Javascript Functional Programming by Example
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Processing an Intermediate Representation Written in Lisp
Processing an Intermediate Representation Written in Lisp Ricardo Pena,˜ Santiago Saavedra, Jaime Sanchez-Hern´ andez´ Complutense University of Madrid, Spain∗ [email protected],[email protected],[email protected] In the context of designing the verification platform CAVI-ART, we arrived to the need of deciding a textual format for our intermediate representation of programs. After considering several options, we finally decided to use S-expressions for that textual representation, and Common Lisp for processing it in order to obtain the verification conditions. In this paper, we discuss the benefits of this decision. S-expressions are homoiconic, i.e. they can be both considered as data and as code. We exploit this duality, and extensively use the facilities of the Common Lisp environment to make different processing with these textual representations. In particular, using a common compilation scheme we show that program execution, and verification condition generation, can be seen as two instantiations of the same generic process. 1 Introduction Building a verification platform such as CAVI-ART [7] is a challenging endeavour from many points of view. Some of the tasks require intensive research which can make advance the state of the art, as it is for instance the case of automatic invariant synthesis. Some others are not so challenging, but require a lot of pondering and discussion before arriving at a decision, in order to ensure that all the requirements have been taken into account. A bad or a too quick decision may have a profound influence in the rest of the activities, by doing them either more difficult, or longer, or more inefficient. -
Learning React Functional Web Development with React and Redux
Learning React Functional Web Development with React and Redux Alex Banks and Eve Porcello Beijing Boston Farnham Sebastopol Tokyo Learning React by Alex Banks and Eve Porcello Copyright © 2017 Alex Banks and Eve Porcello. All rights reserved. Printed in the United States of America. Published by O’Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA 95472. O’Reilly books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (http://oreilly.com/safari). For more information, contact our corporate/insti‐ tutional sales department: 800-998-9938 or [email protected]. Editor: Allyson MacDonald Indexer: WordCo Indexing Services Production Editor: Melanie Yarbrough Interior Designer: David Futato Copyeditor: Colleen Toporek Cover Designer: Karen Montgomery Proofreader: Rachel Head Illustrator: Rebecca Demarest May 2017: First Edition Revision History for the First Edition 2017-04-26: First Release See http://oreilly.com/catalog/errata.csp?isbn=9781491954621 for release details. The O’Reilly logo is a registered trademark of O’Reilly Media, Inc. Learning React, the cover image, and related trade dress are trademarks of O’Reilly Media, Inc. While the publisher and the authors have used good faith efforts to ensure that the information and instructions contained in this work are accurate, the publisher and the authors disclaim all responsibility for errors or omissions, including without limitation responsibility for damages resulting from the use of or reliance on this work. Use of the information and instructions contained in this work is at your own risk. If any code samples or other technology this work contains or describes is subject to open source licenses or the intellectual property rights of others, it is your responsibility to ensure that your use thereof complies with such licenses and/or rights. -
Rubicon: Bounded Verification of Web Applications
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by DSpace@MIT Rubicon: Bounded Verification of Web Applications Joseph P. Near, Daniel Jackson Computer Science and Artificial Intelligence Lab Massachusetts Institute of Technology Cambridge, MA, USA {jnear,dnj}@csail.mit.edu ABSTRACT ification language is an extension of the Ruby-based RSpec We present Rubicon, an application of lightweight formal domain-specific language for testing [7]; Rubicon adds the methods to web programming. Rubicon provides an embed- quantifiers of first-order logic, allowing programmers to re- ded domain-specific language for writing formal specifica- place RSpec tests over a set of mock objects with general tions of web applications and performs automatic bounded specifications over all objects. This compatibility with the checking that those specifications hold. Rubicon's language existing RSpec language makes it easy for programmers al- is based on the RSpec testing framework, and is designed to ready familiar with testing to write specifications, and to be both powerful and familiar to programmers experienced convert existing RSpec tests into specifications. in testing. Rubicon's analysis leverages the standard Ruby interpreter to perform symbolic execution, generating veri- Rubicon's automated analysis comprises two parts: first, fication conditions that Rubicon discharges using the Alloy Rubicon generates verification conditions based on specifica- Analyzer. We have tested Rubicon's scalability on five real- tions; second, Rubicon invokes a constraint solver to check world applications, and found a previously unknown secu- those conditions. The Rubicon library modifies the envi- rity bug in Fat Free CRM, a popular customer relationship ronment so that executing a specification performs symbolic management system. -
