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Sass (stylesheet Language)
Sass (short for ''syntactically awesome style sheets'') is a preprocessor scripting language that is interpreted or compiled into Cascading Style Sheets (CSS). SassScript is the scripting language itself. Sass consists of two syntaxes. The original syntax, called "the indented syntax," uses a syntax similar to Haml. It uses indentation to separate code blocks and newline characters to separate rules. The newer syntax, SCSS (Sassy CSS), uses block formatting like that of CSS. It uses braces to denote code blocks and semicolons to separate rules within a block. The indented syntax and SCSS files are traditionally given the extensions .sass and .scss, respectively. CSS3 consists of a series of selectors and pseudo-selectors that group rules that apply to them. Sass (in the larger context of both syntaxes) extends CSS by providing several mechanisms available in more traditional programming languages, particularly object-oriented languages, but that are not available to CSS3 itse ...
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Hampton Catlin
Hampton Lintorn-Catlin ( né Catlin; born 1982) is an American computer programmer, programming language inventor, gay rights advocate, and author, best known as the creator of the Sass and Haml markup languages. Hampton was a Vice President of Engineering at Rent the Runway, and has previously held similar roles at Moovweb, Wordset, and at the Wikimedia Foundation. He is currently Chief Technology Officer at Thriveworks. Creations Haml He created a lightweight markup language called Haml which he intended to be a radically different design for inline page templating systems like eRuby in Ruby. Since its initial release in 2006, Haml has been in constant development and has been ported to over 10 other languages. It's the second most popular templating language for the Ruby on Rails framework and has inspired many other templating languages. Sass In 2007, Catlin created a style sheet language to expand on Cascading Style Sheets (CSS), used to describe presentation semant ...
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Syntax (programming Languages)
In computer science, the syntax of a computer language is the rules that defines the combinations of symbols that are considered to be correctly structured statements or expressions in that language. This applies both to programming languages, where the document represents source code, and to markup languages, where the document represents data. The syntax of a language defines its surface form. Text-based computer languages are based on sequences of characters, while visual programming languages are based on the spatial layout and connections between symbols (which may be textual or graphical). Documents that are syntactically invalid are said to have a syntax error. When designing the syntax of a language, a designer might start by writing down examples of both legal and illegal strings, before trying to figure out the general rules from these examples. Syntax therefore refers to the ''form'' of the code, and is contrasted with semantics – the ''meaning''. In processing ...
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Inheritance (computer Science)
In object-oriented programming, inheritance is the mechanism of basing an object or class upon another object ( prototype-based inheritance) or class ( class-based inheritance), retaining similar implementation. Also defined as deriving new classes ( sub classes) from existing ones such as super class or base class and then forming them into a hierarchy of classes. In most class-based object-oriented languages, an object created through inheritance, a "child object", acquires all the properties and behaviors of the "parent object" , with the exception of: constructors, destructor, overloaded operators and friend functions of the base class. Inheritance allows programmers to create classes that are built upon existing classes, to specify a new implementation while maintaining the same behaviors ( realizing an interface), to reuse code and to independently extend original software via public classes and interfaces. The relationships of objects or classes through inheritance give ris ...
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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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Nesting (computing)
In computing science and informatics, nestinghttps://study.com/academy/lesson/nesting-loops-statements-in-c-programming.html, title=Nesting Loops & Statements in C Programming is where information is organized in layers, or where objects contain other similar objects. It almost always refers to self-similar or recursive structures in some sense. Terminology Nesting can mean: * nested calls: ** using several levels of subroutines ** recursive calls * nested levels of parentheses in arithmetic expressions * nested blocks of imperative source code such as nested if-clauses, while-clauses, repeat-until clauses etc. * information hiding: ** nested function definitions with lexical scope ** nested data structures such as records, objects, classes, etc. * nested virtualization, also called recursive virtualization: running a virtual machine inside another virtual machine In spreadsheets In a spreadsheet functions can be ''nested'' one into another, making complex formulas. The func ...
