Common Lisp: First Contact
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The Machine That Builds Itself: How the Strengths of Lisp Family
Khomtchouk et al. OPINION NOTE The Machine that Builds Itself: How the Strengths of Lisp Family Languages Facilitate Building Complex and Flexible Bioinformatic Models Bohdan B. Khomtchouk1*, Edmund Weitz2 and Claes Wahlestedt1 *Correspondence: [email protected] Abstract 1Center for Therapeutic Innovation and Department of We address the need for expanding the presence of the Lisp family of Psychiatry and Behavioral programming languages in bioinformatics and computational biology research. Sciences, University of Miami Languages of this family, like Common Lisp, Scheme, or Clojure, facilitate the Miller School of Medicine, 1120 NW 14th ST, Miami, FL, USA creation of powerful and flexible software models that are required for complex 33136 and rapidly evolving domains like biology. We will point out several important key Full list of author information is features that distinguish languages of the Lisp family from other programming available at the end of the article languages and we will explain how these features can aid researchers in becoming more productive and creating better code. We will also show how these features make these languages ideal tools for artificial intelligence and machine learning applications. We will specifically stress the advantages of domain-specific languages (DSL): languages which are specialized to a particular area and thus not only facilitate easier research problem formulation, but also aid in the establishment of standards and best programming practices as applied to the specific research field at hand. DSLs are particularly easy to build in Common Lisp, the most comprehensive Lisp dialect, which is commonly referred to as the “programmable programming language.” We are convinced that Lisp grants programmers unprecedented power to build increasingly sophisticated artificial intelligence systems that may ultimately transform machine learning and AI research in bioinformatics and computational biology. -
Omnipresent and Low-Overhead Application Debugging
Omnipresent and low-overhead application debugging Robert Strandh [email protected] LaBRI, University of Bordeaux Talence, France ABSTRACT application programmers as opposed to system programmers. The state of the art in application debugging in free Common The difference, in the context of this paper, is that the tech- Lisp implementations leaves much to be desired. In many niques that we suggest are not adapted to debugging the cases, only a backtrace inspector is provided, allowing the system itself, such as the compiler. Instead, throughout this application programmer to examine the control stack when paper, we assume that, as far as the application programmer an unhandled error is signaled. Most such implementations do is concerned, the semantics of the code generated by the not allow the programmer to set breakpoints (unconditional compiler corresponds to that of the source code. or conditional), nor to step the program after it has stopped. In this paper, we are mainly concerned with Common Furthermore, even debugging tools such as tracing or man- Lisp [1] implementations distributed as so-called FLOSS, i.e., ually calling break are typically very limited in that they do \Free, Libre, and Open Source Software". While some such not allow the programmer to trace or break in important sys- implementations are excellent in terms of the quality of the tem functions such as make-instance or shared-initialize, code that the compiler generates, most leave much to be simply because these tools impact all callers, including those desired when it comes to debugging tools available to the of the system itself, such as the compiler. -
Praise for Practical Common Lisp
Praise for Practical Common Lisp “Finally, a Lisp book for the rest of us. If you want to learn how to write a factorial function, this is not your book. Seibel writes for the practical programmer, emphasizing the engineer/artist over the scientist and subtly and gracefully implying the power of the language while solving understandable real-world problems. “In most chapters, the reading of the chapter feels just like the experience of writing a program, starting with a little understanding and then having that understanding grow, like building the shoulders upon which you can then stand. When Seibel introduced macros as an aside while building a test frame- work, I was shocked at how such a simple example made me really ‘get’ them. Narrative context is extremely powerful, and the technical books that use it are a cut above. Congrats!” —Keith Irwin, Lisp programmer “While learning Lisp, one is often referred to the CL HyperSpec if they do not know what a particular function does; however, I found that I often did not ‘get it’ just by reading the HyperSpec. When I had a problem of this manner, I turned to Practical Common Lisp every single time—it is by far the most readable source on the subject that shows you how to program, not just tells you.” —Philip Haddad, Lisp programmer “With the IT world evolving at an ever-increasing pace, professionals need the most powerful tools available. This is why Common Lisp—the most powerful, flexible, and stable programming language ever—is seeing such a rise in popu- larity. -
