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ive reasoning
Test-driven development
== References ==
== Further reading ==
== External links ==
Inductive Programming community page, hosted by the University of Bamberg.
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Extreme programming (XP) is a software development methodology intended to improve software quality and responsiveness to changing customer requirements. As a type of agile software development, it advocates frequent releases in short development cycles, intended to improve productivity and introduce checkpoints at which new customer requirements can be adopted.
Other elements of extreme programming include programming in pairs or doing extensive code review, unit testing of all code, not programming features until they are actually needed, a flat management structure, code simplicity and clarity, expecting changes in the customer's requirements as time passes and the problem is better understood, and frequent communication with the customer and among programmers. The methodology takes its name from the idea that the beneficial elements of traditional software engineering practices are taken to "extreme" levels. As an example, code reviews are considered a beneficial practice; taken to
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ews are considered a beneficial practice; taken to the extreme, code can be reviewed continuously (i.e. the practice of pair programming).
== History ==
Kent Beck developed extreme programming during his work on the Chrysler Comprehensive Compensation System (C3) payroll project. Beck became the C3 project leader in March 1996. He began to refine the development methodology used in the project and wrote a book on the methodology (Extreme Programming Explained, published in October 1999). Chrysler cancelled the C3 project in February 2000, after seven years, when Daimler-Benz acquired the company. Ward Cunningham was another major influence on XP.
Many extreme-programming practices have been around for some time; the methodology takes "best practices" to extreme levels. For example, the "practice of test-first development, planning and writing tests before each micro-increment" was used as early as NASA's Project Mercury, in the early 1960s. To shorten the total development time, som
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1960s. To shorten the total development time, some formal test documents (such as for acceptance testing) have been developed in parallel with (or shortly before) the software being ready for testing. A NASA independent test group can write the test procedures, based on formal requirements and logical limits, before programmers write the software and integrate it with the hardware. XP takes this concept to the extreme level, writing automated tests (sometimes inside software modules) which validate the operation of even small sections of software coding, rather than only testing the larger features.
=== Origins ===
Two major influences shaped software development in the 1990s:
Internally, object-oriented programming replaced procedural programming as the programming paradigm favored by some developers.
Externally, the rise of the Internet and the dot-com boom emphasized speed-to-market and company growth as competitive business factors.
Rapidly changing requirements demanded short
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tors.
Rapidly changing requirements demanded shorter product life-cycles, and often clashed with traditional methods of software development.
The Chrysler Comprehensive Compensation System (C3) started in order to determine the best way to use object technologies, using the payroll systems at Chrysler as the object of research, with Smalltalk as the language and GemStone as the data access layer. Chrysler brought in Kent Beck, a prominent Smalltalk practitioner, to do performance tuning on the system, but his role expanded as he noted several problems with the development process. He took this opportunity to propose and implement some changes in development practices - based on his work with his frequent collaborator, Ward Cunningham. Beck describes the early conception of the methods:
The first time I was asked to lead a team, I asked them to do a little bit of the things I thought were sensible, like testing and reviews. The second time there was a lot more on the line. I thought,
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time there was a lot more on the line. I thought, "Damn the torpedoes, at least this will make a good article," [and] asked the team to crank up all the knobs to 10 on the things I thought were essential and leave out everything else.
Beck invited Ron Jeffries to the project to help develop and refine these methods. Jeffries thereafter acted as a coach to instill the practices as habits in the C3 team.
Information about the principles and practices behind XP disseminated to the wider world through discussions on the original wiki, Cunningham's WikiWikiWeb. Various contributors discussed and expanded upon the ideas, and some spin-off methodologies resulted (see agile software development). Also, XP concepts have been explained, for several years, using a hypertext system map on the XP website at http://www.extremeprogramming.org c. 1999.
Beck edited a series of books on XP, beginning with his own Extreme Programming Explained (1999, ISBN 0-201-61641-6), spreading his ideas to a much lar
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0-201-61641-6), spreading his ideas to a much larger audience. Authors in the series went through various aspects attending XP and its practices. The series included a book critical of the practices.
=== Current state ===
XP generated significant interest among software communities in the late 1990s and early 2000s, seeing adoption in a number of environments radically different from its origins.
The high discipline required by the original practices often went by the wayside, causing some of these practices, such as those thought too rigid, to be deprecated or reduced, or even left unfinished, on individual sites. For example, the practice of end-of-day integration tests for a particular project could be changed to an end-of-week schedule, or simply reduced to testing on mutually agreed dates. Such a more relaxed schedule could avoid people feeling rushed to generate artificial stubs just to pass the end-of-day testing. A less-rigid schedule allows, instead, the development of comp
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schedule allows, instead, the development of complex features over a period of several days.
Meanwhile, other agile-development practices have not stood still, and as of 2019 XP continues to evolve, assimilating more lessons from experiences in the field, to use other practices. In the second edition of Extreme Programming Explained (November 2004), five years after the first edition, Beck added more values and practices and differentiated between primary and corollary practices.
== Concept ==
=== Goals ===
Extreme Programming Explained describes extreme programming as a software-development discipline that organizes people to produce higher-quality software more productively.
XP attempts to reduce the cost of changes in requirements by having multiple short development cycles, rather than a long one.
In this doctrine, changes are a natural, inescapable and desirable aspect of software-development projects, and should be planned for, instead of attempting to define a stable set of
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r, instead of attempting to define a stable set of requirements.
Extreme programming also introduces a number of basic values, principles and practices on top of the agile methodology.
=== Activities ===
XP describes four basic activities that are performed within the software development process: coding, testing, listening, and designing. Each of those activities is described below.
==== Coding ====
The advocates of XP argue that the only truly important product of the system development process is code – software instructions that a computer can interpret. Without code, there is no working product.
Coding can be used to figure out the most suitable solution. Coding can also help to communicate thoughts about programming problems. A programmer dealing with a complex programming problem, or finding it hard to explain the solution to fellow programmers, might code it in a simplified manner and use the code to demonstrate what they mean. Code, say the proponents of this position, is
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an. Code, say the proponents of this position, is always clear and concise and cannot be interpreted in more than one way. Other programmers can give feedback on this code by also coding their thoughts.
==== Testing ====
Testing is central to extreme programming. Extreme programming's approach is that if a little testing can eliminate a few flaws, a lot of testing can eliminate many more flaws.
Unit tests determine whether a given feature works as intended. Programmers write as many automated tests as they can think of that might "break" the code; if all tests run successfully, then the coding is complete. Every piece of code that is written is tested before moving on to the next feature.
Acceptance tests verify that the requirements as understood by the programmers satisfy the customer's actual requirements.
System-wide integration testing was encouraged, initially, as a daily end-of-day activity, for early detection of incompatible interfaces, to reconnect before the separate sec
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e interfaces, to reconnect before the separate sections diverged widely from coherent functionality. However, system-wide integration testing has been reduced, to weekly, or less often, depending on the stability of the overall interfaces in the system.
==== Listening ====
Programmers must listen to what the customers need the system to do, what "business logic" is needed. They must understand these needs well enough to give the customer feedback about the technical aspects of how the problem might be solved, or cannot be solved. Communication between the customer and programmer is further addressed in the planning game.
==== Designing ====
From the point of view of simplicity, of course one could say that system development doesn't need more than coding, testing and listening. If those activities are performed well, the result should always be a system that works. In practice, this will not work. One can come a long way without designing but at a given time one will get stuck. The
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igning but at a given time one will get stuck. The system becomes too complex and the dependencies within the system cease to be clear. One can avoid this by creating a design structure that organizes the logic in the system. Good design will avoid many dependencies within a system; this means that changing one part of the system will not affect other parts of the system.
=== Values ===
Extreme programming initially recognized four values in 1999: communication, simplicity, feedback, and courage. A new value, respect, was added in the second edition of Extreme Programming Explained. Those five values are described below.
==== Communication ====
Building software systems requires communicating system requirements to the developers of the system. In formal software development methodologies, this task is accomplished through documentation. Extreme programming techniques can be viewed as methods for rapidly building and disseminating institutional knowledge among members of a developm
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nstitutional knowledge among members of a development team. The goal is to give all developers a shared view of the system which matches the view held by the users of the system. To this end, extreme programming favors simple designs, common metaphors, collaboration of users and programmers, frequent verbal communication, and feedback.
==== Simplicity ====
Extreme programming encourages starting with the simplest solution. Extra functionality can then be added later. The difference between this approach and more conventional system development methods is the focus on designing and coding for the needs of today instead of those of tomorrow, next week, or next month. This is sometimes summed up as the "You aren't gonna need it" (YAGNI) approach. Proponents of XP acknowledge the disadvantage that this can sometimes entail more effort tomorrow to change the system; their claim is that this is more than compensated for by the advantage of not investing in possible future requirements that
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not investing in possible future requirements that might change before they become relevant. Coding and designing for uncertain future requirements implies the risk of spending resources on something that might not be needed, while perhaps delaying crucial features. Related to the "communication" value, simplicity in design and coding should improve the quality of communication. A simple design with very simple code could be easily understood by most programmers in the team.
