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      Karel is an educational programming language for beginners, created by Richard E. Pattis in his book Karel The Robot: A Gentle Introduction to the Art of Programming. Pattis used the language in his courses at Stanford University, California. The language is named after Karel Čapek, a Czech writer who introduced the word robot in his play R.U.R.


      Principles


      A program in Karel is used to control a simple robot named Karel that lives in an environment consisting of a grid of streets (left-right) and avenues (up-down). Karel understands five basic instructions: move (Karel moves by one square in the direction he is facing), turnLeft (Karel turns 90 ° left), putBeeper (Karel puts a beeper on the square he is standing at), pickBeeper (Karel lifts a beeper off the square he is standing at), and turnoff (Karel switches himself off, the program ends). Karel can also perform boolean queries about his immediate environment, asking whether there is a beeper where he is standing, whether there are barriers next to him, and about the direction he is facing. A programmer can create additional instructions by defining them in terms of the five basic instructions, and by using conditional control flow statements if and while with environment queries, and by using the iterate construct.


      = Example

      =
      The following is a simple example of Karel syntax:

      BEGINNING-OF-PROGRAM

      DEFINE turnRight AS
      BEGIN
      turnLeft;
      turnLeft;
      turnLeft;
      END

      BEGINNING-OF-EXECUTION
      ITERATE 3 TIMES
      BEGIN
      turnRight;
      move
      END
      turnoff
      END-OF-EXECUTION

      END-OF-PROGRAM


      Specification


      The following implementation is Karel in the Python programming language. Other implementations are available.


      = Primitive functions

      =
      The following are the primitive functions.
      move(): Karel moves one square in the direction it is facing.
      turn_left(): Karel turns left by 90 degrees.
      put_beeper(): Karel puts a beeper on its current square.
      pick_beeper(): Karel picks up a beeper from its current square.
      paint_corner(COLOR_NAME): Karel paints its current corner with a color. There is a finite list of available colors.


      = Program Structures

      =
      Karel programs are structured in the following way:

      Comments: Any line starting with # is a comment and is ignored by the interpreter.
      Functions in Karel are declared using def, followed by the function name and parentheses. The body of the function follows in subsequent lines.
      main(): A program run executes the main function. The other functions are not executed unless called.


      = Conditions in Karel

      =
      Karel can respond to certain conditions in its world:
      front_is_clear(),beepers_present(), beepers_in_bag(), left_is_clear(), right_is_clear(), facing_north(), facing_south(), facing_east(), facing_west()
      And their inverses:
      front_is_blocked(), no_beepers_present(), no_beepers_in_bag(), left_is_blocked(), right_is_blocked(), not_facing_north(), not_facing_south(), not_facing_east(), not_facing_west().
      It can also check the current block's color by corner_color_is(COLOR_NAME).


      = Conditions and Loops

      =
      There are two control structures:

      Conditional execution using if and else.
      Loops using for and while.


      Variants and descendants


      The language has inspired the development of various clones and similar educational languages. As the language is intended for beginners, localized variants exist in some languages, notably Czech (the programming language was quite popular in Czechoslovakia).
      The principles of Karel were updated to the object-oriented programming paradigm in a new programming language called Karel++. Karel++ is conceptually based on Karel, but uses a completely new syntax, similar to Java.
      A REALbasic implementation, rbKarel, provides the basic Karel commands within an RBScript environment with BASIC syntax being used for loops and conditionals. This teaching project provides a cross-platform GUI for Karel experiments including single-stepping and spoken output.
      A Karel-inspired language and environment called Robot Emil uses a 3D view of the robot's world. Robot Emil offers a large palette of objects that can be placed to depict walls, windows (transparency), water and grass. The camera may be moved freely throughout the 3D environment. The robot may be controlled interactively with buttons in the GUI, or by programs written in Emil's Karel-like programming language. The author states that the program is free for use by schools, students and children. Versions are available in English, Czech and Slovak.
      A proprietary language which is also called Karel is used to program the robots of FANUC Robotics. However, FANUC Karel is derived from Pascal.
      The language has also been implemented as Karel the Dog in JavaScript by CodeHS. Similar to the original language, this implementation features Karel in a grid world. Programmers use and build upon Karel's simple vocabulary of commands to accomplish programming tasks. Instead of putting and picking beepers, Karel the Dog puts and takes tennis balls.
      A German version of Karel is named "Robot Karol".


      See also


      Educational programming language
      RoboMind - An educational alternative programming environment
      RUR-PLE - another "learn Python" tool based on ideas in Karel
      CodeHS - introductory computer science education using Karel in JavaScript


      Further reading


      Richard E. Pattis. Karel The Robot: A Gentle Introduction to the Art of Programming. John Wiley & Sons, 1981. ISBN 0-471-59725-2.
      Joseph Bergin, Mark Stehlik, Jim Roberts, Richard E. Pattis. Karel++: A Gentle Introduction to the Art of Object-Oriented Programming. John Wiley & Sons, 1996. ISBN 0-471-13809-6.


      References




      External links


      Karel syntax
      xKarel by R. Dostal and P. Abrahamczik (created 1997)
      Karel by T. Mitchell (created 2000)
      Karel in tiny-c by Lee Bradley (created 2013)
      Karel for iPad by CloudMakers (created 2014)
      Karel in JavaScript by CodeHS
      Karel in Perl 5 by E. Choroba (created 2016)
      Karel-3D in JavaScript and C++ (sk) (en) (de) (es) (created 2017, 2018)
      Guido van Robot (GvR) - Karel in Python (created 2006, 2010)

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    Karel (programming language) - Wikipedia

    Karel is an educational programming language for beginners, created by Richard E. Pattis in his book Karel The Robot: A Gentle Introduction to the Art of Programming. Pattis used the language in his courses at Stanford University, California.

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    KAREL is a lower-level language very similar to Pascal. It features strongly typed variables, constants, custom types, procedures, functions, and gives you access to all sorts of useful built-ins for things you may not be able to do with TP.

    Karel Reader - Stanford University

    Karel is a very simple robot living in a very simple world. By giving Karel a set of commands, you can direct it to perform certain tasks within its world. The process of specifying those commands is called programming.

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    Learn how to code with Karel the Dog—a fun, accessible, and visual introduction to text or block-based programming that teaches fundamental concepts like commands and functions to beginners. Lesson Plan Start

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    Aug 25, 2014 · Karel is an extremely powerful programming language for the Fanuc Robots. It will let you do anything that you would dream about. It is almost as powerful as any PC programming language. It is derived from Pascal and is very similar to that.

    KAREL THE ROBOT - Stanford University

    Karel is a very simple robot living in a very simple world. By giving Karel a set of commands, you can direct it to perform certain tasks within its world. The process of specifying those commands is called programming.

    Programming in Karel - Stanford University

    • Karel the Robot was developed by Rich Pattis in the 1970s when he was a graduate student at Stanford. • In 1981, Pattis published Karel the Robot: A Gentle Introduction to the Art of Programming, which became a best-selling introductory text. • Pattis chose the name Karel in honor of the Czech playwright Karel Capek,

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    Karel++ is a software application that provides a gentle introduction to computer programming for novices. Despite its simplicity, it contains most of the important major concepts of full programming languages like C++, Java, and scripting languages like Javascript.

    1 - Introduction and programming basics • karel - GitHub Pages

    Karel the Robot is a programming language created for educational purposes by Dr. R. E. Pattis from Stanford University (California, USA), who also wrote the book Karel the Robot: A Gentle Introduction to the Art of Programming in 1981.

    Learn to Program - Stanford University

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