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CLU Programming Language
CLU is a programming language created at the Massachusetts Institute of Technology (MIT) by Barbara Liskov and her students starting in 1973.Liskov, Barbara (1992). "A history of CLU". The second ACM SIGPLAN conference on History of programming languages. While it did not find extensive use, it introduced many features that are used widely now, and is seen as a step in the development of object-oriented programming (OOP). Key contributions include abstract data types, call-by-sharing, iterators, multiple return values (a form of parallel assignment), type-safe parameterized types, and type-safe variant types. It is also notable for its use of classes with constructors and methods, but without inheritance. Clusters The syntax of CLU was based on ALGOL, then the starting point for most new language designs. The key addition was the concept of a ''cluster'', CLU's type extension system and the root of the language's name (CLUster). Clusters correspond generally to the concept o ...
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Multi-paradigm Programming Language
Programming paradigms are a way to classify programming languages based on their features. Languages can be classified into multiple paradigms. Some paradigms are concerned mainly with implications for the execution model of the language, such as allowing side effects, or whether the sequence of operations is defined by the execution model. Other paradigms are concerned mainly with the way that code is organized, such as grouping a code into units along with the state that is modified by the code. Yet others are concerned mainly with the style of syntax and grammar. Common programming paradigms include: * imperative in which the programmer instructs the machine how to change its state, ** procedural which groups instructions into procedures, ** object-oriented which groups instructions with the part of the state they operate on, * declarative in which the programmer merely declares properties of the desired result, but not how to compute it ** functional in which the de ...
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Swift (programming Language)
Swift is a general-purpose, multi-paradigm, compiled programming language developed by Apple Inc. and the open-source community. First released in 2014, Swift was developed as a replacement for Apple's earlier programming language Objective-C, as Objective-C had been largely unchanged since the early 1980s and lacked modern language features. Swift works with Apple's Cocoa and Cocoa Touch frameworks, and a key aspect of Swift's design was the ability to interoperate with the huge body of existing Objective-C code developed for Apple products over the previous decades. It was built with the open source LLVM compiler framework and has been included in Xcode since version 6, released in 2014. On Apple platforms, it uses the Objective-C runtime library, which allows C, Objective-C, C++ and Swift code to run within one program. Apple intended Swift to support many core concepts associated with Objective-C, notably dynamic dispatch, widespread late binding, extensible programming ...
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ALGOL
ALGOL (; short for "Algorithmic Language") is a family of imperative computer programming languages originally developed in 1958. ALGOL heavily influenced many other languages and was the standard method for algorithm description used by the Association for Computing Machinery (ACM) in textbooks and academic sources for more than thirty years. In the sense that the syntax of most modern languages is "Algol-like", it was arguably more influential than three other high-level programming languages among which it was roughly contemporary: FORTRAN, Lisp, and COBOL. It was designed to avoid some of the perceived problems with FORTRAN and eventually gave rise to many other programming languages, including PL/I, Simula, BCPL, B, Pascal, and C. ALGOL introduced code blocks and the begin...end pairs for delimiting them. It was also the first language implementing nested function definitions with lexical scope. Moreover, it was the first programming language which gave detail ...
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Syntax
In linguistics, syntax () is the study of how words and morphemes combine to form larger units such as phrases and sentences. Central concerns of syntax include word order, grammatical relations, hierarchical sentence structure ( constituency), agreement, the nature of crosslinguistic variation, and the relationship between form and meaning (semantics). There are numerous approaches to syntax that differ in their central assumptions and goals. Etymology The word ''syntax'' comes from Ancient Greek roots: "coordination", which consists of ''syn'', "together", and ''táxis'', "ordering". Topics The field of syntax contains a number of various topics that a syntactic theory is often designed to handle. The relation between the topics is treated differently in different theories, and some of them may not be considered to be distinct but instead to be derived from one another (i.e. word order can be seen as the result of movement rules derived from grammatical relations). Se ...
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Inheritance (object-oriented Programming)
In object-oriented programming, inheritance is the mechanism of basing an object or class upon another object ( prototype-based inheritance) or class ( class-based inheritance), retaining similar implementation. Also defined as deriving new classes ( sub classes) from existing ones such as super class or base class and then forming them into a hierarchy of classes. In most class-based object-oriented languages, an object created through inheritance, a "child object", acquires all the properties and behaviors of the "parent object" , with the exception of: constructors, destructor, overloaded operators and friend functions of the base class. Inheritance allows programmers to create classes that are built upon existing classes, to specify a new implementation while maintaining the same behaviors ( realizing an interface), to reuse code and to independently extend original software via public classes and interfaces. The relationships of objects or classes through inheritance give ris ...
