The Karel language has a turnleft primitive, but lacks a
turnright primitive. One of the first instructions a new Karel
programmer does is define the turnright instruction for Karel.
As the old adage goes, "two wrongs don't make a right, but three lefts
do".
The following example demonstrates how to define a new instruction for Karel out of the existing primitives. This example will cause Karel to walk in a square to the right, instead of the left as in the previous example.
{ A simple karel program to walk in a square to the right }
BEGINNING-OF-PROGRAM
DEFINE-NEW-INSTRUCTION turnright AS
ITERATE 3 TIMES
turnleft;
BEGINNING-OF-EXECUTION
move;
turnright;
move;
turnright;
move;
turnright;
move;
turnright;
turnoff
END-OF-EXECUTION
END-OF-PROGRAM
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