Introducing 2D Game Engine Development with Javascript
CHAPTER 1 Introducing 2D Game Engine Development with JavaScript Video games are complex, interactive, multimedia software systems. These systems must, in real time, process player input, simulate the interactions of semi-autonomous objects, and generate high-fidelity graphics and audio outputs, all while trying to engage the players. Attempts at building video games can quickly be overwhelmed by the need to be well versed in software development as well as in how to create appealing player experiences. The first challenge can be alleviated with a software library, or game engine, that contains a coherent collection of utilities and objects designed specifically for developing video games. The player engagement goal is typically achieved through careful gameplay design and fine-tuning throughout the video game development process. This book is about the design and development of a game engine; it will focus on implementing and hiding the mundane operations and supporting complex simulations. Through the projects in this book, you will build a practical game engine for developing video games that are accessible across the Internet. A game engine relieves the game developers from simple routine tasks such as decoding specific key presses on the keyboard, designing complex algorithms for common operations such as mimicking shadows in a 2D world, and understanding nuances in implementations such as enforcing accuracy tolerance of a physics simulation. Commercial and well-established game engines such as Unity, Unreal Engine, and Panda3D present their systems through a graphical user interface (GUI). Not only does the friendly GUI simplify some of the tedious processes of game design such as creating and placing objects in a level, but more importantly, it ensures that these game engines are accessible to creative designers with diverse backgrounds who may find software development specifics distracting. -
Teaching Introductory Programming with Javascript in Higher Education
Proceedings of the 9th International Conference on Applied Informatics Eger, Hungary, January 29–February 1, 2014. Vol. 1. pp. 339–350 doi: 10.14794/ICAI.9.2014.1.339 Teaching introductory programming with JavaScript in higher education Győző Horváth, László Menyhárt Department of Media & Educational Informatics, Eötvös Loránd University, Budapest, Hungary [email protected] [email protected] Abstract As the Internet penetration rate continuously increases and web browsers show a substantial development, the web becomes a more general and ubiq- uitous application runtime platform, where the programming language on the client side exclusively is JavaScript. This is the reason why recently JavaScript is more often considered as the lingua franca of the web, or, from a different point of view, the universal virtual machine of the web. In ad- dition, the JavaScript programming language appears in many other areas of informatics due to the wider usage of the HTML-based technology, and the embedded nature of the language. Consequently, in these days it is quite difficult to program without getting in touch with JavaScript in some way. In this article we are looking for answers to how the JavaScript language is suitable for being an introductory language in the programming related subjects of the higher education. First we revisit the different technologies that lead to and ensure the popularity of JavaScript. Following, current approaches using JavaScript as an introductory language are overviewed and analyzed. Next, a curriculum of an introductory programming course at the Eötvös Loránd University is presented, and a detailed investigation is given about how the JavaScript language would fit in the expectations and requirements of this programming course. -
Focus Type Applies To
Focus Type Applies To All Power Tools All All Power Tools Team Foundation Server All Templates Team Foundation Server All Integration Provider Team Foundation Server All Power Tools Team Foundation Server All Power Tools Team Foundation Server All Integration Provider Team Foundation Server Architecture Power Tools Visual Studio Architecture Power Tools Visual Studio Architecture Templates Visual Studio Architecture Integration Provider Oracle Architecture Templates Expression Builds Power Tools Team Foundation Server Builds Integration Provider Visual Studio Builds Power Tools Team Foundation Server Builds Templates Team Foundation Server Builds Power Tools Team Foundation Server Builds Power Tools Team Foundation Server Builds Power Tools Team Foundation Server Coding Power Tools Visual Studio Coding Integration Provider Visual Studio Coding Azure Integration Visual Studio Coding Integration Provider Dynamics CRM Coding Documentation Visual Studio Coding Integration Provider Visual Studio Coding Templates Visual Studio Coding Documentation Visual Studio Coding Templates SharePoint Coding Templates SharePoint Coding Integration Provider Visual Studio Coding Integration Provider Visual Studio Coding Templates SharePoint Coding Power Tools Visual Studio Coding Power Tools Visual Studio Coding Templates SharePoint Coding Templates Visual Studio Coding Templates Visual Studio Coding Templates Visual Studio Coding Power Tools Visual Studio Coding Integration Provider SharePoint Coding Templates Visual Studio Coding Templates SharePoint Coding -
