Piet (programming Language)
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Piet (programming Language)
An esoteric programming language (sometimes shortened to esolang) is a programming language designed to test the boundaries of computer programming language design, as a proof of concept, as software art, as a hacking interface to another language (particularly functional programming or procedural programming languages), or as a joke. The use of the word ''esoteric'' distinguishes them from languages that working developers use to write software. The creators of most esolangs do not intend them to be used for mainstream programming, although some esoteric features, such as visuospatial syntax, have inspired practical applications in the arts. Such languages are often popular among hackers and hobbyists. Usability is rarely a goal for designers of esoteric programming languages; often their design leads to quite the opposite. Their usual aim is to remove or replace conventional language features while still maintaining a language that is Turing-complete, or even one for which the ...
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Programming Language
A programming language is a system of notation for writing computer programs. Most programming languages are text-based formal languages, but they may also be graphical. They are a kind of computer language. The description of a programming language is usually split into the two components of syntax (form) and semantics (meaning), which are usually defined by a formal language. Some languages are defined by a specification document (for example, the C programming language is specified by an ISO Standard) while other languages (such as Perl) have a dominant implementation that is treated as a reference. Some languages have both, with the basic language defined by a standard and extensions taken from the dominant implementation being common. Programming language theory is the subfield of computer science that studies the design, implementation, analysis, characterization, and classification of programming languages. Definitions There are many considerations when defini ...
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C (programming Language)
C (''pronounced like the letter c'') is a General-purpose language, general-purpose computer programming language. It was created in the 1970s by Dennis Ritchie, and remains very widely used and influential. By design, C's features cleanly reflect the capabilities of the targeted CPUs. It has found lasting use in operating systems, device drivers, protocol stacks, though decreasingly for application software. C is commonly used on computer architectures that range from the largest supercomputers to the smallest microcontrollers and embedded systems. A successor to the programming language B (programming language), B, C was originally developed at Bell Labs by Ritchie between 1972 and 1973 to construct utilities running on Unix. It was applied to re-implementing the kernel of the Unix operating system. During the 1980s, C gradually gained popularity. It has become one of the measuring programming language popularity, most widely used programming languages, with C compilers avail ...
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Reverse Polish Notation
Reverse Polish notation (RPN), also known as reverse Łukasiewicz notation, Polish postfix notation or simply postfix notation, is a mathematical notation in which operators ''follow'' their operands, in contrast to Polish notation (PN), in which operators ''precede'' their operands. It does not need any parentheses as long as each operator has a fixed number of operands. The description "Polish" refers to the nationality of logician Jan Łukasiewicz, who invented Polish notation in 1924. The first computer to use postfix notation, though it long remained essentially unknown outside of Germany, was Konrad Zuse's Z3 in 1941 as well as his Z4 in 1945. The reverse Polish scheme was again proposed in 1954 by Arthur Burks, Don Warren, and Jesse Wright and was independently reinvented by Friedrich L. Bauer and Edsger W. Dijkstra in the early 1960s to reduce computer memory access and use the stack to evaluate expressions. The algorithms and notation for this scheme were extended ...
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Stack (abstract Data Type)
In computer science, a stack is an abstract data type that serves as a collection of elements, with two main operations: * Push, which adds an element to the collection, and * Pop, which removes the most recently added element that was not yet removed. Additionally, a peek operation can, without modifying the stack, return the value of the last element added. Calling this structure a ''stack'' is by analogy to a set of physical items stacked one atop another, such as a stack of plates. The order in which an element added to or removed from a stack is described as last in, first out, referred to by the acronym LIFO. As with a stack of physical objects, this structure makes it easy to take an item off the top of the stack, but accessing a datum deeper in the stack may require taking off multiple other items first. Considered as a linear data structure, or more abstractly a sequential collection, the push and pop operations occur only at one end of the structure, referred to ...
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Shakespeare Programming Language
The Shakespeare Programming Language (SPL) is an esoteric programming language designed by Jon Åslund and Karl Wiberg. Like the Chef programming language, it is designed to make programs appear to be something other than programs — in this case, Shakespearean plays. A character list in the beginning of the program declares a number of stacks, naturally with names like "Romeo" and "Juliet". These characters enter into dialogue with each other in which they manipulate each other's topmost values, push and pop each other, and do I/O. The characters can also ask each other questions which behave as conditional statements. On the whole, the programming model is very similar to assembly language but much more verbose. Programming in Shakespeare Title The first line in a Shakespeare program is called the 'title'. The compiler considers anything from the first line to the first period to be a comment. Dramatis Personae This is the section where variables are declared. Each v ...
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Pointer (computer Programming)
In computer science, a pointer is an object in many programming languages that stores a memory address. This can be that of another value located in computer memory, or in some cases, that of memory-mapped computer hardware. A pointer ''references'' a location in memory, and obtaining the value stored at that location is known as ''dereferencing'' the pointer. As an analogy, a page number in a book's index could be considered a pointer to the corresponding page; dereferencing such a pointer would be done by flipping to the page with the given page number and reading the text found on that page. The actual format and content of a pointer variable is dependent on the underlying computer architecture. Using pointers significantly improves performance for repetitive operations, like traversing iterable data structures (e.g. strings, lookup tables, control tables and tree structures). In particular, it is often much cheaper in time and space to copy and dereference pointers th ...
