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Prototype-based programming - Prototype-based programming Prototype-orientation, or more commonly, prototype based programming, is a specific style of object-oriented programming. The first example of a prototype based language was Self, work which has been copied in other projects such as Cecil, JavaScript, NewtonScript and the MOO programming language. Traditional OO With traditional OO systems, objects come in two general types. Classes organize the basic layout and functionality of other objects, and instances are "usable" objects based on the pattern inside a particular class. Using such a system typically means designing the classes you'll need, and then writing a program that creates various instances of those classes for the user to work with. If you look inside the computer you can quickly see the reason for this dichotomy. The classes are.

Glossary of object-oriented programming - Glossary of object-oriented programming Those words found in object-oriented programming. Some are related to OOP and some not. Abstract class (also called Deferred class) Abstract method Access control Accessor method Allocated class Automatic strage management Binding Binding time Cascaded message Cast Class Class hierarchy Class method Class object Client-side computing Cohesion Collaborator Collection class Composition Constructor Container class Contravariance Copy constructor Coupling Covariance Data hiding Default contructor - a constructor without any argument. Deep copy Delegation Destructor Dispatch table Dynamic binding Dynamic class Dynamically typed language Dynamic variable Eary binding ECOOP Encapsulation Factory method Factory object Finalizer Fragile base class Generic method has-a relation Heap-based memory allocation Hybrid language Immutable object (also called immutable value) Information hiding Inheritance Initialize in-line function Inner class Instance Instance method Instance variable (also.

Categorical list of programming languages - Categorical list of programming languages This is a list of programming language grouped by category. See also Alphabetical list of programming languages Chronological list of programming languages Generational list of programming languages Assembly languages directly correspond to a machine language (see below) in order to allow machine code instructions to be written in a form understandable by humans. Assembly languages allow programmers to use symbolic addresses which are later converted to absolute addresses by the assembler. Most assemblers also allow for macros and symbolic constants as well. SSK (Sistema Simvolicheskogo Kodirovaniya, or "System of symbolic coding") for Minsk family of computers. AKI (AvtoKod Ingenera, i.e., "engineer's autocode") for Minsk family of computers was half-step away from assembly languages and doesn't really fit into any other categories in this.

NewtonScript programming language - NewtonScript programming language NewtonScript is an prototype based programming language created to write programs for the Apple Newton. It is heavily influenced by the Self computer language, but extended to be more suited to the personal digital assistant's needs. History Traditional computers, at least in the desktop role, have two modes; "on" and "off". When moving from one mode to the other the state of the machine is lost from memory, and requires a sometimes lengthy "boot" process to return the machine to the "on" state. This does not suffice for a PDA type device where the user expects the machine to be available almost instantly for taking down quick notes. Yet a machine can not be left "on" for any length of time either, as this.

MOO programming language - MOO programming language The MOO programming language is a programming language used to support the MOO system. It is a prototype based object oriented system, with syntax derived from the Algol programming language. It supports multi-tasking using a retribution based time slicing method. Verbs run with exclusive access to the database, so no explicit locking is necessary to maintain synchronization. The language has explicit exception handling control flow, as well as traditional looping constructs. A verb and property hierarchy provides default values to prototype objects, with over-riding values 'lower' in the hierarchy. Programs are byte-code compiled, with implicit decompilation when editing, thus providing a canonical form of programs. TCP/IP messaging (telnet compatible) is used to communicate with client sockets, each of which is identified with a 'player'.

History of Microsoft Windows - Microsoft modeled the GUI after that of Apple's MacOS. Bill Gates had been shown a Macintosh prototype by Steve Jobs early in its development, around 1981, and Microsoft was partnered by Apple to create some of the important early Mac software, such as Word and Excel. Gates is reported to have demanded of his engineers "I want Mac on a PC, I want Mac on a PC!". It was this desire to see a Mac-like interface on the then-cheaper Intel-based hardware that was the inspiration and driving force behind Windows. Early history This first independent version of Microsoft Windows, version 1.0, released in 1985, lacked a degree of functionality and achieved little popularity. Windows 1.0 did not provide a complete operating system, but rather extended MS-DOS and shared the latter's inherent.