Learning Javascript Design Patterns
Learning JavaScript Design Patterns Addy Osmani Beijing • Cambridge • Farnham • Köln • Sebastopol • Tokyo Learning JavaScript Design Patterns by Addy Osmani Copyright © 2012 Addy Osmani. All rights reserved. Revision History for the : 2012-05-01 Early release revision 1 See http://oreilly.com/catalog/errata.csp?isbn=9781449331818 for release details. ISBN: 978-1-449-33181-8 1335906805 Table of Contents Preface ..................................................................... ix 1. Introduction ........................................................... 1 2. What is a Pattern? ...................................................... 3 We already use patterns everyday 4 3. 'Pattern'-ity Testing, Proto-Patterns & The Rule Of Three ...................... 7 4. The Structure Of A Design Pattern ......................................... 9 5. Writing Design Patterns ................................................. 11 6. Anti-Patterns ......................................................... 13 7. Categories Of Design Pattern ............................................ 15 Creational Design Patterns 15 Structural Design Patterns 16 Behavioral Design Patterns 16 8. Design Pattern Categorization ........................................... 17 A brief note on classes 17 9. JavaScript Design Patterns .............................................. 21 The Creational Pattern 22 The Constructor Pattern 23 Basic Constructors 23 Constructors With Prototypes 24 The Singleton Pattern 24 The Module Pattern 27 iii Modules 27 Object Literals 27 The Module Pattern -
HOL-Testgen Version 1.8 USER GUIDE
HOL-TestGen Version 1.8 USER GUIDE Achim Brucker, Lukas Brügger, Abderrahmane Feliachi, Chantal Keller, Matthias Krieger, Delphine Longuet, Yakoub Nemouchi, Frédéric Tuong, Burkhart Wolff To cite this version: Achim Brucker, Lukas Brügger, Abderrahmane Feliachi, Chantal Keller, Matthias Krieger, et al.. HOL-TestGen Version 1.8 USER GUIDE. [Technical Report] Univeristé Paris-Saclay; LRI - CNRS, University Paris-Sud. 2016. hal-01765526 HAL Id: hal-01765526 https://hal.inria.fr/hal-01765526 Submitted on 12 Apr 2018 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. R L R I A P P O R HOL-TestGen Version 1.8 USER GUIDE T BRUCKER A D / BRUGGER L / FELIACHI A / KELLER C / KRIEGER M P / LONGUET D / NEMOUCHI Y / TUONG F / WOLFF B D Unité Mixte de Recherche 8623 E CNRS-Université Paris Sud-LRI 04/2016 R Rapport de Recherche N° 1586 E C H E R C CNRS – Université de Paris Sud H Centre d’Orsay LABORATOIRE DE RECHERCHE EN INFORMATIQUE E Bâtiment 650 91405 ORSAY Cedex (France) HOL-TestGen 1.8.0 User Guide http://www.brucker.ch/projects/hol-testgen/ Achim D. Brucker Lukas Brügger Abderrahmane Feliachi Chantal Keller Matthias P. -
Exploring Languages with Interpreters and Functional Programming Chapter 11
Exploring Languages with Interpreters and Functional Programming Chapter 11 H. Conrad Cunningham 24 January 2019 Contents 11 Software Testing Concepts 2 11.1 Chapter Introduction . .2 11.2 Software Requirements Specification . .2 11.3 What is Software Testing? . .3 11.4 Goals of Testing . .3 11.5 Dimensions of Testing . .3 11.5.1 Testing levels . .4 11.5.2 Testing methods . .6 11.5.2.1 Black-box testing . .6 11.5.2.2 White-box testing . .8 11.5.2.3 Gray-box testing . .9 11.5.2.4 Ad hoc testing . .9 11.5.3 Testing types . .9 11.5.4 Combining levels, methods, and types . 10 11.6 Aside: Test-Driven Development . 10 11.7 Principles for Test Automation . 12 11.8 What Next? . 15 11.9 Exercises . 15 11.10Acknowledgements . 15 11.11References . 16 11.12Terms and Concepts . 17 Copyright (C) 2018, H. Conrad Cunningham Professor of Computer and Information Science University of Mississippi 211 Weir Hall P.O. Box 1848 University, MS 38677 1 (662) 915-5358 Browser Advisory: The HTML version of this textbook requires a browser that supports the display of MathML. A good choice as of October 2018 is a recent version of Firefox from Mozilla. 2 11 Software Testing Concepts 11.1 Chapter Introduction The goal of this chapter is to survey the important concepts, terminology, and techniques of software testing in general. The next chapter illustrates these techniques by manually constructing test scripts for Haskell functions and modules. 11.2 Software Requirements Specification The purpose of a software development project is to meet particular needs and expectations of the project’s stakeholders. -
Beginner's Luck
