Self (programming language)Self is an object-oriented programming language based on the concept of prototypes. Self began as a dialect of Smalltalk, being dynamically typed and using just-in-time compilation (JIT) as well as the prototype-based approach to objects: it was first used as an experimental test system for language design in the 1980s and 1990s. In 2006, Self was still being developed as part of the Klein project, which was a Self virtual machine written fully in Self. The latest version is 2017.1 released in May 2017.
Name bindingIn programming languages, name binding is the association of entities (data and/or code) with identifiers. An identifier bound to an object is said to reference that object. Machine languages have no built-in notion of identifiers, but name-object bindings as a service and notation for the programmer is implemented by programming languages. Binding is intimately connected with scoping, as scope determines which names bind to which objects – at which locations in the program code (lexically) and in which one of the possible execution paths (temporally).
Object lifetimeIn object-oriented programming (OOP), the object lifetime (or life cycle) of an object is the time between an object's creation and its destruction. Rules for object lifetime vary significantly between languages, in some cases between implementations of a given language, and lifetime of a particular object may vary from one run of the program to another. In some cases, object lifetime coincides with variable lifetime of a variable with that object as value (both for static variables and automatic variables), but in general, object lifetime is not tied to the lifetime of any one variable.
ISWIMISWIM (acronym for If you See What I Mean) is an abstract computer programming language (or a family of languages) devised by Peter Landin and first described in his article "The Next 700 Programming Languages", published in the Communications of the ACM in 1966. Although not implemented, it has proved very influential in the development of programming languages, especially functional programming languages such as SASL, Miranda, ML, Haskell and their successors, and dataflow programming languages like Lucid.
Label (computer science)In programming languages, a label is a sequence of characters that identifies a location within source code. In most languages, labels take the form of an identifier, often followed by a punctuation character (e.g., a colon). In many high-level languages, the purpose of a label is to act as the destination of a GOTO statement. In assembly language, labels can be used anywhere an address can (for example, as the operand of a JMP or MOV instruction). Also in Pascal and its derived variations.
Nesting (computing)In computing science and informatics, nesting 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. 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.
Forward declarationIn computer programming, a forward declaration is a declaration of an identifier (denoting an entity such as a type, a variable, a constant, or a function) for which the programmer has not yet given a complete definition. It is required for a compiler to know certain properties of an identifier (size for memory allocation, data type for type checking, such as type signature of functions), but not other details, like the particular value it holds (in case of variables or constants) or definition (in the case of functions).
Name resolution (programming languages)In programming languages, name resolution is the resolution of the tokens within program expressions to the intended program components. Expressions in computer programs reference variables, data types, functions, classes, objects, libraries, packages and other entities by name. In that context, name resolution refers to the association of those not-necessarily-unique names with the intended program entities. The algorithms that determine what those identifiers refer to in specific contexts are part of the language definition.
Typedeftypedef is a reserved keyword in the programming languages C, C++, and Objective-C. It is used to create an additional name (alias) for another data type, but does not create a new type, except in the obscure case of a qualified typedef of an array type where the typedef qualifiers are transferred to the array element type. As such, it is often used to simplify the syntax of declaring complex data structures consisting of struct and union types, although it is also commonly used to provide specific descriptive type names for integer data types of varying sizes.
Function prototypeIn computer programming, a function prototype or function interface is a declaration of a function that specifies the function’s name and type signature (arity, data types of parameters, and return type), but omits the function body. While a function definition specifies how the function does what it does (the "implementation"), a function prototype merely specifies its interface, i.e. what data types go in and come out of it.