Unisys ICON - (including a hard drive) and a trackball for mouse-like pointing support. In response, Robert Arn set up CEMCorp, the Canadian Educational Microprocessors Corporation, to design and build such a machine. The basic ICON design was completed using off the shelf parts, and had reached "beta quality" after just over a year. At this point Burroughs Canada was brought in to produce them. It wasn't long after this that Sperry and Burroughs merged to form Unisys. Nevertheless the machine was deployed widely in Ontario schools starting in 1984. As a school machine it was almost ideal, but the software suite available for it was never up to desired standards. Some programming classes disregarded the ICON due to its "odd" Unix-like nature; machines like the PET booted directly into the BASIC programming language,.

Unix philosophy - set of cultural norms and philosophical approaches to developing software systems based on the experience of leading developers of the Unix operating system. Many individuals have examined these norms and tried to summarize them in some way. Doug McIlroy, the inventor of Unix pipes and one of the founders of the Unix tradition, summarized the philosophy in A Quarter Century of Unix as follows: "This is the Unix philosophy: Write programs that do one thing and do it well. Write programs to work together. Write programs to handle text streams, because that is a universal interface." This has sometimes been briefly summarized as "Do one thing, do it well." Rob Pike, a leading expert on applying the C programming language, offers the following "rules" in Notes on C Programming as programming.

Database management system - tightly linked to the database in order to gain speed at the price of flexibility. Navigational databases As computers grew in capability this tradeoff became increasingly unnessesary, and a number of general-purpose database systems emerged, and by the mid-1960s there were a number of such systems in commercial use. Interest in a standard started to grow, and Charles Bachman, author of one such product, IDS, founded the Database Task Group within Codasyl, the group responsible for the creation and standardization of COBOL. In 1971 they delivered their standard, which generally became known as the Codasyl approach, and soon there were a number of commercial products based on it available. The Codasyl approach was based on the "manual" navigation of a linked dataset which was formed into a large network. When the.

Basic Object System - Basic Object System In computer programming, the Basic Object System (BOS) is a C-callable library that implements the notion of object and which uses tcl as its interpreter for interpreted methodss (you can have "compiled" methods in C, and mix compiled and interpreted methods in the same object, plus lots more). You can subclass and mix in existing objects using BOS to extend, among other things, the set of tk widgets. BOS is a class-free object system, also called a prototype-based object system; it is modelled loosely on the Self system from Stanford University. This article was originally based on material from FOLDOC, used with permission. Update as needed. This article is a stub. You can help Wikipedia by fixing it..

Timeline of computing 500 BC-1949 - interpreted as a mechanical calculator capable of addition and subtraction. A working model inspired by this plan was built in 1968 but it remains controversial whether Leonardo really had a calculator in mind (see [here].) 1614 Scotsman John Napier (1550-1617) published a paper outlining his discovery of the logarithm. Napier also invented an ingenious system of moveable rods (referred to as Napier's Rods or Napier's bones). These were based on logarithms and allowed the operator to multiply, divide and calculate square and cube roots by moving the rods around and placing them in specially constructed boards. 1623 Wilhelm Schickard (1592-1635), of Tübingen, Württemberg (now in Germany), built the first discrete automatic calculator, and thus essentially started the computer era. His device was called the "Calculating Clock". This mechanical machine was capable.

Sega 32X - planets. Some used System 16 technology like the Sega Megadrive and Sega Genesis did, as well as other arcade games. On January 8, 1994, Hayao Nakayama, then CEO of Sega, ordered his company to make a 32-bit cartridge based console that would be in stores by Christmas 1994. This would at first be named "Project Jupiter", but after Sega found CD technology cheaper, they decided to modify it instead of dropping the cartridge project. Hideki Sato and some other Sega of Japan engineers came over to collabarate about the project with Sega of America's Joe Miller. The first idea was a new Sega Megadrive with more colors and a 32-bit processor. Miller thought that an add-on to the Megadrive would be a better idea, because he felt that gamers would not.

Slate (language) - Slate (language) Slate is a prototype based object-oriented programming language with multiple dispatch. It uses the syntax of Smalltalk and some ideas of Self, and is currently being developed at http://slate.tunes.org..

