Mike Doyle wrote: > The Turtle has two capabilities: > > To move in a positive or negative direction. > To turn in a clockwise or anticlockwise direction. > > The commands are, respectively: > Forward (back) and > Right (left) > > The movement is expressed in arbitrary units. > The turn is expressed as degrees of arc. > > It follows that Turtle geometry implicitly relies upon a (conventional) > understanding of a circle, i.e. as an arc described by a rotating point. > That is to say that the Turtle has inbuilt the 'knowledge' developed > through using a compass to draw and divide circles. > > The turtle, however, cannot move in a circular arc. It can only move by > 'step and turn', leading to procedures of the form: > > To shape :sides > Repeat :sides (forward 1 right 360/:sides) > End > > Which will draw a regular polygon. Two comments, one cent each: * I do not think that the concept of "turtle geometry" necessarily precludes "real" circles. It so happened that the original Logo's implementation has FORWARD movements only along straight lines. So this is a limitation of Logo and not of the concept of turtle geometry. * If you want your students to use the computer to visualize the definition of a circle (all the points that are equidistant from a given center), you don't have to use a polygon. Another way would be to write a simple program that draws dots around a center: each step would go forward with the pen up, draw a dot, go back, and turn. As the number of dots increases, the collection looks more and more like a circle. When the dots are denser than the size of a pixel, you get a perfect circle -- or as perfect as you can get on a computer screen. Chuck Shavit --------------------------------------------------------------- Please post messages to the Logo forum to logo-l@gsn.org. Mail questions about the list administration to logofdn@gsn.org. To unsubscribe send unsubscribe logo-l to majordomo@gsn.org.
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