Glossary

argument
An argument is a value which is given to a procedure (or program) to operate on. For example, in the expression "say( a )", "a" is the only argument to the "say" procedure.
array
An array is a multi-dimensional list of values. In OADL, arrays need not contain values of all the same type. For example, the following is a valid OADL array: {1,2,"Hi",myClass}*
ASCII
American Standard Code for Information Interchange - the venerable 8-bit standard for the representation of characters. The ASCII table gives a numeric value for each possible character in the defined character set; for example, the letter 'a' has the ASCII value 97.
class
A class is a group of data elements and procedures and/or operators on those elements. Certain of the elements may be made public so that other classes/objects/contexts may use them.
constant
A constant is a value in an OADL program which may not be modified. Constants are found in many places in an OADL program, from simple constants like the number "1" to a complicated class declaration.
expression
An expression is a formula that mixes several operands with operators, returning a result. A typical arithmetic formula is an expression - for example, pi*r*r is an expression.
floating point
A floating point number can represent both fractional and whole numbers. Floating point numbers have a specific magnitude range and precision depending on their type. Single-precision numbers have a range of about 1e-38 to 3e38 and a precision of about 7 decimal digits. Double-precision numbers have a range of about 2e-308 to 2e308 and a precision of about 16 decimal digits. Half-precision numbers have a range of about 6e-5 to about 7e4 and a precision of about 3 decimal digits.
identifier
An identifier is a token in a programming language used to represent a variable, a named constant, named procedure, or other named item. Typically, identifiers start with an alphabetic character (as well as some characters such as "_" and "$") and are followed by any number of alphabetic characters and numbers
inheritance
Inheritance is the ability of classes and objects to be derived from another parent class. The derived class or instanced object inherits all of the attributes from its parent.
integer
An integer is a whole number whose range depends on the number of binary digits in the number. There about about 9 digits of precision for normal integers, about 3 digits of precision for 1-byte integers, about 5 digits of precision for 2-byte integers, and about 19 digits of precision for 8-byte integers.
method
A method is a public procedure interface to a class. A method is always called on an instance of that class, with the dot call syntax obj.method(args). During execution of the method, the self pseudo-variable can be used to find the Object instance of the class that the method was called with.
public
A public item in a class or object is one which is visible outside the class/object context. In addition, in OADL, a Public is a hash key index into an object which may be declared independently of any class.
multiple inheritance
Multiple inheritance is the ability of a class to derive attributes from more than one parent class. For example, a power drill might derive attributes from both a cutting tool (number of teeth, hardness, etc.) as well as from a power tool (spindle size, motor HP, etc.)
object
An object is an instance of a class. Classes are always non-modifiable; objects may be dynamic, with changes permitted to various attributes of the object.
operator
An operator is one of several mathematical operations, including +, -, and so on. Operators have one (monadic) or two (dyadic) operands. Operators may be overloaded by OADL classes.
procedure
A procedure is a sequence of instructions which tell a computer what to do. In addition, procedures typically have arguments - values that are given to the procedure to operate on - and a return value.
scalar
A scalar is a simple single-valued item. For example, the number 3 is a scalar. In OADL, for the purposes of array-valued expressions, everything that is not an array is a scalar.
token
A token is a sequence of characters which are grouped together according to a fixed set of rules. An identifier is a token, as is a string literal, and a floating point number.
Unicode
Unicode is the modern standard for encoding text in displayed output. It handles glyphs from most of the world's languages. OADL supports the UTF-8 encoding as well as direct 21-bit Unicode glyphs in a 32-bit field.
variable
A variable can be considered a "box" or holding cell which contains a value. In OADL, most variables have a dynamic type that may be changed by assigning a new value to the variable.

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