Why Smalltalk?

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Bibliographic Details
Title: Why Smalltalk?
Authors: Goldberg, Adele1
Source: Communications of the ACM. Oct95, Vol. 38 Issue 10, p105-107. 3p.
Subjects: Smalltalk (Computer program language), Programming languages, Computer systems, Systems design, Computer simulation, Games
Abstract: Smalltalk is a single paradigm language with very simple semantics and syntax for specifying elements of a system and for describing system dynamics. When the language is used to describe an application system, the developer extends Smalltalk, creating a domain-specific language by adding a new vocabulary of language elements while maintaining the same semantics and syntax. System parts in Smalltalk are descriptions known as objects. An object can delegate responsibility to other objects to provide expected services (composition), or to inherit the capacity to carry out services from other objects that can then be extended. Smalltalk's heritage is simulation. The Smalltalk language design was motivated by the desire to enable users to easily describe their real-world models (business processes, games, educational interactions) as computer models, and to be able to experiment. The focus on simulation created a design requirement that the user be able to rapidly change the underlying conceptual model, not just the data used by a fixed program.
Database: Engineering Source
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Header DbId: egs
DbLabel: Engineering Source
An: 12619867
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PubType: Periodical
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  Data: Why Smalltalk?
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  Data: <searchLink fieldCode="JN" term="%22Communications+of+the+ACM%22">Communications of the ACM</searchLink>. Oct95, Vol. 38 Issue 10, p105-107. 3p.
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  Data: Smalltalk is a single paradigm language with very simple semantics and syntax for specifying elements of a system and for describing system dynamics. When the language is used to describe an application system, the developer extends Smalltalk, creating a domain-specific language by adding a new vocabulary of language elements while maintaining the same semantics and syntax. System parts in Smalltalk are descriptions known as objects. An object can delegate responsibility to other objects to provide expected services (composition), or to inherit the capacity to carry out services from other objects that can then be extended. Smalltalk's heritage is simulation. The Smalltalk language design was motivated by the desire to enable users to easily describe their real-world models (business processes, games, educational interactions) as computer models, and to be able to experiment. The focus on simulation created a design requirement that the user be able to rapidly change the underlying conceptual model, not just the data used by a fixed program.
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RecordInfo BibRecord:
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      – Type: doi
        Value: 10.1145/226239.226260
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      – Code: eng
        Text: English
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        StartPage: 105
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      – SubjectFull: Smalltalk (Computer program language)
        Type: general
      – SubjectFull: Programming languages
        Type: general
      – SubjectFull: Computer systems
        Type: general
      – SubjectFull: Systems design
        Type: general
      – SubjectFull: Computer simulation
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      – SubjectFull: Games
        Type: general
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      – TitleFull: Why Smalltalk?
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            NameFull: Goldberg, Adele
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              M: 10
              Text: Oct95
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              Y: 1995
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