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Store-passing Style
Store-passing style is a programming technique that is used to model mutable state without using mutable state. It generally arises in the conversion of imperative programs into purely functional ones. So, for instance, consider this JavaScript program, written in a non-store-passing-style: var lastWasA = false // a treebin represents a binary tree of strings. // a treebin is either // - a string, or // - // does an in-order traversal of this tree's // leaves contain an 'a' followed by a 'b'? function aThenB(treebin) This contains a reference to a global variable. In store-passing style, the value of the global variable (or variables) is passed along to each call, and also returned from each call and threaded through the next call. The code might look like this: function aThenB(treebin, lastWasA) Note that each call takes an extra argument, and two values are now returned; the ordinary return value, and a new value representing the state of the formerly mutable vari ...
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State (computer Science)
In information technology and computer science, a system is described as stateful if it is designed to remember preceding events or user interactions; the remembered information is called the state of the system. The set of states a system can occupy is known as its state space. In a discrete system, the state space is countable and often finite. The system's internal behaviour or interaction with its environment consists of separately occurring individual actions or events, such as accepting input or producing output, that may or may not cause the system to change its state. Examples of such systems are digital logic circuits and components, automata and formal language, computer programs, and computers. The output of a digital circuit or deterministic computer program at any time is completely determined by its current inputs and its state. Digital logic circuit state Digital logic circuits can be divided into two types: combinational logic, whose output signals are dependen ...
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Essentials Of Programming Languages
''Essentials of Programming Languages'' (''EOPL'') is a textbook on programming languages by Daniel P. Friedman, Mitchell Wand, and Christopher T. Haynes. EOPL surveys the principles of programming languages from an operational perspective. It starts with an interpreter in Scheme for a simple functional core language similar to the lambda calculus and then systematically adds constructs. For each addition, for example, variable assignment or thread-like control, the book illustrates an increase in expressive power of the programming language and a demand for new constructs for the formulation of a direct interpreter. The book also demonstrates that systematic transformations, say, store-passing style or continuation-passing style, can eliminate certain constructs from the language in which the interpreter is formulated. The second part of the book is dedicated to a systematic translation of the interpreter(s) into register machines. The transformations show how to eliminate higher ...
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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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Purely Functional Programming
In computer science, purely functional programming usually designates a programming paradigm—a style of building the structure and elements of computer programs—that treats all computation as the evaluation of function (mathematics), mathematical functions. Program state and mutable objects are usually modeled with temporal logic, as explicit variables that represent the program state at each step of a program execution: a variable state is passed as an input parameter of a state-transforming function, which returns the updated state as part of its return value. This style handles state changes without losing the referential transparency of the program expressions. Purely functional programming consists of ensuring that functions, inside the functional programming, functional paradigm, will only depend on their arguments, regardless of any global or local state. A pure functional subroutine only has visibility of changes of state represented by state variables included in its ...
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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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Global Variable
In computer programming, a global variable is a variable with global scope, meaning that it is visible (hence accessible) throughout the program, unless shadowed. The set of all global variables is known as the ''global environment'' or ''global state.'' In compiled languages, global variables are generally static variables, whose extent (lifetime) is the entire runtime of the program, though in interpreted languages (including command-line interpreters), global variables are generally dynamically allocated when declared, since they are not known ahead of time. In some languages, all variables are global, or global by default, while in most modern languages variables have limited scope, generally lexical scope, though global variables are often available by declaring a variable at the top level of the program. In other languages, however, global variables do not exist; these are generally modular programming languages that enforce a module structure, or class-based object-oriente ...
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Parallelizable
In mathematics, a differentiable manifold M of dimension ''n'' is called parallelizable if there exist smooth vector fields \ on the manifold, such that at every point p of M the tangent vectors \ provide a basis of the tangent space at p. Equivalently, the tangent bundle is a trivial bundle, so that the associated principal bundle of linear frames has a global section on M. A particular choice of such a basis of vector fields on M is called a parallelization (or an absolute parallelism) of M. Examples *An example with n = 1 is the circle: we can take ''V''1 to be the unit tangent vector field, say pointing in the anti-clockwise direction. The torus of dimension n is also parallelizable, as can be seen by expressing it as a cartesian product of circles. For example, take n = 2, and construct a torus from a square of graph paper with opposite edges glued together, to get an idea of the two tangent directions at each point. More generally, every Lie group ''G'' is parallelizable, ...
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Continuation-passing Style
In functional programming, continuation-passing style (CPS) is a style of programming in which control is passed explicitly in the form of a continuation. This is contrasted with direct style, which is the usual style of programming. Gerald Jay Sussman and Guy L. Steele, Jr. coined the phrase in AI Memo 349 (1975), which sets out the first version of the Scheme programming language. John C. Reynolds gives a detailed account of the numerous discoveries of continuations. A function written in continuation-passing style takes an extra argument: an explicit "continuation"; ''i.e.'', a function of one argument. When the CPS function has computed its result value, it "returns" it by calling the continuation function with this value as the argument. That means that when invoking a CPS function, the calling function is required to supply a procedure to be invoked with the subroutine's "return" value. Expressing code in this form makes a number of things explicit which are implicit in direc ...
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Software Design Patterns
In software engineering, a software design pattern is a general, reusable solution to a commonly occurring problem within a given context in software design. It is not a finished design that can be transformed directly into source or machine code. Rather, it is a description or template for how to solve a problem that can be used in many different situations. Design patterns are formalized best practices that the programmer can use to solve common problems when designing an application or system. Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. Patterns that imply mutable state may be unsuited for functional programming languages. Some patterns can be rendered unnecessary in languages that have built-in support for solving the problem they are trying to solve, and object-oriented patterns are not necessarily suitable for non-object-oriented langua ...
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