Computer programmingComputer programming is the process of performing particular computations (or more generally, accomplishing specific computing results), usually by designing and building executable computer programs. Programming involves tasks such as analysis, generating algorithms, profiling algorithms' accuracy and resource consumption, and the implementation of algorithms (usually in a particular programming language, commonly referred to as coding).
Functional programmingIn computer science, functional programming is a programming paradigm where programs are constructed by applying and composing functions. It is a declarative programming paradigm in which function definitions are trees of expressions that map values to other values, rather than a sequence of imperative statements which update the running state of the program. In functional programming, functions are treated as first-class citizens, meaning that they can be bound to names (including local identifiers), passed as arguments, and returned from other functions, just as any other data type can.
Programming languageA 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.
Declarative programmingIn computer science, declarative programming is a programming paradigm—a style of building the structure and elements of computer programs—that expresses the logic of a computation without describing its control flow. Many languages that apply this style attempt to minimize or eliminate side effects by describing what the program must accomplish in terms of the problem domain, rather than describing how to accomplish it as a sequence of the programming language primitives (the how being left up to the language's implementation).
For loopIn computer science a for-loop or for loop is a control flow statement for specifying iteration. Specifically, a for loop functions by running a section of code repeatedly until a certain condition has been satisfied. For-loops have two parts: a header and a body. The header defines the iteration and the body is the code that is executed once per iteration. The header often declares an explicit loop counter or loop variable. This allows the body to know which iteration is being executed.
C++C++ ('si:_plVs_plVs, pronounced "C plus plus" and sometimes abbreviated as CPP) is a high-level, general-purpose programming language created by Danish computer scientist Bjarne Stroustrup. First released in 1985 as an extension of the C programming language, it has since expanded significantly over time; modern C++ currently has object-oriented, generic, and functional features, in addition to facilities for low-level memory manipulation.
Procedural programmingProcedural programming is a programming paradigm, derived from imperative programming, based on the concept of the procedure call. Procedures (a type of routine or subroutine) simply contain a series of computational steps to be carried out. Any given procedure might be called at any point during a program's execution, including by other procedures or itself. The first major procedural programming languages appeared circa 1957–1964, including Fortran, ALGOL, COBOL, PL/I and BASIC. Pascal and C were published circa 1970–1972.
Multiplication tableIn mathematics, a multiplication table (sometimes, less formally, a times table) is a mathematical table used to define a multiplication operation for an algebraic system. The decimal multiplication table was traditionally taught as an essential part of elementary arithmetic around the world, as it lays the foundation for arithmetic operations with base-ten numbers. Many educators believe it is necessary to memorize the table up to 9 × 9. The oldest known multiplication tables were used by the Babylonians about 4000 years ago.
MultiplicationMultiplication (often denoted by the cross symbol , by the mid-line dot operator , by juxtaposition, or, on computers, by an asterisk ) is one of the four elementary mathematical operations of arithmetic, with the other ones being addition, subtraction, and division. The result of a multiplication operation is called a product. The multiplication of whole numbers may be thought of as repeated addition; that is, the multiplication of two numbers is equivalent to adding as many copies of one of them, the multiplicand, as the quantity of the other one, the multiplier; both numbers can be referred to as factors.
Syntax highlightingSyntax highlighting is a feature of text editors that is used for programming, scripting, or markup languages, such as HTML. The feature displays text, especially source code, in different colours and fonts according to the category of terms. This feature facilitates writing in a structured language such as a programming language or a markup language as both structures and syntax errors are visually distinct.
Ancient Egyptian multiplicationIn mathematics, ancient Egyptian multiplication (also known as Egyptian multiplication, Ethiopian multiplication, Russian multiplication, or peasant multiplication), one of two multiplication methods used by scribes, is a systematic method for multiplying two numbers that does not require the multiplication table, only the ability to multiply and divide by 2, and to add. It decomposes one of the multiplicands (preferably the smaller) into a set of numbers of powers of two and then creates a table of doublings of the second multiplicand by every value of the set which is summed up to give result of multiplication.
Syntax (programming languages)In computer science, the syntax of a computer language is the rules that define 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).
Logic programmingLogic programming is a programming paradigm which is largely based on formal logic. Any program written in a logic programming language is a set of sentences in logical form, expressing facts and rules about some problem domain. Major logic programming language families include Prolog, answer set programming (ASP) and Datalog. In all of these languages, rules are written in the form of clauses: H :- B1, ..., Bn. and are read declaratively as logical implications: H if B1 and ... and Bn. H is called the head of the rule and B1, .
Scope (computer science)In computer programming, the scope of a name binding (an association of a name to an entity, such as a variable) is the part of a program where the name binding is valid; that is, where the name can be used to refer to the entity. In other parts of the program, the name may refer to a different entity (it may have a different binding), or to nothing at all (it may be unbound). Scope helps prevent name collisions by allowing the same name to refer to different objects – as long as the names have separate scopes.
Constraint programmingConstraint programming (CP) is a paradigm for solving combinatorial problems that draws on a wide range of techniques from artificial intelligence, computer science, and operations research. In constraint programming, users declaratively state the constraints on the feasible solutions for a set of decision variables. Constraints differ from the common primitives of imperative programming languages in that they do not specify a step or sequence of steps to execute, but rather the properties of a solution to be found.
Cayley tableNamed after the 19th century British mathematician Arthur Cayley, a Cayley table describes the structure of a finite group by arranging all the possible products of all the group's elements in a square table reminiscent of an addition or multiplication table. Many properties of a group - such as whether or not it is abelian, which elements are inverses of which elements, and the size and contents of the group's center - can be discovered from its Cayley table.
Fixed-point iterationIn numerical analysis, fixed-point iteration is a method of computing fixed points of a function. More specifically, given a function defined on the real numbers with real values and given a point in the domain of , the fixed-point iteration is which gives rise to the sequence of iterated function applications which is hoped to converge to a point . If is continuous, then one can prove that the obtained is a fixed point of , i.e., More generally, the function can be defined on any metric space with values in that same space.
Iterated functionIn mathematics, an iterated function is a function X → X (that is, a function from some set X to itself) which is obtained by composing another function f : X → X with itself a certain number of times. The process of repeatedly applying the same function is called iteration. In this process, starting from some initial object, the result of applying a given function is fed again in the function as input, and this process is repeated. For example on the image on the right: with the circle‐shaped symbol of function composition.
Infinite loopIn computer programming, an infinite loop (or endless loop) is a sequence of instructions that, as written, will continue endlessly, unless an external intervention occurs ("pull the plug"). It may be intentional. This differs from "a type of computer program that runs the same instructions continuously until it is either stopped or interrupted". Consider the following pseudocode: how_many = 0 while is_there_more_data() do how_many = how_many + 1 end display "the number of items counted = " how_many The same instructions were run continuously until it was stopped or interrupted .
Iterated function systemIn mathematics, iterated function systems (IFSs) are a method of constructing fractals; the resulting fractals are often self-similar. IFS fractals are more related to set theory than fractal geometry. They were introduced in 1981. IFS fractals, as they are normally called, can be of any number of dimensions, but are commonly computed and drawn in 2D. The fractal is made up of the union of several copies of itself, each copy being transformed by a function (hence "function system").