Evaluation strategy
Autovivification
Autovivification is a distinguishing feature of the Perl programming language involving the dynamic creation of data structures.
Autovivification is a distinguishing feature of the Perl programming language involving the dynamic creation of data structures.
Dynamic programming language
Dynamic programming language is a term used broadly in computer science to describe a class of high-level programming languages that execute at runtime many common behaviors that other languages...
Dynamic programming language is a term used broadly in computer science to describe a class of high-level programming languages that execute at runtime many common behaviors that other languages...
Eager evaluation
In computer programming, eager evaluation or greedy evaluation is the evaluation strategy in most traditional programming languages.
In computer programming, eager evaluation or greedy evaluation is the evaluation strategy in most traditional programming languages.
Evaluation strategy
In computer science, an evaluation strategy is a set of rules for evaluating expressions in a programming language.
In computer science, an evaluation strategy is a set of rules for evaluating expressions in a programming language.
Functional reactive programming
Functional reactive programming (FRP) is a programming paradigm for reactive programming using the building blocks of functional programming.
Functional reactive programming (FRP) is a programming paradigm for reactive programming using the building blocks of functional programming.
Lazy evaluation
In programming language theory, lazy evaluation or call-by-need is an evaluation strategy which delays the evaluation of an expression until its value is needed and which also avoids repea...
In programming language theory, lazy evaluation or call-by-need is an evaluation strategy which delays the evaluation of an expression until its value is needed and which also avoids repea...
Partial evaluation
In computing, partial evaluation is a technique for several different types of program optimization by specialization.
In computing, partial evaluation is a technique for several different types of program optimization by specialization.
Promise (computing)
A promise is the final item in a Stream.
A promise is the final item in a Stream.
Reactive programming
In computing, reactive programming is a programming paradigm oriented around data flows and the propagation of change.
In computing, reactive programming is a programming paradigm oriented around data flows and the propagation of change.
Remote evaluation
In computer science, remote evaluation is a general term for any technology that involves the transmission of executable software programs from a client computer to a server computer for subsequ...
In computer science, remote evaluation is a general term for any technology that involves the transmission of executable software programs from a client computer to a server computer for subsequ...
Short-circuit evaluation
Short-circuit evaluation, minimal evaluation, or McCarthy evaluation denotes the semantics of some Boolean operators in some programming languages in which the second argument is onl...
Short-circuit evaluation, minimal evaluation, or McCarthy evaluation denotes the semantics of some Boolean operators in some programming languages in which the second argument is onl...
Strict programming language
A strict programming language is one in which only strict functions may be defined by the user.
A strict programming language is one in which only strict functions may be defined by the user.
Thunk (delayed computation)
Thunk refers to a piece of low-level code, usually machine-generated, that implements some detail of a particular software expression (for the sake of concreteness, say, some algebraic formula).
Thunk refers to a piece of low-level code, usually machine-generated, that implements some detail of a particular software expression (for the sake of concreteness, say, some algebraic formula).
Thunk (functional programming)
In computer science, a thunk is a parameterless closure created to prevent the evaluation of an expression until forced at a later time.
In computer science, a thunk is a parameterless closure created to prevent the evaluation of an expression until forced at a later time.
Thunk (programming)
Thunk refers to a piece of low-level code, usually machine-generated, that implements some detail of a particular software system.
Thunk refers to a piece of low-level code, usually machine-generated, that implements some detail of a particular software system.
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