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Wednesday, April 22, 2026

Programming paradigm

From Wikipedia, the free encyclopedia

A programming paradigm is a relatively high-level way to conceptualize and structure the implementation of a computer program. A programming language can be classified as supporting one or many paradigms.

Paradigms are separated along and described by different dimensions of programming. Some paradigms are about implications of the execution model, such as allowing side effects, or whether the sequence of operations is defined by the execution model. Other paradigms are about the way code is organized, such as grouping into units that include both state and behavior. Yet others are about syntax and grammar.

Some common programming paradigms include (shown in hierarchical relationship):

  • Imperative – code directly controls execution flow and state change, explicit statements that change a program state
    • procedural – organized as procedures that call each other
    • object-oriented – organized as objects that contain both data structure and associated behavior, uses data structures consisting of data fields and methods together with their interactions (objects) to design programs
      • Class-based – object-oriented programming in which abstract data types and inheritance are achieved by defining classes of objects, versus the objects themselves
      • Object-based - paradigm in which the object has a construct to encapsulate state and behavior, but without inheritance or subtyping
      • Prototype-based – object-oriented programming that avoids classes and implements inheritance via cloning of instances
      • Data, Context, and Interaction - paradigm that emphasizes mental models and run-time behavior of networks of objects, whose responsibilities are granted dynamically based on roles they play in interactions with other objects
  • Declarative – code declares properties of the desired result, but not how to compute it, describes what computation should perform, without specifying detailed state changes
    • functional – a desired result is declared as the value of a series of function evaluations, uses evaluation of mathematical functions and avoids state and mutable data
    • logic – a desired result is declared as the answer to a question about a system of facts and rules, uses explicit mathematical logic for programming
    • reactive – a desired result is declared with data streams and the propagation of change
  • Concurrent programming – has language constructs for concurrency, these may involve multi-threading, support for distributed computing, message passing, shared resources (including shared memory), or futures
    • Actor programming – concurrent computation with actors that make local decisions in response to the environment (capable of selfish or competitive behaviour)
  • Constraint programming – relations between variables are expressed as constraints (or constraint networks), directing allowable solutions (uses constraint satisfaction or simplex algorithm)
  • Dataflow programming – forced recalculation of formulas when data values change (e.g. spreadsheets)
  • Distributed programming – has support for multiple autonomous computers that communicate via computer networks
  • Generic programming – uses algorithms written in terms of to-be-specified-later types that are then instantiated as needed for specific types provided as parameters
  • Metaprogramming – writing programs that write or manipulate other programs (or themselves) as their data, or that do part of the work at compile time that would otherwise be done at runtime
    • Template metaprogramming – metaprogramming methods in which a compiler uses templates to generate temporary source code, which is merged by the compiler with the rest of the source code and then compiled
    • Reflective programming – metaprogramming methods in which a program modifies or extends itself
  • Pipeline programming – a simple syntax change to add syntax to nest function calls to language originally designed with none
  • Rule-based programming – a network of rules of thumb that comprise a knowledge base and can be used for expert systems and problem deduction & resolution
  • Visual programming – manipulating program elements graphically rather than by specifying them textually (e.g. Simulink); also termed diagrammatic programming

Overview

Overview of the various programming paradigms according to Peter Van Roy

Programming paradigms come from computer science research into existing practices of software development. The findings allow for describing and comparing programming practices and the languages used to code programs. For perspective, other fields of research study software engineering processes and describe various methodologies to describe and compare them.

A programming language can be described in terms of paradigms. Some languages support only one paradigm. For example, Smalltalk supports object-oriented and Haskell supports functional. Most languages support multiple paradigms. For example, a program written in C++, Object Pascal, or PHP can be purely procedural, purely object-oriented, or can contain aspects of both paradigms, or others.

When using a language that supports multiple paradigms, the developer chooses which paradigm elements to use. But, this choice may not involve considering paradigms per se. The developer often uses the features of a language as the language provides them and to the extent that the developer knows them. Categorizing the resulting code by paradigm is often an academic activity done in retrospect.

Languages categorized as imperative paradigm have two main features: they state the order in which operations occur, with constructs that explicitly control that order, and they allow side effects, in which state can be modified at one point in time, within one unit of code, and then later read at a different point in time inside a different unit of code. The communication between the units of code is not explicit.

In contrast, languages in the declarative paradigm do not state the order in which to execute operations. Instead, they supply a number of available operations in the system, along with the conditions under which each is allowed to execute. The implementation of the language's execution model tracks which operations are free to execute and chooses the order independently. More at Comparison of multi-paradigm programming languages.

In object-oriented programming, code is organized into objects that contain state that is owned by and (usually) controlled by the code of the object. Most object-oriented languages are also imperative languages.

In object-oriented programming, programs are treated as a set of interacting objects. In functional programming, programs are treated as a sequence of stateless function evaluations. When programming computers or systems with many processors, in process-oriented programming, programs are treated as sets of concurrent processes that act on a logical shared data structures.

Many programming paradigms are as well known for the techniques they forbid as for those they support. For instance, pure functional programming disallows side-effects, while structured programming disallows the goto construct. Partly for this reason, new paradigms are often regarded as doctrinaire or overly rigid by those accustomed to older ones. Yet, avoiding certain techniques can make it easier to understand program behavior, and to prove theorems about program correctness.

Programming paradigms can also be compared with programming models, which allows invoking an execution model by using only an API. Programming models can also be classified into paradigms based on features of the execution model.

For parallel computing, using a programming model instead of a language is common. The reason is that details of the parallel hardware leak into the abstractions used to program the hardware. This causes the programmer to have to map patterns in the algorithm onto patterns in the execution model (which have been inserted due to leakage of hardware into the abstraction). As a consequence, no one parallel programming language maps well to all computation problems. Thus, it is more convenient to use a base sequential language and insert API calls to parallel execution models via a programming model. Such parallel programming models can be classified according to abstractions that reflect the hardware, such as shared memory, distributed memory with message passing, notions of place visible in the code, and so forth. These can be considered flavors of programming paradigm that apply to only parallel languages and programming models.

Criticism

Some programming language researchers criticise the notion of paradigms as a classification of programming languages, e.g. Harper, and Krishnamurthi. They argue that many programming languages cannot be strictly classified into one paradigm, but rather include features from several paradigms. See Comparison of multi-paradigm programming languages.

History

Different approaches to programming have developed over time. Classification of each approach was either described at the time the approach was first developed, but often not until some time later, retrospectively. An early approach consciously identified as such is structured programming, advocated since the mid 1960s. The concept of a programming paradigm as such dates at least to 1978, in the Turing Award lecture of Robert W. Floyd, entitled The Paradigms of Programming, which cites the notion of paradigm as used by Thomas Kuhn in his The Structure of Scientific Revolutions (1962). Early programming languages did not have clearly defined programming paradigms and sometimes programs made extensive use of goto statements, liberal use of which led to spaghetti code which is difficult to understand and maintain. This led to the development of structured programming paradigms that disallowed the use of goto statements, only allowing the use of more structured programming constructs.