Allegro CL User Guide
Allegro CL User Guide Volume 1 (of 2) version 4.3 March, 1996 Copyright and other notices: This is revision 6 of this manual. This manual has Franz Inc. document number D-U-00-000-01-60320-1-6. Copyright 1985-1996 by Franz Inc. All rights reserved. No part of this pub- lication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means electronic, mechanical, by photocopying or recording, or otherwise, without the prior and explicit written permission of Franz incorpo- rated. Restricted rights legend: Use, duplication, and disclosure by the United States Government are subject to Restricted Rights for Commercial Software devel- oped at private expense as specified in DOD FAR 52.227-7013 (c) (1) (ii). Allegro CL and Allegro Composer are registered trademarks of Franz Inc. Allegro Common Windows, Allegro Presto, Allegro Runtime, and Allegro Matrix are trademarks of Franz inc. Unix is a trademark of AT&T. The Allegro CL software as provided may contain material copyright Xerox Corp. and the Open Systems Foundation. All such material is used and distrib- uted with permission. Other, uncopyrighted material originally developed at MIT and at CMU is also included. Appendix B is a reproduction of chapters 5 and 6 of The Art of the Metaobject Protocol by G. Kiczales, J. des Rivieres, and D. Bobrow. All this material is used with permission and we thank the authors and their publishers for letting us reproduce their material. Contents Volume 1 Preface 1 Introduction 1.1 The language 1-1 1.2 History 1-1 1.3 Format -
Common Lisp - Viel Mehr Als Nur D¨Amliche Klammern
Einf¨uhrung Geschichtliches Die Programmiersprache Abschluß Common Lisp - viel mehr als nur d¨amliche Klammern Alexander Schreiber <[email protected]> http://www.thangorodrim.de Chemnitzer Linux-Tage 2005 Greenspun’s Tenth Rule of Programming: “Any sufficiently-complicated C or Fortran program contains an ad-hoc, informally-specified bug-ridden slow implementation of half of Common Lisp.” Alexander Schreiber <[email protected]> Common Lisp - viel mehr als nur d¨amliche Klammern 1 / 30 Einf¨uhrung Geschichtliches Die Programmiersprache Abschluß Ubersicht¨ 1 Einf¨uhrung 2 Geschichtliches 3 Die Programmiersprache 4 Abschluß Alexander Schreiber <[email protected]> Common Lisp - viel mehr als nur d¨amliche Klammern 2 / 30 Einf¨uhrung Geschichtliches Die Programmiersprache Abschluß Lisp? Wof¨ur? NASA: Remote Agent (Deep Space 1), Planner (Mars Pathfinder), Viaweb, gekauft von Yahoo f¨ur50 Millionen $, ITA Software: Orbitz engine (Flugticket Planung), Square USA: Production tracking f¨ur“Final Fantasy”, Naughty Dog Software: Crash Bandicoot auf Sony Playstation, AMD & AMI: Chip-Design & Verifizierung, typischerweise komplexe Probleme: Wissensverarbeitung, Expertensysteme, Planungssysteme Alexander Schreiber <[email protected]> Common Lisp - viel mehr als nur d¨amliche Klammern 3 / 30 Einf¨uhrung Geschichtliches Die Programmiersprache Abschluß Lisp? Wof¨ur? NASA: Remote Agent (Deep Space 1), Planner (Mars Pathfinder), Viaweb, gekauft von Yahoo f¨ur50 Millionen $, ITA Software: Orbitz engine (Flugticket Planung), Square USA: Production tracking -
Knowledge Based Engineering: Between AI and CAD
Advanced Engineering Informatics 26 (2012) 159–179 Contents lists available at SciVerse ScienceDirect Advanced Engineering Informatics journal homepage: www.elsevier.com/locate/aei Knowledge based engineering: Between AI and CAD. Review of a language based technology to support engineering design ⇑ Gianfranco La Rocca Faculty of Aerospace Engineering, Delft University of Technology, Chair of Flight Performance and Propulsion, Kluyverweg 1, 2629HS Delft, The Netherlands article info abstract Article history: Knowledge based engineering (KBE) is a relatively young technology with an enormous potential for Available online 16 March 2012 engineering design applications. Unfortunately the amount of dedicated literature available to date is quite low and dispersed. This has not promoted the diffusion of KBE in the world of industry and acade- Keywords: mia, neither has it contributed to enhancing the level of understanding of its technological fundamentals. Knowledge based engineering The scope of this paper is to offer a broad technological review of KBE in the attempt to fill the current Knowledge engineering information gap. The artificial intelligence roots of KBE are briefly discussed and the main differences and Engineering design similarities with respect to classical knowledge based systems and modern general purpose CAD systems Generative design highlighted. The programming approach, which is a distinctive aspect of state-of-the-art KBE systems, is Knowledge based design Rule based design discussed in detail, to illustrate its effectiveness in capturing and re-using engineering knowledge to automate large portions of the design process. The evolution and trends of KBE systems are investigated and, to conclude, a list of recommendations and expectations for the KBE systems of the future is provided. -
