I've dorked around with earlier, Mac only, versions of
StarLogo, and it is neat. I haven't actually
programmed in Logo, though it seems to be an
unobjectionable language. I did play with the supplied
examples and there's plenty to get out of them alone, without
ever constructing your own projects.
Logo essentially is a simple Lisp designed for teaching
programming to young children. The classic hook of Logo has
always been its support for "turtle graphics" (often with a
cute little turtle). So kids can get immediate visual feedback
from their commands (go right 10 , go left20, turn around, get
soused, etc.)
StarLogo takes this to the nth-degree. Instead of one lonely,
little turtle, you have a veritable turtle horde: thousands of
the mighty beasts, all working in parallel, at your command.
Furthermore, the turtles are sensitive to the state of the
background (which you also can program as being made up of
little "patches"). Given these tools, building a, for example,
SimAnt type model is straightforward and fairly simple.
The explicit point of all this is to explore "decentralized
systems":
In decentralized systems, orderly patterns can arise without
centralized control. Increasingly, researchers are choosing
decentralized models for the organizations and technologies
that they construct in the world, and for the theories that
they construct about the world. But many people continue to
resist these ideas, assuming centralized control where none
exists--for example, assuming (incorrectly) that bird flocks
have leaders. StarLogo is designed to help students (as well
as researchers) develop new ways of thinking about and
understanding decentralized systems. Of course, the classic
(my, I do love that word) computer science example is
the Game of Life. There, simple rules for the life and death
of "cells" arranged in a rectangular grid produce diverse and
often surprisingly life-like patterns.
I'll note two small disappointments with this new StarLogo
package:
-
It doesn't come ready to run as many projects as
MacStarLogo did (and still does!) In particular, my two
favorite simulations are missing: "Fire" (a model of forest
fires) and "Flu" (a model of epidemics. Both of these
dramatically illustrate the "tipping point" phenomenon--for
example, adding more and more trees doesn't change the
pattern or likelihood of a fire much until you reach
a certain density. Right after that point, a small starting
fire wipes out the whole forest. This notion has been used
to explain the seeming lack of progress in "crime
fighting", among other things.
-
The projects don't seem to contain the explanatory text
anymore. I'll concede that the htmlized pages are much
prettier, but it was really handy to have the explanations
"at hand" as it t'were.
But these are minor, packaging quibbles. If you enjoyed any
Sim-game, you'll probably have a ball with StarLogo. Oh, yeah,
and there's that learning aspect, too. (Try out the traffic
jam one and you'll learn to really detest onlooker
delays.)