Esoteric Programming Languages
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Esoteric Programming Languages
An esoteric programming language (sometimes shortened to esolang) is a programming language designed to test the boundaries of computer programming language design, as a proof of concept, as software art, as a hacking interface to another language (particularly functional programming or procedural programming languages), or as a joke. The use of the word ''esoteric'' distinguishes them from languages that working developers use to write software. The creators of most esolangs do not intend them to be used for mainstream programming, although some esoteric features, such as live visualization of code, have inspired practical applications in the arts. Such languages are often popular among hackers and hobbyists. Usability is rarely a goal for designers of esoteric programming languages; often their design leads to quite the opposite. Their usual aim is to remove or replace conventional language features while still maintaining a language that is Turing-complete, or even one for wh ...
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Programming Language
A programming language is a system of notation for writing computer programs. Programming languages are described in terms of their Syntax (programming languages), syntax (form) and semantics (computer science), semantics (meaning), usually defined by a formal language. Languages usually provide features such as a type system, Variable (computer science), variables, and mechanisms for Exception handling (programming), error handling. An Programming language implementation, implementation of a programming language is required in order to Execution (computing), execute programs, namely an Interpreter (computing), interpreter or a compiler. An interpreter directly executes the source code, while a compiler produces an executable program. Computer architecture has strongly influenced the design of programming languages, with the most common type (imperative languages—which implement operations in a specified order) developed to perform well on the popular von Neumann architecture. ...
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Assembly Language
In computing, assembly language (alternatively assembler language or symbolic machine code), often referred to simply as assembly and commonly abbreviated as ASM or asm, is any low-level programming language with a very strong correspondence between the instructions in the language and the architecture's machine code instructions. Assembly language usually has one statement per machine instruction (1:1), but constants, comments, assembler directives, symbolic labels of, e.g., memory locations, registers, and macros are generally also supported. The first assembly code in which a language is used to represent machine code instructions is found in Kathleen and Andrew Donald Booth's 1947 work, ''Coding for A.R.C.''. Assembly code is converted into executable machine code by a utility program referred to as an '' assembler''. The term "assembler" is generally attributed to Wilkes, Wheeler and Gill in their 1951 book '' The Preparation of Programs for an Electronic Dig ...
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Shakespeare Programming Language
The Shakespeare Programming Language (SPL) is an esoteric programming language designed by Jon Åslund and Karl Wiberg. Like the Chef programming language, it is designed to make programs appear to be something other than programs — in this case, Shakespearean plays. A character list in the beginning of the program declares a number of stacks, naturally with names like "Romeo" and "Juliet". These characters enter into dialogue with each other in which they manipulate each other's topmost values, push and pop each other, and do I/O. The characters can also ask each other questions which behave as conditional statements. On the whole, the programming model is very similar to assembly language but much more verbose. Programming in Shakespeare Title The first line in a Shakespeare program is called the 'title'. The compiler considers anything from the first line to the first period to be a comment. Dramatis Personae This is the section where variables are declared. Each ...
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Pointer (computer Programming)
In computer science, a pointer is an object in many programming languages that stores a memory address. This can be that of another value located in computer memory, or in some cases, that of memory-mapped computer hardware. A pointer ''references'' a location in memory, and obtaining the value stored at that location is known as ''dereferencing'' the pointer. As an analogy, a page number in a book's index could be considered a pointer to the corresponding page; dereferencing such a pointer would be done by flipping to the page with the given page number and reading the text found on that page. The actual format and content of a pointer variable is dependent on the underlying computer architecture. Using pointers significantly improves performance for repetitive operations, like traversing iterable data structures (e.g. strings, lookup tables, control tables, linked lists, and tree structures). In particular, it is often much cheaper in time and space to copy and deref ...
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Malbolge
Malbolge () is a public domain esoteric programming language invented by Ben Olmstead in 1998, named after the eighth circle of hell in Dante's '' Inferno'', the Malebolge. It was specifically designed to be almost impossible to use, via a counter-intuitive "crazy operation", base-three arithmetic, and self-altering code. It builds on the difficulty of earlier challenging esoteric languages (such as Brainfuck and Befunge) but exaggerates this aspect to an extreme degree, playing on the entangled histories of computer science and encryption. Despite this design, it is possible to write useful Malbolge programs. Programming in Malbolge Malbolge was very difficult to understand when it arrived, taking two years for the first Malbolge program to appear. The author himself has never written a Malbolge program. The first program was not written by a human being; it was generated by a beam search algorithm designed by Andrew Cooke and implemented in Lisp. Later, Lou Scheffer poste ...
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Imperative Programming
In computer science, imperative programming is a programming paradigm of software that uses Statement (computer science), statements that change a program's state (computer science), state. In much the same way that the imperative mood in natural languages expresses commands, an imperative program consists of command (computing), commands for the computer to perform. Imperative programming focuses on describing ''how'' a program operates step by step (with general order of the steps being determined in source code by the placement of statements one below the other), 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. Procedural programming Procedural programming is a type of imperative programming in which the program is built from one or more procedures (also termed s ...