Beginner’s Luck A Language for Property-Based Generators Leonidas Lampropoulos1 Diane Gallois-Wong2,3 Cat˘ alin˘ Hrit¸cu2 John Hughes4 Benjamin C. Pierce1 Li-yao Xia2,3 1University of Pennsylvania, USA 2INRIA Paris, France 3ENS Paris, France 4Chalmers University, Sweden Abstract An appealing feature of QuickCheck is that it offers a library Property-based random testing a` la QuickCheck requires build- of property combinators resembling standard logical operators. For ing efficient generators for well-distributed random data satisfying example, a property of the form p ==> q, built using the impli- complex logical predicates, but writing these generators can be dif- cation combinator ==>, will be tested automatically by generating ficult and error prone. We propose a domain-specific language in valuations (assignments of random values, of appropriate type, to which generators are conveniently expressed by decorating pred- the free variables of p and q), discarding those valuations that fail icates with lightweight annotations to control both the distribu- to satisfy p, and checking whether any of the ones that remain are tion of generated values and the amount of constraint solving that counterexamples to q. happens before each variable is instantiated. This language, called QuickCheck users soon learn that this default generate-and-test Luck, makes generators easier to write, read, and maintain. approach sometimes does not give satisfactory results. In particular, We give Luck a formal semantics and prove several fundamen- if the precondition p is satisfied by relatively few values of the ap- tal properties, including the soundness and completeness of random propriate type, then most of the random inputs that QuickCheck generation with respect to a standard predicate semantics. -
Quickcheck Tutorial
QuickCheck Tutorial Thomas Arts John Hughes Quviq AB Queues Erlang contains a queue data structure (see stdlib documentation) We want to test that these queues behave as expected What is “expected” behaviour? We have a mental model of queues that the software should conform to. Erlang Exchange 2008 © Quviq AB 2 Queue Mental model of a fifo queue …… first last …… Remove from head Insert at tail / rear Erlang Exchange 2008 © Quviq AB 3 Queue Traditional test cases could look like: We want to check for arbitrary elements that Q0 = queue:new(), if we add an element, Q1 = queue:cons(1,Q0), it's there. 1 = queue:last(Q1). Q0 = queue:new(), We want to check for Q1 = queue:cons(8,Q0), arbitrary queues that last added element is Q2 = queue:cons(0,Q1), "last" 0 = queue:last(Q2), Property is like an abstraction of a test case Erlang Exchange 2008 © Quviq AB 4 QuickCheck property We want to know that for any element, when we add it, it's there prop_itsthere() -> ?FORALL(I,int(), I == queue:last( queue:cons(I, queue:new()))). Erlang Exchange 2008 © Quviq AB 5 QuickCheck property We want to know that for any element, when we add it, it's there prop_itsthere() -> ?FORALL(I,int(), I == queue:last( queue:cons(I, queue:new()))). This is a property Test cases are generasted from such properties Erlang Exchange 2008 © Quviq AB 6 QuickCheck property We want to know that for any element, when we add it, it's there int() is a generator for random integers prop_itsthere() -> ?FORALL(I,int(), I == queue:last( queue:cons(I, I represents one queue:new()))). -
Course Title
"Charting the Course ... ... to Your Success!" JavaScript Advanced Course Summary Description This course will review the basics of JavaScript and provide instruction on advanced topics such as advanced features of JavaScript functions, Object-Oriented programming in JavaScript (Inheritance, encapsulation) with prototypes, using closures, understanding JavaScript promises and advanced best practices. Objectives At the end of this course, students will be able to: Review Learn function expressions/function declarations/immediately executable functions Use JavaScript objects to implement Inheritance and encapsulation Understand JavaScript closures Learn JavaScript promises Discuss how to best use the advanced topics in this course in your JavaScript projects. Topics Basics Review Object-Oriented Programming Function Expressions Error Handling And Debugging Advanced Techniques Audience This course is intended for JavaScript programmers Prerequisites JavaScript introduction Duration Two days Due to the nature of this material, this document refers to numerous hardware and software products by their trade names. References to other companies and their products are for informational purposes only, and all trademarks are the properties of their respective companies. It is not the intent of ProTech Professional Technical Services, Inc. to use any of these names generically "Charting the Course ... ... to Your Success!" JavaScript Advanced Course Outline I. Basics Review IV. Error Handling And Debugging A. Browser Error Reporting II. Object-Oriented Programming B. Internet Explorer A. Understanding Objects C. Firefox B. Types of Properties D. Chrome C. Defining Multiple Properties E. Error Handling D. Reading Property Attributes F. The try-catch Statement E. Object Creation G. Throwing Errors F. The Factory Pattern H. The error Event G. The Constructor Pattern I.