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Ambit
AMBIT is a historical programming language that was introduced by Carlos Christensen of Massachusetts Computer Associates in 1964 for symbolic computation.Carlos Christensen: ''Examples of Symbol Manipulation in the AMBIT Programming Language''. in ''ACM '65: Proceedings of the ACM '65 conference. 1965, pp. 247-261. The language was influenced by ALGOL 60 and is an early example of a pattern matching language for manipulation of strings (a more popular example from the same time is SNOBOL). The acronym AMBIT stands for "Algebraic Manipulation by Identity Translation", but has also claimed "Acronym May Be Ignored Totally". AMBIT had dialects for manipulation of lists (AMBIT-L)Michael S. Wolfberg: ''Fundamentals of the AMBIT/L list-processing language'', Proceedings of the symposium on two-dimensional man-machine communication. October 1972 and graphs (AMBIT-G)Carlos Christensen: ''An Example of the Manipulation of Directed Graphs in the AMBIT/G Programming Language'', in Melvin K ...
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Programming Language
A programming language is a system of notation for writing computer programs. Most programming languages are text-based formal languages, but they may also be graphical. They are a kind of computer language. The description of a programming language is usually split into the two components of syntax (form) and semantics (meaning), which are usually defined by a formal language. Some languages are defined by a specification document (for example, the C programming language is specified by an ISO Standard) while other languages (such as Perl) have a dominant implementation that is treated as a reference. Some languages have both, with the basic language defined by a standard and extensions taken from the dominant implementation being common. Programming language theory is the subfield of computer science that studies the design, implementation, analysis, characterization, and classification of programming languages. Definitions There are many considerations when defini ...
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Carlos Christensen
Carlos may refer to: Places ;Canada * Carlos, Alberta, a locality ;United States * Carlos, Indiana, an unincorporated community * Carlos, Maryland, a place in Allegany County * Carlos, Minnesota, a small city * Carlos, West Virginia ;Elsewhere * Carlos (crater), Montes Apenninus, LQ12, Moon; a lunar crater near Mons Hadley People * Carlos (given name), including a list of name holders * Carlos (surname), including a list of name holders Sportspeople * Carlos (Timorese footballer) (born 1986) * Carlos (footballer, born 1995), Brazilian footballer * Carlos (footballer, born 1985), Brazilian footballer Others * Carlos (Calusa) (died 1567), king or paramount chief of the Calusa people of Southwest Florida * Carlos (DJ) (born 1966), British DJ * Carlos (singer) (1943—2008), French entertainer * Carlos the Jackal, a Venezuelan terrorist *Carlos (DJ) (born 2010) Guyanese DJ Arts and entertainment * ''Carlos'' (miniseries), 2010 biopic about the terrorist Carlos the Jackal ...
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ALGOL 60
ALGOL 60 (short for ''Algorithmic Language 1960'') is a member of the ALGOL family of computer programming languages. It followed on from ALGOL 58 which had introduced code blocks and the begin and end pairs for delimiting them, representing a key advance in the rise of structured programming. ALGOL 60 was the first language implementing nested function definitions with lexical scope. It gave rise to many other programming languages, including CPL, Simula, BCPL, B, Pascal, and C. Practically every computer of the era had a systems programming language based on ALGOL 60 concepts. Niklaus Wirth based his own ALGOL W on ALGOL 60 before moving to develop Pascal. Algol-W was intended to be the next generation ALGOL but the ALGOL 68 committee decided on a design that was more complex and advanced rather than a cleaned simplified ALGOL 60. The official ALGOL versions are named after the year they were first published. Algol 68 is substantially different from Algol 60 and was cr ...
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Massachusetts Computer Associates
Massachusetts Computer Associates (originally just Computer Associates), also known as COMPASS, was a software company founded by Thomas Edward Cheatham Jr. and based in Wakefield, Massachusetts from approximately 1961 to 1991, focusing primarily on programming language design and implementation, especially source-to-source transformation. It was acquired in the late 1960s by Applied Data Research. Many well-known computer scientist were employed by, or consulted for, COMPASS at some point in their careers, including Michael J. Fischer, Stephen Warshall, Robert W. Floyd, and Leslie Lamport. Some of the systems they worked on include AMBIT/G and IVTRAN, a Fortran compiler for the ILLIAC IV. Leslie Lamport wrote his influential " Time, Clocks" paper while he was at COMPASS. The original vectorizing compiler for the ILLIAC IV was written at COMPASS with contributions by Lamport, who worked there part-time. Robert Floyd's ''Treesort'' algorithm was published while Floyd was at CO ...
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Symbolic Computation
In mathematics and computer science, computer algebra, also called symbolic computation or algebraic computation, is a scientific area that refers to the study and development of algorithms and software for manipulating mathematical expressions and other mathematical objects. Although computer algebra could be considered a subfield of scientific computing, they are generally considered as distinct fields because scientific computing is usually based on numerical computation with approximate floating point numbers, while symbolic computation emphasizes ''exact'' computation with expressions containing variables that have no given value and are manipulated as symbols. Software applications that perform symbolic calculations are called ''computer algebra systems'', with the term ''system'' alluding to the complexity of the main applications that include, at least, a method to represent mathematical data in a computer, a user programming language (usually different from the languag ...