==== Feedback ====
Within extreme programming, feedback relates to different dimensions of the system development:
Feedback from the system: by writing unit tests, or running periodic integration tests, the programmers have direct feedback from the state of the system after implementing changes.
Feedback from the customer: The functional tests (aka acceptance tests) are written by the customer and the testers. They will get concrete feedback about the current state of their system. This review is planned once in
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te of their system. This review is planned once in every two or three weeks so the customer can easily steer the development.
Feedback from the team: When customers come up with new requirements in the planning game the team directly gives an estimation of the time that it will take to implement.
Feedback is closely related to communication and simplicity. Flaws in the system are easily communicated by writing a unit test that proves a certain piece of code will break. The direct feedback from the system tells programmers to recode this part. A customer is able to test the system periodically according to the functional requirements, known as user stories. To quote Kent Beck, "Optimism is an occupational hazard of programming. Feedback is the treatment."
==== Courage ====
Several practices embody courage. One is the commandment to always design and code for today and not for tomorrow. This is an effort to avoid getting bogged down in design and requiring a lot of effort to implement
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design and requiring a lot of effort to implement anything else. Courage enables developers to feel comfortable with refactoring their code when necessary. This means reviewing the existing system and modifying it so that future changes can be implemented more easily. Another example of courage is knowing when to throw code away: courage to remove source code that is obsolete, no matter how much effort was used to create that source code. Also, courage means persistence: a programmer might be stuck on a complex problem for an entire day, then solve the problem quickly the next day, but only if they are persistent.
==== Respect ====
The respect value includes respect for others as well as self-respect. Programmers should never commit changes that break compilation, that make existing unit-tests fail, or that otherwise delay the work of their peers. Members respect their own work by always striving for high quality and seeking for the best design for the solution at hand through refact
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est design for the solution at hand through refactoring.
Adopting the four earlier values leads to respect gained from others in the team. Nobody on the team should feel unappreciated or ignored. This ensures a high level of motivation and encourages loyalty toward the team and toward the goal of the project. This value is dependent upon the other values, and is oriented toward teamwork.
=== Rules ===
The first version of rules for XP was published in 1999 by Don Wells at the XP website. 29 rules are given in the categories of planning, managing, designing, coding, and testing. Planning, managing and designing are called out explicitly to counter claims that XP doesn't support those activities.
Another version of XP rules was proposed by Ken Auer in XP/Agile Universe 2003. He felt XP was defined by its rules, not its practices (which are subject to more variation and ambiguity). He defined two categories: "Rules of Engagement" which dictate the environment in which software developme
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ictate the environment in which software development can take place effectively, and "Rules of Play" which define the minute-by-minute activities and rules within the framework of the Rules of Engagement.
Here are some of the rules (incomplete):
Coding
The customer is always available
Code the unit test first
Only one pair integrates code at a time
Leave optimization until last
No overtime
Testing
All code must have unit tests
All code must pass all unit tests before it can be released.
When a bug is found, tests are created before the bug is addressed (a bug is not an error in logic; it is a test that was not written)
Acceptance tests are run often and the results are published
=== Principles ===
The principles that form the basis of XP are based on the values just described and are intended to foster decisions in a system development project. The principles are intended to be more concrete than the values and more easily translated to guidance in a practical situation.
==== Fee
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d to guidance in a practical situation.
==== Feedback ====
Extreme programming sees feedback as most useful if it is done frequently and promptly. It stresses that minimal delay between an action and its feedback is critical to learning and making changes. Unlike traditional system development methods, contact with the customer occurs in more frequent iterations. The customer has clear insight into the system that is being developed, and can give feedback and steer the development as needed. With frequent feedback from the customer, a mistaken design decision made by the developer will be noticed and corrected quickly, before the developer spends much time implementing it.
Unit tests contribute to the rapid feedback principle. When writing code, running the unit test provides direct feedback as to how the system reacts to the changes made. This includes running not only the unit tests that test the developer's code, but running in addition all unit tests against all the software, usi
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ition all unit tests against all the software, using an automated process that can be initiated by a single command. That way, if the developer's changes cause a failure in some other portion of the system that the developer knows little or nothing about, the automated all-unit-test suite will reveal the failure immediately, alerting the developer of the incompatibility of their change with other parts of the system, and the necessity of removing or modifying their change. Under traditional development practices, the absence of an automated, comprehensive unit-test suite meant that such a code change, assumed harmless by the developer, would have been left in place, appearing only during integration testing – or worse, only in production; and determining which code change caused the problem, among all the changes made by all the developers during the weeks or even months previous to integration testing, was a formidable task.
==== Assuming simplicity ====
This is about treating every
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uming simplicity ====
This is about treating every problem as if its solution were "extremely simple". Traditional system development methods say to plan for the future and to code for reusability. Extreme programming rejects these ideas.
The advocates of extreme programming say that making big changes all at once does not work. Extreme programming applies incremental changes: for example, a system might have small releases every three weeks. When many little steps are made, the customer has more control over the development process and the system that is being developed.
==== Embracing change ====
The principle of embracing change is about not working against changes but embracing them. For instance, if at one of the iterative meetings it appears that the customer's requirements have changed dramatically, programmers are to embrace this and plan the new requirements for the next iteration.
== Practices ==
Extreme programming has been described as having 12 practices, grouped into
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een described as having 12 practices, grouped into four areas:
=== Fine-scale feedback ===
Pair programming
Planning game
Test-driven development
Whole team
=== Continuous process ===
Continuous integration
Refactoring or design improvement
Small releases
=== Shared understanding ===
Coding standards
Collective code ownership
Simple design
System metaphor
=== Programmer welfare ===
Sustainable pace
== Controversial aspects ==
The practices in XP have been heavily debated. Proponents of extreme programming claim that by having the on-site customer request changes informally, the process becomes flexible, and saves the cost of formal overhead. Critics of XP claim this can lead to costly rework and project scope creep beyond what was previously agreed or funded.
Change-control boards are a sign that there are potential conflicts in project objectives and constraints between multiple users. XP's expedited methods are somewhat dependent on programmers being able to assume a unifie
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ndent on programmers being able to assume a unified client viewpoint so the programmer can concentrate on coding, rather than documentation of compromise objectives and constraints. This also applies when multiple programming organizations are involved, particularly organizations which compete for shares of projects.
Other potentially controversial aspects of extreme programming include:
Requirements are expressed as automated acceptance tests rather than specification documents.
Requirements are defined incrementally, rather than trying to get them all in advance.
Software developers are usually required to work in pairs.
There is no big design up front. Most of the design activity takes place on the fly and incrementally, starting with "the simplest thing that could possibly work" and adding complexity only when it's required by failing tests. Critics characterize this as "debugging a system into appearance" and fear this will result in more re-design effort than only re-designing w
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in more re-design effort than only re-designing when requirements change.
A customer representative is attached to the project. This role can become a single-point-of-failure for the project, and some people have found it to be a source of stress. Also, there is the danger of micro-management by a non-technical representative trying to dictate the use of technical software features and architecture.
Critics have noted several potential drawbacks, including problems with unstable requirements, no documented compromises of user conflicts, and a lack of an overall design specification or document.
=== Scalability ===
Thoughtworks has claimed reasonable success on distributed XP projects with up to sixty people.
In 2004, industrial extreme programming (IXP) was introduced as an evolution of XP. It is intended to bring the ability to work in large and distributed teams. It now has 23 practices and flexible values.
=== Severability and responses ===
In 2003, Matt Stephens and Doug Rosen
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esponses ===
In 2003, Matt Stephens and Doug Rosenberg published Extreme Programming Refactored: The Case Against XP, which questioned the value of the XP process and suggested ways in which it could be improved. This triggered a lengthy debate in articles, Internet newsgroups, and web-site chat areas. The core argument of the book is that XP's practices are interdependent but that few practical organizations are willing/able to adopt all the practices; therefore the entire process fails. The book also makes other criticisms, and it draws a likeness of XP's "collective ownership" model to socialism in a negative manner.
Certain aspects of XP have changed since the publication of Extreme Programming Refactored; in particular, XP now accommodates modifications to the practices as long as the required objectives are still met. XP also uses increasingly generic terms for processes. Some argue that these changes invalidate previous criticisms; others claim that this is simply watering the p
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s; others claim that this is simply watering the process down.
