LISP Lore: A Guide to Programming the LISP Machine / Edition 2

LISP Lore: A Guide to Programming the LISP Machine / Edition 2

ISBN-10:
0898382289
ISBN-13:
9780898382280
Pub. Date:
06/30/1987
Publisher:
Springer US
ISBN-10:
0898382289
ISBN-13:
9780898382280
Pub. Date:
06/30/1987
Publisher:
Springer US
LISP Lore: A Guide to Programming the LISP Machine / Edition 2

LISP Lore: A Guide to Programming the LISP Machine / Edition 2

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Overview

This book had its genesis in the following piece of computer mail: From allegra!joan-b Tue Dec 18 89:15:54 1984 To: sola!hjb Subj ect: 1 i spm Hank, I've been talking with Mark Plotnik and Bill Gale about asking you to conduct a basic course on using the lisp machine. Mark, for instance, would really like to cover basics like the flavor system, etc. , so he could start doing his own programming without a lot of trial and error, and Bill and I would be interested in this, too. I'm quite sure that Mark Jones, Bruce, Eric and Van would also be really interested. Would you like to do it? Bill has let me know that if you'd care to set something up, he's free to meet with us anytime this week or next (although I'll only be here on Wed. next week) so we can come up with a plan. What do you think? Joan. xiv Lisp Lore (All the people and computers mentioned above work at AT&T Bell Laboratories, in Murray Hill, New Jersey. ) I agreed, with some trepidation, to try teaching such a course. It wasn't clear how I was going to explain the Lisp Machine environment to a few dozen beginners when at the time I felt I was scarcely able to keep myself afloat. Particularly since many of the "beginners" had PhD's in computer science and a decade or two of programming experience.

Product Details

ISBN-13: 9780898382280
Publisher: Springer US
Publication date: 06/30/1987
Series: Guide to Programming the LISP Machine
Edition description: 2nd ed. 1987
Pages: 338
Product dimensions: 6.10(w) x 9.25(h) x 0.36(d)

Table of Contents

1. Introduction.- 2. Getting Started on the Lisp Machine.- 2.1 Why Use a Lisp Machine?.- 2.2 The Keyboard.- 2.3 Typing to a Lisp Listener.- 2.4 Getting Around the Environment.- 2.5 The Mouse.- 2.5.1 The System Menu.- 2.6 The Monitor.- 2.7 The Editor.- 2.8 The Compiler and the Debugger.- 2.9 Getting Started.- 2.10 A Word About Work Style.- 2.11 This and That.- 2.12 Problem Set #1.- 3. Flow of Control.- 3.1 Conditionals.- 3.2 Blocks and Exits.- 3.3 Nonlocal Exits.- 3.4 Iteration.- 3.5 Lexical Scoping.- 3.6 Macros.- 3.7 Unwind-protect.- 3.8 Fun and Games.- 3.9 Problem Set.- 4. More on Navigating the Lisp Machine.- 4.1 The Scheduler and Processes.- 4.2 Windows.- 4.3 Debugging.- 4.4 The Input Editor and Histories.- 4.5 Mouse Sensitivity.- 4.6 Poking Around.- 4.7 Fun and Games.- 4.8 Problem Set.- 5. What’s a Flavor?.- 5.1 Instance Variables.- 5.2 Methods.- 5.3 Making Instances.- 5.4 Initial Values for Instance Variables.- 5.5 Methods for Make-instance.- 5.6 Mixing Flavors.- 5.7 Combined Methods.- 5.8 Whoppers.- 5.9 Internal Interfaces.- 5.10 Vanilla Flavor.- 5.11 The Flavor Examiner Tools.- 5.12 Message Passing.- 5.13 The Window System.- 5.14 Fun and Games.- 5.15 Problem Set.- 6. User Interface.- 6.1 Program Frameworks: an Overview.- 6.2 Defining Commands.- 6.3 The Redisplay.- 6.4 Presentation Types.- 6.5 Mouse Sensitivity.- 6.6 Fun and Games.- 7. The Graph Example.- 7.1 The Nodes and Arcs.- 7.2 The Presentation Types.- 7.3 The Display.- 7.4 The Commands.- 7.5 The Mouse Gesture Translators.- 7.6 The Program.- 7.7 Problem Set.- 8. Streams and Files.- 8.1 Streams.- 8.2 Accessing Files and Directories.- 8.3 Pathnames.- 8.4 Making Other I/O Streams.- 8.5 Fun and Games.- 8.6 Problem Set.- 9. The Calculator Example.- 9.1 The Program Frame.- 9.2 The Redisplay.- 9.3 TheCommand-definition Macrology.- 9.4 The Program.- 9.5 Fun and Games.- 10. Systems, Storage and Errors.- 10.1 Systems.- 10.2 Storage Allocation.- 10.3 Condition Handling.- 10.4 Fun and Games.- 11. The Card Game Example.- 11.1 Card Definitions.- 11.2 Presentation Types.- 11.3 Card Places.- 11.4 The Interactive Program.- 11.5 The Program.- 11.6 Problem Set.- 11.7 Fun and Games.- 12. More Advanced Use of the Editor.- 12.1 Keyboard Macros.- 12.2 Writing New Commands.- 12.3 Learning More About the Editor.- 12.4 Fun and Games.- 12.5 Problem Set.- 13. A Quick Look At the Network.- 13.1 The Gee-whiz Look.- 13.2 The Generic Network System.- 13.3 The Namespace System.- 13.4 Examples of the Use of the Generic Network System.- 13.5 Writing Your Own Network Software.- APPENDIX A. Basic Zmacs Commands.
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