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Moose Perl
Moose is an extension of the object system of the Perl programming language. Its stated purpose is to bring modern object-oriented language features to Perl 5, and to make object-oriented Perl programming more consistent and less tedious. Features Moose is built on top of Class::MOP, a metaobject protocol (a.k.a. MOP). Using the MOP, Moose provides complete introspection for all Moose-using classes. Classes Moose allows a programmer to create classes: * A class has zero or more attributes. * A class has zero or more methods. * A class has zero or more superclasses (a.k.a. parent classes). A class inherits from its superclass(es). Moose supports multiple inheritance. * A class has zero or more method modifiers. These modifiers can apply to its own methods, methods that are inherited from its ancestors or methods that are provided by roles. * A class does zero or more roles (also known as traits in other programming languages). * A class has a constructor and a destructor. ...
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Perl
Perl is a family of two high-level, general-purpose, interpreted, dynamic programming languages. "Perl" refers to Perl 5, but from 2000 to 2019 it also referred to its redesigned "sister language", Perl 6, before the latter's name was officially changed to Raku in October 2019. Though Perl is not officially an acronym, there are various backronyms in use, including "Practical Extraction and Reporting Language". Perl was developed by Larry Wall in 1987 as a general-purpose Unix scripting language to make report processing easier. Since then, it has undergone many changes and revisions. Raku, which began as a redesign of Perl 5 in 2000, eventually evolved into a separate language. Both languages continue to be developed independently by different development teams and liberally borrow ideas from each other. The Perl languages borrow features from other programming languages including C, sh, AWK, and sed; They provide text processing facilities without the arbitrary data-le ...
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Metaclass
In object-oriented programming, a metaclass is a class whose instances are classes. Just as an ordinary class defines the behavior of certain objects, a metaclass defines the behavior of certain classes and their instances. Not all object-oriented programming languages support metaclasses. Among those that do, the extent to which metaclasses can override any given aspect of class behavior varies. Metaclasses can be implemented by having classes be first-class citizens, in which case a metaclass is simply an object that constructs classes. Each language has its own metaobject protocol, a set of rules that govern how objects, classes, and metaclasses interact. Python example In Python, the builtin class type is a metaclass. Consider this simple Python class: class Car: def __init__(self, make: str, model: str, year: int, color: str): self.make = make self.model = model self.year = year self.color = color @property def description(self ...
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Catalyst (software)
Catalyst is an open source web application framework written in Perl, that closely follows the model–view–controller (MVC) architecture, and supports a number of experimental web patterns. It is written using Moose, a modern object system for Perl. Its design is heavily inspired by frameworks such as Ruby on Rails, Maypole, and Spring. A web application developer would use Catalyst to deal with code common to all web applications: it provides interfaces to web servers and receiving page requests, dispatching these into developer-written code to process and return the requests, and provides a standardised interface for data models, authentication, session management and other common web application elements. All of these elements are implemented as plugins to a set of common interfaces, allowing the developer to change the specific method used (e.g. a session storing in shared memory versus as a database table, or using FastCGI versus operating as an within Apache's mod_perl) ...
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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 for Web page, webpage behavior, often incorporating third-party Library (computing), libraries. All major Web browser, web browsers have a dedicated JavaScript engine to execute the Source code, code on User (computing), users' devices. JavaScript is a High-level programming language, high-level, often Just-in-time compilation, just-in-time compiled language that conforms to the ECMAScript standard. It has dynamic typing, Prototype-based programming, prototype-based object-oriented programming, object-orientation, and first-class functions. It is Programming paradigm, multi-paradigm, supporting Event-driven programming, event-driven, functional programming, functional, and imperative programming, imperative programming paradigm, programmin ...
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Joose (framework)
Joose is an open-source self-hosting metaobject system for JavaScript with support for classes, inheritance, mixins, traits and aspect-oriented programming. The Joose meta-object system is multi-paradigm. It supports class-based and prototype-based programming styles as well as class-based inheritance and role-based extension. While other JavaScript frameworks often specialize on DOM-access and AJAX, Joose specializes solely on bringing successful programming techniques to the JavaScript scripting language. Joose is thus often used in conjunction with another DOM/Ajax JavaScript framework and is tested with jQuery, YUI, Dojo, ExtJS, Prototype, Mootools and PureMVC. Joose was heavily inspired by Moose, the object system for Perl 5 which was itself inspired by the Perl 6 object system, but unlike Perl and Moose, Joose doesn't support multiple inheritance Multiple inheritance is a feature of some object-oriented computer programming languages in which an object or class ca ...