Other authors have tried to reconcile XP with the older methodologies in order to form a unified methodology. Some of these XP sought to replace, such as the waterfall methodology; example Project Lifecycles: Waterfall, Rapid Application Development (RAD), etc. JPMorgan Chase & Co. tried combining XP with the computer programming methods of capability maturity model integration (CMMI), and Six Sigma. They found that the three systems reinforced each other well, leading to better development, and did not mutually contradict.
== Criticism ==
Extreme programming's initial buzz and controversial tenets, such as pair programming and continuous design, have attracted particular criticisms, such as the ones coming from McBreen, Boehm and Turner, Matt Stephens and Doug Rosenberg. Many of the criticisms, however, are believed by Agile practitioners to be misunderstandings of agile development.
In particular, extreme programming ha
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development.
In particular, extreme programming has been reviewed and critiqued by Matt Stephens's and Doug Rosenberg's Extreme Programming Refactored.
== See also ==
Agile software development
Continuous obsolescence
EXtreme Manufacturing
Extreme project management
Extreme programming practices
Kaizen
List of software development philosophies
Pair programming
Scrum (development)
Software craftsmanship
Stand-up meeting
Timeboxing
== References ==
== Further reading ==
Ken Auer and Roy Miller. Extreme Programming Applied: Playing To Win, Addison–Wesley.
Ken Auer; Ron Jeffries; Jeff Canna; Glen B. Alleman; Lisa Crispin; Janet Gregory (2002). "Are Testers eXtinct? How Can Testers Contribute to XP Teams?". Extreme Programming and Agile Methods — XP/Agile Universe 2002. Lecture Notes in Computer Science. Vol. 2418. Springer-Verlag. p. 287. doi:10.1007/3-540-45672-4_50. ISBN 978-3-540-44024-6.
Kent Beck: Extreme Programming Explained: Embrace Change, Addison–Wesley. First edition, 1999
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mbrace Change, Addison–Wesley. First edition, 1999. Second edition, with Cynthia Andres, 2004.
Kent Beck and Martin Fowler: Planning Extreme Programming, Addison–Wesley.
Alistair Cockburn: Agile Software Development, Addison–Wesley.
Martin Fowler: Refactoring: Improving the Design of Existing Code.With Kent Beck, John Brant, William Opdyke, and Don Roberts (1999). Addison-Wesley.
Harvey Herela (2005). Case Study: The Chrysler Comprehensive Compensation System. Galen Lab, U.C. Irvine.
Jim Highsmith. Agile Software Development Ecosystems, Addison–Wesley.
Ron Jeffries, Ann Anderson and Chet Hendrickson (2000), Extreme Programming Installed, Addison–Wesley.
Larman, C.; Basili, V.R. (June 2003). "Iterative and incremental developments. a brief history" (PDF). Computer. 36 (6): 47–56. doi:10.1109/MC.2003.1204375.
Matt Stephens and Doug Rosenberg (2003). Extreme Programming Refactored: The Case Against XP, Apress.
Waldner, JB. (2008). "Nanocomputers and Swarm Intelligence". In: ISTE, 225–256.
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puters and Swarm Intelligence". In: ISTE, 225–256.
== External links ==
A gentle introduction
Industrial eXtreme Programming
Problems and Solutions to XP implementation
Using an Agile Software Process with Offshore Development – ThoughtWorks' experiences with implementing XP in large distributed projects
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Ajax (also AJAX ; short for "asynchronous JavaScript and XML") is a set of web development techniques that uses various web technologies on the client-side to create asynchronous web applications. With Ajax, web applications can send and retrieve data from a server asynchronously (in the background) without interfering with the display and behaviour of the existing page. By decoupling the data interchange layer from the presentation layer, Ajax allows web pages and, by extension, web applications, to change content dynamically without the need to reload the entire page. In practice, modern implementations commonly utilize JSON instead of XML.
Ajax is not a technology, but rather a programming pattern. HTML and CSS can be used in combination to mark up and style information. The webpage can be modified by JavaScript to dynamically display (and allow the user to interact with) the new information. The built-in XMLHttpRequest object is used to execute Ajax on webpages, allowing websites t
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d to execute Ajax on webpages, allowing websites to load content onto the screen without refreshing the page. Ajax is not a new technology, nor is it a new language. Instead, it is existing technologies used in a new way.
== History ==
In the early-to-mid 1990s, most Websites were based on complete HTML pages. Each user action required a complete new page to be loaded from the server. This process was inefficient, as reflected by the user experience: all page content disappeared, then the new page appeared. Each time the browser reloaded a page because of a partial change, all the content had to be re-sent, even though only some of the information had changed. This placed additional load on the server and made bandwidth a limiting factor in performance.
In 1996, the iframe tag was introduced by Internet Explorer; like the object element, it can load a part of the web page asynchronously. In 1998, the Microsoft Outlook Web Access team developed the concept behind the XMLHttpRequest sc
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developed the concept behind the XMLHttpRequest scripting object. It appeared as XMLHTTP in the second version of the MSXML library, which shipped with Internet Explorer 5.0 in March 1999.
The functionality of the Windows XMLHTTP ActiveX control in IE 5 was later implemented by Mozilla Firefox, Safari, Opera, Google Chrome, and other browsers as the XMLHttpRequest JavaScript object. Microsoft adopted the native XMLHttpRequest model as of Internet Explorer 7. The ActiveX version is still supported in Internet Explorer and on "Internet Explorer mode" in Microsoft Edge. The utility of these background HTTP requests and asynchronous Web technologies remained fairly obscure until it started appearing in large scale online applications such as Outlook Web Access (2000) and Oddpost (2002).
Google made a wide deployment of standards-compliant, cross browser Ajax with Gmail (2004) and Google Maps (2005). In October 2004 Kayak.com's public beta release was among the first large-scale e-commerce
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elease was among the first large-scale e-commerce uses of what their developers at that time called "the xml http thing". This increased interest in Ajax among web program developers.
The term AJAX was publicly used on 18 February 2005 by Jesse James Garrett in an article titled Ajax: A New Approach to Web Applications, based on techniques used on Google pages.
On 5 April 2006, the World Wide Web Consortium (W3C) released the first draft specification for the XMLHttpRequest object in an attempt to create an official Web standard.
The latest draft of the XMLHttpRequest object was published on 6 October 2016, and the XMLHttpRequest specification is now a living standard.
== Technologies ==
The term Ajax has come to represent a broad group of Web technologies that can be used to implement a Web application that communicates with a server in the background, without interfering with the current state of the page. In the article that coined the term Ajax, Jesse James Garrett explained tha
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d the term Ajax, Jesse James Garrett explained that the following technologies are incorporated:
HTML (or XHTML) and CSS for presentation
The Document Object Model (DOM) for dynamic display of and interaction with data
JSON or XML for the interchange of data, and XSLT for XML manipulation
The XMLHttpRequest object for asynchronous communication
JavaScript to bring these technologies together
Since then, however, there have been a number of developments in the technologies used in an Ajax application, and in the definition of the term Ajax itself. XML is no longer required for data interchange and, therefore, XSLT is no longer required for the manipulation of data. JavaScript Object Notation (JSON) is often used as an alternative format for data interchange, although other formats such as preformatted HTML or plain text can also be used. A variety of popular JavaScript libraries, including jQuery, include abstractions to assist in executing Ajax requests.
== Examples ==
=== JavaScr
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ting Ajax requests.
== Examples ==
=== JavaScript example ===
An example of a simple Ajax request using the GET method, written in JavaScript.
get-ajax-data.js:
send-ajax-data.php:
=== Fetch example ===
Fetch is a native JavaScript API. According to Google Developers Documentation, "Fetch makes it easier to make web requests and handle responses than with the older XMLHttpRequest."
==== ES7 async/await example ====
Fetch relies on JavaScript promises.
The fetch specification differs from Ajax in the following significant ways:
The Promise returned from fetch() won't reject on HTTP error status even if the response is an HTTP 404 or 500. Instead, as soon as the server responds with headers, the Promise will resolve normally (with the ok property of the response set to false if the response isn't in the range 200–299), and it will only reject on network failure or if anything prevented the request from completing.
fetch() won't send cross-origin cookies unless you set the cred
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send cross-origin cookies unless you set the credentials init option. (Since April 2018. The spec changed the default credentials policy to same-origin. Firefox changed since 61.0b13.)
== Benefits ==
Ajax offers several benefits that can significantly enhance web application performance and user experience. By reducing server traffic and improving speed, Ajax plays a crucial role in modern web development. One key advantage of Ajax is its capacity to render web applications without requiring data retrieval, resulting in reduced server traffic. This optimization minimizes response times on both the server and client sides, eliminating the need for users to endure loading screens.