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Brainfuck
Brainfuck is an esoteric programming language created in 1993 by Swiss student Urban Müller. Designed to be extremely minimalistic, the language consists of only eight simple commands, a data pointer, and an instruction pointer. Brainfuck is an example of a so-called Turing tarpit: it can be used to write any program, but it is not practical to do so because it provides so little abstraction that the programs get very long or complicated. While Brainfuck is fully Turing-complete, it is not intended for practical use but to challenge and amuse programmers. Brainfuck requires one to break down commands into small and simple instructions. The language takes its name from the slang term '' brainfuck'', which refers to things so complicated or unusual that they exceed the limits of one's understanding, as it was not meant or made for designing actual software but to challenge the boundaries of computer programming. Because the language's name contains profanity, many substitutes ...
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Turing Machine
A Turing machine is a mathematical model of computation describing an abstract machine that manipulates symbols on a strip of tape according to a table of rules. Despite the model's simplicity, it is capable of implementing any computer algorithm. The machine operates on an infinite memory tape divided into discrete mathematics, discrete cells, each of which can hold a single symbol drawn from a finite set of symbols called the Alphabet (formal languages), alphabet of the machine. It has a "head" that, at any point in the machine's operation, is positioned over one of these cells, and a "state" selected from a finite set of states. At each step of its operation, the head reads the symbol in its cell. Then, based on the symbol and the machine's own present state, the machine writes a symbol into the same cell, and moves the head one step to the left or the right, or halts the computation. The choice of which replacement symbol to write, which direction to move the head, and whet ...
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P′′
P′′ (P double prime) is a primitive computer programming language created by Corrado BöhmBöhm, C.: "On a family of Turing machines and the related programming language", ICC Bull. 3, 185-194, July 1964.Böhm, C. and Jacopini, G.: "Flow diagrams, Turing machines and languages with only two formation rules", CACM 9(5), 1966. (Note: This is the most-cited paper on the structured program theorem.) in 1964 to describe a family of Turing machines. Definition \mathcal^ (hereinafter written P′′) is formally defined as a set of words on the four-instruction alphabet \, as follows: Syntax # R and \lambda are words in P′′. # If q_1 and q_2 are words in P′′, then q_1 q_2 is a word in P′′. # If q is a word in P′′, then (q) is a word in P′′. # Only words derivable from the previous three rules are words in P′′. Semantics * \ is the tape-alphabet of a Turing machine with left-infinite tape, \Box being the ''blank'' symbol, equivalent to c_0. * All instruction ...
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Turing Tarpit
A Turing tarpit (or Turing tar-pit) is any programming language or computer interface that allows for flexibility in function but is difficult to learn and use because it offers little or no support for common tasks. The phrase was coined in 1982 by Alan Perlis in the '' Epigrams on Programming'': In any Turing complete language, it is possible to write any computer program, so in a very rigorous sense nearly all programming languages are equally capable. However, having that theoretical ability is not the same as usefulness in practice. Turing tarpits are characterized by having a simple abstract machine that requires the user to deal with many details in the solution of a problem. At the extreme opposite are interfaces that can perform very complex tasks with little human intervention but become obsolete if requirements change slightly. Some esoteric programming languages, such as Brainfuck or Malbolge, are specifically referred to as "Turing tarpits" because they deliberate ...
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Befunge
Befunge is a two-dimensional stack-based, reflective, esoteric programming language. It differs from conventional languages in that programs are arranged on a two-dimensional grid. "Arrow" instructions direct the control flow to the left, right, up or down, and loops are constructed by sending the control flow in a cycle. It has been described as "a cross between Forth and Lemmings". Befunge was created by Chris Pressey in 1993 for the Amiga. The language was designed to be as hard to compile as possible, featuring self-modifying code and a multi-dimensional playfield. Despite this, several compilers have been written for the language. The original Befunge-93 specification limited programs to an 80x25 grid, and while not Turing-complete, subsequent extensions like Funge-98 expanded the concept to achieve Turing completeness. The name "Befunge" originated from a typing error in an online discussion. While it was designed to be difficult to compile, compilers such as bef2c a ...
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Brainfuck
Brainfuck is an esoteric programming language created in 1993 by Swiss student Urban Müller. Designed to be extremely minimalistic, the language consists of only eight simple commands, a data pointer, and an instruction pointer. Brainfuck is an example of a so-called Turing tarpit: it can be used to write any program, but it is not practical to do so because it provides so little abstraction that the programs get very long or complicated. While Brainfuck is fully Turing-complete, it is not intended for practical use but to challenge and amuse programmers. Brainfuck requires one to break down commands into small and simple instructions. The language takes its name from the slang term '' brainfuck'', which refers to things so complicated or unusual that they exceed the limits of one's understanding, as it was not meant or made for designing actual software but to challenge the boundaries of computer programming. Because the language's name contains profanity, many substitutes ...
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