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Obliq
Obliq is an Interpreted language, interpreted, Object-oriented programming, object-oriented programming language designed to make Distributed computing, distributed, and locally Thread (computing), multithreaded, computing simpler and easier to program, while providing program safety and an Implicit type conversion, implicit type system. The interpreter is written in Modula-3, and provides Obliq with full access to Modula-3's Computer network, network Object (computer science), objects abilities. A type inference algorithm for record concatenation, subtyping, and recursive types has been developed for Obliq. Further, it has been proved to be NP-completeness, NP-complete and its lowest complexity to be or if under other modeling up to certain conditions down to and its best known implementation runs in . Obliq's syntax is very similar to Modula-3, the biggest difference being that Obliq has no need of explicit typed Variable (computer science), variables (i.e., a variable can hol ...
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Oberon (programming Language)
Oberon is a general-purpose programming language first published in 1987 by Niklaus Wirth and the latest member of the Wirthian family of ALGOL-like languages (Euler, ALGOL W, Pascal, Modula, and Modula-2). Oberon was the result of a concentrated effort to increase the power of Modula-2, the direct successor of Pascal, and simultaneously to reduce its complexity. Its principal new feature is the concept of type extension of record types. It permits constructing new data types on the basis of existing ones and to relate them, deviating from the dogma of strictly static typing of data. Type extension is Wirth's way of inheritance reflecting the viewpoint of the parent site. Oberon was developed as part of the implementation of an operating system, also named Oberon at ETH Zurich in Switzerland. The name is from the moon of the planet Uranus, named Oberon. Oberon is still maintained by Wirth and the latest Project Oberon compiler update is dated 6 March 2020. Design Oberon is desi ...
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Modula-3
Modula-3 is a programming language conceived as a successor to an upgraded version of Modula-2 known as Modula-2+. While it has been influential in research circles (influencing the designs of languages such as Java, C#, and Python) it has not been adopted widely in industry. It was designed by Luca Cardelli, James Donahue, Lucille Glassman, Mick Jordan (before at the Olivetti Software Technology Laboratory), Bill Kalsow and Greg Nelson at the Digital Equipment Corporation (DEC) Systems Research Center (SRC) and the Olivetti Research Center (ORC) in the late 1980s. Modula-3's main features are simplicity and safety while preserving the power of a systems-programming language. Modula-3 aimed to continue the Pascal tradition of type safety, while introducing new constructs for practical real-world programming. In particular Modula-3 added support for generic programming (similar to templates), multithreading, exception handling, garbage collection, object-oriented programming, ...
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Prototype-based Programming
Prototype-based programming is a style of object-oriented programming in which behaviour reuse (known as inheritance) is performed via a process of reusing existing objects that serve as prototypes. This model can also be known as ''prototypal'', ''prototype-oriented,'' ''classless'', or ''instance-based'' programming. Prototype-based programming uses the process generalized objects, which can then be cloned and extended. Using fruit as an example, a "fruit" object would represent the properties and functionality of fruit in general. A "banana" object would be cloned from the "fruit" object and general properties specific to bananas would be appended. Each individual "banana" object would be cloned from the generic "banana" object. Compare to the class-based paradigm, where a "fruit" ''class'' would be extended by a "banana" ''class''. The first prototype-oriented programming language was Self, developed by David Ungar and Randall Smith in the mid-1980s to research topics in ob ...
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NP-completeness
In computational complexity theory, a problem is NP-complete when: # it is a problem for which the correctness of each solution can be verified quickly (namely, in polynomial time) and a brute-force search algorithm can find a solution by trying all possible solutions. # the problem can be used to simulate every other problem for which we can verify quickly that a solution is correct. In this sense, NP-complete problems are the hardest of the problems to which solutions can be verified quickly. If we could find solutions of some NP-complete problem quickly, we could quickly find the solutions of every other problem to which a given solution can be easily verified. The name "NP-complete" is short for "nondeterministic polynomial-time complete". In this name, "nondeterministic" refers to nondeterministic Turing machines, a way of mathematically formalizing the idea of a brute-force search algorithm. Polynomial time refers to an amount of time that is considered "quick" for a deter ...
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Implicit Type Conversion
In computer science, type conversion, type casting, type coercion, and type juggling are different ways of changing an expression from one data type to another. An example would be the conversion of an integer value into a floating point value or its textual representation as a string, and vice versa. Type conversions can take advantage of certain features of type hierarchies or data representations. Two important aspects of a type conversion are whether it happens ''implicitly'' (automatically) or ''explicitly'', and whether the underlying data representation is converted from one representation into another, or a given representation is merely ''reinterpreted'' as the representation of another data type. In general, both primitive and compound data types can be converted. Each programming language has its own rules on how types can be converted. Languages with strong typing typically do little implicit conversion and discourage the reinterpretation of representations, wh ...
