Smalltalk

Материал из Поле цифровой дидактики


Краткое описание языка Smalltalk (ˈsmɔːltɔːk) — объектно-ориентированный язык программирования с динамической типизацией, основанный на идее посылки сообщений Представляет собой интегрированную среду разработки и исполнения, объекты которой доступны для модификации через неё саму, и программирование в которой в итоге сводится к модификации её собственного поведения. Язык был представлен как Smalltalk-80. Всё в Smalltalk является объектами, а объекты могут принимать сообщения.
Компетенции в каких сферах формирует Empowered Learner, Computational Thinker
Парадигмы программирования Объектно-ориентированное программирование
Возрастная категория
Назначение языка (Общее / Учебное) Язык общего назначения
Visual_Text_Blocks Текст
Измерение (2D/3D/Tangible) 2D
Область знаний
Открытость продукта Открытый
Address
Предки (Ancestors) Logo, Lisp
Потомки (Descendants) Etoys, Squeak, Pharo, Ruby
Активность в данный момент Project is closed
Доступны ремиксы? Нет
Год создания 1980
Создатели Kay
Поясняющее видео
Используется для создания мобильных приложений? Нет


Smalltalk упоминается в свойствах следующих страниц
Cunningham, Dynabook, Kay, Инкапсуляция, Наследование, Объектно-ориентированное программирование


Guzdial, M.
Programming environments for novices. Computer science education research. 127–154 (2004).


Squeak_Screenshot_1.png

Smalltalk-72, by Alan Kay, Dan Ingalls, Adele Goldberg, and other members of the Xerox PARC Learning Research Group, extended the model of Logo in several different ways. Smalltalk was developed along the path to creating the Dynabook, a computer whose purpose is to support learning through creation and exploration of the rich range of media that a computer enables.

Kay agreed with Papert that computers should be used by students for knowledge expression and learning through debugging of those expressions. However, he felt that the computational power provided by Logo was too weak, so he invented object-oriented programming as a way of enabling much more complex artifacts to be created in exploration of more complex domains. The command-line metaphors of Logo were too weak for the drawing, painting, and typeset-quality text that Kay felt was critical in order to enable rich media creation, so he and his group literally invented the desktop user interface as we know it today. Within this metaphor, Smalltalk provided a wide variety of programmer tools within the environment, including code browsers, object inspectors, and powerful debugging tools.

One of the latest versions of Smalltalk, Squeak , is being used again with students, especially younger children. Squeak is Smalltalk from the late 1970's min- imally updated to run on modern machines, but then augmented with a wide range of new features, especially in support for multimedia.

An alternative interface for using Squeak has been implemented Etoys that allows for a drag-and-drop tiling-based programming environment. Students literally drag variables, values, and methods from place-to-place to de¯ne procedures, mostly to control graphical objects{and mostly with more complex syntax than in traditional Smalltalk.


Like in Bruckman's MOOSE Crossing, the Squeak Etoys interface favors concreteness and ease of use to powerful abstractions. The e-toys interface has been used with success with 10-12 year old students .