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Constructor (object-oriented Programming)
In class-based, object-oriented programming, a constructor (abbreviation: ctor) is a special type of subroutine called to create an object. It prepares the new object for use, often accepting arguments that the constructor uses to set required member variables. A constructor resembles an instance method, but it differs from a method in that it has no explicit return type, it is not implicitly inherited and it usually has different rules for scope modifiers. Constructors often have the same name as the declaring class. They have the task of initializing the object's data members and of establishing the invariant of the class, failing if the invariant is invalid. A properly written constructor leaves the resulting object in a ''valid'' state. Immutable objects must be initialized in a constructor. Most languages allow overloading the constructor in that there can be more than one constructor for a class, with differing parameters. Some languages take consideration of some sp ...
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Class (computer Programming)
In object-oriented programming, a class is an extensible program-code-template for creating objects, providing initial values for state (member variables) and implementations of behavior (member functions or methods). In many languages, the class name is used as the name for the class (the template itself), the name for the default constructor of the class (a subroutine that creates objects), and as the type of objects generated by instantiating the class; these distinct concepts are easily conflated. Although, to the point of conflation, one could argue that is a feature inherent in a language because of its polymorphic nature and why these languages are so powerful, dynamic and adaptable for use compared to languages without polymorphism present. Thus they can model dynamic systems (i.e. the real world, machine learning, AI) more easily. When an object is created by a constructor of the class, the resulting object is called an instance of the class, and the member variable ...
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Variant Type
In computer science, a tagged union, also called a variant, variant record, choice type, discriminated union, disjoint union, sum type or coproduct, is a data structure used to hold a value that could take on several different, but fixed, types. Only one of the types can be in use at any one time, and a tag field explicitly indicates which one is in use. It can be thought of as a type that has several "cases", each of which should be handled correctly when that type is manipulated. This is critical in defining recursive datatypes, in which some component of a value may have the same type as the value itself, for example in defining a type for representing trees, where it is necessary to distinguish multi-node subtrees and leaves. Like ordinary unions, tagged unions can save storage by overlapping storage areas for each type, since only one is in use at a time. Description Tagged unions are most important in functional languages such as ML and Haskell, where they are called dataty ...
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Parameterized Type
Generic programming is a style of computer programming in which algorithms are written in terms of types ''to-be-specified-later'' that are then ''instantiated'' when needed for specific types provided as parameters. This approach, pioneered by the ML programming language in 1973, permits writing common functions or types that differ only in the set of types on which they operate when used, thus reducing duplication. Such software entities are known as ''generics'' in Ada, C#, Delphi, Eiffel, F#, Java, Nim, Python, Go, Rust, Swift, TypeScript and Visual Basic .NET. They are known as ''parametric polymorphism'' in ML, Scala, Julia, and Haskell (the Haskell community also uses the term "generic" for a related but somewhat different concept); ''templates'' in C++ and D; and ''parameterized types'' in the influential 1994 book '' Design Patterns''. The term "generic programming" was originally coined by David Musser and Alexander Stepanov in a more specific sense than ...
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Parallel Assignment
In computer programming, an assignment statement sets and/or re-sets the value stored in the storage location(s) denoted by a variable name; in other words, it copies a value into the variable. In most imperative programming languages, the assignment statement (or expression) is a fundamental construct. Today, the most commonly used notation for this operation is ''x'' = ''expr'' (originally Superplan 1949–51, popularized by Fortran 1957 and C). The second most commonly used notation is ''x'' := ''expr'' (originally ALGOL 1958, popularised by Pascal). Many other notations are also in use. In some languages, the symbol used is regarded as an operator (meaning that the assignment statement as a whole returns a value). Other languages define assignment as a statement (meaning that it cannot be used in an expression). Assignments typically allow a variable to hold different values at different times during its life-span and scope. However, some languages (primarily strictly fu ...
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Iterator
In computer programming, an iterator is an object that enables a programmer to traverse a container, particularly lists. Various types of iterators are often provided via a container's interface. Though the interface and semantics of a given iterator are fixed, iterators are often implemented in terms of the structures underlying a container implementation and are often tightly coupled to the container to enable the operational semantics of the iterator. An iterator performs traversal and also gives access to data elements in a container, but does not itself perform iteration (i.e., not without some significant liberty taken with that concept or with trivial use of the terminology). An iterator is behaviorally similar to a database cursor. Iterators date to the CLU programming language in 1974. Description Internal Iterators Internal iterators are higher order functions (often taking anonymous functions, but not necessarily) such as map(), reduce() etc., implementing the trave ...
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Call-by-sharing
In a programming language, an evaluation strategy is a set of rules for evaluating expressions. The term is often used to refer to the more specific notion of a ''parameter-passing strategy'' that defines the kind of value that is passed to the function for each parameter (the ''binding strategy'') and whether to evaluate the parameters of a function call, and if so in what order (the ''evaluation order''). The notion of reduction strategy is distinct, although some authors conflate the two terms and the definition of each term is not widely agreed upon. To illustrate, executing a function call f(a,b) may first evaluate the arguments a and b, store the results in references or memory locations ref_a and ref_b, then evaluate the function's body with those references passed in. This gives the function the ability to look up the argument values, to modify them via assignment as if they were local variables, and to return values via the references. This is the call-by-reference evalu ...
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