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A nondeterministic programming language is a language which can specify, at certain points in the program (called "choice points"), various alternatives for program flow. Unlike an if-then statement, the method of choice between these alternatives is not directly specified by the programmer; the program must decide at run time between the alternatives, via some general method applied to all choice points. A programmer specifies a limited number of alternatives, but the program must later choose between them. ("Choose" is, in fact, a typical name for the nondeterministic operator.) A hierarchy of choice points may be formed, with higher-level choices leading to branches that contain lower-level choices within them.

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  • A nondeterministic programming language is a language which can specify, at certain points in the program (called "choice points"), various alternatives for program flow. Unlike an if-then statement, the method of choice between these alternatives is not directly specified by the programmer; the program must decide at run time between the alternatives, via some general method applied to all choice points. A programmer specifies a limited number of alternatives, but the program must later choose between them. ("Choose" is, in fact, a typical name for the nondeterministic operator.) A hierarchy of choice points may be formed, with higher-level choices leading to branches that contain lower-level choices within them. One method of choice is embodied in backtracking systems (such as , or unification in Prolog), in which some alternatives may "fail," causing the program to backtrack and try other alternatives. If all alternatives fail at a particular choice point, then an entire branch fails, and the program will backtrack further, to an older choice point. One complication is that, because any choice is tentative and may be remade, the system must be able to restore old program states by undoing side-effects caused by partially executing a branch that eventually failed. Another method of choice is reinforcement learning, embodied in systems such as . In such systems, rather than backtracking, the system keeps track of some measure of success and learns which choices often lead to success, and in which situations (both internal program state and environmental input may affect the choice). These systems are suitable for applications to robotics and other domains in which backtracking would involve attempting to undo actions performed in a dynamic environment, which may be difficult or impractical. (en)
  • 非确定性编程,是一种编程范型,它可以在程序的特定点(叫做选择点)上,指定各种可交替的程序流程。不像if…then语句,在这些交替者(alternative)的之间选择的方法,不能直接由编程者来指定;程序必须通过应用到所有选择点上的某种通用方法,在运行时间于这些交替者之间做出决定。编程者指定有限数目的,而程序此后必须在它们之间做出选择,(事实上“Choose”是非确定性算子的典型名字)。可以形成选择点的一个层级,具有着高层选择引出的包含其中低层选择的诸分支。 (zh)
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  • 非确定性编程,是一种编程范型,它可以在程序的特定点(叫做选择点)上,指定各种可交替的程序流程。不像if…then语句,在这些交替者(alternative)的之间选择的方法,不能直接由编程者来指定;程序必须通过应用到所有选择点上的某种通用方法,在运行时间于这些交替者之间做出决定。编程者指定有限数目的,而程序此后必须在它们之间做出选择,(事实上“Choose”是非确定性算子的典型名字)。可以形成选择点的一个层级,具有着高层选择引出的包含其中低层选择的诸分支。 (zh)
  • A nondeterministic programming language is a language which can specify, at certain points in the program (called "choice points"), various alternatives for program flow. Unlike an if-then statement, the method of choice between these alternatives is not directly specified by the programmer; the program must decide at run time between the alternatives, via some general method applied to all choice points. A programmer specifies a limited number of alternatives, but the program must later choose between them. ("Choose" is, in fact, a typical name for the nondeterministic operator.) A hierarchy of choice points may be formed, with higher-level choices leading to branches that contain lower-level choices within them. (en)
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  • Nondeterministic programming (en)
  • 非确定性编程 (zh)
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