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Computer Network
A computer network is a set of computers sharing resources located on or provided by network nodes. The computers use common communication protocols over digital interconnections to communicate with each other. These interconnections are made up of telecommunication network technologies, based on physically wired, optical, and wireless radio-frequency methods that may be arranged in a variety of network topologies. The nodes of a computer network can include personal computers, servers, networking hardware, or other specialised or general-purpose hosts. They are identified by network addresses, and may have hostnames. Hostnames serve as memorable labels for the nodes, rarely changed after initial assignment. Network addresses serve for locating and identifying the nodes by communication protocols such as the Internet Protocol. Computer networks may be classified by many criteria, including the transmission medium used to carry signals, bandwidth, communications pro ...
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Object (computer Science)
In computer science, an object can be a variable, a data structure, a function, or a method. As regions of memory, they contain value and are referenced by identifiers. In the object-oriented programming paradigm, ''object'' can be a combination of variables, functions, and data structures; in particular in class-based variations of the paradigm it refers to a particular instance of a class. In the relational model of database management, an object can be a table or column, or an association between data and a database entity (such as relating a person's age to a specific person). Object-based languages An important distinction in programming languages is the difference between an object-oriented language and an object-based language. A language is usually considered object-based if it includes the basic capabilities for an object: identity, properties, and attributes. A language is considered object-oriented if it is object-based and also has the capability of polymorphism, ...
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Type Inference
Type inference refers to the automatic detection of the type of an expression in a formal language. These include programming languages and mathematical type systems, but also natural languages in some branches of computer science and linguistics. Nontechnical explanation Types in a most general view can be associated to a designated use suggesting and restricting the activities possible for an object of that type. Many nouns in language specify such uses. For instance, the word leash indicates a different use than the word line. Calling something a table indicates another designation than calling it firewood, though it might be materially the same thing. While their material properties make things usable for some purposes, they are also subject of particular designations. This is especially the case in abstract fields, namely mathematics and computer science, where the material is finally only bits or formulas. To exclude unwanted, but materially possible uses, the concept of ...
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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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Variable (computer Science)
In computer programming, a variable is an abstract storage location paired with an associated symbol, symbolic name, which contains some known or unknown quantity of information referred to as a ''value (computer science), value''; or in simpler terms, a variable is a named container for a particular set of bits or :simple:Data_type, type of data (like Integer (computer science), integer, Floating-point arithmetic, float, String (computer science), string etc...). A variable can eventually be associated with or identified by a memory address. The variable name is the usual way to Reference (computer science), reference the stored value, in addition to referring to the variable itself, depending on the context. This separation of name and content allows the name to be used independently of the exact information it represents. The identifier in computer source code can be Name binding, bound to a Value (computer science), value during Run time (program lifecycle phase), run time, and ...
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Distributed Computing
A distributed system is a system whose components are located on different computer network, networked computers, which communicate and coordinate their actions by message passing, passing messages to one another from any system. Distributed computing is a field of computer science that studies distributed systems. The components of a distributed system interact with one another in order to achieve a common goal. Three significant challenges of distributed systems are: maintaining concurrency of components, overcoming the clock synchronization, lack of a global clock, and managing the independent failure of components. When a component of one system fails, the entire system does not fail. Examples of distributed systems vary from service-oriented architecture, SOA-based systems to massively multiplayer online games to peer-to-peer, peer-to-peer applications. A computer program that runs within a distributed system is called a distributed program, and ''distributed programming' ...
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Data Type
In computer science and computer programming, a data type (or simply type) is a set of possible values and a set of allowed operations on it. A data type tells the compiler or interpreter how the programmer intends to use the data. Most programming languages support basic data types of integer numbers (of varying sizes), floating-point numbers (which approximate real numbers), characters and Booleans. A data type constrains the possible values that an expression, such as a variable or a function, might take. This data type defines the operations that can be done on the data, the meaning of the data, and the way values of that type can be stored. Concept A data type is a collection or grouping of data values. Such a grouping may be defined for many reasons: similarity, convenience, or to focus the attention. It is frequently a matter of good organization that aids the understanding of complex definitions. Almost all programming languages explicitly include the notion of data ...
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