Lisp: Final Thoughts
20 Lisp: Final Thoughts Both Lisp and Prolog are based on formal mathematical models of computation: Prolog on logic and theorem proving, Lisp on the theory of recursive functions. This sets these languages apart from more traditional languages whose architecture is just an abstraction across the architecture of the underlying computing (von Neumann) hardware. By deriving their syntax and semantics from mathematical notations, Lisp and Prolog inherit both expressive power and clarity. Although Prolog, the newer of the two languages, has remained close to its theoretical roots, Lisp has been extended until it is no longer a purely functional programming language. The primary culprit for this diaspora was the Lisp community itself. The pure lisp core of the language is primarily an assembly language for building more complex data structures and search algorithms. Thus it was natural that each group of researchers or developers would “assemble” the Lisp environment that best suited their needs. After several decades of this the various dialects of Lisp were basically incompatible. The 1980s saw the desire to replace these multiple dialects with a core Common Lisp, which also included an object system, CLOS. Common Lisp is the Lisp language used in Part III. But the primary power of Lisp is the fact, as pointed out many times in Part III, that the data and commands of this language have a uniform structure. This supports the building of what we call meta-interpreters, or similarly, the use of meta-linguistic abstraction. This, simply put, is the ability of the program designer to build interpreters within Lisp (or Prolog) to interpret other suitably designed structures in the language. -
S Allegro Common Lisp Foreign Function Interface
Please do not remove this page Extensions to the Franz, Inc.'s Allegro Common Lisp foreign function interface Keane, John https://scholarship.libraries.rutgers.edu/discovery/delivery/01RUT_INST:ResearchRepository/12643408560004646?l#13643533500004646 Keane, J. (1996). Extensions to the Franz, Inc.’s Allegro Common Lisp foreign function interface. Rutgers University. https://doi.org/10.7282/t3-pqns-7h57 This work is protected by copyright. You are free to use this resource, with proper attribution, for research and educational purposes. Other uses, such as reproduction or publication, may require the permission of the copyright holder. Downloaded On 2021/09/29 22:58:32 -0400 Extensions to the Franz Incs Allegro Common Lisp Foreign Function Interface John Keane Department of Computer Science Rutgers University New Brunswick NJ keanecsrutgersedu January Abstract As provided by Franz Inc the foreign function interface of Allegro Com mon Lisp has a number of limitations This pap er describ es extensions to the interface that facilitate the inclusion of C and Fortran co de into Common Lisp systems In particular these extensions make it easy to utilize libraries of numerical subroutines such as those from Numerical Recip es in C from within ACL including those routines that take functions as arguments A mechanism for creating Lisplike dynamic runtime closures for C routines is also describ ed Acknowledgments The research presented in this do cument is supp orted in part by NASA grants NCC and NAG This research is also part of the Rutgers based -
Threading and GUI Issues for R
Threading and GUI Issues for R Luke Tierney School of Statistics University of Minnesota March 5, 2001 Contents 1 Introduction 2 2 Concurrency and Parallelism 2 3 Concurrency and Dynamic State 3 3.1 Options Settings . 3 3.2 User Defined Options . 5 3.3 Devices and Par Settings . 5 3.4 Standard Connections . 6 3.5 The Context Stack . 6 3.5.1 Synchronization . 6 4 GUI Events And Blocking IO 6 4.1 UNIX Issues . 7 4.2 Win32 Issues . 7 4.3 Classic MacOS Issues . 8 4.4 Implementations To Consider . 8 4.5 A Note On Java . 8 4.6 A Strategy for GUI/IO Management . 9 4.7 A Sample Implementation . 9 5 Threads and GUI’s 10 6 Threading Design Space 11 6.1 Parallelism Through HL Threads: The MXM Options . 12 6.2 Light-Weight Threads: The XMX Options . 12 6.3 Multiple OS Threads Running One At A Time: MSS . 14 6.4 Variations on OS Threads . 14 6.5 SMS or MXS: Which To Choose? . 14 7 Light-Weight Thread Implementation 14 1 March 5, 2001 2 8 Other Issues 15 8.1 High-Level GUI Interfaces . 16 8.2 High-Level Thread Interfaces . 16 8.3 High-Level Streams Interfaces . 16 8.4 Completely Random Stuff . 16 1 Introduction This document collects some random thoughts on runtime issues relating to concurrency, threads, GUI’s and the like. Some of this is extracted from recent R-core email threads. I’ve tried to provide lots of references that might be of use. -
New Sparse Matrix Ordering Techniques for Computer Simulation of Electronics Circuits
