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There are lots of different programming languages in 4 different paradigms:
Object-Oriented
Functional
Logical
Procedural
I could write a program in all programming paradigms e.g a fraction that I could write it using classes in OOP and also I could write it using functions in a functional programming language. So why do we need diferent proglangs and paradigms?
According the the master Hal Abelson almost every programming language is built upon three things:
Primitive elements
Means of combination
Means of abstraction
I write almost since some esoteric languages, like BrainFuck, doesn't have means of abstraction.
So what do one paradigm offer that another doesn't? Well a different solution to these 3 and perhaps that has a more suitable expressiveness for the certain tasks. I won't go into specifics since it becomes very opinion based so I suggest you try learning to program in the different paradigms and find out for yourself.
Now procedural is usually what you have at the hardware level no matter what language you are programming in so it is the real thing while all the others are more abstract.
Programming paradigms exists for the benefit of programmers themselves. They all represent different attempts at creating a common platform of abstraction that are as beneficial as possible when starting to solve arbitrary problems. Turing completeness clearly states that any program can basically be written in any programming language that satisfies a certain basic set of rules. Therefore it makes little difference once the program is running what paradigm it is written in. The important part is that there is a person or a group behind it that can maintain or enhance it well (and then again we are back at the persons writing the program).
I've been looking into building a basic game engine from the ground up and after making a list of features that are common to other engines, one of the bigger things is the fact that they have an embedded scripting language like lua or python.
My question is how is an embedded scripting language superior to just making a header file (or something of the like) that the user can include in a c++ file which gives them access to many of the functions and states. I'm sure there's a very good answer out there, I just haven't stumbled on it yet.
Also beyond why it's needed, what are languages like lua used for in things like game engines?
Lua is a far simpler language than C++, and all you need to edit it is a text editor. This puts the ability to script events and/or high level game logic in the hand of your designers and end users. Dynamic typing and garbage collecting allows them write very succinct code that focusses on game logic rather than all the systems-level housekeeping chores you get in a language like C++. It's also far easier to sandbox.
Lua is a popular choice because it's small, portable, hackable ANSI C code base; easy to embed, extend, and -- most importantly for game developers -- it has a minimal runtime footprint (one of the fastest interpreted languages). It's also a great combination of easy to learn/read/write syntax, but with powerful features like coroutines which can be very useful in games.
The reason for including a scripting language is to allow users to customize the behavior without having to recompile the code.
I'm not sure about what you are asking in the second part of the question. Are you asking what other languages are used, or are you asking what ways are languages like Lua used?
If you asked about what other languages are good for this, one such language is Tcl. Tcl was designed from the ground up to be an embedded scripting language, and is very mature and robust, and easily learned by non-technical people.
As for what scripting languages are good for ... configuration files is one way. By using a programming language rather than a text file with name/value pairs, it allows users to add logic to their start-up files. For example, maybe you allow users to assign different functions to keys on the keyboard; with a programming language they can add different functions for different computers. Or, if you're creating a game like a RPG, perhaps you can assign different keys for different character classes. If playing as a mage, F12 might be cast a spell, but if playing as a warrior f12 might be to do a finishing blow.
There are many ways to use scripting languages, and many different langages to choose from. It all boils down to allowing your users to customize the behavior of the game without having to recompile the code.
You might find this article by a Game developer useful in understanding why embedded languages are used.
http://www.grimrock.net/2012/07/25/making-of-grimrock-rapid-programming/
Another good reason, is unless you are sharing your source code with your game users and they are all C programmers, languages such as lua make it possible for users to extend the game, for example look at World of Warcraft.
I don't know well Smalltalk, but I know some Objective-C. And I'm interested a lot in Smalltalk.
Their syntax are a lot different, but essential runtime structures (that means features) are very similar. And runtime features are supported by runtime.
I thought two languages are very similar in that meaning, but there are many features on Smalltalk that absent on Objective-C runtime. For an example, thisContext that manipulates call-stack. Or non-local return that unwinds block execution. The blocks. It was only on Smalltalk, anyway now it's implemented on Objective-C too.
Because I'm not expert on Smalltalk, I don't know that sort of features. Especially for advanced users. What features that only available in Smalltalk? Essentially, I want to know the advanced features in Smalltalk. So it's OK the features already implemented on Objective-C like block.
