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Fantom (programming Language)
Fantom is a general purpose object-oriented programming language created by Brian and Andy Frank that runs on the Java Runtime Environment (JRE), JavaScript JavaScript (), often abbreviated as JS, is a programming language that is one of the core technologies of the World Wide Web, alongside HTML and CSS. As of 2022, 98% of Website, websites use JavaScript on the Client (computing), client side ..., and the .NET Common Language Runtime (CLR) (.NET support is considered "prototype" status). Its primary design goal is to provide a standard library application programming interface, API that abstracts away the question of whether the code will ultimately run on the JRE or CLR. Like C Sharp (programming language), C# and Java (programming language), Java, Fantom uses a curly brace programming language, curly brace syntax. The language supports functional programming through closures and concurrency through the Actor model. Fantom takes a "middle of the road" approach to it ...
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Actor Model
The actor model in computer science is a mathematical model of concurrent computation that treats ''actor'' as the universal primitive of concurrent computation. In response to a message it receives, an actor can: make local decisions, create more actors, send more messages, and determine how to respond to the next message received. Actors may modify their own private state, but can only affect each other indirectly through messaging (removing the need for lock-based synchronization). The actor model originated in 1973. It has been used both as a framework for a theoretical understanding of computation and as the theoretical basis for several practical implementations of concurrent systems. The relationship of the model to other work is discussed in actor model and process calculi. History According to Carl Hewitt, unlike previous models of computation, the actor model was inspired by physics, including general relativity and quantum mechanics. It was also influenced by the ...
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Standard Widget Toolkit
The Standard Widget Toolkit (SWT) is a graphical widget toolkit for use with the Java platform. It was originally developed by Stephen Northover at IBM and is now maintained by the Eclipse Foundation in tandem with the Eclipse IDE. It is an alternative to the Abstract Window Toolkit (AWT) and Swing Java graphical user interface (GUI) toolkits provided by Sun Microsystems as part of the Java Platform, Standard Edition (J2SE). To display GUI elements, the SWT implementation accesses the native GUI libraries of the operating system using Java Native Interface (JNI) in a manner that is similar to those programs written using operating system-specific application programming interfaces (APIs). Programs that call SWT are portable, but the implementation of the toolkit, despite part of it being written in Java, is unique for each platform. The toolkit is free and open-source software distributed under the Eclipse Public License, which is approved by the Open Source Initiative. History ...
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Widget Toolkit
A widget toolkit, widget library, GUI toolkit, or UX library is a library or a collection of libraries containing a set of graphical control elements (called ''widgets'') used to construct the graphical user interface (GUI) of programs. Most widget toolkits additionally include their own rendering engine. This engine can be specific to a certain operating system or windowing system or contain back-ends to interface with more multiple ones and also with rendering APIs such as OpenGL, OpenVG, or EGL. The look and feel of the graphical control elements can be hard-coded or decoupled, allowing the graphical control elements to be themed/ skinned. Overview Some toolkits may be used from other languages by employing language bindings. Graphical user interface builders such as e.g. Glade Interface Designer facilitate the authoring of GUIs in a WYSIWYG manner employing a user interface markup language such as in this case GtkBuilder. The GUI of a program is commonly constructed in a ...
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Resource (Java)
In the Java programming language a resource is a piece of data that can be accessed by the code of an application. An application can access its resources through uniform resource locators, like web resources, but the resources are usually contained within the JAR file(s) of the application. A resource bundle is a set of key and value pairs, stored as a resource, that is commonly used to allow the localization of an application. For this purpose different resource bundles with a common set of keys are used to store translations for the messages and user interface In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine f ... texts of an application. References {{Reflist Java (programming language) ...