Recent Advances in Communications, Circuits and Technological Innovation New Sparse Matrix Ordering Techniques for Computer Simulation Of Electronics Circuits DAVID CERNY JOSEF DOBES Czech Technical University in Prague Czech Technical University in Prague Department of Radio Engineering Department of Radio Engineering Technicka 2, 166 27 Praha 6 Technicka 2, 166 27 Praha 6 Czech Republic Czech Republic [email protected] [email protected] Abstract: Engineers and technicians rely on many computer tools, which help them in the development of new devices. Especially in the electronic circuit design, there is required advantageous and complex equipment. This paper makes a brief introduction to the basic problematic of electronic circuit’s simulation. It proposes the key principles for developing modern simulators and possible further steps in computer simulation and circuit design. Main part of the article presents a novel sparse matrix ordering techniques specially developed for solving LU factorization. LU factorization is critical part of any electronic circuit simulation. This paper also presents complete description of backward and forward conversion of the new sparse matrix ordering techniques. The comparison of performance of standard matrix storages and novel sparse matrix ordering techniques is summarized at the end of this article. Key–Words: Computer simulation, SPICE, Sparse Matrix Ordering Techniques, LU factorization 1 Introduction nally come? To better understanding the problematic we must a little investigate SPICE core algorithms. Simulation program SPICE (Simulation Program with The entire program and especially its simulation core Integrated Circuit Emphasis) [1, 2] has dominated in algorithms were written in Fortran, program core al- the field of electronics simulation for several decades. -
Th`Ese Est Une Tˆache Ardue
No d’ordre : 3373 THESE` PRESENT´ EE´ A` L’UNIVERSITE´ BORDEAUX I ECOLE´ DOCTORALE DE MATHEMATIQUES´ ET D’INFORMATIQUE Par Martin Raspaud POUR OBTENIR LE GRADE DE DOCTEUR SPECIALIT´ E´ : INFORMATIQUE Mod`eles spectraux hi´erarchiques pour les sons et applications Soutenue le : 24 Mai 2007 Apr`es avis des rapporteurs : Daniel Arfib ....................... Directeur de Recherche Philippe Depalle .................. Professeur Devant la commission d’examen compos´ee de : Christophe Schlick ............... Professeur .................... Pr´esident et Rapporteur Daniel Arfib ....................... Directeur de Recherche Examinateur Philippe Depalle .................. Professeur .................... Examinateur Myriam Desainte–Catherine Professeur .................... Examinateur Laurent Girin ...................... Maˆıtre de Conf´erences . Examinateur Sylvain Marchand ................ Maˆıtre de Conf´erences . Examinateur 2007 Contents English Introduction 1 Introduction en Fran¸cais 7 1 Temporal Modelling 13 1.1 Temporal model ................................................... ....................................... 13 1.2 Time-scaling in the temporal model ................................................... .......... 16 Varying the playing speed ................................................... ........................... 16 Overlap-Add (OLA) ................................................... .................................. 17 SOLA and TD-PSOLA ................................................... ............................... 17 -
Il Ne Voyageait Pas, Il Décrivait Une Circonférence. C'était Un
Il ne voyageait pas, il décrivait une circonférence. C’était un corps grave, parcourant une orbite autour du globe terrestre, suivant les lois de la méchanique rationelle. – Jules Verne The mind is its own place and in itself, can make a Heaven of Hell, a Hell of Heaven. – John Milton University of Alberta Automated Planning and Player Modelling for Interactive Storytelling by Alejandro Ramirez Sanabria A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Master of Science Department of Computing Science c Alejandro Ramirez Sanabria Fall 2013 Edmonton, Alberta Permission is hereby granted to the University of Alberta Libraries to reproduce single copies of this thesis and to lend or sell such copies for private, scholarly or scientific research purposes only. Where the thesis is converted to, or otherwise made available in digital form, the University of Alberta will advise potential users of the thesis of these terms. The author reserves all other publication and other rights in association with the copyright in the thesis and, except as herein before provided, neither the thesis nor any substantial portion thereof may be printed or otherwise reproduced in any material form whatsoever without the author’s prior written permission. To Fran, my family, and my closest friends: words have not yet been crafted to express the feelings of admiration and gratitude I hold dear in my heart for you. Abstract Interactive Storytelling (IS) acknowledges that people want to be participants in the unfolding of a story plot. Given the complex nature of IS, Artificial Intelligence (AI) methods can be called upon to improve and enhance interactive stories in video games.