Claire (programming Language)
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Claire (programming Language)
Claire is a high-level functional and object-oriented programming language with rule processing abilities. It was designed by Yves Caseau at Bouygues' e-Lab research laboratory, and received its final definition in 2004. Claire provides: *a simple object system with parametric classes and methods * polymorphic and parametric functional programming * production rules triggered by events *versioned snapshots of the state of the whole system, or any part, supporting rollback and easy exploration of search spaces *explicit relations between entities; for example, two entities might be declared inverses of one another * first-class sets with convenient syntax for set-based programming *an expressive set-based type system allowing both second-order static and dynamic typing Claire's reference implementation, consisting of an interpreter and compiler, was fully open-sourced with the release of version 3.3.46 in February 2009. Another implementation, WebClaire, is commercially suppo ...
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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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Cross-platform
In computing, cross-platform software (also called multi-platform software, platform-agnostic software, or platform-independent software) is computer software that is designed to work in several computing platforms. Some cross-platform software requires a separate build for each platform, but some can be directly run on any platform without special preparation, being written in an interpreted language or compiled to portable bytecode for which the interpreters or run-time packages are common or standard components of all supported platforms. For example, a cross-platform application may run on Microsoft Windows, Linux, and macOS. Cross-platform software may run on many platforms, or as few as two. Some frameworks for cross-platform development are Codename One, Kivy, Qt, Flutter, NativeScript, Xamarin, Phonegap, Ionic, and React Native. Platforms ''Platform'' can refer to the type of processor (CPU) or other hardware on which an operating system (OS) or application runs, t ...
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Higher-order Programming
Higher-order programming is a style of computer programming that uses software components, like functions, modules or objects, as values. It is usually instantiated with, or borrowed from, models of computation such as lambda calculus which make heavy use of higher-order functions. A programming language can be considered higher-order if components, such as procedures or labels, can be used just like data. For example, these elements could be used in the same way as arguments or values. For example, in higher-order programming, one can pass functions as arguments to other functions and functions can be the return value of other functions (such as in macros or for interpreting). This style of programming is mostly used in functional programming, but it can also be very useful in object-oriented programming. A slightly different interpretation of higher-order programming in the context of object-oriented programming are higher order messages, which let messages have other messages ...
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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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Set (abstract Data Type)
In computer science, a set is an abstract data type that can store unique values, without any particular order. It is a computer implementation of the mathematical concept of a finite set. Unlike most other collection types, rather than retrieving a specific element from a set, one typically tests a value for membership in a set. Some set data structures are designed for static or frozen sets that do not change after they are constructed. Static sets allow only query operations on their elements — such as checking whether a given value is in the set, or enumerating the values in some arbitrary order. Other variants, called dynamic or mutable sets, allow also the insertion and deletion of elements from the set. A multiset is a special kind of set in which an element can appear multiple times in the set. Type theory In type theory, sets are generally identified with their indicator function (characteristic function): accordingly, a set of values of type A may be denoted by 2^ o ...
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First-class Object
In programming language design, a first-class citizen (also type, object, entity, or value) in a given programming language is an entity which supports all the operations generally available to other entities. These operations typically include being passed as an argument, returned from a function, and assigned to a variable. History The concept of first- and second-class objects was introduced by Christopher Strachey in the 1960s. He did not actually define the term strictly, but contrasted real numbers and procedures in ALGOL: First and second class objects. In ALGOL, a real number may appear in an expression or be assigned to a variable, and either of them may appear as an actual parameter in a procedure call. A procedure, on the other hand, may only appear in another procedure call either as the operator (the most common case) or as one of the actual parameters. There are no other expressions involving procedures or whose results are procedures. Thus in a sense procedures in ...
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Search Algorithm
In computer science, a search algorithm is an algorithm designed to solve a search problem. Search algorithms work to retrieve information stored within particular data structure, or calculated in the search space of a problem domain, with either discrete or continuous values. algorithms are Although search engines use search algorithms, they belong to the study of information retrieval, not algorithmics. The appropriate search algorithm often depends on the data structure being searched, and may also include prior knowledge about the data. Search algorithms can be made faster or more efficient by specially constructed database structures, such as search trees, hash maps, and database indexes. Search algorithms can be classified based on their mechanism of searching into three types of algorithms: linear, binary, and hashing. Linear search algorithms check every record for the one associated with a target key in a linear fashion. Binary, or half-interval, searches repeatedly ...
