
[0] https://cdlib.org/services/pad/ [1] https://cdlib.org/services/uxdesign/
It wasn't until years later that I realized that Logo had a bunch of neat fundamentals (like functions, which were totally foreign to BASIC-fluent me). It's a shame it wasn't more attractive to a kid like me.
If you want something more fancier, NetLogo provides agent based parallelism which is more suitable for games.
The only thing I miss in (Berkeley) Logo is a better fill function.
Thanks for volunteering! :) The code's at
The following post is a couple years old, but maybe somebody can provide some updates and recent info!
Edit: I should have RTFA first, which is totally up to date, just published in 2020, from the turtle's mouth:
https://escholarship.org/uc/item/1623m1p3
>Brian Harvey’s Personal Narrative on Snap!: Scheme Disguised as Scratch
>In 2009, the University of California, Berkeley, was one of several universities developing a new kind of introductory computer science course, meant for non-CS majors, to include aspects of the social implications of computing along with the programming content. Scratch wasn’t quite expressive enough to support such a course (it lacked the ability to write recursive functions), soProf. Daniel Garcia and I thought “What’s the smallest change we could make to Scratch to make it usable in our course?” After 20 years teachingStructure and Interpretation of Computer Programs[Abelson et al.1984], the best computer science text ever written, I knew that the answer to “what’s the smallest change” is generally “add lambda.” I joined forces with German programmer Jens Mönig, who had developed BYOB (Build Your Own Blocks), an extension to Scratch with custom (user-defined) blocks, including reporters and predicates. [...]
https://news.ycombinator.com/item?id=17594403
DonHopkins on July 23, 2018 | parent | favorite | on: Ask HN: Best Lego Mindstorms alternative for fun p...
One of the coolest ways to learn programming I've ever seen is the Snap! visual programming language, which is written in JavaScript and runs in the browser. https://snap.berkeley.edu
It's the culmination of years of work by Brian Harvey and Jens Mönig and other Smalltalk and education experts. It benefits from their experience and expert understanding about constructionist education, Smalltalk, Scratch, E-Toys, Lisp, Logo, Star Logo, and many other excellent systems.
Snap! takes the best ideas, then freshly and coherently synthesizes them into a visual programming language that kids can use, but is also satisfying to professional programmers, with all the power of Scheme (lexical closures, special forms, macros, continuations, user defined functions and control structures), but deeply integrating and leveraging the web browser and the internet (JavaScript primitives, everything is a first class object, dynamically loaded extensions, etc).
Y Combinator demo:
https://i.imgur.com/cOq8tvR.png
https://snap.berkeley.edu/snapsource/snap.html#present:Usern...
Here's an excellent mind-blowing example by Ken Kahn of what's possible: teaching kids AI programming by integrating Snap! with existing JavaScript libraries and cloud services like AI, machine learning, speech synthesis and recognition, Arduino programming, etc:
AI extensions of Snap! for the eCraft2Learn project
https://ecraft2learn.github.io/ai/
>The eCraft2Learn project is developing a set of extensions to the Snap! programming language to enable children (and non-expert programmers) to build AI programs. You can use all the AI blocks after importing this file into Snap! or Snap4Arduino. Or you can see examples of using these blocks inside this Snap! project.
https://github.com/ecraft2learn/ai
http://lntrg.education.ox.ac.uk/presentation-of-ai-cloud-ser...
Use devices with Snap!:
Orbotix Sphero guide by Connor Hudson and Dan Garcia:
https://docs.google.com/document/d/11wR53OTnofRtTtxZCmxnCUjI...
Lego NXT package by Connor Hudson:
https://github.com/technoboy10/snap-nxt
Nintendo Wiimote package by Connor Hudson:
https://github.com/technoboy10/wiisnap
Finch and Hummingbird robots package by Tom Lauwers:
https://www.hummingbirdkit.com/learning/snap-programming/
Parallax S2 robot package by Connor Hudson:
https://github.com/blockext/s2
LEAP Motion by Connor Hudson:
https://github.com/technoboy10/snapmotion
Speech synthesis by Connor Hudson:
https://github.com/technoboy10/snap2speech
Arduino package by Alan Yorinks:
https://github.com/MrYsLab/s2a_fm
Arduino package by Bernat Romagosa/Citilab:
Fischertechnik ROBOTICS TXT Controller by Richard Kunze:
https://github.com/rkunze/ft-robo-snap
Snap! for Raspberry Pi by rasplay.org:
http://downloads.rasplay.org/pisnap/
More Snap! extensions for CS education:
snap-apps.org provides Edgy for graphs, Cellular for multi-agent simulation, and more.
http://www.snap-apps.org/edgy.html
http://www.flipt.org/#cellular
Netsblox for multiplayer networking.