Languages and paradigms

Machine code

Machine code is the lowest-level of computer programming as it is machine instructions that define behavior at the lowest level of abstract possible for a computer. As it is the most prescriptive way to code it is classified as imperative.

It is sometimes called the first-generation programming language.

Assembly

Assembly language introduced mnemonics for machine instructions and memory addresses. Assembly is classified as imperative and is sometimes called the second-generation programming language.

In the 1960s, assembly languages were developed to support library COPY and quite sophisticated conditional macro generation and preprocessing abilities, CALL to subroutine, external variables and common sections (globals), enabling significant code re-use and isolation from hardware specifics via the use of logical operators such as READ/WRITE/GET/PUT. Assembly was, and still is, used for time-critical systems and often in embedded systems as it gives the most control of what the machine does.

Procedural languages

Procedural languages, also called the third-generation programming languages are the first described as high-level languages. They support vocabulary related to the problem being solved. For example,

  • COmmon Business Oriented Language (COBOL) – uses terms like file, move and copy.
  • FORmula TRANslation (FORTRAN) – using mathematical language terminology, it was developed mainly for scientific and engineering problems.
  • ALGOrithmic Language (ALGOL) – focused on being an appropriate language to define algorithms, while using mathematical language terminology, targeting scientific and engineering problems, just like FORTRAN.
  • Programming Language One (PL/I) – a hybrid commercial-scientific general purpose language supporting pointers.
  • Beginners All purpose Symbolic Instruction Code (BASIC) – it was developed to enable more people to write programs.
  • C – a general-purpose programming language, initially developed by Dennis Ritchie between 1969 and 1973 at AT&T Bell Labs.

These languages are classified as procedural paradigm. They directly control the step by step process that a computer program follows. The efficacy and efficiency of such a program is therefore highly dependent on the programmer's skill.

Object-oriented programming

In attempt to improve on procedural languages, object-oriented programming (OOP) languages were created, such as Simula, Smalltalk, C++, Eiffel, Python, PHP, Java, and C#. In these languages, data and methods to manipulate the data are in the same code unit called an object. This encapsulation ensures that the only way that an object can access data is via methods of the object that contains the data. Thus, an object's inner workings may be changed without affecting code that uses the object.

There is controversy raised by Alexander Stepanov, Richard Stallman and other programmers, concerning the efficacy of the OOP paradigm versus the procedural paradigm. The need for every object to have associative methods leads some skeptics to associate OOP with software bloat; an attempt to resolve this dilemma came through polymorphism.

Although most OOP languages are third-generation, it is possible to create an object-oriented assembler language. High Level Assembly (HLA) is an example of this that fully supports advanced data types and object-oriented assembly language programming – despite its early origins. Thus, differing programming paradigms can be seen rather like motivational memes of their advocates, rather than necessarily representing progress from one level to the next. Precise comparisons of competing paradigms' efficacy are frequently made more difficult because of new and differing terminology applied to similar entities and processes together with numerous implementation distinctions across languages.

Declarative languages

A declarative programming program describes what the problem is, not how to solve it. The program is structured as a set of properties to find in the expected result, not as a procedure to follow. Given a database or a set of rules, the computer tries to find a solution matching all the desired properties. An archetype of a declarative language is the fourth generation language SQL, and the family of functional languages and logic programming.

Functional programming is a subset of declarative programming. Programs written using this paradigm use functions, blocks of code intended to behave like mathematical functions. Functional languages discourage changes in the value of variables through assignment, making a great deal of use of recursion instead.

The logic programming paradigm views computation as automated reasoning over a body of knowledge. Facts about the problem domain are expressed as logic formulas, and programs are executed by applying inference rules over them until an answer to the problem is found, or the set of formulas is proved inconsistent.

Other paradigms

Symbolic programming is a paradigm that describes programs able to manipulate formulas and program components as data. Programs can thus effectively modify themselves, and appear to "learn", making them suited for applications such as artificial intelligence, expert systems, natural-language processing and computer games. Languages that support this paradigm include Lisp and Prolog.

Differentiable programming structures programs so that they can be differentiated throughout, usually via automatic differentiation.

Literate programming, as a form of imperative programming, structures programs as a human-centered web, as in a hypertext essay: documentation is integral to the program, and the program is structured following the logic of prose exposition, rather than compiler convenience.

Symbolic programming techniques such as reflective programming (reflection), which allow a program to refer to itself, might also be considered as a programming paradigm. However, this is compatible with the major paradigms and thus is not a real paradigm in its own right.

Computer programming

From Wikipedia, the free encyclopedia

Computer programming or coding is the composition of sequences of instructions, called programs, that computers can follow to perform tasks. It involves designing and implementing algorithms, step-by-step specifications of procedures, by writing code in one or more programming languages. Programmers typically use high-level programming languages that are more easily intelligible to humans than machine code, which is directly executed by the central processing unit. Proficient programming usually requires expertise in several different subjects, including knowledge of the application domain, details of programming languages and generic code libraries, specialized algorithms, and formal logic.

Auxiliary tasks accompanying and related to programming include analyzing requirements, testing, debugging (investigating and fixing problems), implementation of build systems, and management of derived artifacts, such as programs' machine code. While these are sometimes considered programming, often the term software development is used for this larger overall process – with the terms programming, implementation, and coding reserved for the writing and editing of code per se. Sometimes software development is known as software engineering, especially when it employs formal methods or follows an engineering design process.

History

Ada Lovelace, whose notes were added to the end of Luigi Menabrea's paper included the first algorithm designed for processing by Charles Babbage's Analytical Engine. She is often recognized as history's first computer programmer.

Programmable devices have existed for centuries. As early as the 9th century, a programmable music sequencer was invented by the Persian Banu Musa brothers, who described an automated mechanical flute player in the Book of Ingenious Devices. In 1206, the Arab engineer Al-Jazari invented a programmable drum machine where a musical mechanical automaton could be made to play different rhythms and drum patterns, via pegs and cams. In 1801, the Jacquard loom could produce entirely different weaves by changing the "program" – a series of pasteboard cards with holes punched in them.

Code-breaking algorithms have also existed for centuries. In the 9th century, the Arab mathematician Al-Kindi described a cryptographic algorithm for deciphering encrypted code, in A Manuscript on Deciphering Cryptographic Messages. He gave the first description of cryptanalysis by frequency analysis, the earliest code-breaking algorithm.

The first computer program is generally dated to 1843 when mathematician Ada Lovelace published an algorithm to calculate a sequence of Bernoulli numbers, intended to be carried out by Charles Babbage's Analytical Engine. The algorithm, which was conveyed through notes on a translation of Luigi Federico Menabrea's paper on the analytical engine was mainly conceived by Lovelace as can be discerned through her correspondence with Babbage. However, Charles Babbage himself had written a program for the AE in 1837. Lovelace was also the first to see a broader application for the analytical engine beyond mathematical calculations.

