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Resources tagged with Programming similar to Adding Machine:

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There are 27 results

Broad Topics > Information and Communications Technology > Programming

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Adding Machine

Age 16 to 18 Challenge Level:

Can you set the logic gates so that this machine can decide how many bulbs have been switched on?

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Circular Circuitry

Age 16 to 18 Challenge Level:

What will happen when you switch on these circular circuits?

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Mystery Procedure

Age 14 to 16 Challenge Level:

Can you work out what this procedure is doing?

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Logo

Age 7 to 18 Challenge Level:

This is a complete Logo development system which runs in the Flash Player. It can therefore be used to introduce Logo problems over the web without the need to refer readers to external. . . .

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Procedure Solver

Age 16 to 18 Challenge Level:

Can you think like a computer and work out what this flow diagram does?

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Simple Counting Machine

Age 11 to 16 Challenge Level:

Can you set the logic gates so that the number of bulbs which are on is the same as the number of switches which are on?

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Circuit Maker

Age 11 to 18 Challenge Level:

Investigate how logic gates work in circuits.

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The Best Square

Age 14 to 18 Challenge Level:

How would you judge a competition to draw a freehand square?

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First Forward Into Logo 5: Pen Up, Pen Down

Age 7 to 16 Challenge Level:

Learn about Pen Up and Pen Down in Logo

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Making Moiré Patterns

Age 11 to 18 Challenge Level:

Moiré patterns are intriguing interference patterns. Create your own beautiful examples using LOGO!

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First Forward Into Logo 9: Stars

Age 11 to 18 Challenge Level:

Turn through bigger angles and draw stars with Logo.

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First Forward Into Logo 3: Repeat REPEAT

Age 7 to 16 Challenge Level:

More Logo for beginners. Now learn more about the REPEAT command.

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First Forward Into Logo 10: Count up - Count Down

Age 11 to 18 Challenge Level:

What happens when a procedure calls itself?

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First Forward Into Logo 11: Sequences

Age 11 to 18 Challenge Level:

This part introduces the use of Logo for number work. Learn how to use Logo to generate sequences of numbers.

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First Forward Into Logo 12: Puzzling Sums

Age 11 to 18 Challenge Level:

Can you puzzle out what sequences these Logo programs will give? Then write your own Logo programs to generate sequences.

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First Forward Into Logo 8: More about Variables

Age 11 to 18 Challenge Level:

Write a Logo program, putting in variables, and see the effect when you change the variables.

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Flower Power

Age 11 to 16 Challenge Level:

Create a symmetrical fabric design based on a flower motif - and realise it in Logo.

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First Forward Into Logo 4: Circles

Age 7 to 16 Challenge Level:

Learn how to draw circles using Logo. Wait a minute! Are they really circles? If not what are they?

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First Forward Into Logo 1: Square Five

Age 7 to 16 Challenge Level:

A Short introduction to using Logo. This is the first in a twelve part series.

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Impuzzable

Age 16 to 18

This is about a fiendishly difficult jigsaw and how to solve it using a computer program.

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First Forward Into Logo 6: Variables and Procedures

Age 11 to 18 Challenge Level:

Learn to write procedures and build them into Logo programs. Learn to use variables.

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First Forward Into Logo 2: Polygons

Age 7 to 16 Challenge Level:

This is the second in a twelve part introduction to Logo for beginners. In this part you learn to draw polygons.

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First Forward Into Logo 7: Angles of Polygons

Age 11 to 18 Challenge Level:

More Logo for beginners. Learn to calculate exterior angles and draw regular polygons using procedures and variables.

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Geomlab

Age 11 to 18 Challenge Level:

A geometry lab crafted in a functional programming language. Ported to Flash from the original java at web.comlab.ox.ac.uk/geomlab

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A Computer Program to Find Magic Squares

Age 16 to 18

This follows up the 'magic Squares for Special Occasions' article which tells you you to create a 4by4 magicsquare with a special date on the top line using no negative numbers and no repeats.

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An Introduction to Computer Programming and Mathematics

Age 16 to 18

This article explains the concepts involved in scientific mathematical computing. It will be very useful and interesting to anyone interested in computer programming or mathematics.

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Elastic Maths

Age 14 to 18

How do you write a computer program that creates the illusion of stretching elastic bands between pegs of a Geoboard? The answer contains some surprising mathematics.