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  2. Reactive programming - Wikipedia

    en.wikipedia.org/wiki/Reactive_programming

    In computing, reactive programming is a declarative programming paradigm concerned with data streams and the propagation of change. With this paradigm, it is possible to express static (e.g., arrays) or dynamic (e.g., event emitters) data streams with ease, and also communicate that an inferred dependency within the associated execution model exists, which facilitates the automatic propagation ...

  3. ReactiveX - Wikipedia

    en.wikipedia.org/wiki/ReactiveX

    ReactiveX (Rx, also known as Reactive Extensions) is a software library originally created by Microsoft that allows imperative programming languages to operate on sequences of data regardless of whether the data is synchronous or asynchronous. It provides a set of sequence operators that operate on each item in the sequence.

  4. Reactive Streams - Wikipedia

    en.wikipedia.org/wiki/Reactive_Streams

    The scope of Reactive Streams is a minimal set of interfaces, methods and protocols that describe the necessary operations and entities to achieve the asynchronous streams of data with non-blocking back pressure. [2]

  5. Asynchronous learning - Wikipedia

    en.wikipedia.org/wiki/Asynchronous_learning

    Online asynchronous learning began with schools' and universities' substantial investment in computer technology in the early 1980s. With seminal applications such as Seymour Papert's Logo programming language, students were able to learn at their own pace, free from the synchronous constraints of a classroom lecture. [5]

  6. Teaching method - Wikipedia

    en.wikipedia.org/wiki/Teaching_method

    A teaching method is a set of principles and methods used by teachers to enable student learning. These strategies are determined partly by the subject matter to be taught, partly by the relative expertise of the learners, and partly by constraints caused by the learning environment. [ 1 ]

  7. Synchronous programming language - Wikipedia

    en.wikipedia.org/wiki/Synchronous_programming...

    A synchronous programming language is a computer programming language optimized for programming reactive systems. Computer systems can be sorted in three main classes: Transformational systems take some inputs, process them, deliver their outputs, and terminate their execution. A typical example is a compiler.

  8. Functional reactive programming - Wikipedia

    en.wikipedia.org/.../Functional_reactive_programming

    The original formulation of functional reactive programming can be found in the ICFP 97 paper Functional Reactive Animation by Conal Elliott and Paul Hudak. [1] FRP has taken many forms since its introduction in 1997. One axis of diversity is discrete vs. continuous semantics. Another axis is how FRP systems can be changed dynamically. [2]

  9. Comparison of multi-paradigm programming languages - Wikipedia

    en.wikipedia.org/wiki/Comparison_of_multi...

    Rule-based programming – a network of rules of thumb that comprise a knowledge base and can be used for expert systems and problem deduction & resolution; Visual programming – manipulating program elements graphically rather than by specifying them textually (e.g. Simulink); also termed diagrammatic programming [1]