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Variable (programming)
In computer programming, a variable is an abstract storage location paired with an associated symbolic name, which contains some known or unknown quantity of information referred to as a ''value''; or in simpler terms, a variable is a named container for a particular set of bits or type of data (like integer, float, string etc...). A variable can eventually be associated with or identified by a memory address. The variable name is the usual way to 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 bound to a value during run time, and the value of the variable may thus change during the course of program execution. Variables in programming may not directly correspond to the concept of variables in mathematics. The latter is abstract, having no reference to a physi ...
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Semantics Of Programming Languages
In programming language theory, semantics is the rigorous mathematical study of the meaning of programming languages. Semantics assigns computational meaning to valid strings in a programming language syntax. Semantics describes the processes a computer follows when executing a program in that specific language. This can be shown by describing the relationship between the input and output of a program, or an explanation of how the program will be executed on a certain platform, hence creating a model of computation. History In 1967, Robert W. Floyd publishes the paper ''Assigning meanings to programs''; his chief aim is "a rigorous standard for proofs about computer programs, including proofs of correctness, equivalence, and termination". Floyd further writes: A semantic definition of a programming language, in our approach, is founded on a syntactic definition. It must specify which of the phrases in a syntactically correct program represent commands, and what conditions ...
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Superset
In mathematics, set ''A'' is a subset of a set ''B'' if all elements of ''A'' are also elements of ''B''; ''B'' is then a superset of ''A''. It is possible for ''A'' and ''B'' to be equal; if they are unequal, then ''A'' is a proper subset of ''B''. The relationship of one set being a subset of another is called inclusion (or sometimes containment). ''A'' is a subset of ''B'' may also be expressed as ''B'' includes (or contains) ''A'' or ''A'' is included (or contained) in ''B''. A ''k''-subset is a subset with ''k'' elements. The subset relation defines a partial order on sets. In fact, the subsets of a given set form a Boolean algebra under the subset relation, in which the join and meet are given by intersection and union, and the subset relation itself is the Boolean inclusion relation. Definition If ''A'' and ''B'' are sets and every element of ''A'' is also an element of ''B'', then: :*''A'' is a subset of ''B'', denoted by A \subseteq B, or equivalently, :* ''B'' is ...
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Metalanguage
In logic and linguistics, a metalanguage is a language used to describe another language, often called the ''object language''. Expressions in a metalanguage are often distinguished from those in the object language by the use of italics, quotation marks, or writing on a separate line. The structure of sentences and phrases in a metalanguage can be described by a metasyntax. Types There are a variety of recognized metalanguages, including ''embedded'', ''ordered'', and ''nested'' (or ''hierarchical'') metalanguages. Embedded An embedded metalanguage is a language formally, naturally and firmly fixed in an object language. This idea is found in Douglas Hofstadter's book, '' Gödel, Escher, Bach'', in a discussion of the relationship between formal languages and number theory: "... it is in the nature of any formalization of number theory that its metalanguage is embedded within it." It occurs in natural, or informal, languages, as well—such as in English, where words ...
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Object-oriented Programming
Object-oriented programming (OOP) is a programming paradigm based on the concept of "objects", which can contain data and code. The data is in the form of fields (often known as attributes or ''properties''), and the code is in the form of procedures (often known as ''methods''). A common feature of objects is that procedures (or methods) are attached to them and can access and modify the object's data fields. In this brand of OOP, there is usually a special name such as or used to refer to the current object. In OOP, computer programs are designed by making them out of objects that interact with one another. OOP languages are diverse, but the most popular ones are class-based, meaning that objects are instances of classes, which also determine their types. Many of the most widely used programming languages (such as C++, Java, Python, etc.) are multi-paradigm and they support object-oriented programming to a greater or lesser degree, typically in combination with imper ...
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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 sp