Game Oriented Assembly Lisp
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Game Oriented Assembly Lisp
Game Oriented Assembly Lisp (GOAL) is a programming language, a dialect of the language Lisp, made for video games developed by Andy Gavin and the ''Jak and Daxter'' team at the company Naughty Dog. It was written using Allegro Common Lisp and used in the development of the entire ''Jak and Daxter'' series of games. Design GOAL's syntax resembles the Lisp dialect Scheme, though with many idiosyncratic object-oriented programming features such as classes, inheritance, and virtual functions. GOAL encourages an imperative programming style: programs tend to consist of a sequence of events to be executed rather than the functional programming style of functions to be evaluated recursively. This is a diversion from Scheme, which allows such side effects but does not encourage imperative style. GOAL does not run in an interpreter, but instead is compiled directly into PlayStation 2 machine code to execute. It offers limited facilities for garbage collection, relying extensively on ...
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Multi-paradigm Programming Language
Programming paradigms are a way to classify programming languages based on their features. Languages can be classified into multiple paradigms. Some paradigms are concerned mainly with implications for the execution model of the language, such as allowing side effects, or whether the sequence of operations is defined by the execution model. Other paradigms are concerned mainly with the way that code is organized, such as grouping a code into units along with the state that is modified by the code. Yet others are concerned mainly with the style of syntax and grammar. Common programming paradigms include: * imperative in which the programmer instructs the machine how to change its state, ** procedural which groups instructions into procedures, ** object-oriented which groups instructions with the part of the state they operate on, * declarative in which the programmer merely declares properties of the desired result, but not how to compute it ** functional in which the des ...
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Jak And Daxter
''Jak and Daxter'' is an action-adventure video game franchise created by Andy Gavin and Jason Rubin and owned by Sony Interactive Entertainment. The series was originally developed by Naughty Dog with a number of installments being outsourced to Ready at Dawn and High Impact Games. The first game, '' Jak and Daxter: The Precursor Legacy'', released on December 3, 2001, was one of the earliest titles for the PlayStation 2, and is regarded as a defining franchise for the console. The games are story-based platformers that feature a mixture of action, racing and puzzle solving. The series is set in a fictional universe that incorporates science fantasy, steampunk, cyberpunk, and mystical elements, while centering on the eponymous characters as they try to uncover the secrets of their world, and unravel the mysteries left behind by an ancient race called the Precursors. The games are inspired by a combination of Eastern and Western culture, a decision made among the team me ...
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Computer Memory
In computing, memory is a device or system that is used to store information for immediate use in a computer or related computer hardware and digital electronic devices. The term ''memory'' is often synonymous with the term '' primary storage'' or '' main memory''. An archaic synonym for memory is store. Computer memory operates at a high speed compared to storage that is slower but less expensive and higher in capacity. Besides storing opened programs, computer memory serves as disk cache and write buffer to improve both reading and writing performance. Operating systems borrow RAM capacity for caching so long as not needed by running software. If needed, contents of the computer memory can be transferred to storage; a common way of doing this is through a memory management technique called '' virtual memory''. Modern memory is implemented as semiconductor memory, where data is stored within memory cells built from MOS transistors and other components on an integrate ...
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Garbage Collection (computer Science)
In computer science, garbage collection (GC) is a form of automatic memory management. The ''garbage collector'' attempts to reclaim memory which was allocated by the program, but is no longer referenced; such memory is called '' garbage''. Garbage collection was invented by American computer scientist John McCarthy around 1959 to simplify manual memory management in Lisp. Garbage collection relieves the programmer from doing manual memory management, where the programmer specifies what objects to de-allocate and return to the memory system and when to do so. Other, similar techniques include stack allocation, region inference, and memory ownership, and combinations thereof. Garbage collection may take a significant proportion of a program's total processing time, and affect performance as a result. Resources other than memory, such as network sockets, database handles, windows, file descriptors, and device descriptors, are not typically handled by garbage collection, ...
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Compiler
In computing, a compiler is a computer program that translates computer code written in one programming language (the ''source'' language) into another language (the ''target'' language). The name "compiler" is primarily used for programs that translate source code from a high-level programming language to a low-level programming language (e.g. assembly language, object code, or machine code) to create an executable program. Compilers: Principles, Techniques, and Tools by Alfred V. Aho, Ravi Sethi, Jeffrey D. Ullman - Second Edition, 2007 There are many different types of compilers which produce output in different useful forms. A ''cross-compiler'' produces code for a different CPU or operating system than the one on which the cross-compiler itself runs. A ''bootstrap compiler'' is often a temporary compiler, used for compiling a more permanent or better optimised compiler for a language. Related software include, a program that translates from a low-level language t ...
