PrototypeA prototype is an early sample, model, or release of a product built to test a concept or process. It is a term used in a variety of contexts, including semantics, design, electronics, and software programming. A prototype is generally used to evaluate a new design to enhance precision by system analysts and users. Prototyping serves to provide specifications for a real, working system rather than a theoretical one. In some design workflow models, creating a prototype (a process sometimes called materialization) is the step between the formalization and the evaluation of an idea.
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).
Integrated development environmentAn integrated development environment (IDE) is a software application that provides comprehensive facilities for software development. An IDE normally consists of at least a source-code editor, build automation tools, and a debugger. Some IDEs, such as NetBeans and Eclipse, contain the necessary compiler, interpreter, or both; others, such as SharpDevelop and Lazarus, do not. The boundary between an IDE and other parts of the broader software development environment is not well-defined; sometimes a version control system or various tools to simplify the construction of a graphical user interface (GUI) are integrated.
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.
Prototype-based programmingPrototype-based programming is a style of object-oriented programming in which behaviour reuse (known as inheritance) is performed via a process of reusing existing objects that serve as prototypes. This model can also be known as prototypal, prototype-oriented, classless, or instance-based programming. Prototype-based programming uses the process generalized objects, which can then be cloned and extended. Using fruit as an example, a "fruit" object would represent the properties and functionality of fruit in general.
Software prototypingSoftware prototyping is the activity of creating prototypes of software applications, i.e., incomplete versions of the software program being developed. It is an activity that can occur in software development and is comparable to prototyping as known from other fields, such as mechanical engineering or manufacturing. A prototype typically simulates only a few aspects of, and may be completely different from, the final product. Prototyping has several benefits: the software designer and implementer can get valuable feedback from the users early in the project.
Chern classIn mathematics, in particular in algebraic topology, differential geometry and algebraic geometry, the Chern classes are characteristic classes associated with complex vector bundles. They have since become fundamental concepts in many branches of mathematics and physics, such as string theory, Chern–Simons theory, knot theory, Gromov-Witten invariants. Chern classes were introduced by . Chern classes are characteristic classes. They are topological invariants associated with vector bundles on a smooth manifold.
Rapid prototypingRapid prototyping is a group of techniques used to quickly fabricate a scale model of a physical part or assembly using three-dimensional computer aided design (CAD) data. Construction of the part or assembly is usually done using 3D printing or "additive layer manufacturing" technology. The first methods for rapid prototyping became available in mid 1987 and were used to produce models and prototype parts. Today, they are used for a wide range of applications and are used to manufacture production-quality parts in relatively small numbers if desired without the typical unfavorable short-run economics.
Social classA social class or social stratum is a grouping of people into a set of hierarchical social categories, the most common being the upper, middle and lower classes. Membership in a social class can for example be dependent on education, wealth, occupation, income, and belonging to a particular subculture or social network. "Class" is a subject of analysis for sociologists, political scientists, anthropologists and social historians. The term has a wide range of sometimes conflicting meanings, and there is no broad consensus on a definition of "class".
Marxian class theoryMarxian class theory asserts that an individual's position within a class hierarchy is determined by their role in the production process, and argues that political and ideological consciousness is determined by class position. A class is those who share common economic interests, are conscious of those interests, and engage in collective action which advances those interests. Within Marxian class theory, the structure of the production process forms the basis of class construction.
Stiefel–Whitney classIn mathematics, in particular in algebraic topology and differential geometry, the Stiefel–Whitney classes are a set of topological invariants of a real vector bundle that describe the obstructions to constructing everywhere independent sets of sections of the vector bundle. Stiefel–Whitney classes are indexed from 0 to n, where n is the rank of the vector bundle. If the Stiefel–Whitney class of index i is nonzero, then there cannot exist everywhere linearly independent sections of the vector bundle.
SystemA system is a group of interacting or interrelated elements that act according to a set of rules to form a unified whole. A system, surrounded and influenced by its environment, is described by its boundaries, structure and purpose and is expressed in its functioning. Systems are the subjects of study of systems theory and other systems sciences. Systems have several common properties and characteristics, including structure, function(s), behavior and interconnectivity.
Characteristic classIn mathematics, a characteristic class is a way of associating to each principal bundle of X a cohomology class of X. The cohomology class measures the extent the bundle is "twisted" and whether it possesses sections. Characteristic classes are global invariants that measure the deviation of a local product structure from a global product structure. They are one of the unifying geometric concepts in algebraic topology, differential geometry, and algebraic geometry.
Execution (computing)Execution in computer and software engineering is the process by which a computer or virtual machine reads and acts on the instructions of a computer program. Each instruction of a program is a description of a particular action which must be carried out, in order for a specific problem to be solved. Execution involves repeatedly following a 'fetch–decode–execute' cycle for each instruction done by control unit. As the executing machine follows the instructions, specific effects are produced in accordance with the semantics of those instructions.
Class (computer programming)In object-oriented programming, a class is an extensible program-code-template for creating objects, providing initial values for state (member variables) and implementations of behavior (member functions or methods). In many languages, the class name is used as the name for the class (the template itself), the name for the default constructor of the class (a subroutine that creates objects), and as the type of objects generated by instantiating the class; these distinct concepts are easily conflated.
Software bugA software bug is an error, flaw or fault in the design, development, or operation of computer software that causes it to produce an incorrect or unexpected result, or to behave in unintended ways. The process of finding and correcting bugs is termed "debugging" and often uses formal techniques or tools to pinpoint bugs. Since the 1950s, some computer systems have been designed to deter, detect or auto-correct various computer bugs during operations.
Fault (geology)In geology, a fault is a planar fracture or discontinuity in a volume of rock across which there has been significant displacement as a result of rock-mass movements. Large faults within Earth's crust result from the action of plate tectonic forces, with the largest forming the boundaries between the plates, such as the megathrust faults of subduction zones or transform faults. Energy release associated with rapid movement on active faults is the cause of most earthquakes. Faults may also displace slowly, by aseismic creep.
Border Gateway ProtocolBorder Gateway Protocol (BGP) is a standardized exterior gateway protocol designed to exchange routing and reachability information among autonomous systems (AS) on the Internet. BGP is classified as a path-vector routing protocol, and it makes routing decisions based on paths, network policies, or rule-sets configured by a network administrator. BGP used for routing within an autonomous system is called Interior Border Gateway Protocol, Internal BGP (iBGP).