by Mark Guzdial, Kimberly Rose. Paperback - 544 pages 1st edition (June 15, 2001) Prentice Hall; ISBN: 0130280917
This post is a summary of the pdfs available from the above site, essentially a free download of an important book:
noel.pdf (39 pp)
Squeak for Non-Native Speakers by Noel Rappin
The goal of this chapter is to provide you with enough information about Squeak to understand the code samples and design principles in the later chapters, and allow you to experiment with it on your own – experimentation is a major part of the Squeak world view
steinmetz.pdf (34 pp)
Computers and Squeak as Environments for Learning by John Steinmetz
To promote more thoughtful discussion about computers and learning, and to provide some background before considering Squeak projects, this chapter will begin with general thoughts about children and computers.
Part 1 presents some assumptions and persistent misconceptions about computers and learning.
Part 2 presents their most common current use, simulating older media—such as words on paper or musical sound—while offering extra leverage for working in those media.
Part 3 considers brand new possibilities offered by computers, with entirely new ways to perceive and understand. Squeakers are developing tools, ideas, and genres to help these new media evolve
morphic.final.pdf (38 pp)
An Introduction to Morphic: The Squeak User Interface Framework by John Maloney
Morphic is a user interface framework that makes it easy and fun to build lively interactive user interfaces. Morphic handles most of the drudgery of display updating, event dispatching, drag and drop, animation, and automatic layout, thus freeing the programmer to focus on design instead of mechanics
pierce-final.pdf (24 pp)
Alice in a Squeak Wonderland by Jeff Pierce
This chapter is an introduction to Squeak Alice, an authoring tool for building interactive 3D worlds in Squeak
mathmorphs.pdf (42 pp)
MathMorphs: An Environment for Learning and Doing Math
Luciano Notarfrancesco and Leandro Caniglia
What if mathematicians had a place to keep all their living objects? Not a planar place, but a multidimensional one, with an unlimited capacity to hold things inside. A space with colors and movement.
andres 2.pdf (40pp)
Extending MathMorphs with Function Plotting by Andrés Valloud
This chapter describes how to plot mathematical functions in Squeak. It covers and shows the objects involved and how to present the results in Morphic using the MorphicWrappers. It is aimed at Squeakers who desire to develop objects with rich graphic representations
formatted-btf-once-more.pdf (12 pp)
Back to the Future Once More by Dan Ingalls
The purpose of this chapter is to update the paper “Back to the Future – The Story of Squeak, a Practical Smalltalk Written in Itself” (hereinafter simply “BTF”).
1. Introduction 2. The Evolution of Squeak 3. The Interpreter 4. The Object Memory 5. Storage Management 6. BitBlt and WarpBlt 7. Smalltalk to C Translation 8. Sound 9. Code Size and Memory Footprint 10. Performance and Optimization 11. The Squeak Community 12. Future Work
greenberg.pdf (31 pp)
Extending the Squeak Virtual Machine by Andrew C Greenberg
- Why Extend Squeak?
- Speaking Slang (a subset of Smalltalk)
- The Shape of a Smalltalk Object
- The Anatomy of a Named Primitive
- The Mechanics of Building a Plugin
A Tour of the Squeak Object Engine by Tim Rowledge
This chapter will explain the design and operation of the Squeak Object Engine. The term Object Engine is a useful phrase that encompasses both the Smalltalk low-level system code (such as the Context and Process classes) and the Virtual Machine. We will discuss what a Virtual Machine (VM) is, how it works, what it does for Squeak programmers and users, and how the Squeak VM might develop in the future.
parsia 2.pdf (13 pp)
Networking Squeak by Bijan Parsia, Bolot Kerimbaev, Lex Spoon
There is a apparent split in the Squeak worldview between the intensely individualistic and the thoroughly social. Squeak itself aspires to be a complete personal computing environment (with the single user in both computational and intellectual control from top to bottom) and a tool for collaborative development, exploration, and experimentation. This conception is akin to the notion of a networked personal computer—neither a thin client dependent on the network and server, nor an isolated workstation, but a node among peers, server, client, and self-sufficient in turn, separable but connected. A Squeaker is not merely autonomous, but autokoenomous
porting-subfinal 2.pdf (57 pp)
Squeak must be one of the most ubiquitous programming languages to date. In addition to the original version for Mac OS, Squeak has been ported to a wide variety of very dierent platforms: most major avors of Unix, MacOS-X, several variations of Windows and Win/CE, OS/2, several \bare hard-ware" systems, and so on
shafer-final.pdf (15 pp)
The Future of Squeak by Dan Shafer
Friedrich Nietzsche once said, “Our destiny exercises its influence over us even when, as yet, we have not learned its nature; it is our future that lays down the law of our today.”
If ever there was a topic to which Nietzsche’s thought could be applied, it is Squeak. We have not yet learned the nature of the destiny of Squeak because it continues to unfold before our very eyes and because we are about the business of creating that destiny. Yet, to an extent not attained by other programming languages and environments, Squeak has always been about the future. Its future has in fact determined many of the ways it works and thinks today.
stpope_siren7.pdf (37 pp)
Music and Sound Processing in Squeak Using Siren by Stephen Travis Pope
The Siren system is a general-purpose music composition and production framework integrated with Squeak Smalltalk (1); it is a Smalltalk class library of about 320 classes (about 5000 methods) for building various music-and sound-related applications
xp.pdf (22 pp)
Embracing Change with Squeak: Extreme Programming by J. Sarkela, P. McDonough, D. Caster
The XP practices embody a set of heuristics for recognizing and adapting to change, for change is the only constant in XP. The XP process values learning as a basic skill for individuals and the team, as the tensions inherent in development stimulate evolutionary growth. In the XP view, setbacks and failures provide essential feedback on which the software development process thrives, where risk is something to be understood and managed, not merely avoided.