MatCos 3.X: Secondary School Presentation and Brief Pedagogical and Didactic Comments

MatCos 3.X: Secondary School Presentation and Brief Pedagogical and Didactic Comments

DOI: 10.4018/978-1-7998-5718-1.ch005

Abstract

The authors present a sketch of the Matcos 3.X environment. In particular, they present the axiomatic and genetic commands. There are genetic commands for the following: plane and solid geometry, arithmetic and classical algebra, calculus, and numerical methods, with an outline of real functions with two real variables, descriptive statistics, elements of combinatorics, probability, and linear algebra. Each command will be illustrated with an example. There are also comments and suggestions on the pedagogical and didactic use of some commands. The commands will not be displayed in strictly alphabetical order, but a more logical and consequential line has been preferred. At the end of the chapter, the alphabetical list of all the commands available in the programming environment will be shown.
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“I think, I program, I learn” ~F. A. Costabile

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2. Axiomatic Commands

MatCos 3.X presents the following user interface:

Figure 1.

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In the graphical output panel, the graphic objects created by the program (points, lines, histograms, functions, etc.) are displayed. While in the text output panel, the texts (strings or variable values) are displayed.

The created objects that are in the graphic output panel are controllable by the mouse. When the mouse is used to position the cursor over an object, it is highlighted (in red) and its name and some properties are displayed, such as the length if it is a segment.

Figure 2.

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We can move a highlighted object, clicking on it with the mouse’s left button and moving it to the required position. This shift is possible only if we tick the option Move object.

In the Objects panel, we can visualize the name, the type and the value of the defined objects.

To save the program, and all the objects created during the execution of the program we have to click on the Save button. To open a previously saved program, click on the open button.

In the Toolbar, the cut, copy and paste buttons are those present in all the most common applications and we can use them when we are in the editor panel. The undo and redo button, with which you can respectively cancel and restore changes made to the program and work when you are positioned in the panel editor. The zoom buttons are used respectively to enlarge and reduce the text present in the editor panel.

To print the program sheet (contents of the editor and graphic output panels) we must click on the print button which will open a Microsoft Word file so we can modify, save and print it.

To activate the Cartesian coordinate system(also Cartesian reference) in space we have to click on the 3D button. All the panels can be enlarged or restricted (to the detriment of the others) by positioning on one edge and dragging the mouse.

To have a complete list of instructions, grouped by topic, you need to go to the Editor panel or Instruction Box and click the right mouse button. A menu with available commands will appear; by clicking on the item concerned, the instruction / command will be copied to the panel or box where the cursor is located.

Figure 3.

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Key Terms in this Chapter

Axiomatic Commands: Statements of general use, some similar to those of a general purpose language.

Genetic Commands: They are instructions that refer to precise mathematical concepts: of a geometric nature or geometry commands, of an arithmetic nature or arithmetic commands; of a statistical-probabilistic nature, or instructions of statistics and probability.

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