WHAT PROGRAMMING LANGUAGES ARE MOST USED?

WHAT PROGRAMMING LANGUAGES ARE MOST USED?
Credit: Pexel

Today we are more dependent than ever on technology. It is in how we communicate, in the way we live and currently even in the infrastructure of our homes. As part of this transformation, it is increasingly necessary for talent to dedicate themselves to programming, the language that governs technological and digital ecosystems.

However, dedicating yourself to programming is not necessarily a straight path. As it happens with the job of interpreting, the programmer must know different languages that will help him to register and execute the commands of his creations.

Language? Yes. In programming, there are different types of languages: they are sign systems that allow interaction between humans and computers. Although most of the languages are versatile and serve to achieve almost any objective, today we present you a list of the most common ones and their main use case.

THE PROGRAMMING LANGUAGES MOST USED

THE PROGRAMMING LANGUAGES MOST USED
Credit: Pexel

1.PYTHON

The first of the programming languages that we will meet in this list was born in 1991. Although today it is the first reference in programming, it took some time for it to gain public attention.

Currently it stands out among the majority for its versatility and its ability to learn, becoming a must have for programmers who want to work in Machine Learning and Data Science.

Not only is it easy to use and it focuses on making it easy to read. It also allows you to assemble all kinds of applications and web pages. It is also an incredible ally for projects that involve a lot of data analysis.

2.JAVA

When it comes to versatility, Java is the star of the party. For many years, it captured the attention of programmers around the world, due to its “object” oriented approach. An approach that also allows it to work without conflicts on any hardware.

During its heyday, it was the standard language for the development of all kinds of smart machinery, such as points of sale, ATMs, smart coffee machines, and even web pages.

 

3.JAVASCRIPT

Those of you from the 90s generation will surely remember the hundreds of free games that many websites used to publish in the early 2000s. These games were mostly created with JavaScript.

This language is used, above all, for web development and interaction between the program and its user. It is usually behind the operation of buttons, online games, animations, and even digital forms.

In addition to being a language that is widely used, it is very versatile and easy to learn xxx porno, making it ideal for beginners.

4. SWIFT

Are you interested in the world of apps? You may have to start by learning this language. After all, it is this one that will allow you to publish on the Apple App Store.

It was created precisely by this company, as a hallmark for its applications. It is very similar to its ancestor, the “Objective-C” language, highlighting clarity among its main characteristics.

 

5. C (AND ALL ITS DERIVATIVES)

The last language on this list was born between 1969 and 1972, thanks to Dennis Ritchie at Bell Laboratories. His idea was to create an evolution of the B language, which would allow it to do more in the implementation of various operating systems.

Over time, and thanks to the versatility of this language, other languages have emerged that are derived from C: C/C++, C# and Objective.

Now that you know the most popular languages, which one would you like to start learning?

 

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THE FAILURE THAT CAUSED YOUR FAVORITE GAME MECHANICS

THE FAILURE THAT CAUSED YOUR FAVORITE GAME MECHANICS

Everyone is wrong, regardless of the scale, scope, or implications of the context. However, where some errors are just that, accidents, others have ended up generating revolutionary discoveries. It happens in the kitchen, it happens in art and, of course, it happens in video games.

If you’re not sure about this, just look at titles like Skyrim, where players take advantage of glitches to find new ways to play and have fun, as well as how funny and unusual what we end up seeing on screen can be.

However, the title that brings us together here today goes far beyond that. This game, far from causing laughter or feeding the evil devil of the roguery of its gaming community, created a new way of playing and, subsequently, revolutionized how most similar titles look and play.

Yes sirs. We talk about Quake.

 

QUAKE AND THE STRAFE-JUMPING

Those who are knowledgeable gamers or simply have a lot of time in front of the computer, will surely remember this title fondly. A series of games with numerous installments and versions, which first saw the light of day on June 22, 1996.

A shooting game, like many others. Objectives, quite simple: aim and kill. So what about Quake that was revolutionary in its time? It wasn’t about what the developers delivered to their audience…it was about what their audience did with the game.

It turns out that, by chance or fate, the players began to notice something unusual, but convenient. For some reason, if they moved by jumping, they could gain speed within the map. After the technique became popular, it was baptized as strafe-jumping porno français.

The technique was especially useful, especially at competitive levels, as it allowed the player to not only go faster for free. But, in addition, you exceeded the character’s maximum movement speed. Three factors were involved in this: the release of friction when walking, the diagonal movement of the character, and the manipulation of the game camera.

There is no reason to lie. Those who know about this technique are aware that it was not easy to apply it. However, when you mastered it, you were able to far outmatch your opponents.

So what was the problem here? That this function did not come from the minds of the programmers or the company that launched the title. But of, on the contrary, a programming error. Ops.

 

FROM BUG TO GAMEPLAY

The truth is that, after making a mistake, you have two options. The option that seems most logical is to correct, of course. However, you can also take advantage of it.

When this happened, it took a while for there to be a consensus within Id Software. There were those who were in favor of fixing the bug. Others, a little more irreverent and revolutionary, bet on giving strength to this mechanic.