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ZIP (file Format)
ZIP is an archive file format that supports lossless data compression. A ZIP file may contain one or more files or directories that may have been compressed. The ZIP file format permits a number of compression algorithms, though DEFLATE is the most common. This format was originally created in 1989 and was first implemented in PKWARE, Inc.'s PKZIP utility, as a replacement for the previous ARC compression format by Thom Henderson. The ZIP format was then quickly supported by many software utilities other than PKZIP. Microsoft has included built-in ZIP support (under the name "compressed folders") in versions of Microsoft Windows since 1998 via the "Windows Plus!" addon for Windows 98. Native support was added as of the year 2000 in Windows ME. Apple has included built-in ZIP support in Mac OS X 10.3 (via BOMArchiveHelper, now Archive Utility) and later. Most free operating systems have built in support for ZIP in similar manners to Windows and Mac OS X. ZIP files ge ...
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Modular Programming
Modular programming is a software design technique that emphasizes separating the functionality of a program into independent, interchangeable modules, such that each contains everything necessary to execute only one aspect of the desired functionality. A module interface expresses the elements that are provided and required by the module. The elements defined in the interface are detectable by other modules. The implementation contains the working code that corresponds to the elements declared in the interface. Modular programming is closely related to structured programming and object-oriented programming, all having the same goal of facilitating construction of large software programs and systems by decomposition into smaller pieces, and all originating around the 1960s. While the historical usage of these terms has been inconsistent, "modular programming" now refers to the high-level decomposition of the code of an entire program into pieces: structured programming to the low-l ...
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Java Package
A Java package organizes Java classes into namespaces, providing a unique namespace for each type it contains. Classes in the same package can access each other's package-private and protected members. In general, a package can contain the following kinds of types: classes, interfaces, enumerations, and annotation types. A package allows a developer to group classes (and interfaces) together. These classes will all be related in some way – they might all have to do with a specific application or perform a specific set of tasks. Programmers also typically use packages to organize classes belonging to the same category or providing similar functionality. Using packages In a Java source file, the package that this file's class or classes belong to is specified with the package keyword. This keyword is usually the first keyword in the source file. At most one package declaration can appear in a source file. package java.awt.event; To use a package's classes inside a Java source ...
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Namespace
In computing, a namespace is a set of signs (''names'') that are used to identify and refer to objects of various kinds. A namespace ensures that all of a given set of objects have unique names so that they can be easily identified. Namespaces are commonly structured as hierarchies to allow reuse of names in different contexts. As an analogy, consider a system of naming of people where each person has a given name, as well as a family name shared with their relatives. If the first names of family members are unique only within each family, then each person can be uniquely identified by the combination of first name and family name; there is only one Jane Doe, though there may be many Janes. Within the namespace of the Doe family, just "Jane" suffices to unambiguously designate this person, while within the "global" namespace of all people, the full name must be used. Prominent examples for namespaces include file systems, which assign names to files. Some programming languages ...
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Metaprogramming
Metaprogramming is a programming technique in which computer programs have the ability to treat other programs as their data. It means that a program can be designed to read, generate, analyze or transform other programs, and even modify itself while running. In some cases, this allows programmers to minimize the number of lines of code to express a solution, in turn reducing development time. It also allows programs a greater flexibility to efficiently handle new situations without recompilation. Metaprogramming can be used to move computations from run-time to compile-time, to generate code using compile time computations, and to enable self-modifying code. The ability of a programming language to be its own metalanguage is called reflection. Reflection is a valuable language feature to facilitate metaprogramming. Metaprogramming was popular in the 1970s and 1980s using list processing languages such as LISP. LISP hardware machines were popular in the 1980s and enabled app ...
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Reflection (computer Science)
In computer science, reflective programming or reflection is the ability of a process to examine, introspect, and modify its own structure and behavior. Historical background The earliest computers were programmed in their native assembly languages, which were inherently reflective, as these original architectures could be programmed by defining instructions as data and using self-modifying code. As the bulk of programming moved to higher-level compiled languages such as Algol, Cobol, Fortran, Pascal, and C, this reflective ability largely disappeared until new programming languages with reflection built into their type systems appeared. Brian Cantwell Smith's 1982 doctoral dissertation introduced the notion of computational reflection in procedural programming languages and the notion of the meta-circular interpreter as a component of 3-Lisp. Uses Reflection helps programmers make generic software libraries to display data, process different formats of data, perform seri ...
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