While I'm reasonably experienced within Objective-C, I'm not as deeply versed in Smalltalk as many, but I've done a bit of it.
It would be difficult to really enumerate a list of which language has which features for a couple of reasons.
First, what is a "language feature" at all? In Objective-C, even blocks are really built in conjunction with the Foundation APIs and things like the for(... in ...) syntax requires conformance to relatively high level protocol. Can you really talk about a language any more without also considering features of the most important API(s)? Same goes for Smalltalk.
Secondly, the two are very similar in terms of how messaging works and how inheritance is implemented, but they are also very different in how code goes from a thought in your head to running on your machine. Conceptually different to the point that it makes a feature-by-feature comparisons between the two difficult.
The key difference between the two really comes down to the foundation upon which they are built. Objective-C is built on top of C and, thus, inherits all the strengths (speed, portability, flexibility, etc..) and weaknesses (effectively a macro assembler, goofy call ABI, lack of any kind of safety net) of C & compiled-to-the-metal languages. While Objective-C layers on a bunch of relatively high level OO features, both compile time and runtime, there are limits because of the nature of C.
Smalltalk, on the other hand, takes a much more top-to-bottom-pure-OO model; everything, down to the representation of a bit, is an object. Even the call stack, exceptions, the interfaces, ...everything... is an object. And Smalltalk runs on a virtual machine which is typically, in and of itself, a relatively small native byte code interpreter that consumes a stream of smalltalk byte code that implements the higher level functionality. In smalltalk, it is much less about creating a standalone application and much more about configuring the virtual machine with a set of state and functionality that renders the features you need (wherein that configuration can effectively be snapshotted and distributed like an app).
All of this means that you always -- outside of locked down modes -- have a very high level shell to interact with the virtual machine. That shell is really also typically your IDE. Instead of edit-compile-fix-compile-run, you are generally writing code in an environment where the code is immediately live once it is syntactically sound. The lines between debugger, editor, runtime, and program are blurred.
Not a language feature, but the nil-eating behaviour of most Objective-C frameworks gives a very different developing experience than the pop-up-a-debugger, fix and continue of smalltalk.
Even though Objective-C now supports blocks, the extremely ugly syntax is unlikely to lead to much use. In Smalltalk blocks are used a lot.
Objective-C 2.0 supports blocks.
It also has non-local returns in the form of return, but perhaps you particularly meant non-local returns within blocks passed as parameters to other functions.
thisContext isn't universally supported, as far as I'm aware. Certainly there are Smalltalks that don't permit the use of continuations, for instance. That's something provided by the VM anyway, so I can conceive of an Objective-C runtime providing such a facility.
One thing Objective-C doesn't have is become: (which atomically swaps two object pointers). Again, that's something that's provided by the VM.
Otherwise I'd have to say that, like bbum points out, the major difference is probably (a) the tooling/environment and hence (b) the rapid feedback you get from the REPL-like environment. It really does feel very different, working in a Smalltalk environment and working in, say, Xcode. (I've done both.)
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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 favour one over the others?
Architecture examples appreciated!
All of them are good in their own ways - They're simply different approaches to the same problems.
In a purely procedural style, data tends to be highly decoupled from the functions that operate on it.
In an object oriented style, data tends to carry with it a collection of functions.
In a functional style, data and functions tend toward having more in common with each other (as in Lisp and Scheme) while offering more flexibility in terms of how functions are actually used. Algorithms tend also to be defined in terms of recursion and composition rather than loops and iteration.
Of course, the language itself only influences which style is preferred. Even in a pure-functional language like Haskell, you can write in a procedural style (though that is highly discouraged), and even in a procedural language like C, you can program in an object-oriented style (such as in the GTK+ and EFL APIs).
To be clear, the "advantage" of each paradigm is simply in the modeling of your algorithms and data structures. If, for example, your algorithm involves lists and trees, a functional algorithm may be the most sensible. Or, if, for example, your data is highly structured, it may make more sense to compose it as objects if that is the native paradigm of your language - or, it could just as easily be written as a functional abstraction of monads, which is the native paradigm of languages like Haskell or ML.