Furthermore, Ajax facilitates asynchronous processing by simplifying the utilization of XmlHttpRequest, which enables efficient handling of requests for asynchronous data retrieval. Additionally, the dynamic loading of content enhances the application's performance significantly.
Besides, Ajax enjoys broad
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ormance significantly.
Besides, Ajax enjoys broad support across all major web browsers, including Microsoft Internet Explorer versions 5 and above, Mozilla Firefox versions 1.0 and beyond, Opera versions 7.6 and above, and Apple Safari versions 1.2 and higher.
== See also ==
== References ==
== External links ==
[1] Ajax: A New Approach to Web applications - Article that coined the Ajax term and Q&A
Ajax Tutorial with GET, POST, text and XML examples.
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In computer science, imperative programming is a programming paradigm of software that uses statements that change a program's state. In much the same way that the imperative mood in natural languages expresses commands, an imperative program consists of commands for the computer to perform. Imperative programming focuses on describing how a program operates step by step (generally order of the steps being determined in source code by the placement of statements one below the other), rather than on high-level descriptions of its expected results.
The term is often used in contrast to declarative programming, which focuses on what the program should accomplish without specifying all the details of how the program should achieve the result.
== Procedural programming ==
Procedural programming is a type of imperative programming in which the program is built from one or more procedures (also termed subroutines or functions). The terms are often used as synonyms, but the use of procedures
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often used as synonyms, but the use of procedures has a dramatic effect on how imperative programs appear and how they are constructed. Heavy procedural programming, in which state changes are localized to procedures or restricted to explicit arguments and returns from procedures, is a form of structured programming. Since the 1960s, structured programming and modular programming in general have been promoted as techniques to improve the maintainability and overall quality of imperative programs. The concepts behind object-oriented programming attempt to extend this approach.
Procedural programming could be considered a step toward declarative programming. A programmer can often tell, simply by looking at the names, arguments, and return types of procedures (and related comments), what a particular procedure is supposed to do, without necessarily looking at the details of how it achieves its result. At the same time, a complete program is still imperative since it fixes the statements
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is still imperative since it fixes the statements to be executed and their order of execution to a large extent.
== Rationale and foundations of imperative programming ==
The programming paradigm used to build programs for almost all computers typically follows an imperative model. Digital computer hardware is designed to execute machine code, which is native to the computer and is usually written in the imperative style, although low-level compilers and interpreters using other paradigms exist for some architectures such as lisp machines.
From this low-level perspective, the program state is defined by the contents of memory, and the statements are instructions in the native machine language of the computer. Higher-level imperative languages use variables and more complex statements, but still follow the same paradigm. Recipes and process checklists, while not computer programs, are also familiar concepts that are similar in style to imperative programming; each step is an instruct
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o imperative programming; each step is an instruction, and the physical world holds the state. Since the basic ideas of imperative programming are both conceptually familiar and directly embodied in the hardware, most computer languages are in the imperative style.
Assignment statements, in imperative paradigm, perform an operation on information located in memory and store the results in memory for later use. High-level imperative languages, in addition, permit the evaluation of complex expressions, which may consist of a combination of arithmetic operations and function evaluations, and the assignment of the resulting value to memory. Looping statements (as in while loops, do while loops, and for loops) allow a sequence of statements to be executed multiple times. Loops can either execute the statements they contain a predefined number of times, or they can execute them repeatedly until some condition is met. Conditional branching statements allow a sequence of statements to be execu
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tements allow a sequence of statements to be executed only if some condition is met. Otherwise, the statements are skipped and the execution sequence continues from the statement following them. Unconditional branching statements allow an execution sequence to be transferred to another part of a program. These include the jump (called goto in many languages), switch, and the subprogram, subroutine, or procedure call (which usually returns to the next statement after the call).
Early in the development of high-level programming languages, the introduction of the block enabled the construction of programs in which a group of statements and declarations could be treated as if they were one statement. This, alongside the introduction of subroutines, enabled complex structures to be expressed by hierarchical decomposition into simpler procedural structures.
Many imperative programming languages (such as Fortran, BASIC, and C) are abstractions of assembly language.
== History of imperative
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s of assembly language.
== History of imperative and object-oriented languages ==
The earliest imperative languages were the machine languages of the original computers. In these languages, instructions were very simple, which made hardware implementation easier but hindered the creation of complex programs. FORTRAN, developed by John Backus at International Business Machines (IBM) starting in 1954, was the first major programming language to remove the obstacles presented by machine code in the creation of complex programs. FORTRAN was a compiled language that allowed named variables, complex expressions, subprograms, and many other features now common in imperative languages. The next two decades saw the development of many other major high-level imperative programming languages. In the late 1950s and 1960s, ALGOL was developed in order to allow mathematical algorithms to be more easily expressed and even served as the operating system's target language for some computers. MUMPS (1
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tem's target language for some computers. MUMPS (1966) carried the imperative paradigm to a logical extreme, by not having any statements at all, relying purely on commands, even to the extent of making the IF and ELSE commands independent of each other, connected only by an intrinsic variable named $TEST. COBOL (1960) and BASIC (1964) were both attempts to make programming syntax look more like English. In the 1970s, Pascal was developed by Niklaus Wirth, and C was created by Dennis Ritchie while he was working at Bell Laboratories. Wirth went on to design Modula-2 and Oberon. For the needs of the United States Department of Defense, Jean Ichbiah and a team at Honeywell began designing Ada in 1978, after a 4-year project to define the requirements for the language. The specification was first published in 1983, with revisions in 1995, 2005, and 2012.
The 1980s saw a rapid growth in interest in object-oriented programming. These languages were imperative in style, but added features to
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es were imperative in style, but added features to support objects. The last two decades of the 20th century saw the development of many such languages. Smalltalk-80, originally conceived by Alan Kay in 1969, was released in 1980, by the Xerox Palo Alto Research Center (PARC). Drawing from concepts in another object-oriented language—Simula (which is considered the world's first object-oriented programming language, developed in the 1960s)—Bjarne Stroustrup designed C++, an object-oriented language based on C. Design of C++ began in 1979 and the first implementation was completed in 1983. In the late 1980s and 1990s, the notable imperative languages drawing on object-oriented concepts were Perl, released by Larry Wall in 1987; Python, released by Guido van Rossum in 1990; Visual Basic and Visual C++ (which included Microsoft Foundation Class Library (MFC) 2.0), released by Microsoft in 1991 and 1993 respectively; PHP, released by Rasmus Lerdorf in 1994; Java, by James Gosling (Sun Micr
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Lerdorf in 1994; Java, by James Gosling (Sun Microsystems) in 1995, JavaScript, by Brendan Eich (Netscape), and Ruby, by Yukihiro "Matz" Matsumoto, both released in 1995. Microsoft's .NET Framework (2002) is imperative at its core, as are its main target languages, VB.NET and C# that run on it; however Microsoft's F#, a functional language, also runs on it.
== Examples ==
=== Fortran ===
FORTRAN (1958) was unveiled as "The IBM Mathematical FORmula TRANslating system." It was designed for scientific calculations, without string handling facilities. Along with declarations, expressions, and statements, it supported:
arrays
subroutines
"do" loops
It succeeded because:
programming and debugging costs were below computer running costs
it was supported by IBM
applications at the time were scientific.
However, non IBM vendors also wrote Fortran compilers, but with a syntax that would likely fail IBM's compiler. The American National Standards Institute (ANSI) developed the first Fortra
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ndards Institute (ANSI) developed the first Fortran standard in 1966. In 1978, Fortran 77 became the standard until 1991. Fortran 90 supports:
records
pointers to arrays
=== COBOL ===
COBOL (1959) stands for "COmmon Business Oriented Language." Fortran manipulated symbols. It was soon realized that symbols did not need to be numbers, so strings were introduced. The US Department of Defense influenced COBOL's development, with Grace Hopper being a major contributor. The statements were English-like and verbose. The goal was to design a language so managers could read the programs. However, the lack of structured statements hindered this goal.
COBOL's development was tightly controlled, so dialects did not emerge to require ANSI standards. As a consequence, it was not changed for 15 years until 1974. The 1990s version did make consequential changes, like object-oriented programming.
=== Algol ===
ALGOL (1960) stands for "ALGOrithmic Language." It had a profound influence on programm
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Language." It had a profound influence on programming language design. Emerging from a committee of European and American programming language experts, it used standard mathematical notation and had a readable structured design. Algol was first to define its syntax using the Backus–Naur form. This led to syntax-directed compilers. It added features like:
block structure, where variables were local to their block
arrays with variable bounds
"for" loops
functions
recursion
Algol's direct descendants include Pascal, Modula-2, Ada, Delphi and Oberon on one branch. On another branch there's C, C++ and Java.
