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Jigar Gaglani
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Programming paradigm is a fundamental style of computer programming Paradigms differ in concepts and abstractions used to represent the elements of program
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Procedural/Imperative Functional Logic Object-Oriented
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Derived from latin word imperare means “to command” It is based on commands that update variables in storage Is a programming paradigm that describes computation in terms of statements that change a program state.
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It defines sequences of commands for the computer to perform Imperative programming is characterized by programming with a state and commands
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In imperative programming, a name may be assigned to a value and later reassigned to another value. A name is tied to two bindings, a binding to a location and to a value. The location is called the l-value and the value is called the r-value.
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For example, X := X+2 Assignment changes the value at a location. A program execution generates a sequence of states
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The unstructured commands contains: assignment command, sequential composition of commands, a provision to identify a command with a label, unconditional and conditional GOTO commands
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The unconditional goto command has the form: goto LABEL i The sequence of instructions next executed begin with the command labeled with LABEL i. The conditional goto command has the form: if conditional expression then goto LABEL i
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The goal of structured programming is to provide control structures that make it easier to reason about imperative programs.
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an IF statement corresponds to an If condition then command and a DO statement corresponds to a While condition Do command. IF guard --> command FI=if guard then command DO guard --> command OD=while guard do command
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An imperative program can only be understood in terms of its execution behavior. Thus, the whole program may need to be examined in order to understand even a small portion of code.
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The program is built from one or more procedures It provides a programmer a means to define precisely each step in the performance of a task.
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The ability to re-use the same code at different places in the program without copying it. An easier way to keep track of program flow than a collection of "GOTO" or "JUMP" statements
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Declarative programming is a non- imperative style of programming Does not explicitly list command or steps that need to be carried out to achieve the results.
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For example: List collection = new List {1,2,3,4,5 }; Imperative programming List results = new List (); foreach(var num in collection) { if (num % 2 != 0) results.Add(num); }
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Declarative programming var results = collection.Where( num=>num%2 != 0); Does not step through the collection
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Procedural Assembler, Fortran, Cobol, C, etc Non-Procedural SQL, Visual Basic, etc etc.
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It treats computation as the evaluation of mathematical functions and avoids state and mutable data. It emphasizes the application of functions, in contrast to the imperative programming style
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Functional programming is all about expressions. Functions are used as objects in FP. Functional Programming is about abstraction and reducing complexity
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spam = ['pork','ham','spices'] numbers = [1,2,3,4,5] def eggs(item): return item map(aFunction, aSequence)
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L = map(eggs, spam) print L Same thing could have been done by: for i in spam: L.append(i) print L
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If we want to create a new list of only odd numbers : def isOdd(n): return (n%2 != 0) L = filter(isOdd, numbers) print L Alternatively def isOdd(n): return (n%2 != 0) for i in numbers: if isOdd(i): L.append(i) print L
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It is the use of mathematical logic for computer programming The problem-solving task is split between the programmer and theorem-prover
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To study logic programming means to study proofs. It is based upon the fact of a backwards reasoning proof Eg. : If B 1 and … and B n then H
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Prolog is a general purpose logic programming language associated with artificial intelligence and computational linguistics It is based on Facts and Rules
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Simple Facts: Facts either consist of a particular item or a relation between items. For Eg : the fact that it is sunny is represented by writing the program : sunny. We can now ask a query of Prolog by asking ?- sunny.
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facts consist of a relation and the items that this refers to, called arguments A general model is shown below: relation(,,...., ).
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The basic Prolog terms are an integer, an atom, a variable or a structure. Example : likes(john,mary). In the above fact john and mary are two atomes.
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Consider the following sentence : 'All men are mortal' We can express this as : mortal(X) :- human(X). Let us define the fact that Socrate is a human. mortal(X) :- human(X). human(socrate).
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Now if we ask to prolog : ?- mortal(socrate). What prolog will respond ? Why ?
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One of Prolog's most useful features is the simple way it lets us state generalizations. Example: enjoys(vincent,X) :- burger(X). Vincent enjoys burgers, except Big Kahuna burgers, how do we state this in Prolog?
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As a first step, let's introduce another built in predicate fail/0 fail enables us to write some interesting programs, and in particular, it lets us define exceptions to general rules
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Consider the following code: enjoys(vincent,X) :- big_kahuna_burger(X),!,fail. enjoys(vincent,X) :- burger(X). burger(X) :- big_mac(X). burger(X) :- big_kahuna_burger(X). big_mac(a). big_kahuna_burger(b). big_mac(c).
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The first two lines describe Vincent's preferences. The last 4 lines describe a world containing 3 burgers, a, b, and c
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This is what happens: ?- enjoys(vincent,a). yes ?- enjoys(vincent,b). no ?- enjoys(vincent,c). yes
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The key is the combination of ! and fail in the first line This cut-fail combination lets us define a form of negation called negation as failure General notation: neg(Goal) :- Goal,!,fail. neg(Goal).
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For any Prolog goal, neg(Goal) will succeed precisely if Goal does not succeed. Using our new neg predicate, we can describe Vincent's preferences as: enjoys(vincent,X) :- burger(X), neg(big_kahuna_burger(X)).
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Object-oriented programming (OOP) is a programming paradigm that uses "objects" – data structures consisting of datafields and methods together with their interactions – to design applications and computer programs.
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It is a paradigm where we focus real life objects while programming any solution. We actually write behaviours of our programming objects, those behaviours are called methods in objected oriented programming.
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They enable programmers to create modules that do not need to be changed when a new type of object is added. A programmer can simply create a new object that inherits many of its features from existing objects.
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Class Object Instance Method Message passing Inheritance Abstraction Encapsulation Polymorphism Decoupling
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Encapsulation: a logical boundary around methods and properties Inheritance Re-usability method overloading and overriding Information Hiding is achieved through "Access Modifiers"
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What are the differences between these programming paradigms, and are they better suited to particular problems or do any use-cases favor one over the others?
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http://en.wikipedia.org/wiki/Imperative_program ming http://www.emu.edu.tr/aelci/Courses/D-318/D- 318-Files/plbook/imperati.htm http://en.wikipedia.org/wiki/Procedural_program ming http://www.ocaml- tutorial.org/functional_programming http://boklm.eu/prolog/page_4.html http://cs.union.edu/~striegnk/learn-prolog- now/html/node90.html
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