The choice of which you use is simply what makes more sense for your project and the abstractions your language supports.
I think the available libraries, tools, examples, and communities completely trumps the paradigm these days. For example, ML (or whatever) might be the ultimate all-purpose programming language but if you can't get any good libraries for what you are doing you're screwed.
For example, if you're making a video game, there are more good code examples and SDKs in C++, so you're probably better off with that. For a small web application, there are some great Python, PHP, and Ruby frameworks that'll get you off and running very quickly. Java is a great choice for larger projects because of the compile-time checking and enterprise libraries and platforms.
It used to be the case that the standard libraries for different languages were pretty small and easily replicated - C, C++, Assembler, ML, LISP, etc.. came with the basics, but tended to chicken out when it came to standardizing on things like network communications, encryption, graphics, data file formats (including XML), even basic data structures like balanced trees and hashtables were left out!
Modern languages like Python, PHP, Ruby, and Java now come with a far more decent standard library and have many good third party libraries you can easily use, thanks in great part to their adoption of namespaces to keep libraries from colliding with one another, and garbage collection to standardize the memory management schemes of the libraries.
These paradigms don't have to be mutually exclusive. If you look at python, it supports functions and classes, but at the same time, everything is an object, including functions. You can mix and match functional/oop/procedural style all in one piece of code.
What I mean is, in functional languages (at least in Haskell, the only one I studied) there are no statements! functions are only allowed one expression inside them!! BUT, functions are first-class citizens, you can pass them around as parameters, along with a bunch of other abilities. They can do powerful things with few lines of code.
While in a procedural language like C, the only way you can pass functions around is by using function pointers, and that alone doesn't enable many powerful tasks.
In python, a function is a first-class citizen, but it can contain arbitrary number of statements. So you can have a function that contains procedural code, but you can pass it around just like functional languages.
Same goes for OOP. A language like Java doesn't allow you to write procedures/functions outside of a class. The only way to pass a function around is to wrap it in an object that implements that function, and then pass that object around.
In Python, you don't have this restriction.
For GUI I'd say that the Object-Oriented Paradigma is very well suited. The Window is an Object, the Textboxes are Objects, and the Okay-Button is one too. On the other Hand stuff like String Processing can be done with much less overhead and therefore more straightforward with simple procedural paradigma.
I don't think it is a question of the language neither. You can write functional, procedural or object-oriented in almost any popular language, although it might be some additional effort in some.
In order to answer your question, we need two elements:
Understanding of the characteristics of different architecture styles/patterns.
Understanding of the characteristics of different programming paradigms.
A list of software architecture styles/pattern is shown on the software architecture article on Wikipeida. And you can research on them easily on the web.
In short and general, Procedural is good for a model that follows a procedure, OOP is good for design, and Functional is good for high level programming.
I think you should try reading the history on each paradigm and see why people create it and you can understand them easily.
After understanding them both, you can link the items of architecture styles/patterns to programming paradigms.
I think that they are often not "versus", but you can combine them. I also think that oftentimes, the words you mention are just buzzwords. There are few people who actually know what "object-oriented" means, even if they are the fiercest evangelists of it.
One of my friends is writing a graphics app using NVIDIA CUDA. Application fits in very nicely with OOP paradigm and the problem can be decomposed into modules neatly. However, to use CUDA you need to use C, which doesn't support inheritance. Therefore, you need to be clever.
a) You devise a clever system which will emulate inheritance to a certain extent. It can be done!
i) You can use a hook system, which expects every child C of parent P to have a certain override for function F. You can make children register their overrides, which will be stored and called when required.
ii) You can use struct memory alignment feature to cast children into parents.
This can be neat but it's not easy to come up with future-proof, reliable solution. You will spend lots of time designing the system and there is no guarantee that you won't run into problems half-way through the project. Implementing multiple inheritance is even harder, if not almost impossible.
b) You can use consistent naming policy and use divide and conquer approach to create a program. It won't have any inheritance but because your functions are small, easy-to-understand and consistently formatted you don't need it. The amount of code you need to write goes up, it's very hard to stay focused and not succumb to easy solutions (hacks). However, this ninja way of coding is the C way of coding. Staying in balance between low-level freedom and writing good code. Good way to achieve this is to write prototypes using a functional language. For example, Haskell is extremely good for prototyping algorithms.