Data and instructions were once stored on external punched cards, which were kept in order and arranged in program decks.

In the 1880s, Herman Hollerith invented the concept of storing data in machine-readable form. Later a control panel (plug board) added to his 1906 Type I Tabulator allowed it to be programmed for different jobs, and by the late 1940s, unit record equipment such as the IBM 602 and IBM 604, were programmed by control panels in a similar way, as were the first electronic computers. However, with the concept of the stored-program computer introduced in 1949, both programs and data were stored and manipulated in the same way in computer memory. Hands-on programming courses that integrate hardware and software have been shown to improve retention and engagement among first-year engineering students.

Machine language

Machine code was the language of early programs, written in the instruction set of the particular machine, often in binary notation. Soon, assembly languages were developed, allowing programmers to write instructions in a textual format (e.g., ADD X, TOTAL), using abbreviations for operation codes and meaningful names for memory addresses. However, because an assembly language is little more than a different notation for a machine language, two machines with different instruction sets also have different assembly languages.

Wired control panel for an IBM 402 Accounting Machine. Wires connect pulse streams from the card reader to counters and other internal logic and ultimately to the printer.

Compiler languages

High-level languages made the process of developing a program simpler and more understandable, and less bound to the underlying hardware. The first compiler related tool, the A-0 System, was developed in 1952 by Grace Hopper, who also coined the term 'compiler'. FORTRAN, the first widely used high-level language to have a functional implementation, came out in 1957, and many other languages were soon developed—in particular, COBOL aimed at commercial data processing, and Lisp for computer research.

These compiled languages allow the programmer to write programs in terms that are syntactically richer, and more capable of abstracting the code, making it easy to target varying machine instruction sets via compilation declarations and heuristics. Compilers harnessed the power of computers to make programming easier by allowing programmers to specify calculations by entering a formula using infix notation.

Source code entry

Programs were mostly entered using punched cards or paper tape. By the late 1960s, data storage devices and computer terminals became inexpensive enough that programs could be created by typing directly into the computers. Text editors were also developed that allowed changes and corrections to be made much more easily than with punched cards.

Modern programming

Quality requirements

Whatever the approach to development may be, the final program must satisfy some fundamental properties. The following properties are among the most important:

  • Reliability: how often the results of a program are correct. This depends on conceptual correctness of algorithms and minimization of programming mistakes, such as mistakes in resource management (e.g., buffer overflows and race conditions) and logic errors (such as division by zero or off-by-one errors).
  • Robustness: how well a program anticipates problems due to errors (not bugs). This includes situations such as incorrect, inappropriate or corrupt data, unavailability of needed resources such as memory, operating system services, and network connections, user error, and unexpected power outages.
  • Usability: the ergonomics of a program: the ease with which a person can use the program for its intended purpose or in some cases even unanticipated purposes. Such issues can make or break its success even regardless of other issues. This involves a wide range of textual, graphical, and sometimes hardware elements that improve the clarity, intuitiveness, cohesiveness, and completeness of a program's user interface.
  • Portability: the range of computer hardware and operating system platforms on which the source code of a program can be compiled/interpreted and run. This depends on differences in the programming facilities provided by the different platforms, including hardware and operating system resources, expected behavior of the hardware and operating system, and availability of platform-specific compilers (and sometimes libraries) for the language of the source code.
  • Maintainability: the ease with which a program can be modified by its present or future developers in order to make improvements or to customize, fix bugs and security holes, or adapt it to new environments. Good practices during initial development make the difference in this regard. This quality may not be directly apparent to the end user but it can significantly affect the fate of a program over the long term.
  • Efficiency/performance: Measure of system resources a program consumes (processor time, memory space, slow devices such as disks, network bandwidth and to some extent even user interaction): the less, the better. This also includes careful management of resources, for example cleaning up temporary files and eliminating memory leaks. This is often discussed under the shadow of a chosen programming language. Although the language certainly affects performance, even slower languages, such as Python, can execute programs instantly from a human perspective. Speed, resource usage, and performance are important for programs that bottleneck the system, but efficient use of programmer time is also important and is related to cost: more hardware may be cheaper.

Using automated tests and fitness functions can help to maintain some of the aforementioned attributes.

Readability of source code

In computer programming, readability refers to the ease with which a human reader can comprehend the purpose, control flow, and operation of source code. It affects the aspects of quality above, including portability, usability and most importantly maintainability.

Source code in integrated development environment

Readability is important because programmers spend the majority of their time reading, trying to understand, reusing, and modifying existing source code, rather than writing new source code. Unreadable code often leads to bugs, inefficiencies, and duplicated code. A study found that a few simple readability transformations made code shorter and drastically reduced the time to understand it.

Following a consistent programming style often helps readability. However, readability is more than just programming style. Many factors, having little or nothing to do with the ability of the computer to efficiently compile and execute the code, contribute to readability. Some of these factors include:

The presentation aspects of this (such as indents, line breaks, color highlighting, and so on) are often handled by the source code editor, but the content aspects reflect the programmer's talent and skills.

Various visual programming languages have also been developed with the intent to resolve readability concerns by adopting non-traditional approaches to code structure and display. Integrated development environments (IDEs) aim to integrate all such help. Techniques like Code refactoring can enhance readability.

Algorithmic complexity

The academic field and the engineering practice of computer programming are concerned with discovering and implementing the most efficient algorithms for a given class of problems. For this purpose, algorithms are classified into orders using Big O notation, which expresses resource use—such as execution time or memory consumption—in terms of the size of an input. Expert programmers are familiar with a variety of well-established algorithms and their respective complexities and use this knowledge to choose algorithms that are best suited to the circumstances.

Methodologies

The first step in most formal software development processes is requirements analysis, followed by testing to determine value modeling, implementation, and failure elimination (debugging). There exist a lot of different approaches for each of those tasks. One approach popular for requirements analysis is Use Case analysis. Many programmers use forms of Agile software development where the various stages of formal software development are more integrated together into short cycles that take a few weeks rather than years. There are many approaches to the Software development process.

Popular modeling techniques include Object-Oriented Analysis and Design (OOAD) and Model-Driven Architecture (MDA). The Unified Modeling Language (UML) is a notation used for both the OOAD and MDA.

A similar technique used for database design is Entity-Relationship Modeling (ER Modeling).

Implementation techniques include imperative languages (object-oriented or procedural), functional languages, and logic programming languages.

Measuring language usage

It is very difficult to determine what are the most popular modern programming languages. Methods of measuring programming language popularity include: counting the number of job advertisements that mention the language, the number of books sold and courses teaching the language (this overestimates the importance of newer languages), and estimates of the number of existing lines of code written in the language (this underestimates the number of users of business languages such as COBOL).