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Rollback (data Management)
In database technologies, a rollback is an operation which returns the database to some previous state. Rollbacks are important for database integrity, because they mean that the database can be restored to a clean copy even after erroneous operations are performed. They are crucial for recovering from database server crashes; by rolling back any transaction which was active at the time of the crash, the database is restored to a consistent state. The rollback feature is usually implemented with a transaction log, but can also be implemented via multiversion concurrency control. Cascading rollback A cascading rollback occurs in database systems when a transaction (T1) causes a failure and a rollback must be performed. Other transactions dependent on T1's actions must also be rollbacked due to T1's failure, thus causing a cascading effect. That is, one transaction's failure causes many to fail. Practical database recovery techniques guarantee cascadeless rollback, therefore a ca ...
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Event Condition Action
Event condition action (ECA) is a short-cut for referring to the structure of active rules in event driven architecture and active database systems. Such a rule traditionally consisted of three parts: *The ''event'' part specifies the signal that triggers the invocation of the rule *The ''condition'' part is a logical test that, if satisfied or evaluates to true, causes the action to be carried out *The ''action'' part consists of updates or invocations on the local data This structure was used by the early research in active databases which started to use the term ECA. Current state of the art ECA rule engines use many variations on rule structure. Also other features not considered by the early research is introduced, such as strategies for event selection into the event part. In a memory-based rule engine, the condition could be some tests on local data and actions could be updates to object attributes. In a database system, the condition could simply be a query to the database, ...
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Type Polymorphism
In programming language theory and type theory, polymorphism is the provision of a single interface to entities of different types or the use of a single symbol to represent multiple different types.: "Polymorphic types are types whose operations are applicable to values of more than one type." The concept is borrowed from a principle in biology where an organism or species can have many different forms or stages. The most commonly recognized major classes of polymorphism are: * ''Ad hoc polymorphism'': defines a common interface for an arbitrary set of individually specified types. * ''Parametric polymorphism'': not specifying concrete types and instead use abstract symbols that can substitute for any type. * ''Subtyping'' (also called ''subtype polymorphism'' or ''inclusion polymorphism''): when a name denotes instances of many different classes related by some common superclass. History Interest in polymorphic type systems developed significantly in the 1960s, with practical ...
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Method (computer Programming)
A method in object-oriented programming (OOP) is a procedure associated with a message and an object. An object consists of ''state data'' and ''behavior''; these compose an ''interface'', which specifies how the object may be utilized by any of its various consumers. A method is a behavior of an object parametrized by a consumer. Data is represented as properties of the object, and behaviors are represented as methods. For example, a Window object could have methods such as open and close, while its state (whether it is open or closed at any given point in time) would be a property. In class-based programming, methods are defined within a class, and objects are instances of a given class. One of the most important capabilities that a method provides is ''method overriding'' - the same name (e.g., area) can be used for multiple different kinds of classes. This allows the sending objects to invoke behaviors and to delegate the implementation of those behaviors to the receiving o ...
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Polymorphism In Object-oriented Programming
In programming language theory and type theory, polymorphism is the provision of a single interface to entities of different types or the use of a single symbol to represent multiple different types.: "Polymorphic types are types whose operations are applicable to values of more than one type." The concept is borrowed from a principle in biology where an organism or species can have many different forms or stages. The most commonly recognized major classes of polymorphism are: * ''Ad hoc polymorphism'': defines a common interface for an arbitrary set of individually specified types. * ''Parametric polymorphism'': not specifying concrete types and instead use abstract symbols that can substitute for any type. * ''Subtyping'' (also called ''subtype polymorphism'' or ''inclusion polymorphism''): when a name denotes instances of many different classes related by some common superclass. History Interest in polymorphic type systems developed significantly in the 1960s, with practic ...
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