=== Basic ===
BASIC (1964) stands for "Beginner's All Purpose Symbolic Instruction Code." It was developed at Dartmouth College for all of their students to learn. If a student did not go on to a more powerful language, the student would still remember Basic. A Basic interpreter was installed in the microcomputers manufactured in the late 1970s. As the microcomputer industry grew, so
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ate 1970s. As the microcomputer industry grew, so did the language.
Basic pioneered the interactive session. It offered operating system commands within its environment:
The 'new' command created an empty slate
Statements evaluated immediately
Statements could be programmed by preceding them with a line number
The 'list' command displayed the program
The 'run' command executed the program
However, the Basic syntax was too simple for large programs. Recent dialects added structure and object-oriented extensions. Microsoft's Visual Basic is still widely used and produces a graphical user interface.
=== C ===
C programming language (1973) got its name because the language BCPL was replaced with B, and AT&T Bell Labs called the next version "C." Its purpose was to write the UNIX operating system. C is a relatively small language -- making it easy to write compilers. Its growth mirrored the hardware growth in the 1980s. Its growth also was because it has the facilities of assembly langua
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s because it has the facilities of assembly language, but uses a high-level syntax. It added advanced features like:
inline assembler
arithmetic on pointers
pointers to functions
bit operations
freely combining complex operators
C allows the programmer to control in which region of memory data is to be stored. Global variables and static variables require the fewest clock cycles to store. The stack is automatically used for the standard variable declarations. Heap memory is returned to a pointer variable from the malloc() function.
The global and static data region is located just above the program region. (The program region is technically called the text region. It's where machine instructions are stored.)
The global and static data region is technically two regions. One region is called the initialized data segment, where variables declared with default values are stored. The other region is called the block started by segment, where variables declared without default values are
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ere variables declared without default values are stored.
Variables stored in the global and static data region have their addresses set at compile-time. They retain their values throughout the life of the process.
The global and static region stores the global variables that are declared on top of (outside) the main() function. Global variables are visible to main() and every other function in the source code.
On the other hand, variable declarations inside of main(), other functions, or within { } block delimiters are local variables. Local variables also include formal parameter variables. Parameter variables are enclosed within the parenthesis of function definitions. They provide an interface to the function.
Local variables declared using the static prefix are also stored in the global and static data region. Unlike global variables, static variables are only visible within the function or block. Static variables always retain their value. An example usage would be the function i
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ir value. An example usage would be the function int increment_counter(){ static int counter = 0; counter++; return counter;}
The stack region is a contiguous block of memory located near the top memory address. Variables placed in the stack are populated from top to bottom. A stack pointer is a special-purpose register that keeps track of the last memory address populated. Variables are placed into the stack via the assembly language PUSH instruction. Therefore, the addresses of these variables are set during runtime. The method for stack variables to lose their scope is via the POP instruction.
Local variables declared without the static prefix, including formal parameter variables, are called automatic variables and are stored in the stack. They are visible inside the function or block and lose their scope upon exiting the function or block.
The heap region is located below the stack. It is populated from the bottom to the top. The operating system manages the heap using a heap poin
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perating system manages the heap using a heap pointer and a list of allocated memory blocks. Like the stack, the addresses of heap variables are set during runtime. An out of memory error occurs when the heap pointer and the stack pointer meet.
C provides the malloc() library function to allocate heap memory. Populating the heap with data is an additional copy function. Variables stored in the heap are economically passed to functions using pointers. Without pointers, the entire block of data would have to be passed to the function via the stack.
=== C++ ===
In the 1970s, software engineers needed language support to break large projects down into modules. One obvious feature was to decompose large projects physically into separate files. A less obvious feature was to decompose large projects logically into abstract datatypes. At the time, languages supported concrete (scalar) datatypes like integer numbers, floating-point numbers, and strings of characters. Concrete datatypes have t
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d strings of characters. Concrete datatypes have their representation as part of their name. Abstract datatypes are structures of concrete datatypes — with a new name assigned. For example, a list of integers could be called integer_list.
In object-oriented jargon, abstract datatypes are called classes. However, a class is only a definition; no memory is allocated. When memory is allocated to a class, it's called an object.
Object-oriented imperative languages developed by combining the need for classes and the need for safe functional programming. A function, in an object-oriented language, is assigned to a class. An assigned function is then referred to as a method, member function, or operation. Object-oriented programming is executing operations on objects.
Object-oriented languages support a syntax to model subset/superset relationships. In set theory, an element of a subset inherits all the attributes contained in the superset. For example, a student is a person. Therefore, the s
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r example, a student is a person. Therefore, the set of students is a subset of the set of persons. As a result, students inherit all the attributes common to all persons. Additionally, students have unique attributes that other persons don't have. Object-oriented languages model subset/superset relationships using inheritance. Object-oriented programming became the dominant language paradigm by the late 1990s.
C++ (1985) was originally called "C with Classes." It was designed to expand C's capabilities by adding the object-oriented facilities of the language Simula.
An object-oriented module is composed of two files. The definitions file is called the header file. Here is a C++ header file for the GRADE class in a simple school application:
A constructor operation is a function with the same name as the class name. It is executed when the calling operation executes the new statement.
A module's other file is the source file. Here is a C++ source file for the GRADE class in a simple s
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C++ source file for the GRADE class in a simple school application:
Here is a C++ header file for the PERSON class in a simple school application:
Here is a C++ source file for the PERSON class in a simple school application:
Here is a C++ header file for the STUDENT class in a simple school application:
Here is a C++ source file for the STUDENT class in a simple school application:
Here is a driver program for demonstration:
Here is a makefile to compile everything:
== See also ==
Functional programming
Reactive programming
History of programming languages
List of imperative programming languages
== Notes ==
== References ==
Pratt, Terrence W. and Marvin V. Zelkowitz. Programming Languages: Design and Implementation, 3rd ed. Englewood Cliffs, N.J.: Prentice Hall, 1996.
Sebesta, Robert W. Concepts of Programming Languages, 3rd ed. Reading, Mass.: Addison-Wesley Publishing Company, 1996.
Originally based on the article 'Imperative programming' by Stan Seibert, from Nupedia
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erative programming' by Stan Seibert, from Nupedia, licensed under the GNU Free Documentation License.
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Java is a high-level, general-purpose, memory-safe, object-oriented programming language. It is intended to let programmers write once, run anywhere (WORA), meaning that compiled Java code can run on all platforms that support Java without the need to recompile. Java applications are typically compiled to bytecode that can run on any Java virtual machine (JVM) regardless of the underlying computer architecture. The syntax of Java is similar to C and C++, but has fewer low-level facilities than either of them. The Java runtime provides dynamic capabilities (such as reflection and runtime code modification) that are typically not available in traditional compiled languages.
Java gained popularity shortly after its release, and has been a popular programming language since then. Java was the third most popular programming language in 2022 according to GitHub. Although still widely popular, there has been a gradual decline in use of Java in recent years with other languages using JVM gaini
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recent years with other languages using JVM gaining popularity.
Java was designed by James Gosling at Sun Microsystems. It was released in May 1995 as a core component of Sun's Java platform. The original and reference implementation Java compilers, virtual machines, and class libraries were released by Sun under proprietary licenses. As of May 2007, in compliance with the specifications of the Java Community Process, Sun had relicensed most of its Java technologies under the GPL-2.0-only license. Oracle, which bought Sun in 2010, offers its own HotSpot Java Virtual Machine. However, the official reference implementation is the OpenJDK JVM, which is open-source software used by most developers and is the default JVM for almost all Linux distributions.
Java 24 is the version current as of March 2025. Java 8, 11, 17, and 21 are long-term support versions still under maintenance.
== History ==
James Gosling, Mike Sheridan, and Patrick Naughton initiated the Java language project in Ju
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Naughton initiated the Java language project in June 1991. Java was originally designed for interactive television, but it was too advanced for the digital cable television industry at the time. The language was initially called Oak after an oak tree that stood outside Gosling's office. Later the project went by the name Green and was finally renamed Java, from Java coffee, a type of coffee from Indonesia. Gosling designed Java with a C/C++-style syntax that system and application programmers would find familiar.
Sun Microsystems released the first public implementation as Java 1.0 in 1996. It promised write once, run anywhere (WORA) functionality, providing no-cost run-times on popular platforms. Fairly secure and featuring configurable security, it allowed network- and file-access restrictions. Major web browsers soon incorporated the ability to run Java applets within web pages, and Java quickly became popular. The Java 1.0 compiler was re-written in Java by Arthur van Hoff to compl
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was re-written in Java by Arthur van Hoff to comply strictly with the Java 1.0 language specification. With the advent of Java 2 (released initially as J2SE 1.2 in December 1998 – 1999), new versions had multiple configurations built for different types of platforms. J2EE included technologies and APIs for enterprise applications typically run in server environments, while J2ME featured APIs optimized for mobile applications. The desktop version was renamed J2SE. In 2006, for marketing purposes, Sun renamed new J2 versions as Java EE, Java ME, and Java SE, respectively.
