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E (programming language)

Index E (programming language)

E is an object-oriented programming language for secure distributed computing, created by Mark S. Miller, Dan Bornstein, and others at Electric Communities in 1997. [1]

26 relations: Capability-based security, Computer security, Concurrent computing, Cross-platform, Dalvik (software), Data type, Deadlock, Distributed computing, Encryption, Event-driven programming, Expression (computer science), Free software license, Futures and promises, Java (programming language), Joule (programming language), Mark S. Miller, Message passing, Object-capability model, Object-oriented programming, Pascal (programming language), Process (computing), Programming paradigm, Python (programming language), Scope (computer science), Strong and weak typing, Type system.

Capability-based security

Capability-based security is a concept in the design of secure computing systems, one of the existing security models.

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Computer security

Cybersecurity, computer security or IT security is the protection of computer systems from theft of or damage to their hardware, software or electronic data, as well as from disruption or misdirection of the services they provide.

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Concurrent computing

Concurrent computing is a form of computing in which several computations are executed during overlapping time periods—concurrently—instead of sequentially (one completing before the next starts).

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Cross-platform

In computing, cross-platform software (also multi-platform software or platform-independent software) is computer software that is implemented on multiple computing platforms.

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Dalvik (software)

Dalvik is a discontinued process virtual machine (VM) in Google's Android operating system (while its bytecode format is still used as a distribution format, but no longer at runtime in newer Android) that executes applications written for Android.

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Data type

In computer science and computer programming, a data type or simply type is a classification of data which tells the compiler or interpreter how the programmer intends to use the data.

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Deadlock

In concurrent computing, a deadlock is a state in which each member of a group is waiting for some other member to take action, such as sending a message or more commonly releasing a lock.

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Distributed computing

Distributed computing is a field of computer science that studies distributed systems.

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Encryption

In cryptography, encryption is the process of encoding a message or information in such a way that only authorized parties can access it and those who are not authorized cannot.

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Event-driven programming

In computer programming, event-driven programming is a programming paradigm in which the flow of the program is determined by events such as user actions (mouse clicks, key presses), sensor outputs, or messages from other programs/threads.

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Expression (computer science)

An expression in a programming language is a combination of one or more constants, variables, operators, and functions that the programming language interprets (according to its particular rules of precedence and of association) and computes to produce ("to return", in a stateful environment) another value.

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Free software license

A free software license is a notice that grants the recipient of a piece of software extensive rights to modify and redistribute that software.

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Futures and promises

In computer science, future, promise, delay, and deferred refer to constructs used for synchronizing program execution in some concurrent programming languages.

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Java (programming language)

Java is a general-purpose computer-programming language that is concurrent, class-based, object-oriented, and specifically designed to have as few implementation dependencies as possible.

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Joule (programming language)

Joule is a concurrent dataflow programming language, designed for building distributed applications.

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Mark S. Miller

Mark S. Miller is an American computer scientist.

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Message passing

In computer science, message passing is a technique for invoking behavior (i.e., running a program) on a computer.

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Object-capability model

The object-capability model is a computer security model.

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Object-oriented programming

Object-oriented programming (OOP) is a programming paradigm based on the concept of "objects", which may contain data, in the form of fields, often known as attributes; and code, in the form of procedures, often known as methods. A feature of objects is that an object's procedures can access and often modify the data fields of the object with which they are associated (objects have a notion of "this" or "self").

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Pascal (programming language)

Pascal is an imperative and procedural programming language, which Niklaus Wirth designed in 1968–69 and published in 1970, as a small, efficient language intended to encourage good programming practices using structured programming and data structuring. It is named in honor of the French mathematician, philosopher and physicist Blaise Pascal. Pascal was developed on the pattern of the ALGOL 60 language. Wirth had already developed several improvements to this language as part of the ALGOL X proposals, but these were not accepted and Pascal was developed separately and released in 1970. A derivative known as Object Pascal designed for object-oriented programming was developed in 1985; this was used by Apple Computer and Borland in the late 1980s and later developed into Delphi on the Microsoft Windows platform. Extensions to the Pascal concepts led to the Pascal-like languages Modula-2 and Oberon.

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Process (computing)

In computing, a process is an instance of a computer program that is being executed.

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Programming paradigm

Programming paradigms are a way to classify programming languages based on their features.

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Python (programming language)

Python is an interpreted high-level programming language for general-purpose programming.

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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 region of a computer program where the binding is valid: where the name can be used to refer to the entity.

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Strong and weak typing

In computer programming, programming languages are often colloquially classified as to whether the language's type system makes it strongly typed or weakly typed (loosely typed).

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Type system

In programming languages, a type system is a set of rules that assigns a property called type to the various constructs of a computer program, such as variables, expressions, functions or modules.

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E programming language, ERights.

References

[1] https://en.wikipedia.org/wiki/E_(programming_language)

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