Pygmalion: A Creative Programming Environment
Computer Science Department, Stanford University, 1975 - Computer graphics - 468 pages
PYGMALION is a two-dimensional, visual programming system implemented on an interactive computer with graphics display. Communication between human being and computer is by means of visual entities called icons, subsuming the notions of variable, reference, data stucture, function and picture. The heart of the system is an interactive remembering editor for icons, which executes and (Optionally) saves operations for later reexecution. The display screen is viewed as a document to be edited. Programming consists of recreating a sequence of display frames, the last of which contains the desired information. Display frames are modified by editing operations.
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abstract Alan Kay analogical argument icon Arnheim artist attribute baseicon boundary change delete copy Chapter code list concepts concrete container cr disp create change delete creative dashes dashes data structures delete copy refresh display draw display screen doit drawline dynamic evaluated example execution false fetch FORTRAN Fregean geticon mousex mousey Gombrich graphical icon's iconic function iconic structure icons create change interactive Koestler Lucien Freud lvalue machine machine language manipulated medium menu operation microcode mouse mousex mousey index nane value shape nouse value problem programming languages PYGMALION read eval recursion remember mode renenber repeat done eval representation represented runcode Section semantics sequence shape body opcodes short term memory SIMULA simulation Sketchpad Smalltalk string subclass subroutine superclass supervector symbols text editors thinking thought topbutton turtle value icon value shape body variables vector visual waitmouse Xerox PARC