The article has eight authors, and of course the time required to write something is \Theta(n^2) in the number of authors, so it was a long slog, although worth it because in between yelling at each other we had some great conversations about education and computers and Logo technology.
I am inordinately proud of Snap!, which is almost entirely the work of Jens Mönig. My big contribution was to talk him into lambda. (Coming in the next version: APL-style vector and matrix operations. After that we just have to find a way to shoehorn in Prolog and we'll be the unification (pun not intended) of all the good programming languages.)
Where do you think Logo and Snap fit into the three basic mental structures of psychosis, perversion, and neurosis, as W Watson describes in "The Pervert's Guide to Programming Languages"?
https://news.ycombinator.com/item?id=22910702
https://www.youtube.com/watch?v=mZyvIHYn2zk
https://s3-us-west-2.amazonaws.com/vulk-blog/ThePervertsGuid...
I have hope that Snap! has transcended the self-indulgent Turing Tarpit of Melancholy Languages like Scheme, Lisp (which spawned Scheme during a hysterical event), Smalltalk, and languages that never were, as described on the penultimate page. ;)
Snap! strikes me more as a Hysterical language, frantically pursuing the object of desire, in pursuit of the perfect syntax.
>Hysterical Languages: Hysterical development lends itself to languages that facilitate endless refinements in the code base. The delivered code is never good enough, not merely because of pragmatic reasons but often because of ascetic reasons. The final goal of capturing the elusive domain jargon [59] seems just around the corner, where just one refinement may perfectly represent the domain. Within the hysterical languages there can be two extremes. One extreme is to work towards the capability to easily represent any aesthetic. In this extreme the work and enjoyment are in the development of the language itself [60]. The other extreme is to consciously implement the aesthetic using the language as is [61]. This extreme bends the language to look more aesthetically pleasing. Somewhere in between are refinements to extremely large code bases that must stay available.
>[59] “The overhead cost of all the translation, plus the risk of misunderstanding, is just too high. A project needs a common language that is more robust than the lowest common denominator. With a conscious effort by the team, the domain model can provide the backbone for that common language, while connecting team communication to the software implementation. That language can be ubiquitous in the team’s work.”, Evans, Eric (2003-08-22). Domain-Driven Design: Tackling Complexity in the Heart of Software (Kindle Locations 829-832). Pearson Education. Kindle Edition.
>[60] “Also, I’m a great fan of evolving as opposed to just starting out new. You might fall in love with one particular idea, and then in order to implement it, you go create a brand-new language that’s great at this new thing. Then, by the way, the 90% that every language must have, it kind of sucks at. There’s just so much of that, whereas if you can evolve an existing language — for example, with C# most recently we’ve really evolved it a lot toward functional programming — it’s all gravy at that point, I feel.”, Biancuzzi, Federico; Chromatic (2009-03-21). Masterminds of Programming: Conversations with the Creators of Major Programming Languages (Theory in Practice (O'Reilly)) (Kindle Locations 7017-7021). O'Reilly Media. Kindle Edition.
>[61] “A big part of the modus operandi of the Ruby community is a more fluent approach— trying to make interacting with a library feel like programming in a specialized language. This is a strand of thinking that goes back to one of oldest programming languages, Lisp.”, Fowler, Martin (2010-09-23). Domain-Specific Languages (Addison-Wesley Signature Series (Fowler)) (Kindle Locations 473-475). Pearson Education (USA). Kindle Edition.
People's taste in programming languages is coloured by their first language(s). But Logo was designed to be a first language, so it shouldn't suffer from people's expectations that it do things like other languages.
https://web.archive.org/web/20180629001523/https://snap-apps...
