Интерактивная игра «Кэрролл» и калькулятор «Аристотель».

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K.I. Bakhtijarov

Abstract

The algorithm of the solution of syllogisms suggested by author is based on his method of logical vectors. We give a detailed description of the structure of an electronic table Aristotle.xls for solving syllogisms. The method was realized by the author in electronic tables Excel 7. The introduction of logic vectors has allowed us to reduce the reception of the conclusions to arithmetic actions with their components and to realize the computer analogues of CarrolTs logic game in programmes: «Aristotle.exe» and «Carroll.exe» in Visual Basic 5. The electronic tables of syllogisms and the interactive programmes permit us to do away completely with the memorizing the traditional mnemonics, giving an evident and a simple way of derivation the conclusion from premises of the syllogism.

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Section
Papers