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Newspeak (programming Language)
Newspeak is a programming language and platform in the tradition of Smalltalk and Self being developed by a team led by Gilad Bracha. The platform includes an integrated development environment (IDE), a graphical user interface (GUI) library, and standard libraries. Starting in 2006, Cadence Design Systems funded its development and employed the main contributors, but ended funding in January 2009. Overview Newspeak is a class-based and message-based language. Classes may be nested, as in BETA. This is one of the key differences between Newspeak and Smalltalk. Newspeak is distinguished by its unusual approach to modularity. The language has no global namespace. Top level classes act as module declarations. Modularity in Newspeak is based exclusively on class nesting. Module declarations are first class values (i.e., they may be stored in variables, passed as parameters, returned from methods, etc.) and are stateless. By design the newspeak lacks undeclared access to a glob ...
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Newspeak
In the dystopian novel '' Nineteen Eighty-Four'' (also published as ''1984''), by George Orwell, Newspeak is the fictional language of Oceania, a totalitarian superstate. To meet the ideological requirements of Ingsoc (English Socialism) in Oceania, the Party created Newspeak, which is a controlled language of simplified grammar and limited vocabulary designed to limit a person's ability for critical thinking. The Newspeak language thus limits the person's ability to articulate and communicate abstract concepts, such as personal identity, self-expression, and free will, which are thoughtcrimes, acts of personal independence that contradict the ideological orthodoxy of Ingsoc collectivism. In the appendix to the novel, "The Principles of Newspeak", Orwell explains that Newspeak follows most rules of English grammar, yet is a language characterised by a continually diminishing vocabulary; complete thoughts are reduced to simple terms of simplistic meaning. The political cont ...
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Programming Language
A programming language is a system of notation for writing computer programs. Programming languages are described in terms of their Syntax (programming languages), syntax (form) and semantics (computer science), semantics (meaning), usually defined by a formal language. Languages usually provide features such as a type system, Variable (computer science), variables, and mechanisms for Exception handling (programming), error handling. An Programming language implementation, implementation of a programming language is required in order to Execution (computing), execute programs, namely an Interpreter (computing), interpreter or a compiler. An interpreter directly executes the source code, while a compiler produces an executable program. Computer architecture has strongly influenced the design of programming languages, with the most common type (imperative languages—which implement operations in a specified order) developed to perform well on the popular von Neumann architecture. ...
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Mutator Method
In computer science, a mutator method is a method used to control changes to a variable. They are also widely known as setter methods. Often a setter is accompanied by a getter, which returns the value of the private member variable. They are also known collectively as accessors. The mutator method is most often used in object-oriented programming, in keeping with the principle of encapsulation. According to this principle, member variables of a class are made private to hide and protect them from other code, and can only be modified by a public member function (the mutator method), which takes the desired new value as a parameter, optionally validates it, and modifies the private member variable. Mutator methods can be compared to assignment operator overloading but they typically appear at different levels of the object hierarchy. Mutator methods may also be used in non-object-oriented environments. In this case, a reference to the variable to be modified is passed to the mut ...
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Message Passing
In computer science, message passing is a technique for invoking behavior (i.e., running a program) on a computer. The invoking program sends a message to a process (which may be an actor or object) and relies on that process and its supporting infrastructure to then select and run some appropriate code. Message passing differs from conventional programming where a process, subroutine, or function is directly invoked by name. Message passing is key to some models of concurrency and object-oriented programming. Message passing is ubiquitous in modern computer software. It is used as a way for the objects that make up a program to work with each other and as a means for objects and systems running on different computers (e.g., the Internet) to interact. Message passing may be implemented by various mechanisms, including channels. Overview Message passing is a technique for invoking behavior (i.e., running a program) on a computer. In contrast to the traditional technique of ca ...
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Name Binding
In programming languages, name binding is the association of entities (data and/or code) with identifiers. An identifier bound to an object is said to reference that object. Machine languages have no built-in notion of identifiers, but name-object bindings as a service and notation for the programmer is implemented by programming languages. Binding is intimately connected with scoping, as scope determines which names bind to which objects – at which locations in the program code ( lexically) and in which one of the possible execution paths ( temporally). Use of an identifier in a context that establishes a binding for is called a binding (or defining) occurrence. In all other occurrences (e.g., in expressions, assignments, and subprogram calls), an identifier stands for what it is bound to; such occurrences are called applied occurrences. Binding time * ''Static binding'' (or ''early binding'') is name binding performed before the program is run. * ''Dynamic binding'' ...