They are now here: http://snapapps.github.io/
On the other hand... Lazarus is way too complicated for someone's first foray into programming, IMO. The IDE throws at you a barrage of windows, buttons, lists, etc that can be almost as overwhelming as an airplane's cockpit :-P.
I always maintained that Free Pascal should either ditch the text mode IDE (outside of looking weird to anyone who didn't grew up with Turbo Pascal, almost no terminal/console works reliably enough for it and even in cases where it works, the IDE itself is very buggy - especially in the recent versions) and develop a simple GUI-based one akin to Turbo Pascal for Windows (ie. something that focuses only on small-sized programs) and have Lazarus as the "next step". Hell, it could even be based on Lazarus since most of its functionality is in the form of reusable components.
Why not fix the bugs instead? And it shouldn't look weird to anyone who has used TUI programs. In fact, we really should have support for these TUI features (stackable text windows, mouse-controlled menubar and widgets, context-sensitive status-bar) right inside emacs, or some other generic editor. They have stood the test of time wrt. intuitiveness and ergonomics, and it's weird that we still lack them in terminal-like environments.
Honestly the only environments where the FP seems to work (outside other bugs not related to the UI) is DOS and Linux's own console/terminal when running by itself without a window system.
In any case i submitted that message too quickly, that "either" part should have been followed with the alternative to keep it around as a fallback for the platforms where a GUI isn't available or in case someone wants it (though considering how broken it is, i doubt anyone is actually seriously using it).
https://groups.google.com/forum/#!topic/comp.lang.logo/UqOvE...
Just a couple highlights from a detailed history of Logo that Brian and Leigh and others posted:
>From Brian Harvey:
>Many, many people have been involved in the development of Logo.
>Wally Feurzeig started the whole thing by organizing a group at Bolt, Beranek, and Newman, Inc., to study the educational effects of teaching kids a programming language. The first language they used, like most programming languages, was focused on numeric computation, and it was Wally's idea that kids would find it more natural to work in an area they knew better, namely natural language; therefore, he set up a team to design a language featuring words and sentences. Wally made up the name "Logo."
>The team Wally put together at BBN included Seymour Papert and Dan Bobrow. The three of them are credited as the designers of the first version of the language; Dan wrote the first implementation. In a BBN report dated August, 1967, credit for additional work is given to Richard Grant, Cynthia Solomon, and Frank Frazier.
>Seymour later started a Logo group at MIT, where Logo development continued. The MIT versions of Logo were substantially different from the BBN ones, both in the notations used and in the things the language could do. Most notably, turtle graphics was added at MIT.
>Among the many people who contributed to the development of Logo at MIT, at the risk of leaving someone out, are Hal Abelson, Paul Goldenberg, Dan Watt, Gary Drescher, Steve Hain, Leigh Klotz, Andy diSessa, Brian Silverman... oh, lots of people.
>I think that most of the early documents are out of print now, but whatever documentation there is of the early efforts will be in the form of technical reports from BBN and from MIT. You may have to visit Cambridge to find them!
>From Leight Klotz:
>In the mid 1970's, when the AI Lab Lisp Machine project was just getting underway, Marvin Minsky and Danny Hillis (later to found Terrapin, and still later, Thinking Machines) put together a project to build a Logo machine. It had two components: a PDP-11 processor (the 3500) and a separate vector-graphics display (the 2500). Guy Montpetit, a Canadian entrepeneur, funded development eventually, and a company called General Turtle was formed. General Turtle built and sold the 2500/3500 system. Henry Minsky, then about 12, worked on the design of the 2500, using the Stanford Draw program, one of the early electronics CAD systems. (The 2500 had this really great barrell shifter stolen from the Lisp machine design, but it was later found not to work, so it was never used.) [...]
>[...] Like Brian, I've left out many people who worked on Logo over the years: Brian Fox and Flavio Rose worked for me at Terrapin on a contract basis briefly, as did vagabond programmer Devon McCullough (who used to dial in with a 300 baud modem he'd written in entirely software using the parallel game port, with an 80-column mixed-case display done with 3x5 pixel characters; when the modem detected the call waiting click on the line, it would make the Apple II speaker make the telephone ringing sound -- a feature which I just saw a US patent filed on, not by Devon.), and the frustrated Sinclar QX programmer, who I suspect doesn't want his name used. Of course, there were tons more people at the AI Lab in the pre-commercial days...