Some languages are popular for writing particular kinds of applications, while other languages are used to write many different kinds of applications. For example, COBOL is still prevalent in corporate data centers often on large mainframe computers, Fortran in engineering applications, scripting languages in Web development, and C in embedded software. Many applications use a mix of several languages in their construction and use. New languages are generally designed around the syntax of a prior language with new functionality added, (for example C++ adds object-orientation to C, and Java adds memory management and bytecode to C++, but as a result, loses efficiency and the ability for low-level manipulation).

Debugging

The first known actual bug causing a problem in a computer was a moth, trapped inside a Harvard mainframe, recorded in a log book entry dated September 9, 1947. "Bug" was already a common term for a software defect when this insect was found.

Debugging is a very important task in the software development process since having defects in a program can have significant consequences for its users. Some languages are more prone to some kinds of faults because their specification does not require compilers to perform as much checking as other languages. Use of a static code analysis tool can help detect some possible problems. Normally the first step in debugging is to attempt to reproduce the problem. This can be a non-trivial task, for example as with parallel processes or some unusual software bugs. Also, specific user environment and usage history can make it difficult to reproduce the problem.

After the bug is reproduced, the input of the program may need to be simplified to make it easier to debug. For example, when a bug in a compiler can make it crash when parsing some large source file, a simplification of the test case that results in only few lines from the original source file can be sufficient to reproduce the same crash. Trial-and-error/divide-and-conquer is needed: the programmer will try to remove some parts of the original test case and check if the problem still exists. When debugging the problem in a GUI, the programmer can try to skip some user interaction from the original problem description and check if the remaining actions are sufficient for bugs to appear. Scripting and breakpointing are also part of this process.

Debugging is often done with IDEs. Standalone debuggers like GDB are also used, and these often provide less of a visual environment, usually using a command line. Some text editors such as Emacs allow GDB to be invoked through them, to provide a visual environment. One study found that teaching structured languages such as Pascal improved novice programmers’ debugging accuracy and overall comprehension.

Programming languages

Different programming languages support different styles of programming (called programming paradigms). The choice of language used is subject to many considerations, such as company policy, suitability to task, availability of third-party packages, or individual preference. Ideally, the programming language best suited for the task at hand will be selected. Trade-offs from this ideal involve finding enough programmers who know the language to build a team, the availability of compilers for that language, and the efficiency with which programs written in a given language execute. Languages form an approximate spectrum from "low-level" to "high-level"; "low-level" languages are typically more machine-oriented and faster to execute, whereas "high-level" languages are more abstract and easier to use but execute less quickly. It is usually easier to code in "high-level" languages than in "low-level" ones. Programming languages are essential for software development. They are the building blocks for all software, from the simplest applications to the most sophisticated ones.

Allen Downey, in his book How To Think Like A Computer Scientist, writes:

The details look different in different languages, but a few basic instructions appear in just about every language:
  • Input: Gather data from the keyboard, a file, or some other device.
  • Output: Display data on the screen or send data to a file or other device.
  • Arithmetic: Perform basic arithmetical operations like addition and multiplication.
  • Conditional Execution: Check for certain conditions and execute the appropriate sequence of statements.
  • Repetition: Perform some action repeatedly, usually with some variation.

Many computer languages provide a mechanism to call functions provided by shared libraries. Provided the functions in a library follow the appropriate run-time conventions (e.g., method of passing arguments), then these functions may be written in any other language. Annual rankings by IEEE Spectrum analyze programming language popularity using metrics such as job postings, search trends, and developer activity.

Learning to program

Learning to program has a long history related to professional standards and practices, academic initiatives and curriculum, and commercial books and materials for students, self-taught learners, hobbyists, and others who desire to create or customize software for personal use. Since the 1960s, learning to program has taken on the characteristics of a popular movement, with the rise of academic disciplines, inspirational leaders, collective identities, and strategies to grow the movement and make institutionalize change. Through these social ideals and educational agendas, learning to code has become important not just for scientists and engineers, but for millions of citizens who have come to believe that creating software is beneficial to society and its members. Computer science education participation has expanded significantly in recent years, with millions of students gaining introductory programming experience through schools and online platforms.

Context

In 1957, there were approximately 15,000 computer programmers employed in the U.S., a figure that accounts for 80% of the world's active developers. In 2014, there were approximately 18.5 million professional programmers in the world, of which 11 million can be considered professional and 7.5 million student or hobbyists. Before the rise of the commercial Internet in the mid-1990s, most programmers learned about software construction through books, magazines, user groups, and informal instruction methods, with academic coursework and corporate training playing important roles for professional workers.

The first book containing specific instructions about how to program a computer may have been Maurice Wilkes, David Wheeler, and Stanley Gill's Preparation of Programs for an Electronic Digital Computer (1951). The book offered a selection of common subroutines for handling basic operations on the EDSAC, one of the world's first stored-program computers.

When high-level languages arrived, they were introduced by numerous books and materials that explained language keywords, managing program flow, working with data, and other concepts. These languages included FLOW-MATIC, COBOL, FORTRAN, ALGOL, Pascal, BASIC, and C. An example of an early programming primer from these years is Marshal H. Wrubel's A Primer of Programming for Digital Computers (1959), which included step-by-step instructions for filling out coding sheets, creating punched cards, and using the keywords in IBM's early FORTRAN system. Daniel McCracken's A Guide to FORTRAN Programming (1961) presented FORTRAN to a larger audience, including students and office workers.

In 1961, Alan Perlis suggested that all university freshmen at Carnegie Technical Institute take a course in computer programming. His advice was published in the popular technical journal Computers and Automation, which became a regular source of information for professional programmers.

Programmers soon had a range of learning texts at their disposal. Programmer's references listed keywords and functions related to a language, often in alphabetical order, as well as technical information about compilers and related systems. An early example was IBM's Programmers' Reference Manual: the FORTRAN Automatic Coding System for the IBM 704 EDPM (1956).

Over time, the genre of programmer's guides emerged, which presented the features of a language in tutorial or step by step format. Many early primers started with a program known as "Hello, World", which presented the shortest program a developer could create in a given system. Programmer's guides then went on to discuss core topics like declaring variables, data types, formulas, flow control, user-defined functions, manipulating data, and other topics.

Early and influential programmer's guides included John G. Kemeny and Thomas E. Kurtz's BASIC Programming (1967), Kathleen Jensen and Niklaus Wirth's The Pascal User Manual and Report (1971), and Brian W. Kernighan and Dennis Ritchie's The C Programming Language (1978). Similar books for popular audiences (but with a much lighter tone) included Bob Albrecht's My Computer Loves Me When I Speak BASIC (1972), Al Kelley and Ira Pohl's A Book on C (1984), and Dan Gookin's C for Dummies (1994).