Let’s remember that, after all, although it was a way to obtain formidable results, this technique was not easy to apply, making it inconsistent in a normal game.

FROM BUG TO GAMEPLAY

Everything changed with the arrival of Quake Live, an installment of the previous title, completely free. In this version of the game, the programmers created a feature where you legitimately increased your speed by moving around by jumping.

Over time, this mechanic made its way out of Quake, and into games using the same engine: Call of Duty and Wolfenstein: Enemy Territory being some of the most popular examples. There were even games that used derivative engines that had to be edited to somewhat limit the benefits of using staff-jumping, as its use unbalanced player conditions.

And so, a simple programming error by some careless developer gave rise to a technique that marked the gameplay for that and future generations.

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Software testing

It is impossible to test a program completely.

What does it “testing a program completely” mean? Ideally, it means that at the end of the test process, the program will have been tested against all possible eventualities, and that there should not remain any errors in program functionality. All existing problems would have been resolved during the testing process.

In reality, this cannot happen. There are simply too many variables. For example:
• It is not possible to verify the reaction of any program to every combination of input information.
• It is not possible to verify every possible sequence of program workflow.
• It is not possible to reveal all design errors.
• The correctness of a program cannot be always be proved logically.

Then why should programs be tested?

Since it can never be said that a program works perfectly, why should it be tested?
A program should be tested to find the errors in it that can be addressed and solved, increasing efficiency in program functionality and confidence in program usage results.

Small or large, all program errors cost you money and time. Our job is to search for and eliminate errors for you.

Testing improves the quality and performance of any program.

When the majority of errors in a program are found and corrected, the quality of program output is improved, and so is your bottom line. This is the real purpose of testing.

We can participate in testing of program product in any development stage of the project:

Design

• preparation for the testing automation
• development of reception tests
• stability of acquisitions analysis
• initial testing plan development

Realization of base functions

• beginning of nonformal testing
• beginning of the formal core product testing
• first nonformal estimations of tasks, resources, time and budget.

Almost alpha

• determination of testing purposes and tasks, time, resources and budget necessary; creation of prototype testing plan
• risk evaluation for the tested project
• fulfillment of basic testing.

Alpha

• testing all program blocks
• testing under real operating conditions
• nonformal testing of the specific program blocks
• planning and the fulfillment of the detailed tests of the selected program blocks
• test plan revision
• analysis of testing manual and testing according to it
• discussion of specification shortcomings
• estimate amount of remaining errors
• beginning of testing for the hardware compatability
• addition of regression tests.
• the beginning of the automation of testing.

Pre-beta

• testing program for compliance to the requirements for the stability and the completeness of Beta-version.

Beta

• final test plan approval
• the continuation of fulfillment and the deepening of test plan and automation of testing
• rapid repeated testing of the corrected program blocks
• complete cycle of hardware testing
• publication of the formal testing results
• the last analysis of user interface, its preparation for the freezing
• Beta- testing out of the company.

Freezing user interface

• regression testing
• test plan fulfillment
• extended hardware testing

Preparation for the final testing

• regression testing with all possible versions of program environment
• complete cycle of tests according to the plan for the last version of program
• hardware testing
• testing the corrections of old errors
• system reliability evaluation

Last test for integrity

• reliability evaluation during the first day of operation
• real mode testing
• test plan and errors analysis
• testing the first releases

Release

• continuous testing during entire production period
• testing finished product
Examples of the tests, which we can make during the functional and system testing:

Collation with the specification

The correspondence of the developed program to each word of specification is checked.

Correctness

Testing how correct program makes necessary calculations and produces reports.

Laboratory tests

Hiring several feature users and watching their work with product. Actually Beta-testing is done in an attempt to obtain the same result, but with Beta-testing it is not possible to watch the process, Beta-testing it is much less effective than laboratory tests.

Extreme values

Testing program reaction to the extreme values input.

Productivity

Measuring time elapsed for different tasks, especially those, which clients will use most frequently.

Switching the modes

Testing how correctly program is switching from one mode to another. It is especially important for multitasking systems.

Real mode operation

We work with the program in the same regime as real users would work. The shortcomings, which were missed during the formal testing or they were considered insignificant, in the real work can prove to be very serious.

Load tests

Testing program reaction to extreme operating conditions:

• testing to the maximum volume of the input information
• testing program reaction to an increased activity
• analysis of resources requirements

Multi-user and multitask work

It is checked how product works with the parallel accomplishment of several objectives and how actions of several users are coordinated.

Working/treatment of errors

Testing program reaction to the improper, nonstandard or not predicted actions of users.

Protection

It is checked to see how complicated is it for an unauthorized user to obtain access to the system.

Compatability and format conversion

Testing ability of two products to work with the same data files or ability of successful co-existence in the computer operating memory.

Hardware configurations

Testing program operation on the computers with diverse configurations.

Installation and maintenance

Testing program installation, how simple and convenient and how long does it take on the average to complete the installation.