>From Lars Brinkhoff
>Hello,
>I'm mostly researching PDP-10 software, especially MIT's Incompatible Timesharing System.
>I have recently stumbled across some of the LOGO group work. I have a copy of the Dazzle Dart game that ran on their PDP-11/45. It uses the Tom Knight vector display controller, so it's not easy to run it.
>Maybe it would be possible to get the original MIT PDP-11 LOGO running.
>[...] It's running now.
>[...] Now also BBN PDP-10 Logo, MIT CLOGO, MIT Lisp Logo, and hopefully soon MIT Apple II Logo (direct ancestor of Terrapin Apple II Logo).
It would be ambitious to make a self hosting 6502 Logo meta assembler, by porting the entire 6502 assembly language Logo source code to the 6502 Logo Assembler!
Leigh, wasn't the assembler that you used for the original Apple ][ version of Logo written in MacLisp running on a PDP-10?
The Apple II Source Code for the LOGO Language Found (adafruit.com) 379 points by mmastrac on Oct 4, 2018 | hide | past | web | favorite | 89 comments
https://news.ycombinator.com/item?id=18142287
https://blog.adafruit.com/2018/10/04/the-apple-ii-source-cod...
Lars: The link in the article to the code from https://github.com/PDP-10/its is broken. I found a few references to it in the repo. Did you have to take it down, or did you move it somewhere else?
https://github.com/PDP-10/its/blob/a5694acbf9b6185a36d18d226...
>Logo
>"I too see the computer presence as a potent influence on the human mind. I am very much aware of the holding power of an interactive computer and of how taking the computer as a model can influence the way we think about ourselves. In fact the work on LOGO to which I have devoted much of the past years consists precisely of developing such forces in positive directions."
>Seymour Papert
>"Logo is the name for a philosophy of education and for a continually evolving family of computer languages that aid its realization."
>Harold Abelson
>"Historically, this idea that Logo is mainly turtle graphics is a mistake. Logo’s name comes from the Greek word for word, because Logo was first designed as a language in which to manipulate language: words and sentences."
>Brian Harvey
>Logo was initially created by Wally Feurzeig, Seymour Papert, Daniel G.Bobrow, Cynthia Solomon and Richard Grant in 1967 as part of a National Science Foundation sponsored research project conducted at Bolt, Beranek & Newman, Inc., in Cambridge, Massachusetts. In 1969 Dr. Seymour Papert started the Logo Group at the MIT Artificial Intelligence Lab. Throughout the 1970s the majority of Logo development was conducted at MIT in the Artificial Intelligence Lab and the Division for Study and Research in Education, using large research computer systems, such as ITS powered PDP-10.
>Our goal is to make that early Logo systems available to a wider audience of enthusiasts for exploration, experimenting and, of course, hacking.
[...]
>MIT APLOGO
>In accordance with Leigh L Klotz Jr., Hal Abelson directed the Logo for the Apple II project at MIT.
>MIT APLOGO was developed by Stephen Hain, Patrick G. Sobalvarro and Leigh L Klotz Jr. It was developed and cross-compilled for the Apple-II-Plus Personal Microcomputer on PDP-10 at the MIT LOGO Group. It is direct predecessor for Terrapin Logo. We have a source code for assembling an improved version from 7/9/81 at its/src/aplogo
The assembler was already chosen, probably by Steve Hain or Gary Drescher. I believe it was CROSS. It annoyed me that I would get phase errors if I edited during the first pass which was like 10 or 15 minutes at night so I wrote a one-pass assembler in MacLisp, but it was slower to finish than the first pass of CROSS so I translated it to Logo and Hal said to put it on the utilities disk. I can't remember who added .output and .input but Logo had had them before the Apple II, I think 11Logo had it.
Logo Adventure for C64 Terrapin Logo
When I was 17, Terrapin published my first commercial code on their C64 Logo utilities disk: a Logo Adventure program, a simple non-graphical game that showed off Logo’s list processing and functional programming capabilities.
https://medium.com/@donhopkins/logo-adventure-for-c64-terrap...