Beyond language-specific primers, there were numerous books and academic journals that introduced professional programming practices. Many were designed for university courses in computer science, software engineering, or related disciplines. Donald Knuth's The Art of Computer Programming (1968 and later), presented hundreds of computational algorithms and their analysis. The Elements of Programming Style (1974), by Brian W. Kernighan and P. J. Plauger, concerned itself with programming style, the idea that programs should be written not only to satisfy the compiler but human readers. Jon Bentley's Programming Pearls (1986) offered practical advice about the art and craft of programming in professional and academic contexts. Texts specifically designed for students included Doug Cooper and Michael Clancy's Oh Pascal! (1982), Alfred Aho's Data Structures and Algorithms (1983), and Daniel Watt's Learning with Logo (1983).

Technical publishers

As personal computers became mass-market products, thousands of trade books and magazines sought to teach professional, hobbyist, and casual users to write computer programs. A sample of these learning resources includes BASIC Computer Games, Microcomputer Edition (1978), by David Ahl; Programming the Z80 (1979), by Rodnay Zaks; Programmer's CP/M Handbook (1983), by Andy Johnson-Laird; C Primer Plus (1984), by Mitchell Waite and The Waite Group; The Peter Norton Programmer's Guide to the IBM PC (1985), by Peter Norton; Advanced MS-DOS (1986), by Ray Duncan; Learn BASIC Now (1989), by Michael Halvorson and David Rygymr; Programming Windows (1992 and later), by Charles Petzold; Code Complete: A Practical Handbook for Software Construction (1993), by Steve McConnell; and Tricks of the Game-Programming Gurus (1994), by André LaMothe.

The PC software industry spurred the creation of numerous book publishers that offered programming primers and tutorials, as well as books for advanced software developers. These publishers included Addison-Wesley, IDG, Macmillan Inc., McGraw-Hill, Microsoft Press, O'Reilly Media, Prentice Hall, Sybex, Ventana Press, Waite Group Press, Wiley, Wrox Press, and Ziff-Davis.

Computer magazines and journals also provided learning content for professional and hobbyist programmers. A partial list of these resources includes Amiga World, Byte (magazine), Communications of the ACM, Computer (magazine), Compute!, Computer Language (magazine), Computers and Electronics, Dr. Dobb's Journal, IEEE Software, Macworld, PC Magazine, PC/Computing, and UnixWorld.

Digital learning / online resources

Between 2000 and 2010, computer book and magazine publishers declined significantly as providers of programming instruction, as programmers moved to Internet resources to expand their access to information. This shift brought forward new digital products and mechanisms to learn programming skills. During the transition, digital books from publishers transferred information that had traditionally been delivered in print to new and expanding audiences.

Important Internet resources for learning to code included blogs, books, wikis, videos, online databases, journals, subscription sites, conference papers. and custom websites focused on coding skills. In recent years, platforms like LeetCode, HackerRank, and freeCodeCamp have become popular for learning programming, practicing coding challenges, and preparing for technical interviews. New commercial resources included YouTube videos, Lynda.com tutorials (later LinkedIn Learning), Khan Academy, Codecademy, GitHub, W3Schools, Codewars, and numerous coding bootcamps.

Most software development systems and game engines included rich online help resources, including integrated development environments (IDEs), context-sensitive help, APIs, and other digital resources. Commercial software development kits (SDKs) also provided a collection of software development tools and documentation in one installable package.

Commercial and non-profit organizations published learning websites for developers, created blogs, and established news feeds and social media resources about programming. Corporations like Apple, Microsoft, Oracle, Google, and Amazon built corporate websites providing support for programmers, including resources like the Microsoft Developer Network (MSDN). Contemporary movements like Hour of Code (Code.org) show how learning to program has become associated with digital learning strategies, education agendas, and corporate philanthropy.

Programming language

From Wikipedia, the free encyclopedia
The source code for a computer program in C. The gray lines are comments that explain the program to humans. When compiled and run, it will give the output "Hello, world!".

A programming language is an engineered language for expressing computer programs, typically allowing software to be written in a human readable manner.

Execution of a program requires an implementation. There are two main approaches for implementing a programming language – compilation, where programs are compiled ahead-of-time to machine code, and interpretation, where programs are directly executed. In addition to these two extremes, some implementations use hybrid approaches such as just-in-time compilation and bytecode interpreters.

The design of programming languages has been strongly influenced by computer architecture, with most imperative languages designed around the ubiquitous von Neumann architecture. While early programming languages were closely tied to the hardware, modern languages often hide hardware details via abstraction in an effort to enable better software with less effort.

Relation to natural languages

Programming languages have some similarity to natural languages in that they can allow communication of ideas between people. That is, programs are generally human-readable and can express complex ideas. However, the kinds of ideas that programming languages can express are ultimately limited to the domain of computation.

The term computer language is sometimes used interchangeably with programming language but some contend they are different concepts. Some contend that programming languages are a subset of computer languages. Some use computer language to classify a language used in computing that is not considered a programming language. Some regard a programming language as a theoretical construct for programming an abstract machine, and a computer language as the subset thereof that runs on a physical computer, which has finite hardware resources.

John C. Reynolds emphasizes that a formal specification language is as much a programming language as it is a language intended for execution. He argues that textual and even graphical input formats that affect the behavior of a computer are programming languages, despite the fact they are commonly not Turing-complete, and remarks that ignorance of programming language concepts is the reason for many flaws in input formats.

History

Early developments

The first programmable computers were invented during the 1940s, and with them, the first programming languages. The earliest computers were programmed in first-generation programming languages (1GLs), machine language (simple instructions that could be directly executed by the processor). This code was very difficult to debug and was not portable between different computer systems. In order to improve the ease of programming, assembly languages (or second-generation programming languages—2GLs) were invented, diverging from the machine language to make programs easier to understand for humans, although they did not increase portability.

Initially, hardware resources were scarce and expensive, while human resources were cheaper. Therefore, cumbersome languages that were time-consuming to use, but were closer to the hardware for higher efficiency were favored. The introduction of high-level programming languages (third-generation programming languages—3GLs)—revolutionized programming. These languages abstracted away the details of the hardware, instead being designed to express algorithms that could be understood more easily by humans. For example, arithmetic expressions could now be written in symbolic notation and later translated into machine code that the hardware could execute. In 1957, Fortran (FORmula TRANslation) was invented. Often considered the first compiled high-level programming language, Fortran has remained in use into the twenty-first century.

1960s and 1970s

Two people using an IBM 704 mainframe—the first hardware to support floating-point arithmetic—in 1957. Fortran was designed for this machine.

Around 1960, the first mainframes—general purpose computers—were developed, although they could only be operated by professionals and the cost was extreme. The data and instructions were input by punch cards, meaning that no input could be added while the program was running. The languages developed at this time therefore are designed for minimal interaction. After the invention of the microprocessor, computers in the 1970s became dramatically cheaper. New computers also allowed more user interaction, which was supported by newer programming languages.