I tend towards approach b. I wrote a possible solution using approach a, and I will be honest, it felt very unnatural using that code.
I'm looking at adding scripting functionality to an existing codebase and am weighing up the pros/cons of various packages. Lua is probably the most obvious choice, but I was wondering if people have any other suggestions based on their experience.
Scripts will be triggered upon certain events and may stay resident for a period of time. For example upon startup a script may define several options which the program presents to the user as a number of buttons. Upon selecting one of these buttons the program will notify the script where further events may occur.
These are the only real requirements;
Must be a cross-platform library that is compilable from source
Scripts must be able to call registered code-side functions
Code must be able to call script-side functions
Be used within a C/C++ codebase.
Based on my own experience:
Python. IMHO this is a good choice. We have a pretty big code base with a lot of users and they like it a lot.
Ruby. There are some really nice apps such as Google Sketchup that use this. I wrote a Sketchup plugin and thought it was pretty nice.
Tcl. This is the old-school embeddable scripting language of choice, but it doesn't have a lot of momentum these days. It's high quality though, they use it on the Hubble Space Telescope!
Lua. I've only done baby stuff with it but IIRC it only has a floating point numeric type, so make sure that's not a problem for the data you will be working with.
We're lucky to be living in the golden age of scripting, so it's hard to make a bad choice if you choose from any of the popular ones.
I have played around a little bit with Spidermonkey. It seems like it would at least be worth a look at in your situation. I have heard good things about Lua as well. The big argument for using a javascript scripting language is that a lot of developers know it already and would probably be more comfortable from the get go, whereas Lua most likely would have a bit of a learning curve.
I'm not completely positive but I think that spidermonkey your 4 requirements.
I've used Python extensively for this purpose and have never regretted it.
Lua is has the most straight-forward C API for binding into a code base that I've ever used. In fact, I usually quickly roll bindings for it by hand. Whereas, you often wouldn't consider doing so without a generator like swig for others. Also, it's typically faster and more light weight than the alternatives, and coroutines are a very useful feature that few other languages provide.
AngelScript
lets you call standard C functions and C++ methods with no need for proxy functions. The application simply registers the functions, objects, and methods that the scripts should be able to work with and nothing more has to be done with your code. The same functions used by the application internally can also be used by the scripting engine, which eliminates the need to duplicate functionality.
For the script writer the scripting language follows the widely known syntax of C/C++ (with minor changes), but without the need to worry about pointers and memory leaks.
The original question described Tcl to a "T".
Tcl was designed from the beginning to be an embedded scripting language. It has evolved to be a first class dynamic language in its own right but still is used all over the world as an embeded language. It is available under the BSD license so it is just about as free as it gets. It also compiles on pretty much any moden platform, and many not-so-modern. And not only does it work on desktop systems, there are variations available for mobile platforms.
Tcl excels as a "glue" language, where you can write performance-intensive functions in C while still benefiting from the advantages of a scripting language for less performance critical parts of the application.
Tcl also comes with a first class GUI toolkit (Tk) that is arguably one of the easiest cross platform GUI toolkits available. It also interfaces very nicely with SQLite and other databases, and has had built-in support for unicode for quite some time.
If the scripting interface will be made available to your customers (as opposed to simply enabling your own engineers to work at the scripting level), Tcl is extremely easy to learn as there are a total of only 12 rules that govern the entire language (as of tcl 8.6). In fact, Tcl shines as a way to invent domain specific languages which is often how it is used as an end-user scripting solution.
There were some excellent suggestions already, but I just wanted to mention that Perl can also be called / can call to C/C++.
You probably could use any modern scripting / bytecode language.
If you're willing to put up with the growing pains of a new product, you could use the Parrot VM. Which has support for many, if not all of the languages listed on this page. Unfortunately it's not done yet, but that hasn't stopped some people from using it in a production environment.
I think most people are probably mentioning the scripting language that they are most familiar with. From my perspective, Tcl was designed specifically to interface with C, so your problem domain is tailor-made for the language. However, I'm sure Python, Perl, or Lua would be fine. You should probably choose the language that is most familiar to your current team, since that will reduce the learning time.