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Despite using them every day, most software engineers know little about how programming languages are designed and implemented. For many, their only experience with that corner of computer science was a terrifying "compilers" class that they suffered through in undergrad and tried to blot from their memory as soon as they had scribbled their last NFA to DFA conversion on the final exam. That fearsome reputation belies a field that is rich with useful techniques and not so difficult as some of its practitioners might have you believe. A better understanding of how programming languages are built will make you a stronger software engineer and teach you concepts and data structures you'll use the rest of your coding days. You might even have fun. This book teaches you everything you need to know to implement a full-featured, efficient scripting language. You'll learn both high-level concepts around parsing and semantics and gritty details like bytecode representation and garbage collection. Your brain will light up with new ideas, and your hands will get dirty and calloused. Starting from main(), you will build a language that features rich syntax, dynamic typing, garbage collection, lexical scope, first-class functions, closures, classes, and inheritance. All packed into a few thousand lines of clean, fast code that you thoroughly understand because you wrote each one yourself.
For more than 40 years, Computerworld has been the leading source of technology news and information for IT influencers worldwide. Computerworld's award-winning Web site (Computerworld.com), twice-monthly publication, focused conference series and custom research form the hub of the world's largest global IT media network.
A single line of code offers a way to understand the cultural context of computing. This book takes a single line of code—the extremely concise BASIC program for the Commodore 64 inscribed in the title—and uses it as a lens through which to consider the phenomenon of creative computing and the way computer programs exist in culture. The authors of this collaboratively written book treat code not as merely functional but as a text—in the case of 10 PRINT, a text that appeared in many different printed sources—that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.
The Apple Macintosh Encyclopedia provides easily accessible, brief and understandable information on the topics that you are most likely to have questions about. We have carefully digested the manuals, books, magazine articles, and other information sources for the Macintosh. These, combined with our own experience in using the Macintosh and other personal computers, have been integrated into an alphabetical sequence of short entries in the style of an encyclopedia. The goal is to provide concise, useful and easy-to-understand information on a particular topic that is quickly accessible when you need it. Much of the information in the entries is not contained in the manuals provided with the Macintosh and various software products. For example, notice the discussion, under WIDTH, of the "deferred" nature of this command when used with a device name, the discussion of the colon (:) in Multiplan for ranges, or Saving, Problems With. These topics are omitted or inadequately covered in the standard manuals. The Macintosh is the first truly visual computer. In keeping with the highly visual nature of using the Macintosh, we have provided over 100 illustrations. Each shows exactly what you will see on the screen when exploring topics discussed in the text. The Macintosh Encyclopedia opens with a visual guide to icons, and remains highly visual in orientation throughout the text.