- Imperative programming is a paradigm based on composing an algorithm of actions (instructions/commands) that change the state (information/data/memory) of a program. The first programming languages based on this approach were machine codes and assemblers.
- Declarative programming is a programming paradigm in which a specification of the solution to a problem is given: it describes what the problem is and the expected result, but without describing how to achieve that result. When creating HTML, we use tags to describe what kind of page we want to get in the browser, not how to draw the title of the article, table of contents and text on the screen.
- Structural programming – makes the program text more understandable – the algorithm of the solution is clear from the source text. According to the modularity principle, the program is divided into separate semantic parts (modules). A module is a functionally complete part of the program. For example, a module for calculating the determinant of a matrix; a module for finding the sum of elements of a series. Each module is programmed separately, and then the modules are combined into a single program.
- Functional programming – The point is that we do not specify the sequence of commands we need, but describe the interaction between them and subroutines. In it, all code is the rules of working with data. You just set the necessary rules, and the code itself figures out how to apply them. Commands can be assembled into subroutines, but their sequence does not matter.
- Logic programming is a programming paradigm, as well as a section of discrete mathematics studying the methods and possibilities of this paradigm, based on the derivation of new facts from given facts according to specified logical rules. Logic programming emerged as a simplification of functional programming for mathematicians and linguists solving symbolic processing problems.
- Object Oriented Programming – The essence of OOP is to represent a program as objects that interact with each other in some way. An object is an instance of some class. A class is a template that describes all the properties of a future object and its methods.
- Component-oriented programming is.
- Prototype-oriented programming is a style of object-oriented programming in which there is no concept of a class, and inheritance is done by cloning an existing instance of an object – a prototype. The canonical example of a prototype-oriented language is the Self language.
Алгоритм — это точное и понятное предписание (указание) исполнителю совершить определенную последовательность действий, направленных на достижение указанной цели или решение поставленной задачи.
PROPERTIES OF ALGORITHMS
- Discreteness.
- Understandability (definiteness).
- Unambiguity (determinism).
- Massiveness
- Effectiveness (finiteness).
- Correctness.
Types of algorithms
- Linear – all actions are performed in a strict sequence (cooking a pie).
- Branching – actions are performed depending on the fulfillment or non-fulfillment of a condition (crossing the street at a traffic light).
- Cyclic – contains repeated actions (chopping wood).
Graphical symbols of symbols