In 1997, Sun Microsystems approached the ISO/IEC JTC 1 standards body and later the Ecma International to formalize Java, but it soon withdrew from the process. Java remains a de facto standard, controlled through the Java Community Process. At one time, Sun made most of its Java implementations available without charge, despite their proprietary software status. Sun generated revenue from Java through the selling of l
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nerated revenue from Java through the selling of licenses for specialized products such as the Java Enterprise System.
On November 13, 2006, Sun released much of its Java virtual machine (JVM) as free and open-source software (FOSS), under the terms of the GPL-2.0-only license. On May 8, 2007, Sun finished the process, making all of its JVM's core code available under free software/open-source distribution terms, aside from a small portion of code to which Sun did not hold the copyright.
Sun's vice-president Rich Green said that Sun's ideal role with regard to Java was as an evangelist. Following Oracle Corporation's acquisition of Sun Microsystems in 2009–10, Oracle has described itself as the steward of Java technology with a relentless commitment to fostering a community of participation and transparency. This did not prevent Oracle from filing a lawsuit against Google shortly after that for using Java inside the Android SDK (see the Android section).
On April 2, 2010, James Gosling
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Android section).
On April 2, 2010, James Gosling resigned from Oracle.
In January 2016, Oracle announced that Java run-time environments based on JDK 9 will discontinue the browser plugin.
Java software runs on most devices from laptops to data centers, game consoles to scientific supercomputers.
Oracle (and others) highly recommend uninstalling outdated and unsupported versions of Java, due to unresolved security issues in older versions.
=== Principles ===
There were five primary goals in creating the Java language:
It must be simple, object-oriented, and familiar.
It must be robust and secure.
It must be architecture-neutral and portable.
It must execute with high performance.
It must be interpreted, threaded, and dynamic.
=== Versions ===
As of November 2024, Java 8, 11, 17, and 21 are supported as long-term support (LTS) versions, with Java 25, releasing in September 2025, as the next scheduled LTS version.
Oracle released the last zero-cost public update for the legacy ve
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the last zero-cost public update for the legacy version Java 8 LTS in January 2019 for commercial use, although it will otherwise still support Java 8 with public updates for personal use indefinitely. Other vendors such as Adoptium continue to offer free builds of OpenJDK's long-term support (LTS) versions. These builds may include additional security patches and bug fixes.
Major release versions of Java, along with their release dates:
== Editions ==
Sun has defined and supports four editions of Java targeting different application environments and segmented many of its APIs so that they belong to one of the platforms. The platforms are:
Java Card for smart-cards.
Java Platform, Micro Edition (Java ME) – targeting environments with limited resources.
Java Platform, Standard Edition (Java SE) – targeting workstation environments.
Java Platform, Enterprise Edition (Java EE) – targeting large distributed enterprise or Internet environments.
The classes in the Java APIs are organized
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nments.
The classes in the Java APIs are organized into separate groups called packages. Each package contains a set of related interfaces, classes, subpackages and exceptions.
Sun also provided an edition called Personal Java that has been superseded by later, standards-based Java ME configuration-profile pairings.
== Execution system ==
=== Java JVM and bytecode ===
One design goal of Java is portability, which means that programs written for the Java platform must run similarly on any combination of hardware and operating system with adequate run time support. This is achieved by compiling the Java language code to an intermediate representation called Java bytecode, instead of directly to architecture-specific machine code. Java bytecode instructions are analogous to machine code, but they are intended to be executed by a virtual machine (VM) written specifically for the host hardware. End-users commonly use a Java Runtime Environment (JRE) installed on their device for standa
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ronment (JRE) installed on their device for standalone Java applications or a web browser for Java applets.
Standard libraries provide a generic way to access host-specific features such as graphics, threading, and networking.
The use of universal bytecode makes porting simple. However, the overhead of interpreting bytecode into machine instructions made interpreted programs almost always run more slowly than native executables. Just-in-time (JIT) compilers that compile byte-codes to machine code during runtime were introduced from an early stage. Java's Hotspot compiler is actually two compilers in one; and with GraalVM (included in e.g. Java 11, but removed as of Java 16) allowing tiered compilation. Java itself is platform-independent and is adapted to the particular platform it is to run on by a Java virtual machine (JVM), which translates the Java bytecode into the platform's machine language.
==== Performance ====
Programs written in Java have a reputation for being slower and
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ten in Java have a reputation for being slower and requiring more memory than those written in C++. However, Java programs' execution speed improved significantly with the introduction of just-in-time compilation in 1997/1998 for Java 1.1, the addition of language features supporting better code analysis (such as inner classes, the StringBuilder class, optional assertions, etc.), and optimizations in the Java virtual machine, such as HotSpot becoming Sun's default JVM in 2000. With Java 1.5, the performance was improved with the addition of the java.util.concurrent package, including lock-free implementations of the ConcurrentMaps and other multi-core collections, and it was improved further with Java 1.6.
=== Non-JVM ===
Some platforms offer direct hardware support for Java; there are micro controllers that can run Java bytecode in hardware instead of a software Java virtual machine, and some ARM-based processors could have hardware support for executing Java bytecode through their
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support for executing Java bytecode through their Jazelle option, though support has mostly been dropped in current implementations of ARM.
=== Automatic memory management ===
Java uses an automatic garbage collector to manage memory in the object lifecycle. The programmer determines when objects are created, and the Java runtime is responsible for recovering the memory once objects are no longer in use. Once no references to an object remain, the unreachable memory becomes eligible to be freed automatically by the garbage collector. Something similar to a memory leak may still occur if a programmer's code holds a reference to an object that is no longer needed, typically when objects that are no longer needed are stored in containers that are still in use. If methods for a non-existent object are called, a null pointer exception is thrown.
One of the ideas behind Java's automatic memory management model is that programmers can be spared the burden of having to perform manual memory
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red the burden of having to perform manual memory management. In some languages, memory for the creation of objects is implicitly allocated on the stack or explicitly allocated and deallocated from the heap. In the latter case, the responsibility of managing memory resides with the programmer. If the program does not deallocate an object, a memory leak occurs. If the program attempts to access or deallocate memory that has already been deallocated, the result is undefined and difficult to predict, and the program is likely to become unstable or crash. This can be partially remedied by the use of smart pointers, but these add overhead and complexity. Garbage collection does not prevent logical memory leaks, i.e. those where the memory is still referenced but never used.
Garbage collection may happen at any time. Ideally, it will occur when a program is idle. It is guaranteed to be triggered if there is insufficient free memory on the heap to allocate a new object; this can cause a progr
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p to allocate a new object; this can cause a program to stall momentarily. Explicit memory management is not possible in Java.
Java does not support C/C++ style pointer arithmetic, where object addresses can be arithmetically manipulated (e.g. by adding or subtracting an offset). This allows the garbage collector to relocate referenced objects and ensures type safety and security.
As in C++ and some other object-oriented languages, variables of Java's primitive data types are either stored directly in fields (for objects) or on the stack (for methods) rather than on the heap, as is commonly true for non-primitive data types (but see escape analysis). This was a conscious decision by Java's designers for performance reasons.
Java contains multiple types of garbage collectors. Since Java 9, HotSpot uses the Garbage First Garbage Collector (G1GC) as the default. However, there are also several other garbage collectors that can be used to manage the heap, such as the Z Garbage Collector (Z
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anage the heap, such as the Z Garbage Collector (ZGC) introduced in Java 11, and Shenandoah GC, introduced in Java 12 but unavailable in Oracle-produced OpenJDK builds. Shenandoah is instead available in third-party builds of OpenJDK, such as Eclipse Temurin. For most applications in Java, G1GC is sufficient. In prior versions of Java, such as Java 8, the Parallel Garbage Collector was used as the default garbage collector.
Having solved the memory management problem does not relieve the programmer of the burden of handling properly other kinds of resources, like network or database connections, file handles, etc., especially in the presence of exceptions.
== Syntax ==
The syntax of Java is largely influenced by C++ and C. Unlike C++, which combines the syntax for structured, generic, and object-oriented programming, Java was built almost exclusively as an object-oriented language. All code is written inside classes, and every data item is an object, with the exception of the primit
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tem is an object, with the exception of the primitive data types, (i.e. integers, floating-point numbers, boolean values, and characters), which are not objects for performance reasons. Java reuses some popular aspects of C++ (such as the printf method).
