📖 Overview
Logo For The Apple II is a technical programming guide focused on teaching Logo language principles through hands-on examples and exercises. The book targets users of the Apple II computer system and provides step-by-step instruction for leveraging Logo's capabilities.
The text covers fundamental Logo concepts including turtle graphics, procedures, variables, and recursion. Through structured lessons and demonstrations, readers learn to create graphics, animations, and interactive programs while developing core programming skills.
The book incorporates geometric principles and mathematical concepts to help readers understand both the technical and theoretical foundations of Logo programming. Clear explanations and visual examples guide users from basic commands to more complex programming techniques.
This work represents an early milestone in computer science education, demonstrating Logo's potential as a tool for learning programming concepts through experimentation and visual feedback. The methodical approach highlights the intersection of mathematics, logic, and creative expression in early personal computing.
👀 Reviews
There are not enough internet reviews to create a summary of this book. Instead, here is a summary of reviews of Harold Abelson's overall work:
Readers consistently highlight Abelson's ability to teach fundamental computer science concepts through his writing, particularly in "Structure and Interpretation of Computer Programs" (SICP).
What readers liked:
- Clear explanations of complex programming concepts
- Focus on principles rather than specific languages
- Exercises that build deep understanding
- Practical examples that demonstrate theoretical concepts
What readers disliked:
- Dense, academic writing style
- Steep learning curve for beginners
- Heavy focus on Scheme programming language
- Time-consuming exercises
Ratings across platforms:
Goodreads: 4.4/5 from 4,800+ ratings
Amazon: 4.5/5 from 180+ reviews
Sample reader feedback:
"This book changed how I think about programming" - Goodreads reviewer
"Not for casual learners - requires serious dedication" - Amazon review
"The exercises are challenging but rewarding" - Reddit comment
"Dated examples but timeless concepts" - Hacker News discussion
The book maintains high ratings despite its challenging nature, with readers noting it rewards careful study rather than quick reading.
📚 Similar books
Mindstorms by Seymour Papert
This book explores the LOGO programming language as a tool for teaching mathematical thinking and problem-solving to children.
The Little Schemer by Daniel P. Friedman This text introduces programming concepts through the Scheme language using a question-and-answer format that builds on LOGO's educational principles.
Structure and Interpretation of Computer Programs by Harold Abelson, Gerald Jay Sussman This MIT classic presents programming fundamentals using the Scheme language, following the educational philosophy developed in LOGO.
Computer Science Logo Style by Brian Harvey This three-volume series extends LOGO programming concepts to advanced computer science topics and recursive problem-solving.
Turtle Geometry by Hal Abelson This book uses LOGO's turtle graphics to explore mathematical concepts in geometry and physics through computer programming.
The Little Schemer by Daniel P. Friedman This text introduces programming concepts through the Scheme language using a question-and-answer format that builds on LOGO's educational principles.
Structure and Interpretation of Computer Programs by Harold Abelson, Gerald Jay Sussman This MIT classic presents programming fundamentals using the Scheme language, following the educational philosophy developed in LOGO.
Computer Science Logo Style by Brian Harvey This three-volume series extends LOGO programming concepts to advanced computer science topics and recursive problem-solving.
Turtle Geometry by Hal Abelson This book uses LOGO's turtle graphics to explore mathematical concepts in geometry and physics through computer programming.
🤔 Interesting facts
🔹 Harold Abelson, the author, is a Professor of Computer Science and Engineering at MIT and helped develop MIT's groundbreaking OpenCourseWare initiative, making educational materials freely available online.
🔹 Logo, the programming language covered in the book, was designed specifically to help children learn programming concepts through turtle graphics and was co-created by Seymour Papert at MIT.
🔹 The Apple II version of Logo was released in 1981 and was one of the first implementations of the language available for personal computers, making programming more accessible to home users and schools.
🔹 The book was published during a pivotal time when personal computers were just entering homes and schools, helping establish Logo as one of the primary educational programming languages of the 1980s.
🔹 Despite being written for the Apple II, many of the Logo programming concepts taught in the book influenced modern visual programming languages like Scratch, which is now used by millions of students worldwide.