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Go (programming language)

Go (programming language)
"Google Go" redirects here. For the computer program by Google to play the board game Go, see AlphaGo. Two major implementations exist: With this type definition, ipv4addr(x) interprets the uint32 value x as an IP address. // ZeroBroadcast reports whether addr is 255.255.255.255.func (addr ipv4addr) ZeroBroadcast() bool { return addr == 0xFFFFFFFF} An interface specifies a set of types by listing required methods and their types, and is satisfied by any type that has the required methods. Go critics assert that: The Go authors put substantial effort into molding the style and design of Go programs: Go includes the same sort of debugging, testing, and code-vetting tools as many language distributions. It also includes profiling and debugging support, runtime instrumentation (to, for example, track garbage collection pauses), and a race condition tester. Here is a Hello world program in Go: package main import "fmt" func main() { fmt.Println("Hello, World")}

GoForCPPProgrammers - go-wiki - Go for C++ Programmers - Go Language Community Wiki Go is a systems programming language intended to be a general-purpose systems language, like C++. These are some notes on Go for experienced C++ programmers. This document discusses the differences between Go and C++, and says little to nothing about the similarities. An important point to keep in mind is that there are some fundamental differences in the thought processes required to be proficient in the two respective languages. For a more general introduction to Go, see the Go Tour, How to Write Go Code and Effective Go. For a detailed description of the Go language, see the Go spec. Conceptual Differences Go does not have classes with constructors or destructors. Syntax The declaration syntax is reversed compared to C++. Declarations generally take the form of a keyword followed by the name of the object being declared. You can also use a keyword followed by a series of declarations in parentheses. var ( i int m float64) func f(i, j, k int, s, t string) var v = *p This is equivalent to Types

Comparison of C Sharp and Visual Basic .NET Comparison of two programming languages Language history[edit] C# and VB.NET are syntactically very different languages with very different histories. BASIC's roots go back to Dartmouth College.[3] BASIC (Beginner's All-purpose Symbolic Instruction Code) was developed in the 1960s as a method to overcome the difficulties of using assembly language written for processor-specific and/or brand name specific mainframes and hardware. Programming was hardware dependent by design more so for marketing reasons than to preserve the logical composition of programming that should transcend hardware. VB.NET finds its roots in BASIC. In February 2017, Microsoft communicated their intent to end the "co-evolution" strategy between the two languages that had existed since 2010 and allow the two languages to again evolve independently. Language comparison[edit] Though C# and VB.NET are syntactically very different, that is where the differences mostly end. Runtime multi-language support[edit] Keywords[edit]

So You Want to Be an App Developer? Here's How [INFOGRAPHIC] Apps are in. There's no denying it. Seems everyone these days has a great idea for a mobile app: apps to find food, apps to find rides, apps to find more apps. The list goes on. But just how do you become an app developer anyway? As with so many paths to success, there's no one rote way. A degree in computer science or software engineering is a very strong foundation. To do that, you'll need a well-rounded skillset, including UI design, familiarity with a range of programming languages, backend computing knowledge and — this one's very important — some savvy business knowledge. The online education portal Schools.com recently surveyed the app landscape, and pulled information from a variety of sources around the web to put together the infographic below, which serves as a primer for aspiring developers.

Small-C Subset of a programming language Language subset[edit] "In May of 1980 Dr. Dobb's Journal ran an article entitled "A Small C Compiler for the 8080s" in which Ron Cain presented a small compiler for a subset of the C language. The most interesting feature of the compiler besides its small size was the language in which it was written—the one it compiled. Recognizing the need for improvements, Ron encouraged me to produce a second version, and in December 1982 it also appeared in Dr. See also[edit] BDS C (1979) – C compiler for Z80 and 8080 systemsMISOSYS C (1985) - C compiler for TRS-80 (Z80 CPU)Tiny C (2002) – C compiler for slow x86 and ARM computers having little disk space Small-C variants[edit] Z88DK – Cross Small-C implementation for Z80 based microcomputerscc65 – Cross Small-C implementation for 6502 computersDeep Blue C – Native Small-C for the Atari 8-bit familyA.J.Travis – Native Small-C for the BBC Micro[2] References[edit] Notes[edit] External links[edit]

SyncPad High-Level Shader Language Shading language The High-Level Shader Language[1] or High-Level Shading Language[2] (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher. HLSL is analogous to the GLSL shading language used with the OpenGL standard. It is very similar to the Nvidia Cg shading language, as it was developed alongside it. Early versions of the two languages were considered identical, only marketed differently.[3] HLSL shaders can enable profound speed and detail increases as well as many special effects in both 2D and 3D computer graphics. HLSL programs come in six forms: pixel shaders (fragment in GLSL), vertex shaders, geometry shaders, compute shaders, tessellation shaders (Hull and Domain shaders), and ray tracing shaders (Ray Generation Shaders, Intersection Shaders, Any Hit/Closest Hit/Miss Shaders). See also[edit] [edit]

RFC 1149 - Standard for the transmission of IP datagrams on avian carriers [Docs] [txt|pdf] [Errata] Updated by: 2549, 6214 EXPERIMENTAL Errata Exist Network Working Group D. Waitzman Request for Comments: 1149 BBN STC 1 April 1990 Status of this Memo This memo describes an experimental method for the encapsulation of IP datagrams in avian carriers. This specification is primarily useful in Metropolitan Area Networks. This is an experimental, not recommended standard. RFC 1149 IP Datagrams on Avian Carriers 1 April 1990 regenerating. Html markup produced by rfcmarkup 1.109, available from ACC (programming language) From Wikipedia, the free encyclopedia Programming language ACC uses simple commands which place objects and change them. Putnam model The Putnam model is an empirical software effort estimation model.[1] The original paper by Lawrence H. Putnam published in 1978 is seen as pioneering work in the field of software process modelling. [2] As a group, empirical models work by collecting software project data (for example, effort and size) and fitting a curve to the data. Future effort estimates are made by providing size and calculating the associated effort using the equation which fit the original data (usually with some error). Created by Lawrence Putnam, Sr. the Putnam model describes the time and effort required to finish a software project of specified size. SLIM (Software LIfecycle Management) is the name given by Putnam to the proprietary suite of tools his company QSM, Inc. has developed based on his model. The Software Equation[edit] While R&D projects for the Army and later at GE, Putnam noticed software staffing profiles followed the well-known Rayleigh distribution.[3] where: See also[edit] Software estimation

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