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Virtual Class
In object-oriented programming, a virtual base class is a nested inner class whose functions and member variables can be overridden and redefined by subclasses of an outer class. Virtual classes are analogous to virtual functions. The run time type of a virtual class depends on the run time type of an object of the outer class. (Just like the run time type of an object decides which virtual function should be used.) A run time instance type of the outer class object not only decides on the polymorphic type of its own type object, but also on a whole family tree of virtual class members. Purpose Virtual classes solve the extensibility problem of extending data abstraction with new functions and representations. Like virtual functions, virtual classes follow the same rules of definition, overriding, and reference. When a derived class inherits from a base class, it must define or override the virtual inner classes it inherited from the base class. An object of the child class m ...
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Instance Variable
In class-based, object-oriented programming, an instance variable is a variable defined in a class (i.e., a member variable), for which each instantiated object of the class has a separate copy, or instance. An instance variable has similarities with a class variable, but is non- static. An instance variable is a variable which is declared in a class but outside of constructors, methods, or blocks. Instance variables are created when an object is instantiated, and are accessible to all the constructors, methods, or blocks in the class. Access modifiers can be given to the instance variable. An instance variable is not a class variable, although there are similarities. Both are a type of class attribute (or class property, field, or data member). While an instance variable's value may differ between instances of a class, a class variable can only have one value at any one time, shared between all instances. The same dichotomy between ''instance'' and ''class'' members ...
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Dependency Injection
In software engineering, dependency injection is a programming technique in which an object or function receives other objects or functions that it requires, as opposed to creating them internally. Dependency injection aims to separate the concerns of constructing objects and using them, leading to loosely coupled programs. The pattern ensures that an object or function that wants to use a given service should not have to know how to construct those services. Instead, the receiving " client" (object or function) is provided with its dependencies by external code (an "injector"), which it is not aware of. Dependency injection makes implicit dependencies explicit and helps solve the following problems: * How can a class be independent from the creation of the objects it depends on? * How can an application, and the objects it uses support different configurations? Dependency injection is often used to keep code in-line with the dependency inversion principle. In statically ty ...
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Message Passing
In computer science, message passing is a technique for invoking behavior (i.e., running a program) on a computer. The invoking program sends a message to a process (which may be an actor or object) and relies on that process and its supporting infrastructure to then select and run some appropriate code. Message passing differs from conventional programming where a process, subroutine, or function is directly invoked by name. Message passing is key to some models of concurrency and object-oriented programming. Message passing is ubiquitous in modern computer software. It is used as a way for the objects that make up a program to work with each other and as a means for objects and systems running on different computers (e.g., the Internet) to interact. Message passing may be implemented by various mechanisms, including channels. Overview Message passing is a technique for invoking behavior (i.e., running a program) on a computer. In contrast to the traditional technique of ca ...
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Class (computer Programming)
In object-oriented programming, a class defines the shared aspects of objects created from the class. The capabilities of a class differ between programming languages, but generally the shared aspects consist of state ( variables) and behavior ( methods) that are each either associated with a particular object or with all objects of that class. Object state can differ between each instance of the class whereas the class state is shared by all of them. The object methods include access to the object state (via an implicit or explicit parameter that references the object) whereas class methods do not. If the language supports inheritance, a class can be defined based on another class with all of its state and behavior plus additional state and behavior that further specializes the class. The specialized class is a ''sub-class'', and the class it is based on is its ''superclass''. Attributes Object lifecycle As an instance of a class, an object is constructed from a class via '' ...
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Cadence Design Systems
Cadence Design Systems, Inc. (stylized as cādence)Investor's Business DailCEO Lip-Bu Tan Molds Troubled Cadence Into Long-Term LeaderRetrieved November 12, 2020 is an American multinational corporation, multinational technology and computational software company. Headquartered in San Jose, California, Cadence was formed in 1988 through the merger of SDA Systems and ECAD, Inc., ECAD. Initially specialized in Electronic design automation, electronic design automation (EDA) software for the semiconductor industry, currently the company makes software and Electronic hardware, hardware for designing products such as integrated circuits, System on chip, systems on chips (SoCs), printed circuit boards,The StreeHow Cadence Designs the FutureRetrieved July 21, 2020 and pharmaceutical drugs, also licensing intellectual property for the electronics, aerospace, defense and automotive industries, among others. History 1983–1999 Founded in 1983 in San Jose, California, Cadence Design Systems ...
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Library (computing)
In computing, a library is a collection of System resource, resources that can be leveraged during software development to implement a computer program. Commonly, a library consists of executable code such as compiled function (computer science), functions and Class (computer programming), classes, or a library can be a collection of source code. A resource library may contain data such as images and Text string, text. A library can be used by multiple, independent consumers (programs and other libraries). This differs from resources defined in a program which can usually only be used by that program. When a consumer uses a library resource, it gains the value of the library without having to implement it itself. Libraries encourage software reuse in a Modular programming, modular fashion. Libraries can use other libraries resulting in a hierarchy of libraries in a program. When writing code that uses a library, a programmer only needs to know how to use it not its internal d ...
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