Unlike C++, Java does not support operator overloading or multiple inheritance for classes, though multiple inheritance is supported for interfaces.
Java uses comments similar to those of C++. There are three different styles of comments: a single line style marked with two slashes (//), a multiple line style opened with /* and closed with */, and the Javadoc commenting style opened with /** and closed with */. The Javadoc style of commenting allows the user to run the Javadoc executable to create documentation for the program and can be read by some integrated development environments (IDEs) such as Eclipse to allow developers to access documentation within the IDE.
=== Hello world ===
The following is a simple example of a "Hello,
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==
The following is a simple example of a "Hello, World!" program that writes a message to the standard output:
== Special classes ==
=== Applet ===
Java applets were programs embedded in other applications, mainly in web pages displayed in web browsers. The Java applet API was deprecated with the release of Java 9 in 2017.
=== Servlet ===
Java servlet technology provides Web developers with a simple, consistent mechanism for extending the functionality of a Web server and for accessing existing business systems. Servlets are server-side Java EE components that generate responses to requests from clients. Most of the time, this means generating HTML pages in response to HTTP requests, although there are a number of other standard servlet classes available, for example for WebSocket communication.
The Java servlet API has to some extent been superseded (but still used under the hood) by two standard Java technologies for web services:
the Java API for RESTful Web Services (JAX-
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ices:
the Java API for RESTful Web Services (JAX-RS 2.0) useful for AJAX, JSON and REST services, and
the Java API for XML Web Services (JAX-WS) useful for SOAP Web Services.
Typical implementations of these APIs on Application Servers or Servlet Containers use a standard servlet for handling all interactions with the HTTP requests and responses that delegate to the web service methods for the actual business logic.
=== JavaServer Pages ===
JavaServer Pages (JSP) are server-side Java EE components that generate responses, typically HTML pages, to HTTP requests from clients. JSPs embed Java code in an HTML page by using the special delimiters <% and %>. A JSP is compiled to a Java servlet, a Java application in its own right, the first time it is accessed. After that, the generated servlet creates the response.
=== Swing application ===
Swing is a graphical user interface library for the Java SE platform. It is possible to specify a different look and feel through the pluggable l
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a different look and feel through the pluggable look and feel system of Swing. Clones of Windows, GTK+, and Motif are supplied by Sun. Apple also provides an Aqua look and feel for macOS. Where prior implementations of these looks and feels may have been considered lacking, Swing in Java SE 6 addresses this problem by using more native GUI widget drawing routines of the underlying platforms.
=== JavaFX application ===
JavaFX is a software platform for creating and delivering desktop applications, as well as rich web applications that can run across a wide variety of devices. JavaFX is intended to replace Swing as the standard graphical user interface (GUI) library for Java SE, but since JDK 11 JavaFX has not been in the core JDK and instead in a separate module. JavaFX has support for desktop computers and web browsers on Microsoft Windows, Linux, and macOS. JavaFX does not have support for native OS look and feels.
=== Generics ===
In 2004, generics were added to the Java langu
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==
In 2004, generics were added to the Java language, as part of J2SE 5.0. Prior to the introduction of generics, each variable declaration had to be of a specific type. For container classes, for example, this is a problem because there is no easy way to create a container that accepts only specific types of objects. Either the container operates on all subtypes of a class or interface, usually Object, or a different container class has to be created for each contained class. Generics allow compile-time type checking without having to create many container classes, each containing almost identical code. In addition to enabling more efficient code, certain runtime exceptions are prevented from occurring, by issuing compile-time errors. If Java prevented all runtime type errors (ClassCastExceptions) from occurring, it would be type safe.
In 2016, the type system of Java was proven unsound in that it is possible to use generics to construct classes and methods that allow assignment of a
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uct classes and methods that allow assignment of an instance of one class to a variable of another unrelated class. Such code is accepted by the compiler, but fails at run time with a class cast exception.
== Criticism ==
Criticisms directed at Java include the implementation of generics, speed, the handling of unsigned numbers, the implementation of floating-point arithmetic, and a history of security vulnerabilities in the primary Java VM implementation HotSpot.
Developers have criticized the complexity and verbosity of the Java Persistence API (JPA), a standard part of Java EE. This has led to increased adoption of higher-level abstractions like Spring Data JPA, which aims to simplify database operations and reduce boilerplate code. The growing popularity of such frameworks suggests limitations in the standard JPA implementation's ease-of-use for modern Java development.
== Class libraries ==
The Java Class Library is the standard library, developed to support application deve
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ard library, developed to support application development in Java. It is controlled by Oracle in cooperation with others through the Java Community Process program. Companies or individuals participating in this process can influence the design and development of the APIs. This process has been a subject of controversy during the 2010s. The class library contains features such as:
The core libraries, which include:
Input/output (I/O or IO) and non-blocking I/O (NIO), or IO/NIO
Networking (new user agent (HTTP client) since Java 11)
Reflective programming (reflection)
Concurrent computing (concurrency)
Generics
Scripting, Compiler
Functional programming (Lambda, streaming)
Collection libraries that implement data structures such as lists, dictionaries, trees, sets, queues and double-ended queue, or stacks
XML Processing (Parsing, Transforming, Validating) libraries
Security
Internationalization and localization libraries
The integration libraries, which allow the application writer to
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libraries, which allow the application writer to communicate with external systems. These libraries include:
The Java Database Connectivity (JDBC) API for database access
Java Naming and Directory Interface (JNDI) for lookup and discovery
Java remote method invocation (RMI) and Common Object Request Broker Architecture (CORBA) for distributed application development
Java Management Extensions (JMX) for managing and monitoring applications
User interface libraries, which include:
The (heavyweight, or native) Abstract Window Toolkit (AWT), which provides GUI components, the means for laying out those components and the means for handling events from those components
The (lightweight) Swing libraries, which are built on AWT but provide (non-native) implementations of the AWT widgetry
APIs for audio capture, processing, and playback
JavaFX
A platform dependent implementation of the Java virtual machine that is the means by which the bytecodes of the Java libraries and third-party applicat
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des of the Java libraries and third-party applications are executed
Plugins, which enable applets to be run in web browsers
Java Web Start, which allows Java applications to be efficiently distributed to end users across the Internet
Licensing and documentation
== Documentation ==
Javadoc is a comprehensive documentation system, created by Sun Microsystems. It provides developers with an organized system for documenting their code. Javadoc comments have an extra asterisk at the beginning, i.e. the delimiters are /** and */, whereas the normal multi-line comments in Java are delimited by /* and */, and single-line comments start with //.
== Implementations ==
Oracle Corporation owns the official implementation of the Java SE platform, due to its acquisition of Sun Microsystems on January 27, 2010. This implementation is based on the original implementation of Java by Sun. The Oracle implementation is available for Windows, macOS, Linux, and Solaris. Because Java lacks any formal s
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inux, and Solaris. Because Java lacks any formal standardization recognized by Ecma International, ISO/IEC, ANSI, or other third-party standards organizations, the Oracle implementation is the de facto standard.
The Oracle implementation is packaged into two different distributions: The Java Runtime Environment (JRE) which contains the parts of the Java SE platform required to run Java programs and is intended for end users, and the Java Development Kit (JDK), which is intended for software developers and includes development tools such as the Java compiler, Javadoc, Jar, and a debugger. Oracle has also released GraalVM, a high performance Java dynamic compiler and interpreter.
OpenJDK is another Java SE implementation that is licensed under the GNU GPL. The implementation started when Sun began releasing the Java source code under the GPL. As of Java SE 7, OpenJDK is the official Java reference implementation.
The goal of Java is to make all implementations of Java compatible. Histori
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ke all implementations of Java compatible. Historically, Sun's trademark license for usage of the Java brand insists that all implementations be compatible. This resulted in a legal dispute with Microsoft after Sun claimed that the Microsoft implementation did not support Java remote method invocation (RMI) or Java Native Interface (JNI) and had added platform-specific features of their own. Sun sued in 1997, and, in 2001, won a settlement of US$20 million, as well as a court order enforcing the terms of the license from Sun. As a result, Microsoft no longer ships Java with Windows.
Platform-independent Java is essential to Java EE, and an even more rigorous validation is required to certify an implementation. This environment enables portable server-side applications.
== Use outside the Java platform ==
The Java programming language requires the presence of a software platform in order for compiled programs to be executed.
Oracle supplies the Java platform for use with Java. The And
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plies the Java platform for use with Java. The Android SDK is an alternative software platform, used primarily for developing Android applications with its own GUI system.
