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Page 19 text:
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demands has an obvious spill-over value in other areas, and there are several other benefits. How should one tackle a complex problem in any field? The programming way is to divide it into many smaller parts and deal with each one in turn. Finally the various parts work together to deliver a solution. Not a bad way to deal with problems in life. Essays demand a logical structure with each paragraph dealing with one aspect of the main theme so that together they present a convincing argument. No matter what the activity is, some form of organization is essential . . . and this is so easily learned in computer programming. To return to an earlier point: does a comptuer really make a child mathematically lazy? I think not. Mathematics can be en- joyable: the repetitive solution of similar problems is not. lf one truly understands the mathematics of a problem then it is possible to write a programme to deal with it and with any other similar problems. ln this way the intellectual effort is put into un- derstanding the fundamentals of the problem and creating an appropriate programme rather than into routine repetitions. A computer does not make a person mathematically lazy: it does free him from drudgery. Like so many other creative activities, programming is both rewarding and demanding. Some people fear that computer technology will greatly reduce our personal freedom and that we will all be reduced to numbered consumer units. Certainly computers can deal with large amounts of data very quickly and certainly they can correlate information . . . but so can someone with an efficient filing system, and these have been around for years. Once again, it is the use to which new technology can be put that frightens us, not technology itself. Banks have lost money through computer frauds but that is no reason to abandon computers. Fraud is nothing new. History is full of instances where people have cheated each other and society in their desire to get something for nothing. Creative accounting existed long before computers were invented. Fears are often greatest when they are fears of the unknown. lf computers and computer programming remain part of modern 'magic,' then it is quite possible that the general public will fear and distrust these achievements of technology. Those who un- derstand these tools could then easily control the rest of society. This fearful approach is based upon ignorance, and the best way of ensuring the computers remain tools for the benefit of society is to demystify them. The children of today are the citizens of tomorrow is a trite phrase. lt is, however, true. Many of us have the opportunity to become familiar with computing through personal experience and, for us, the computer ceases to be a 'magic box,' and becomes a tool to be used. The sculptor's chisel and the painter's brush are tools which the artist uses to create and communicate with others. The programmer, too. has his tools and with them he can restructure raw data to form a new picture of reality. Winston Chruchill once said: Give us the tools and we will finish thejob. We, the youth of today, repeat his words. We do not fear the new tools of computer technologyg we welcome them and look forward to using them in the creation of our own future. C. Honey First Prize Essay, Gavin lnce Langmuir Writing Competition 'i I5
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Page 18 text:
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Creative Computing The computer is . . . There are many different ways to complete this sentence: the choice depends upon a person's point of view. One might choose, The compttter is the greatest technological advance since the invention of moveable type, while another might feel that, The computer is the greatest danger to the freedom of the individual. A third possibility is, The computer is making children mentally lazy: they can't even add tw o and two without using it. The list goes on and on until, finally, it becomes clear that the computer is just another tool which. by itself, is neither good nor bad. We live in an age of technology: we enjoy its benefits and we suffer from its draw backs. ln the years since l950 television has had a great impact on our society. Unfortunately, it seems that the problems it has caused may outweigh its benefits, for we have a generation of children who are addicted to passive viewing. Many people think that this attitude has extended into daily life so that these children prefer to watch others being active instead of doing things themselves. Will the mini-computer, which is now becoming so common, affect children in the same way that television did? Will it encourage them to do still less for themselves? ls this just another step along the pathway leading to a dehumanized society? l think not. The computer which our school has been given looks like a television set with an electric typewriter built into it. By itself it does nothing! That is the very essence of computer programming, for the programmer must take an active part if he is to achieve anything. Before the machine will act, the programmer must develop an algorithm, or series of logical steps, for solving his problem. Perhaps during a programme run other difficulties may develop, then the programmer must adapt, expand or even completely change his original programme. This active interaction of man and machine is very different from the passive absorbing ofentertainment from television. Writing a programme is a highly creative experience . . . hence the title of this essay, borrowed from the magazine of that name. The first step is an exercise in imagination, for one must think though a problem before beginning to solve it. This creative step is even more important when one is designing a computer game . . . truly designing one, not merely copying a commercial video game. An artist has some idea what his finished picture will look like: a poet knows the theme and general plan of his poem: a programmer knows the outline, purpose and approximate scope of his programme. Each is creative in his own special way: each must work in his own special medittm: the artist uses paint, the poet uses words and the programmer tiscs machine language. When a programmer has translated his ideas into machine ld language, tour computer uses a version called BASICJ then he can type instructions for the machine to follow. Gradually a programme is built, complete with IF. . . THEN statements, FOR . . . NEXT loops, ON . . . GOTO variable addresses, LET and DEFINE lines until, at last, END is reached. Now its creator can run the programme and see what happens. Does it work? Does it produce sense? Has some essential been left out? The sense of excitement one has when watching the first run of a new programme is hard to express. It is like the thrill which someone who has designed his own house receives when he sees the com- pleted building. It is even like the pleasure one gets when a pet correctly performs a trick it has been carefully taught. Programming is fun! I remember the tremendous pleasure I felt when l saw my first programme running and printing out answers on the display screen. It was my programme. I had thought of an idea, organised the steps, created the programme and now it ran! That was the day I discovered it had passed midnight and I had been at the keyboard for six hours. It was one of the most absorbing experiences of my life. This sort of experience is open to just about anyone who has access to a mini-compttter and who has some creative ability. Programming is a very personal matter: it must be learnt rather than taught. If a person enjoys the experience he will be prepared to make the necessary effort to improve. He may develop a style, for there is no rigid way to write a programme, and find personal ways to tackle various problems. The way that a programme is finally set out is a reflection of the way of thought of its creator. Does the programme have variable loops so that new information can be easily processed, or is it restrictive? Are the steps logical and simple to follow, or are there many involved nested loops? Is it an open programme which can be quickly learned and applied, or is it secretive and full of esoteric procedures? A computer programme reveals much about its originator. Any creativity demands a framework within which it can be displayed. Marble has a grain, paint has specific reflective properties and words have a definite structure. From a com- paratively small set of symbols and statements a programmer can build an immensely complex programme which will work perfectly if, and only if, every instruction and line statement is correct. For example, commas and semi-colons have special meanings in BASIC and they are not inter-changeable, so an entire programme may fail because a single comma is misplaced. The machine will make no allowances for muddled thinking or vague statements: everything must be logical, concise and correct. The precision of thought and action which programming
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