1.4. Compute with Turtles¶
The idea of “turtle programming” dates back to the 1960’s and originated with Seymour Papert. He developed a robot turtle with a physical pen in it. Children would steer the robot around and create drawings with the pen by writing programs in a language called Logo.

Children playing with a Logo turtle robot that could draw with a pen¶
Today, we can play with virtual turtles in a fully-graphical and non-robotic way. To do so, we
will make use of another feature of Python - code libraries. A library is a collection of
existing code designed to help programs perform some task. Using a library means we do not have
to figure out how to handle all the details of a particular problem - the library code will
take care of many of those details for us. In the case of making a virtual turtle, our program
will need to have a way to keep track of where the turtle is, a way to move the turtle around,
a way to draw to the screen, etc… The turtle
library will handle these details for us.
To use a library, we need to tell Python we want to use the library with an import statement.
In the program below, we start with from turtle import *
to tell Python we want to make use
of the turtle library. Then it creates a Screen, a space on the page for the turtle to
move in and draw on (space = Screen()
). Next it creates a turtle named alex
(alex = Turtle()
). The turtles that we make are objects that have behaviors we can access
with dot-notation. We use these to tell the turtle alex
to move around on the screen using
commands like: alex.forward(150)
. As the turtle moves around it draws a line behind itself.
Try clicking the button below to see what the following program does.
Just by going forward, backward, left, and right, we can have a turtle draw a shape.