Plankalkül - Biblioteka.sk

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Plankalkül
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Plankalkül
ParadigmProcedural
Designed byKonrad Zuse
First appeared1948; 76 years ago (1948) – concept first published
Major implementations
Plankalkül-Compiler by the FU Berlin in 2000
Influenced by
Begriffsschrift[1]
Influenced
Superplan, ALGOL 58[2]

Plankalkül (German pronunciation: [ˈplaːnkalkyːl]) is a programming language designed for engineering purposes by Konrad Zuse between 1942 and 1945. It was the first high-level programming language to be designed for a computer.

Kalkül (from Latin calculus) is the German term for a formal system—as in Hilbert-Kalkül, the original name for the Hilbert-style deduction system—so Plankalkül refers to a formal system for planning.[3]

History of programming

In the domain of creating computing machines, Zuse was self-taught, and developed them without knowledge about other mechanical computing machines that existed already – although later on (building the Z3) being inspired by Hilbert's and Ackermann's book on elementary mathematical logic (see Principles of Mathematical Logic).[4]: 113, 152, 216  To describe logical circuits, Zuse invented his own diagram and notation system, which he called "combinatorics of conditionals" (German: Bedingungskombinatorik). After finishing the Z1 in 1938, Zuse discovered that the calculus he had independently devised already existed and was known as propositional calculus.[5]: 3  What Zuse had in mind, however, needed to be much more powerful (propositional calculus is not Turing-complete and is not able to describe even simple arithmetic calculations[6]). In May 1939, he described his plans for the development of what would become Plankalkül.[4]: 113, 152, 216  He wrote the following in his notebook:

Historical marker on house in Hinterstein [de] where Zuse worked on Plankalkül

While working on his doctoral dissertation, Zuse developed the first known formal system of algorithm notation[7]: 9  capable of handling branches and loops.[8]: 18 [4]: 56  In 1942 he began writing a chess program in Plankalkül.[4]: 216–217  In 1944, Zuse met with the German logician and philosopher Heinrich Scholz, who expressed appreciation for Zuse's utilization of logical calculus.[9] In 1945, Zuse described Plankalkül in an unpublished book.[10] The collapse of Nazi Germany, however, prevented him from submitting his manuscript.[8]: 18 

At that time the only two working computers in the world were ENIAC and Harvard Mark I, neither of which used a compiler, and ENIAC needed to be reprogrammed for each task by changing how the wires were connected.[5]: 3 

Although most of his computers were destroyed by Allied bombs, Zuse was able to rescue one machine, the Z4, and move it to the Alpine village of Hinterstein[7]: 8  (part of Bad Hindelang).

The very first attempt to devise an algorithmic language was undertaken in 1948 by K. Zuse. His notation was quite general, but the proposal never attained the consideration it deserved.

— Heinz Rutishauser, creator of ALGOL

Unable to continue building computers – which was also forbidden by the Allied Powers[11] – Zuse devoted his time to the development of a higher-level programming model and language.[8]: 18  In 1948, he published a paper in the Archiv der Mathematik and presented at the Annual Meeting of the GAMM.[4]: 89  His work failed to attract much attention.[citation needed] In a 1957 lecture, Zuse expressed his hope that Plankalkül, "after some time as a Sleeping Beauty, will yet come to life."[5]: 3  He expressed disappointment that the designers of ALGOL 58 never acknowledged the influence of Plankalkül on their own work.[8]: 18 [7]: 15 

Plankalkül was republished with commentary in 1972.[12] The first compiler for Plankalkül was implemented by Joachim Hohmann in his 1975 dissertation.[13] Other independent implementations followed in 1998[14] and 2000 at the Free University of Berlin.[5]: 2 

Description

Plankalkül has drawn comparisons to the language APL, and to relational algebra. It includes assignment statements, subroutines, conditional statements, iteration, floating-point arithmetic, arrays, hierarchical record structures, assertions, exception handling, and other advanced features such as goal-directed execution. The Plankalkül provides a data structure called generalized graph (verallgemeinerter Graph), which can be used to represent geometrical structures.[15]

Many features of the Plankalkül reappear in later programming languages; an exception is its idiosyncratic two-dimensional notation using multiple lines.

Some features of the Plankalkül:[4]: 217 

  • only local variables
  • functions do not support recursion
  • only supports call by value
  • composite types are arrays and tuples
  • contains conditional expressions
  • contains a for loop and a while loop
  • no goto

Data types

The only primitive data type in the Plankalkül is a single bit or Boolean (German: Ja-Nein-Werte – yes-no value in Zuse's terminology). It is denoted by the identifier . All the further data types are composite, and build up from primitive by means of "arrays" and "records".[16]: 679 

So, a sequence of eight bits (which in modern computing could be regarded as byte) is denoted by , and Boolean matrix of size by   is described by . There also exists a shortened notation, so one could write instead of .[16]: 679 

Type could have two possible values and . So 4-bit sequence could be written like L00L, but in cases where such a sequence represents a number, the programmer could use the decimal representation 9.[16]: 679 

Record of two components and is written as .[16]: 679 

Type (German: Art) in Plankalkül consists of 3 elements: structured value (German: Struktur), pragmatic meaning (German: Typ) and possible restriction on possible values (German: Beschränkung).[16]: 679  User defined types are identified by letter A with number, like – first user defined type.

Examples

Zuse used a lot of examples from chess theory:[16]: 680 

Coordinate of chess board (it has size 8x8 so 3 bits are just enough)
square of the board (for example L00, 00L denotes e2 in algebraic notation)
piece (for example, 00L0 — white king)
piece on a board (for example L00, 00L; 00L0 — white king on e2)
board (pieces positions, describes which piece each of 64 squares contains)
game state ( — board,  — player to move,  — possibility of castling (2 for white and 2 for black),  — information about cell on which en passant move is possible

Identifiers

Identifiers are alphanumeric characters with a number.[16]: 679  There are the following kinds of identifiers for variables:[10]: 10 

  • Input values (German: Eingabewerte, Variablen) — marked with a letter V.
  • Intermediate, temporary values (German: Zwischenwerte) — marked with a letter Z.
  • Constants (German: Constanten) — marked with a letter С.
  • Output values (German: Resultatwerte) — marked with a letter R.

Particular variable of some kind is identified by number, written under the kind.[16]: 679  For example:

, , etc.

Programs and subprograms are marked with a letter P, followed by a program (and optionally a subprogram) number. For example , .[16]: 679 

Output value of program saved there in variable is available for other subprograms under the identifier , and reading value of that variable also means executing related subprogram.[16]: 680 

Accessing elements by index

Plankalkül allows access for separate elements of variable by using "component index" (German: Komponenten-Index). When, for example, program receives input in variable of type (game state), then  — gives board state,  — piece on square number i, and bit number j of that piece.[16]: 680 

In modern programming languages, that would be described by notation similar to V0, V0, V0 (although to access a single bit in modern programming languages a bitmask is typically used).

Two-dimensional syntax

Because indexes of variables are written vertically, each Plankalkül instruction requires multiple rows to write down.[citation needed]

First row contains variable kind, then variable number marked with letter V (German: Variablen-Index), then indexes of variable subcomponents marked with K (German: Komponenten-Index), and then (German: Struktur-Index) marked with S, which describes variable type. Type is not required, but Zuse notes that this helps with reading and understanding the program.[16]: 681 

In the line types and








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