Lisp, implemented in 1958, was the first functional programming language. Unlike Fortran, it supported recursion and conditional expressions, and it also introduced dynamic memory management on a heap and automatic garbage collection. For the next decades, Lisp dominated artificial intelligence applications. In 1978, another functional language, ML, introduced inferred types and polymorphic parameters.

After ALGOL (ALGOrithmic Language) was released in 1958 and 1960, it became the standard in computing literature for describing algorithms. Although its commercial success was limited, most popular imperative languages—including C, Pascal, Ada, C++, Java, and C#—are directly or indirectly descended from ALGOL 60. Among its innovations adopted by later programming languages included greater portability and the first use of context-free, BNF grammar. Simula, the first language to support object-oriented programming (including subtypes, dynamic dispatch, and inheritance), also descends from ALGOL and achieved commercial success. C, another ALGOL descendant, has sustained popularity into the twenty-first century. C allows access to lower-level machine operations than other contemporary languages. Its power and efficiency, generated in part with flexible pointer operations, comes at the cost of making it more difficult to write correct code.

Prolog, designed in 1972, was the first logic programming language, communicating with a computer using formal logic notation. With logic programming, the programmer specifies a desired result and allows the interpreter to decide how to achieve it.

1980s to 2000s

A small selection of programming language textbooks

During the 1980s, the invention of the personal computer transformed the roles for which programming languages were used. New languages introduced in the 1980s included C++, a superset of C that can compile C programs but also supports classes and inheritanceAda and other new languages introduced support for concurrency. The Japanese government invested heavily into the so-called fifth-generation languages that added support for concurrency to logic programming constructs, but these languages were outperformed by other concurrency-supporting languages.

Due to the rapid growth of the Internet and the World Wide Web in the 1990s, new programming languages were introduced to support web pages and networkingJava, based on C++ and designed for increased portability across systems and security, enjoyed large-scale success because these features are essential for many Internet applications. Another development was that of dynamically typed scripting languagesPython, JavaScript, PHP, and Ruby—designed to quickly produce small programs that coordinate existing applications. Due to their integration with HTML, they have also been used for building web pages hosted on servers.

2000s to present

During the 2000s, there was a slowdown in the development of new programming languages that achieved widespread popularity.[42] One innovation was service-oriented programming, designed to exploit distributed computing systems which components are connected by a network. Services are similar to objects in object-oriented programming, but run on a separate process. C# and F# cross-pollinated ideas between imperative and functional programming. After 2010, several new languages—Rust, Go, Swift, Zig, and Carbon —competed for the performance-critical software for which C had historically been used. Most of the new programming languages use static typing while a few numbers of new languages use dynamic typing like Julia.

Some of the new programming languages are classified as visual programming languages like Scratch and LabVIEW. Also, some of these languages mix between textual and visual programming usage like Ballerina. Also, this trend lead to developing projects that help in developing new visual languages like Blockly by Google. Many game engines like Unreal and Unity support visual scripting.

Definition

A language can be defined in terms of syntax (form) and semantics (meaning), and often is defined via a formal language specification.

Syntax

Parse tree of Python code with inset tokenization
Syntax highlighting is often used to aid programmers in recognizing elements of source code. The language above is Python.

A programming language's surface form is known as its syntax. Most programming languages are purely textual; they use sequences of text including words, numbers, and punctuation, much like written natural languages. In contrast, some programming languages are graphical, using visual relationships between symbols to specify a program.

The syntax of a language describes the possible combinations of symbols that form a syntactically correct program. The meaning given to a combination of symbols is handled by semantics (either formal or hard-coded in a reference implementation). Since most languages are textual, this article discusses textual syntax.

The programming language syntax is usually defined using a combination of regular expressions (for lexical structure) and Backus–Naur form (for grammatical structure). Below is a simple grammar, based on Lisp:

expression ::= atom | list
atom       ::= number | symbol
number     ::= [+-]?['0'-'9']+
symbol     ::= ['A'-'Z''a'-'z'].*
list       ::= '(' expression* ')'

This grammar specifies the following:

  • an expression is either an atom or a list;
  • an atom is either a number or a symbol;
  • a number is an unbroken sequence of one or more decimal digits, optionally preceded by a plus or minus sign;
  • a symbol is a letter followed by zero or more of any alphabetical characters (excluding whitespace); and
  • a list is a matched pair of parentheses, with zero or more expressions inside it.

The following are examples of well-formed token sequences in this grammar: 12345, () and (a b c232 (1)).

Not all syntactically correct programs are semantically correct. Many syntactically correct programs are nonetheless ill-formed, per the language's rules, and may (depending on the language specification and the soundness of the implementation) result in an error on translation or execution. In some cases, such programs may exhibit undefined behavior. Even when a program is well-defined within a language, it may still have a meaning that is not intended by the person who wrote it.

Using natural language as an example, it may not be possible to assign a meaning to a grammatically correct sentence or the sentence may be false:

The following C language fragment is syntactically correct, but performs operations that are not semantically defined (the operation *p >> 4 has no meaning for a value having a complex type and p->im is not defined because the value of p is the null pointer):

complex *p = NULL;
complex abs_p = sqrt(*p >> 4 + p->im);

If the type declaration on the first line were omitted, the program would trigger an error on the undefined variable p during compilation. However, the program would still be syntactically correct since type declarations provide only semantic information.

The grammar needed to specify a programming language can be classified by its position in the Chomsky hierarchy. The syntax of most programming languages can be specified using a Type-2 grammar, i.e., they are context-free grammars. Some languages, including Perl and Lisp, contain constructs that allow execution during the parsing phase. Languages that have constructs that allow the programmer to alter the behavior of the parser make syntax analysis an undecidable problem, and generally blur the distinction between parsing and execution. In contrast to Lisp's macro system and Perl's BEGIN blocks, which may contain general computations, C macros are merely string replacements and do not require code execution.

Semantics

Semantics refers to the meaning of content that conforms to a language's syntax.

Static semantics

Static semantics defines restrictions on the structure of valid texts that are hard or impossible to express in standard syntactic formalisms. For compiled languages, static semantics essentially include those semantic rules that can be checked at compile time. Examples include checking that every identifier is declared before it is used (in languages that require such declarations) or that the labels on the arms of a case statement are distinct. Many important restrictions of this type, like checking that identifiers are used in the appropriate context (e.g. not adding an integer to a function name), or that subroutine calls have the appropriate number and type of arguments, can be enforced by defining them as rules in a logic called a type system. Other forms of static analyses like data flow analysis may also be part of static semantics. Programming languages such as Java and C# have definite assignment analysis, a form of data flow analysis, as part of their respective static semantics.