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Interpreter (computing)
In computer science, an interpreter is a computer program that directly executes instructions written in a programming or scripting language, without requiring them previously to have been compiled into a machine language program. An interpreter generally uses one of the following strategies for program execution: # Parse the source code and perform its behavior directly; # Translate source code into some efficient intermediate representation or object code and immediately execute that; # Explicitly execute stored precompiled bytecode made by a compiler and matched with the interpreter Virtual Machine. Early versions of Lisp programming language and minicomputer and microcomputer BASIC dialects would be examples of the first type. Perl, Raku, Python, MATLAB, and Ruby are examples of the second, while UCSD Pascal is an example of the third type. Source programs are compiled ahead of time and stored as machine independent code, which is then linked at run-time and execu ...
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Side Effect (computer Science)
In computer science, an operation, function or expression is said to have a side effect if it modifies some state variable value(s) outside its local environment, which is to say if it has any observable effect other than its primary effect of returning a value to the invoker of the operation. Example side effects include modifying a non-local variable, modifying a static local variable, modifying a mutable argument passed by reference, performing I/O or calling other functions with side-effects. In the presence of side effects, a program's behaviour may depend on history; that is, the order of evaluation matters. Understanding and debugging a function with side effects requires knowledge about the context and its possible histories. Side effects play an important role in the design and analysis of programming languages. The degree to which side effects are used depends on the programming paradigm. For example, imperative programming is commonly used to produce side effect ...
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Subroutine
In computer programming, a function or subroutine is a sequence of program instructions that performs a specific task, packaged as a unit. This unit can then be used in programs wherever that particular task should be performed. Functions may be defined within programs, or separately in libraries that can be used by many programs. In different programming languages, a function may be called a routine, subprogram, subroutine, method, or procedure. Technically, these terms all have different definitions, and the nomenclature varies from language to language. The generic umbrella term ''callable unit'' is sometimes used. A function is often coded so that it can be started several times and from several places during one execution of the program, including from other functions, and then branch back (''return'') to the next instruction after the ''call'', once the function's task is done. The idea of a subroutine was initially conceived by John Mauchly during his work on EN ...
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Functional Programming
In 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. This allows programs to be written in a declarative and composable style, where small functions are combined in a modular manner. Functional programming is sometimes treated as synonymous with purely functional programming, a subset of functional programming which treats all functions as deterministic mathematical functions, or pure functions. When a pure function is called wi ...
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Imperative Programming
In computer science, imperative programming is a programming paradigm of software that uses statements that change a program's state. In much the same way that the imperative mood in natural languages expresses commands, an imperative program consists of commands for the computer to perform. Imperative programming focuses on describing ''how'' a program operates step by step, 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. Imperative and procedural programming Procedural programming is a type of imperative programming in which the program is built from one or more procedures (also termed subroutines or functions). The terms are often used as synonyms, but the use of procedures has a dramatic effect on how imperative programs appear and how they are construct ...
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Virtual Function
In object-oriented programming, in languages such as C++, and Object Pascal, a virtual function or virtual method is an inheritable and overridable function or method for which dynamic dispatch is facilitated. This concept is an important part of the (runtime) polymorphism portion of object-oriented programming (OOP). In short, a virtual function defines a target function to be executed, but the target might not be known at compile time. Most programming languages, such as JavaScript, PHP and Python, treat all methods as virtual by default and do not provide a modifier to change this behavior. However, some languages provide modifiers to prevent methods from being overridden by derived classes (such as the ''final'' keyword in Java and PHP). Purpose The concept of the virtual function solves the following problem: In object-oriented programming, when a derived class inherits from a base class, an object of the derived class may be referred to via a pointer or refer ...
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Inheritance (object-oriented Programming)
In object-oriented programming, inheritance is the mechanism of basing an object or class upon another object ( prototype-based inheritance) or class ( class-based inheritance), retaining similar implementation. Also defined as deriving new classes ( sub classes) from existing ones such as super class or base class and then forming them into a hierarchy of classes. In most class-based object-oriented languages, an object created through inheritance, a "child object", acquires all the properties and behaviors of the "parent object" , with the exception of: constructors, destructor, overloaded operators and friend functions of the base class. Inheritance allows programmers to create classes that are built upon existing classes, to specify a new implementation while maintaining the same behaviors ( realizing an interface), to reuse code and to independently extend original software via public classes and interfaces. The relationships of objects or classes through inheritance give ...
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