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Pattern Matching
In computer science, pattern matching is the act of checking a given sequence of tokens for the presence of the constituents of some pattern. In contrast to pattern recognition, the match usually has to be exact: "either it will or will not be a match." The patterns generally have the form of either sequences or tree structures. Uses of pattern matching include outputting the locations (if any) of a pattern within a token sequence, to output some component of the matched pattern, and to substitute the matching pattern with some other token sequence (i.e., search and replace). Sequence patterns (e.g., a text string) are often described using regular expressions and matched using techniques such as backtracking. Tree patterns are used in some programming languages as a general tool to process data based on its structure, e.g. C#, F#, Haskell, ML, Python, Ruby, Rust, Scala, Swift and the symbolic mathematics language Mathematica have special syntax for expressing tree patt ...
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String (computer Science)
In computer programming, a string is traditionally a sequence of characters, either as a literal constant or as some kind of variable. The latter may allow its elements to be mutated and the length changed, or it may be fixed (after creation). A string is generally considered as a data type and is often implemented as an array data structure of bytes (or words) that stores a sequence of elements, typically characters, using some character encoding. ''String'' may also denote more general arrays or other sequence (or list) data types and structures. Depending on the programming language and precise data type used, a variable declared to be a string may either cause storage in memory to be statically allocated for a predetermined maximum length or employ dynamic allocation to allow it to hold a variable number of elements. When a string appears literally in source code, it is known as a string literal or an anonymous string. In formal languages, which are used in mathematical ...
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SNOBOL
SNOBOL ("StriNg Oriented and symBOlic Language") is a series of programming languages developed between 1962 and 1967 at AT&T Bell Laboratories by David J. Farber, Ralph E. Griswold and Ivan P. Polonsky, culminating in SNOBOL4. It was one of a number of text-string-oriented languages developed during the 1950s and 1960s; others included COMIT and TRAC. SNOBOL4 stands apart from most programming languages of its era by having patterns as a first-class data type (''i.e.'' a data type whose values can be manipulated in all ways permitted to any other data type in the programming language) and by providing operators for pattern concatenation and alternation. SNOBOL4 patterns are a type of object and admit various manipulations, much like later object-oriented languages such as JavaScript whose patterns are known as regular expressions. In addition SNOBOL4 strings generated during execution can be treated as programs and either interpreted or compiled and executed (as in the eval ...
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List (data Structure)
In computer science, a list or sequence is an abstract data type that represents a finite number of ordered values, where the same value may occur more than once. An instance of a list is a computer representation of the mathematical concept of a tuple or finite sequence; the (potentially) infinite analog of a list is a stream. Lists are a basic example of containers, as they contain other values. If the same value occurs multiple times, each occurrence is considered a distinct item. The name list is also used for several concrete data structures that can be used to implement abstract lists, especially linked lists and arrays. In some contexts, such as in Lisp programming, the term list may refer specifically to a linked list rather than an array. In class-based programming, lists are usually provided as instances of subclasses of a generic "list" class, and traversed via separate iterators. Many programming languages provide support for list data types, and have special ...
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Graph (data Structure)
In computer science, a graph is an abstract data type that is meant to implement the undirected graph and directed graph concepts from the field of graph theory within mathematics. A graph data structure consists of a finite (and possibly mutable) set of ''vertices'' (also called ''nodes'' or ''points''), together with a set of unordered pairs of these vertices for an undirected graph or a set of ordered pairs for a directed graph. These pairs are known as ''edges'' (also called ''links'' or ''lines''), and for a directed graph are also known as ''edges'' but also sometimes ''arrows'' or ''arcs''. The vertices may be part of the graph structure, or may be external entities represented by integer indices or references. A graph data structure may also associate to each edge some ''edge value'', such as a symbolic label or a numeric attribute (cost, capacity, length, etc.). Operations The basic operations provided by a graph data structure ''G'' usually include:See, e.g. , Sectio ...
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Data Structure Diagram
A data structure diagram (DSD) is the visual representation of a certain kind of data model that contains entities, their relationships, and the constraints that are placed on them. The basic graphic notation elements of DSDs are boxes which represent entities. The arrow symbol represents relationships. Data structure diagrams are most useful for documenting complex data entities. Overview Data Structure Diagram is a diagram type that is used to depict the structure of data elements in the data dictionary. The data structure diagram is a graphical alternative to the composition specifications within such data dictionary entries. The data structure diagrams is a predecessor of the entity–relationship model (E–R model). In DSDs, attributes are specified inside the entity boxes rather than outside of them, while relationships are drawn as boxes composed of attributes which specify the constraints that bind entities together. DSDs differ from the E–R model in that the E– ...
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Visual Programming Language
In computing, a visual programming language (visual programming system, VPL, or, VPS) is any programming language that lets users create programs by manipulating program elements ''graphically'' rather than by specifying them ''textually''. A VPL allows programming with visual expressions, spatial arrangements of text and graphic symbols, used either as elements of syntax or secondary notation. For example, many VPLs (known as ''dataflow'' or ''diagrammatic programming'') are based on the idea of "boxes and arrows", where boxes or other screen objects are treated as entities, connected by arrows, lines or arcs which represent relations. Definition VPLs may be further classified, according to the type and extent of visual expression used, into icon-based languages, form-based languages, and diagram languages. Visual programming environments provide graphical or iconic elements which can be manipulated by users in an interactive way according to some specific spatial grammar for p ...
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