A discipline of programming. Edsger W. Dijkstra

A discipline of programming


A.discipline.of.programming.pdf
ISBN: 013215871X,9780132158718 | 232 pages | 6 Mb


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A discipline of programming Edsger W. Dijkstra
Publisher: Prentice Hall, Inc.




Didn't Dijkstra suggest in "A Discipline of Programming" that each program should come with a mathematical proof of it's correctness so that it was by definition bug free? Dijkstra talks about this problem in detail in one of my favorite books, "A discipline of programming." Also, here's an article with a surprisingly simple recursive solution: http://nicolas-lara.blogspot.com/2009/01/permutations. However, accessibility is only part of the story. But it by no means suggests that in order to be a great designer you must also be a great programmer. If you take a look at his “A Discipline of Programming” (which is admittedly not an easy sit for the general reader) you'll understand he's talking about “correct-by-construction” programming. That being said, to continue with jslade's analogy, there are different disciplines in programming (just as there are in ninjutsu, and in sports). Many complex models attempt to deal with the deadlock problem—with backoff-and-retry protocols, for example—but they require strict discipline by programmers, and some introduce their own problems (e.g., livelock). Use a list: Code: (setq maxvector '( (2761.11 1898.11 0.0) (3761.12 1538.43 0.0) (4761.15 2598.58 0.0) ) ). And in fact, some of these disciplines are diametric. Instead, game design has emerged as its own distinct discipline. We might talk about reaching as wide an audience as possible, or about laws requiring accessible websites.