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Malbolge
Malbolge () is a public domain esoteric programming language invented by Ben Olmstead in 1998, named after the eighth circle of hell in Dante's ''Inferno'', the Malebolge. It was specifically designed to be almost impossible to use, via a counter-intuitive 'crazy operation', base-three arithmetic, and self-altering code. It builds on the difficulty of earlier challenging esoteric languages (such as Brainfuck and Befunge), but takes this aspect to the extreme, playing on the entangled histories of computer science and encryption. Despite this design, it is possible to write useful Malbolge programs. Programming in Malbolge Malbolge was very difficult to understand when it arrived. It took two years for the first Malbolge program to appear. The author himself has never written a Malbolge program. The first program was not written by a human being; it was generated by a beam search algorithm designed by Andrew Cooke and implemented in Lisp. Later, Lou Scheffer posted a cryptanaly ...
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Imperative Programming
In computer science, imperative programming is a programming paradigm of software that uses statements that change a program's state. In much the same way that the imperative mood in natural languages expresses commands, an imperative program consists of commands for the computer to perform. Imperative programming focuses on describing ''how'' a program operates step by step, rather than on high-level descriptions of its expected results. The term is often used in contrast to declarative programming, which focuses on ''what'' the program should accomplish without specifying all the details of ''how'' the program should achieve the result. Imperative and procedural programming Procedural programming is a type of imperative programming in which the program is built from one or more procedures (also termed subroutines or functions). The terms are often used as synonyms, but the use of procedures has a dramatic effect on how imperative programs appear and how they are constructed ...
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Turing Machine
A Turing machine is a mathematical model of computation describing an abstract machine that manipulates symbols on a strip of tape according to a table of rules. Despite the model's simplicity, it is capable of implementing any computer algorithm. The machine operates on an infinite memory tape divided into discrete cells, each of which can hold a single symbol drawn from a finite set of symbols called the alphabet of the machine. It has a "head" that, at any point in the machine's operation, is positioned over one of these cells, and a "state" selected from a finite set of states. At each step of its operation, the head reads the symbol in its cell. Then, based on the symbol and the machine's own present state, the machine writes a symbol into the same cell, and moves the head one step to the left or the right, or halts the computation. The choice of which replacement symbol to write and which direction to move is based on a finite table that specifies what to do for each comb ...
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P′′
P′′ (P double prime) is a primitive computer programming language created by Corrado BöhmBöhm, C.: "On a family of Turing machines and the related programming language", ICC Bull. 3, 185-194, July 1964.Böhm, C. and Jacopini, G.: "Flow diagrams, Turing machines and languages with only two formation rules", CACM 9(5), 1966. (Note: This is the most-cited paper on the structured program theorem.) in 1964 to describe a family of Turing machines. Definition \mathcal^ (hereinafter written P′′) is formally defined as a set of words on the four-instruction alphabet \, as follows: Syntax # R and \lambda are words in P′′. # If q_1 and q_2 are words in P′′, then q_1 q_2 is a word in P′′. # If q is a word in P′′, then (q) is a word in P′′. # Only words derivable from the previous three rules are words in P′′. Semantics * \ is the tape-alphabet of a Turing machine with left-infinite tape, \Box being the ''blank'' symbol, equivalent to c_0. * All instructions ...
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Turing Tarpit
A Turing tarpit (or Turing tar-pit) is any programming language or computer interface that allows for flexibility in function but is difficult to learn and use because it offers little or no support for common tasks. The phrase was coined in 1982 by Alan Perlis in the '' Epigrams on Programming'': In any Turing complete language, it is possible to write any computer program, so in a very rigorous sense nearly all programming languages are equally capable. However, having that theoretical ability is not the same as usefulness in practice. Turing tarpits are characterized by having a simple abstract machine that requires the user to deal with many details in the solution of a problem. At the extreme opposite are interfaces that can perform very complex tasks with little human intervention but become obsolete if requirements change slightly. Some esoteric programming languages, such as Brainfuck, are specifically referred to as "Turing tarpits" because they deliberately implement t ...
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Befunge
Befunge is a two-dimensional stack-based, reflective, esoteric programming language. It differs from conventional languages in that programs are arranged on a two-dimensional grid. "Arrow" instructions direct the control flow to the left, right, up or down, and loops are constructed by sending the control flow in a cycle. It has been described as "a cross between Forth and Lemmings". History The language was originally created by Chris Pressey in 1993 for the Amiga, as an attempt to devise a language which is as hard to compile as possible. Note that the p command allows for self-modifying code. Nevertheless, a number of compilers have subsequently been written. A number of extensions to the original "Befunge-93" specification also exist, most notably Funge-98, which extends the concept to an arbitrary number of dimensions and can be multithreaded, with multiple instruction pointers operating simultaneously on the same space. Befunge-extensions and variants are called ''Fu ...
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