Dynamic semantics

Once data has been specified, the machine must be instructed to perform operations on the data. For example, the semantics may define the strategy by which expressions are evaluated to values, or the manner in which control structures conditionally execute statements. The dynamic semantics (also known as execution semantics) of a language defines how and when the various constructs of a language should produce a program behavior. There are many ways of defining execution semantics. Natural language is often used to specify the execution semantics of languages commonly used in practice. A significant amount of academic research goes into formal semantics of programming languages, which allows execution semantics to be specified in a formal manner. Results from this field of research have seen limited application to programming language design and implementation outside academia.

Features

A language provides features for a programmer to develop software. Some notable features are described below.

Type system

A data type is a set of allowable values and operations that can be performed on these values. Each programming language's type system defines which data types exist, the type of an expression, and how type equivalence and type compatibility function in the language.

According to type theory, a language is fully typed if the specification of every operation defines types of data to which the operation is applicable. In contrast, an untyped language, such as most assembly languages, allows any operation to be performed on any data, generally sequences of bits of various lengths. In practice, while few languages are fully typed, most offer a degree of typing.

Because different types (such as integers and floats) represent values differently, unexpected results will occur if one type is used when another is expected. Type checking will flag this error, usually at compile time (runtime type checking is more costly). With strong typing, type errors can always be detected unless variables are explicitly cast to a different type. Weak typing occurs when languages allow implicit casting—for example, to enable operations between variables of different types without the programmer making an explicit type conversion. The more cases in which this type coercion is allowed, the fewer type errors can be detected.

Commonly supported types

Early programming languages often supported only built-in, numeric types such as the integer (signed and unsigned) and floating point (to support operations on real numbers that are not integers). Most programming languages support multiple sizes of floats (often called float and double) and integers depending on the size and precision required by the programmer. Storing an integer in a type that is too small to represent it leads to integer overflow. The most common way of representing negative numbers with signed types is twos complement, although ones complement is also used. Other common types include Boolean—which is either true or false—and character—traditionally one byte, sufficient to represent all ASCII characters.

Arrays are a data type whose elements, in many languages, must consist of a single type of fixed length. Other languages define arrays as references to data stored elsewhere and support elements of varying types. Depending on the programming language, sequences of multiple characters, called strings, may be supported as arrays of characters or their own primitive type. Strings may be of fixed or variable length, which enables greater flexibility at the cost of increased storage space and more complexity. Other data types that may be supported include listsassociative (unordered) arrays accessed via keys, records in which data is mapped to names in an ordered structure, and tuples—similar to records but without names for data fields. Pointers store memory addresses, typically referencing locations on the heap where other data is stored.

The simplest user-defined type is an ordinal type, often called an enumeration, whose values can be mapped onto the set of positive integers. Since the mid-1980s, most programming languages also support abstract data types, in which the representation of the data and operations are hidden from the user, who can only access an interface. The benefits of data abstraction can include increased reliability, reduced complexity, less potential for name collision, and allowing the underlying data structure to be changed without the client needing to alter its code.

Static and dynamic typing

In static typing, all expressions have their types determined before a program executes, typically at compile-time. Most widely used, statically typed programming languages require the types of variables to be specified explicitly. In some languages, types are implicit; one form of this is when the compiler can infer types based on context. The downside of implicit typing is the potential for errors to go undetected. Complete type inference has traditionally been associated with functional languages such as Haskell and ML.

With dynamic typing, the type is not attached to the variable but only the value encoded in it. A single variable can be reused for a value of a different type. Although this provides more flexibility to the programmer, it is at the cost of lower reliability and less ability for the programming language to check for errors. Some languages allow variables of a union type to which any type of value can be assigned, in an exception to their usual static typing rules.

Concurrency

In computing, multiple instructions can be executed simultaneously. Many programming languages support instruction-level and subprogram-level concurrency. By the twenty-first century, additional processing power on computers was increasingly coming from the use of additional processors, which requires programmers to design software that makes use of multiple processors simultaneously to achieve improved performance. Interpreted languages such as Python and Ruby do not support the concurrent use of multiple processors. Other programming languages do support managing data shared between different threads by controlling the order of execution of key instructions via the use of semaphores, controlling access to shared data via monitor, or enabling message passing between threads.

Exception handling

Many programming languages include exception handlers, a section of code triggered by runtime errors that can deal with them in two main ways:

  • Termination: shutting down and handing over control to the operating system. This option is considered the simplest.
  • Resumption: resuming the program near where the exception occurred. This can trigger a repeat of the exception, unless the exception handler is able to modify values to prevent the exception from reoccurring.

Some programming languages support dedicating a block of code to run regardless of whether an exception occurs before the code is reached; this is called finalization.

There is a tradeoff between increased ability to handle exceptions and reduced performance. For example, even though array index errors are common C does not check them for performance reasons. Although programmers can write code to catch user-defined exceptions, this can clutter a program. Standard libraries in some languages, such as C, use their return values to indicate an exception. Some languages and their compilers have the option of turning on and off error handling capability, either temporarily or permanently.

Design and implementation

One of the most important influences on programming language design has been computer architecture. Imperative languages, the most commonly used type, were designed to perform well on von Neumann architecture, the most common digital computer architecture. In von Neumann architecture, the memory stores both data and instructions, while the CPU that performs instructions on data is separate, and data must be piped back and forth to the CPU. The central elements in these languages are variables, assignment, and iteration, which is more efficient than recursion on these machines.

Many programming languages have been designed from scratch, altered to meet new needs, and combined with other languages. Many have eventually fallen into disuse. The birth of programming languages in the 1950s was stimulated by the desire to make a universal programming language suitable for all machines and uses, avoiding the need to write code for different computers. By the early 1960s, the idea of a universal language was rejected due to the differing requirements of the variety of purposes for which code was written.

Tradeoffs

Desirable qualities of programming languages include readability, writability, and reliability. These features can reduce the cost of training programmers in a language, the amount of time needed to write and maintain programs in the language, the cost of compiling the code, and increase runtime performance.

  • Although early programming languages often prioritized efficiency over readability, the latter has grown in importance since the 1970s. Having multiple operations to achieve the same result can be detrimental to readability, as is overloading operators, so that the same operator can have multiple meanings. Another feature important to readability is orthogonality, limiting the number of constructs that a programmer has to learn. A syntax structure that is easily understood and special words that are immediately obvious also supports readability.
  • Writability is the ease of use for writing code to solve the desired problem. Along with the same features essential for readability, abstraction—interfaces that enable hiding details from the client—and expressivity—enabling more concise programs—additionally help the programmer write code. The earliest programming languages were tied very closely to the underlying hardware of the computer, but over time support for abstraction has increased, allowing programmers to express ideas that are more remote from simple translation into underlying hardware instructions. Because programmers are less tied to the complexity of the computer, their programs can do more computing with less effort from the programmer. Most programming languages come with a standard library of commonly used functions.
  • Reliability means that a program performs as specified in a wide range of circumstances. Type checking, exception handling, and restricted aliasing (multiple variable names accessing the same region of memory) all can improve a program's reliability.