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Raku (programming Language)
Raku is a member of the Perl family of programming languages. Formerly known as Perl 6, it was renamed in October 2019. Raku introduces elements of many modern and historical languages. Compatibility with Perl was not a goal, though a compatibility mode is part of the specification. The design process for Raku began in 2000. History The Raku design process was first announced on 19 July 2000, on the fourth day of that year's Perl Conference, by Larry Wall in his '' State of the Onion 2000'' talk. At that time, the primary goals were to remove "historical warts" from the language; "easy things should stay easy, hard things should get easier, and impossible things should get hard"; a general cleanup of the internal design and APIs. The process began with a series of requests for comments or "RFCs". This process was open to all contributors, and left no aspect of the language closed to change. Once the RFC process was complete, Wall reviewed and classified each of the 361 reques ...
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CPAN
The Comprehensive Perl Archive Network (CPAN) is a repository of over 250,000 software modules and accompanying documentation for 39,000 distributions, written in the Perl programming language by over 12,000 contributors. ''CPAN'' can denote either the archive network or the Perl program that acts as an interface to the network and as an automated software installer (somewhat like a package manager). Most software on CPAN is free and open source software. History CPAN was conceived in 1993 and has been active online since October 1995. It is based on the CTAN model and began as a place to unify the structure of scattered Perl archives. Role Like many programming languages, Perl has mechanisms to use external libraries of code, making one file contain common routines used by several programs. Perl calls these ''modules''. Perl modules are typically installed in one of several directories whose paths are placed in the Perl interpreter when it is first compiled; on Unix-like ope ...
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Interface (computer Science)
In computing, an interface is a shared boundary across which two or more separate components of a computer system exchange information. The exchange can be between software, computer hardware, peripheral devices, humans, and combinations of these. Some computer hardware devices, such as a touchscreen, can both send and receive data through the interface, while others such as a mouse or microphone may only provide an interface to send data to a given system. Hardware interfaces Hardware interfaces exist in many components, such as the various buses, storage devices, other I/O devices, etc. A hardware interface is described by the mechanical, electrical, and logical signals at the interface and the protocol for sequencing them (sometimes called signaling). See also: A standard interface, such as SCSI, decouples the design and introduction of computing hardware, such as I/O devices, from the design and introduction of other components of a computing system, thereby allo ...
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Mixin
In object-oriented programming languages, a mixin (or mix-in) is a class that contains methods for use by other classes without having to be the parent class of those other classes. How those other classes gain access to the mixin's methods depends on the language. Mixins are sometimes described as being "included" rather than "inherited". Mixins encourage code reuse and can be used to avoid the inheritance ambiguity that multiple inheritance can cause (the "diamond problem"), or to work around lack of support for multiple inheritance in a language. A mixin can also be viewed as an interface with implemented methods. This pattern is an example of enforcing the dependency inversion principle. History Mixins first appeared in Symbolics's object-oriented Flavors system (developed by Howard Cannon), which was an approach to object-orientation used in Lisp Machine Lisp. The name was inspired by Steve's Ice Cream Parlor in Somerville, Massachusetts: The owner of the ice cream shop of ...
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Lazy Initialization
In computer programming, lazy initialization is the tactic of delaying the creation of an object, the calculation of a value, or some other expensive process until the first time it is needed. It is a kind of lazy evaluation that refers specifically to the instantiation of objects or other resources. This is typically accomplished by augmenting an accessor method (or property getter) to check whether a private member, acting as a cache, has already been initialized. If it has, it is returned straight away. If not, a new instance is created, placed into the member variable, and returned to the caller just-in-time for its first use. If objects have properties that are rarely used, this can improve startup speed. Mean average program performance may be slightly worse in terms of memory (for the condition variables) and execution cycles (to check them), but the impact of object instantiation is spread in time ("amortized") rather than concentrated in the startup phase of a system, and ...
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Default (computer Science)
A default, in computer science, refers to the preexisting value of a user-configurable setting that is assigned to a software application, computer program or device. Such settings are also called presets or factory presets, especially for electronic devices. Default values are standards values that are universal to all instances of the device or model and intended to make the device as accessible as possible "out of the box" without necessitating a lengthy configuration process prior to use. The user only has to modify the default settings according to their personal preferences. In many devices, the user has the option to restore these default settings for one or all options. Such an assignment makes the choice of that setting or value more likely, this is called the default effect. Examples Application software preferences One use of default parameters is for initial settings for application software. For example, the first time a user runs an application it may suggest that ...
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Delegation (programming)
In computing or computer programming, delegation refers generally to one entity passing something to another entity,Barry Wilkinson, ''Grid Computing: Techniques and Applications'' (2009), p. 164, . and narrowly to various specific forms of relationships. These include: * Delegation (object-oriented programming), evaluating a member of one object (the receiver) in the context of another, original object (the sender). ** Delegation pattern, a design pattern implementing this feature. ** Forwarding (object-oriented programming), an often-confused technique where a sending object uses the corresponding member of another object, without the receiving object having any knowledge of the original, sending object. ** Object aggregation or consultation, general term for one object using another. * Delegation (computer security), one user or process allowing another user or process to use their credentials or permissions. * Delegate (CLI), a form of type-safe function pointer used by the Com ...
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