=== Android ===
The Java language is a key pillar in Android, an open source mobile operating system. Although Android, built on the Linux kernel, is written largely in C, the Android SDK uses the Java language as the basis for Android applications but does not use any of its standard GUI, SE, ME or other established Java standards. The bytecode language supported by the Android SDK is incompatible with Java bytecode and runs on its own virtual machine, optimized for low-memory devices such as smartphones and tablet computers. Depending on the Android version, the bytecode is either interpreted by the Dalvik virtual machine or compiled into native code by the Android Runtime.
Android does not provide the full Java SE standard library, although the Android SDK does include an independent implementation of a large su
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nclude an independent implementation of a large subset of it. It supports Java 6 and some Java 7 features, offering an implementation compatible with the standard library (Apache Harmony).
==== Controversy ====
The use of Java-related technology in Android led to a legal dispute between Oracle and Google. On May 7, 2012, a San Francisco jury found that if APIs could be copyrighted, then Google had infringed Oracle's copyrights by the use of Java in Android devices. District Judge William Alsup ruled on May 31, 2012, that APIs cannot be copyrighted, but this was reversed by the United States Court of Appeals for the Federal Circuit in May 2014. On May 26, 2016, the district court decided in favor of Google, ruling the copyright infringement of the Java API in Android constitutes fair use. In March 2018, this ruling was overturned by the Appeals Court, which sent down the case of determining the damages to federal court in San Francisco.
Google filed a petition for writ of certiorari
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o.
Google filed a petition for writ of certiorari with the Supreme Court of the United States in January 2019 to challenge the two rulings that were made by the Appeals Court in Oracle's favor. On April 5, 2021, the Court ruled 6–2 in Google's favor, that its use of Java APIs should be considered fair use. However, the court refused to rule on the copyrightability of APIs, choosing instead to determine their ruling by considering Java's API copyrightable "purely for argument's sake."
== See also ==
C#
C++
Dalvik, used in old Android versions, replaced by non-JIT Android Runtime
Java Heterogeneous Distributed Computing
List of Java APIs
List of Java frameworks
List of JVM languages
List of Java virtual machines
Comparison of C# and Java
Comparison of Java and C++
Comparison of programming languages
== References ==
== Bibliography ==
== External links ==
Official website, OpenJDK, Oracle
JDK builds, Adoptium
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Dynamic programming is both a mathematical optimization method and an algorithmic paradigm. The method was developed by Richard Bellman in the 1950s and has found applications in numerous fields, from aerospace engineering to economics.
In both contexts it refers to simplifying a complicated problem by breaking it down into simpler sub-problems in a recursive manner. While some decision problems cannot be taken apart this way, decisions that span several points in time do often break apart recursively. Likewise, in computer science, if a problem can be solved optimally by breaking it into sub-problems and then recursively finding the optimal solutions to the sub-problems, then it is said to have optimal substructure.
If sub-problems can be nested recursively inside larger problems, so that dynamic programming methods are applicable, then there is a relation between the value of the larger problem and the values of the sub-problems. In the optimization literature this relationship is ca
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he optimization literature this relationship is called the Bellman equation.
== Overview ==
=== Mathematical optimization ===
In terms of mathematical optimization, dynamic programming usually refers to simplifying a decision by breaking it down into a sequence of decision steps over time.
This is done by defining a sequence of value functions V1, V2, ..., Vn taking y as an argument representing the state of the system at times i from 1 to n.
The definition of Vn(y) is the value obtained in state y at the last time n.
The values Vi at earlier times i = n −1, n − 2, ..., 2, 1 can be found by working backwards, using a recursive relationship called the Bellman equation.
For i = 2, ..., n, Vi−1 at any state y is calculated from Vi by maximizing a simple function (usually the sum) of the gain from a decision at time i − 1 and the function Vi at the new state of the system if this decision is made.
Since Vi has already been calculated for the needed states, the above operation yields Vi
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r the needed states, the above operation yields Vi−1 for those states.
Finally, V1 at the initial state of the system is the value of the optimal solution. The optimal values of the decision variables can be recovered, one by one, by tracking back the calculations already performed.
=== Control theory ===
In control theory, a typical problem is to find an admissible control
u
∗
{\displaystyle \mathbf {u} ^{\ast }}
which causes the system
x
˙
(
t
)
=
g
(
x
(
t
)
,
u
(
t
)
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(
t
)
,
t
)
{\displaystyle {\dot {\mathbf {x} }}(t)=\mathbf {g} \left(\mathbf {x} (t),\mathbf {u} (t),t\right)}
to follow an admissible trajectory
x
∗
{\displaystyle \mathbf {x} ^{\ast }}
on a continuous time interval
t
0
≤
t
≤
t
1
{\displaystyle t_{0}\leq t\leq t_{1}}
that minimizes a cost function
J
=
b
(
x
(
t
1
)
,
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)
,
t
1
)
+
∫
t
0
t
1
f
(
x
(
t
)
,
u
(
t
)
,
t
)
d
t
{\displaystyle J=b\left(\mathbf {x} (t_{1}),t_{1}\right)+\int _{t_{0}}^{t_{1}}f\left(\mathbf {x} (t),\mathbf {u} (t),t\right)\mathrm {d} t}
The solution to this problem is an optimal control law or policy
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policy
u
∗
=
h
(
x
(
t
)
,
t
)
{\displaystyle \mathbf {u} ^{\ast }=h(\mathbf {x} (t),t)}
, which produces an optimal trajectory
x
∗
{\displaystyle \mathbf {x} ^{\ast }}
and a cost-to-go function
J
∗
{\displaystyle J^{\ast }}
. The latter obeys the fundamental equation of dynamic programming:
−
J
t
∗
=
min
u
{
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{
f
(
x
(
t
)
,
u
(
t
)
,
t
)
+
J
x
∗
T
g
(
x
(
t
)
,
u
(
t
)
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(
t
)
,
t
)
}
{\displaystyle -J_{t}^{\ast }=\min _{\mathbf {u} }\left\{f\left(\mathbf {x} (t),\mathbf {u} (t),t\right)+J_{x}^{\ast {\mathsf {T}}}\mathbf {g} \left(\mathbf {x} (t),\mathbf {u} (t),t\right)\right\}}
a partial differential equation known as the Hamilton–Jacobi–Bellman equation, in which
J
x
∗
=
∂
J
∗
∂
x
=
[
∂
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∂
J
∗
∂
x
1
∂
J
∗
∂
x
2
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…
∂
J
∗
∂
x
n
]
T
{\displaystyle J_{x}^{\ast }={\frac {\partial J^{\ast }}{\partial \mathbf {x} }}=\left[{\frac {\partial J^{\ast }}{\partial x_{1}}}~~~~{\frac {\partial J^{\ast }}{\partial x_{2}}}~~~~\dots ~~~~{\frac {\partial J^{\ast }}{\partial x_{n}}}\right]^{\mathsf {T}}}
and
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}{\partial x_{n}}}\right]^{\mathsf {T}}}
and
J
t
∗
=
∂
J
∗
∂
t
{\displaystyle J_{t}^{\ast }={\frac {\partial J^{\ast }}{\partial t}}}
. One finds that minimizing
u
{\displaystyle \mathbf {u} }
in terms of
t
{\displaystyle t}
,
x
{\displaystyle \mathbf {x} }
, and the unknown function
J
x
∗
{\displaystyle J_{x}^{\ast }}
an
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{\displaystyle J_{x}^{\ast }}
and then substitutes the result into the Hamilton–Jacobi–Bellman equation to get the partial differential equation to be solved with boundary condition
J
(
t
1
)
=
b
(
x
(
t
1
)
,
t
1
)
{\displaystyle J\left(t_{1}\right)=b\left(\mathbf {x} (t_{1}),t_{1}\right)}
. In practice, this generally requires numerical techniques for some discrete approximation to the exact optimization relationship.
Alternatively, the continuous process can be approximated by a discrete system,
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process can be approximated by a discrete system, which leads to a following recurrence relation analog to the Hamilton–Jacobi–Bellman equation:
J
k
∗
(
x
n
−
k
)
=
min
u
n
−
k
{
f
^
(
x
n
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n
−
k
,
u
n
−
k
)
+
J
k
−
1
∗
(
g
^
(
x
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n
−
k
,
u
n
−
k
)
)
}
{\displaystyle J_{k}^{\ast }\left(\mathbf {x} _{n-k}\right)=\min _{\mathbf {u} _{n-k}}\left\{{\hat {f}}\left(\mathbf {x} _{n-k},\mathbf {u} _{n-k}\right)+J_{k-1}^{\ast }\left({\hat {\mathbf {g} }}\left(\mathbf {x} _{n-k},\mathbf {u} _{n-k}\right)\right)\right\}}
at the
k
{\displaystyle k}
-th stage of
n
{\displaystyle n}
equally spac
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