Symbolics - Angeles). Symbolics designed and manufactured a line of Lisp machines, single-user computers optimized to run the programming language Lisp. Symbolics also made significant advances in software technology, and offered the premier software development environment of the 1980s and early 1990s. The Lisp Machine was the first commercially available "workstation" (although that word had not yet been coined). History Symbolics was a spinoff from the MIT AI Lab, one of two companies to be founded by AI Lab staffers for the purpose of manufacturing Lisp machines. (The other was Lisp Machines, Inc) Symbolics's initial product, the LM-2, was a repackaged version of the MIT CADR Lisp machine design. The operating system and software development environment, which were written in Lisp from the microcode up, were initially based on MIT's Lisp Machine Lisp..

Pac-Man - Akabei, Pinky, Aosuke, and Guzuta). Four special dots in the corners of the maze allowed Pac-Man the short-lived ability to eat the ghost, who had to go back "home" (a section in the center of the maze) to regenerate. Some levels were separated with humorous animated cut-scenes featuring Pac-Man and the ghosts. Implementation The movements of the monsters were strictly deterministic—there was no random or even pseudo-randomness in the algorithms choosing their paths. Therefore, the game could be played indefinitely by learning sequences of movements (termed "patterns" or "keys") and repeating them mechanically. Later revisions of the programming altered the behavior, but retained the determinism and thus the game remained susceptible. A Disastrous Port The first attempt to adapt Pac-Man to the home video game market was a disastrous failure. Atari.

NeXT - company, known to the public for its series of futuristic computers, and to the programming world for its development platforms. It was bought in a takeover by Apple Computer and is no longer in business. Table of contents showTocToggle("show","hide") 1 Prehistory 2 NeXT Computer 3 NeXT Software 4 End of NeXT 5 Miscellaneous Prehistory In 1985 Steve Jobs began to regret hiring John Sculley as the new CEO of Apple, and started a brief power struggle to regain control of the company. The board stood behind Sculley, and in the aftermath Jobs was stripped of most of his duties, and banished to an office at the back of a distant building on the Apple campus. After a few months of being ignored, he left. After "bumming around" for a while he.

Maurice Wilkes - computers. However, his laboratory's computer, the EDSAC, was finished before any other stored program computer, and operated successfully in June 1949. He invented microprogramming while designing the control unit of the EDSAC 2, which was the first microprogrammed computer. The EDSAC 2 also used a "bit slice" design. Interchangable, replaceable tube assemblies were used for each bit of the processor. This was extremely advanced at the time. The next computer for his laboratory was a joint venture with Ferranti Corp, the Titan. It eventually supported an early time-sharing system and provided wider access to computing resources in the university, including time-shared graphics systems (under Charles Lang) for mechanical CAD. A notable design feature of the Titan's operating system was that it provided controlled access based on the identity of the program,.

Kid programming language - Kid programming language Kid is a kernel language for Id. A refinement of P-TAC, used as an intermediate language for Id. Lambda-calculus with first-class let-blocks and I-structures. Reference "A Syntactic Approach to Program Transformations", Z. Ariola et. al., SIGPLAN Notices 26(9):116-129 (Sept 1991). This article was originally based on content from FOLDOC, used with permission. Update as needed..

Jackson Structured Programming - Jackson Structured Programming Jackson Structured Programming or JSP is a method for structured programming based on correspondences between data structure and program structure. It was originally developed in the 1970s by IT consultant Michael A. Jackson in order to improve the general standard of COBOL programming, although it is just as applicable to C or to Lisp for that matter. Although it imposes a structure upon a program which improves its modifiability and maintainability, the structure is rather different from the type of structure advocated by Wirth, Dijkstra, et al. External Links: http://dspace.dial.pipex.com/jacksonma/ http://www.ida.his.se/ida/~henrike/JSP/.

Jess programming language - Jess programming language Jess, an acronym for Java Expert System Shell, is a superset of CLIPS programming language, developed by Ernest Friedman-Hill of Sandia National Labs. It was first written in late 1995. It provides rule-based programming suitable for automating an expert system, and is often referred to as an expert system shell. In recent years, intelligent agent systems have also developed, which depend on a similar capability. Rather than a procedural paradigm, where a single program has a loop that is activated only one time, the declarative paradigm used by Jess matches a rule with a single fact specified as its input and processes that fact as its output. When the program is run, the rules engine will activate one for each matching fact. Jess can.


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