Programming language design often involves tradeoffs. For example, features to improve reliability typically come at the cost of performance. Increased expressivity due to a large number of operators makes writing code easier but comes at the cost of readability.

Natural-language programming has been proposed as a way to eliminate the need for a specialized language for programming. However, this goal remains distant and its benefits are open to debate. Edsger W. Dijkstra took the position that the use of a formal language is essential to prevent the introduction of meaningless constructs. Alan Perlis was similarly dismissive of the idea.

Specification

The specification of a programming language is an artifact that the language users and the implementors can use to agree upon whether a piece of source code is a valid program in that language, and if so what its behavior shall be.

A programming language specification can take several forms, including the following:

Implementation

An implementation of a programming language is the conversion of a program into machine code that can be executed by the hardware. The machine code then can be executed with the help of the operating system. The most common form of interpretation in production code is by a compiler, which translates the source code via an intermediate-level language into machine code, known as an executable. Once the program is compiled, it will run more quickly than with other implementation methods. Some compilers are able to provide further optimization to reduce memory or computation usage when the executable runs, but increasing compilation time.

Another implementation method is to run the program with an interpreter, which translates each line of software into machine code just before it executes. Although it can make debugging easier, the downside of interpretation is that it runs 10 to 100 times slower than a compiled executable. Hybrid interpretation methods provide some of the benefits of compilation and some of the benefits of interpretation via partial compilation. One form this takes is just-in-time compilation, in which the software is compiled ahead of time into an intermediate language, and then into machine code immediately before execution.

Proprietary languages

Although most of the most commonly used programming languages have fully open specifications and implementations, many programming languages exist only as proprietary programming languages with the implementation available only from a single vendor, which may claim that such a proprietary language is their intellectual property. Proprietary programming languages are commonly domain-specific languages or internal scripting languages for a single product; some proprietary languages are used only internally within a vendor, while others are available to external users.

Some programming languages exist on the border between proprietary and open; for example, Oracle Corporation asserts proprietary rights to some aspects of the Java programming language, and Microsoft's C# programming language, which has open implementations of most parts of the system, also has Common Language Runtime (CLR) as a closed environment.

Many proprietary languages are widely used, in spite of their proprietary nature; examples include MATLAB, VBScript, and Wolfram Language. Some languages may make the transition from closed to open; for example, Erlang was originally Ericsson's internal programming language.

Open source programming languages are particularly helpful for open science applications, enhancing the capacity for replication and code sharing.

Use

Thousands of different programming languages have been created, mainly in the computing field. Individual software projects commonly use five programming languages or more.

Programming languages differ from most other forms of human expression in that they require a greater degree of precision and completeness. When using a natural language to communicate with other people, human authors and speakers can be ambiguous and make small errors, and still expect their intent to be understood. However, figuratively speaking, computers "do exactly what they are told to do", and cannot "understand" what code the programmer intended to write. The combination of the language definition, a program, and the program's inputs must fully specify the external behavior that occurs when the program is executed, within the domain of control of that program. In contrast, ideas about an algorithm can be communicated to humans without the precision needed for execution by using pseudocode, which interleaves natural language with code written in a programming language.

A programming language provides a structured mechanism for defining pieces of data, and the operations or transformations that may be carried out automatically on that data. A programmer uses the abstractions present in the language to represent the concepts involved in a computation. These concepts are represented as a collection of the simplest elements available (called primitives). Programming is the process by which programmers combine these primitives to compose new programs, or adapt existing ones to new uses or a changing environment.

Programs for a computer might be executed in a batch process without any human interaction, or a user might type commands in an interactive session of an interpreter. In this case the "commands" are simply programs, whose execution is chained together. When a language can run its commands through an interpreter (such as a Unix shell or other command-line interface), without compiling, it is called a scripting language.

Measuring language usage

Determining which is the most widely used programming language is difficult since the definition of usage varies by context. One language may occupy the greater number of programmer hours, a different one has more lines of code, and a third may consume the most CPU time. Some languages are very popular for particular kinds of applications. For example, COBOL is still strong in the corporate data center, often on large mainframes Fortran in scientific and engineering applications; Ada in aerospace, transportation, military, real-time, and embedded applications; and C in embedded applications and operating systems. Other languages are regularly used to write many different kinds of applications.

Various methods of measuring language popularity, each subject to a different bias over what is measured, have been proposed:

  • counting the number of job advertisements that mention the language
  • the number of books sold that teach or describe the language
  • estimates of the number of existing lines of code written in the language – which may underestimate languages not often found in public searches
  • counts of language references (i.e., to the name of the language) found using a web search engine.

Combining and averaging information from various internet sites, stackify.com reported the ten most popular programming languages (in descending order by overall popularity): Java, C, C++, Python, C#, JavaScript, VB .NET, R, PHP, and MATLAB.

As of June 2024, the top five programming languages as measured by TIOBE index are Python, C++, C, Java and C#. TIOBE provides a list of the top 100 programming languages according to their index and updates this list every month.

According to IEEE Spectrum staff, today's most popular programming languages may remain dominant because of how AI works. As a result, new languages will have a harder time gaining popularity since coders will not write many programs in them.

Dialects, flavors and implementations

A dialect of a programming language or a data exchange language is a (relatively small) variation or extension of the language that does not change its intrinsic nature. With languages such as Scheme and Forth, standards may be considered insufficient, inadequate, or illegitimate by implementors, so often they will deviate from the standard, making a new dialect. In other cases, a dialect is created for use in a domain-specific language, often a subset. In the Lisp world, most languages that use basic S-expression syntax and Lisp-like semantics are considered Lisp dialects, although they vary wildly as do, say, Racket and Clojure. As it is common for one language to have several dialects, it can become quite difficult for an inexperienced programmer to find the right documentation. The BASIC language has many dialects.

Classifications

Programming languages can be described per the following high-level yet sometimes overlapping classifications:

Imperative

An imperative programming language supports implementing logic encoded as a sequence of ordered operations. Most popularly used languages are classified as imperative.

Functional

A functional programming language supports successively applying functions to the given parameters. Although appreciated by many researchers for their simplicity and elegance, problems with efficiency have prevented them from being widely adopted.

Logic

A logic programming language is designed so that the software, rather than the programmer, decides what order in which the instructions are executed.

Object-oriented

Object-oriented programming (OOP) is characterized by features such as data abstraction, inheritance, and dynamic dispatch. OOP is supported by most popular imperative languages and some functional languages.

Markup

Although a markup language is not a programming language per se, it might support integration with a programming language.

Special

There are special-purpose languages that are not easily compared to other programming languages.

Interplanetary Internet

From Wikipedia, the free encyclopedia The speed of light, illustrated here by a beam of light traveling ...