Signal programming

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Signal programming is used in the same sense as dataflow programming, and is similar to event-driven programming.

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The word signal is used instead of the word dataflow in documentation of libraries such as Qt, GTK+ and libsigc++. The time instants when the signal value (or dataflow value) changes correspond to events in event-driven programming.

The signal flow of a program or a signal processing system is described graphically in a signal-flow graph or a data-flow diagram.

Synchronous signal programming

In software development, a signal can mean synchronous events (sequences of samples, video frames, etc., with constant sample rate or frame rate) rather than asynchronous events, while the word event and data flow is often used for asynchronous event queues, but this is by no means universal. This language was created in the 1950s Konrad Zuse. Especially in telecommunications, electrical engineering and signal processing, a digital signal is a sampled representation of an analog physical entity.

In telecommunications, the term signalling means asynchronous phone call metadata information exchange, for example of telephone numbers.

One application of synchronous signal programming is observer pattern.

Asynchronous signal programming

In databases and operational systems, a signal is a sequence or flow of messages within a message passing architecture that a software agent can subscribe on. Note that these signals are asynchronous. Also signal programming is used in a narrow sense of programming with Unix signals such as SIGTERM, SIGSEGV, SIGPOLL etc.

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In telecommunications, asynchronous communication is transmission of data, generally without the use of an external clock signal, where data can be transmitted intermittently rather than in a steady stream. Any timing required to recover data from the communication symbols is encoded within the symbols.

<span class="mw-page-title-main">Interrupt</span> Signal to a computer processor emitted by hardware or software

In digital computers, an interrupt is a request for the processor to interrupt currently executing code, so that the event can be processed in a timely manner. If the request is accepted, the processor will suspend its current activities, save its state, and execute a function called an interrupt handler to deal with the event. This interruption is often temporary, allowing the software to resume normal activities after the interrupt handler finishes, although the interrupt could instead indicate a fatal error.

<span class="mw-page-title-main">Multiplexing</span> Method of combining multiple signals into one signal over a shared medium

In telecommunications and computer networking, multiplexing is a method by which multiple analog or digital signals are combined into one signal over a shared medium. The aim is to share a scarce resource – a physical transmission medium. For example, in telecommunications, several telephone calls may be carried using one wire. Multiplexing originated in telegraphy in the 1870s, and is now widely applied in communications. In telephony, George Owen Squier is credited with the development of telephone carrier multiplexing in 1910.

Data communication, including data transmission and data reception, is the transfer of data, transmitted and received over a point-to-point or point-to-multipoint communication channel. Examples of such channels are copper wires, optical fibers, wireless communication using radio spectrum, storage media and computer buses. The data are represented as an electromagnetic signal, such as an electrical voltage, radiowave, microwave, or infrared signal.

A bitstream, also known as binary sequence, is a sequence of bits. A bytestream is a sequence of bytes. Typically, each byte is an 8-bit quantity, and so the term octet stream is sometimes used interchangeably. An octet may be encoded as a sequence of 8 bits in multiple different ways so there is no unique and direct translation between bytestreams and bitstreams.

<span class="mw-page-title-main">Pure Data</span> Visual programming language

Pure Data (Pd) is a visual programming language developed by Miller Puckette in the 1990s for creating interactive computer music and multimedia works. While Puckette is the main author of the program, Pd is an open-source project with a large developer base working on new extensions. It is released under BSD-3-Clause. It runs on Linux, MacOS, iOS, Android and Windows. Ports exist for FreeBSD and IRIX.

In computer programming, dataflow programming is a programming paradigm that models a program as a directed graph of the data flowing between operations, thus implementing dataflow principles and architecture. Dataflow programming languages share some features of functional languages, and were generally developed in order to bring some functional concepts to a language more suitable for numeric processing. Some authors use the term datastream instead of dataflow to avoid confusion with dataflow computing or dataflow architecture, based on an indeterministic machine paradigm. Dataflow programming was pioneered by Jack Dennis and his graduate students at MIT in the 1960s.

In computer science, message passing is a technique for invoking behavior on a computer. The invoking program sends a message to a process and relies on that process and its supporting infrastructure to then select and run some appropriate code. Message passing differs from conventional programming where a process, subroutine, or function is directly invoked by name. Message passing is key to some models of concurrency and object-oriented programming.

Dataflow architecture is a dataflow-based computer architecture that directly contrasts the traditional von Neumann architecture or control flow architecture. Dataflow architectures have no program counter, in concept: the executability and execution of instructions is solely determined based on the availability of input arguments to the instructions, so that the order of instruction execution may be hard to predict.

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In computer science, asynchronous I/O is a form of input/output processing that permits other processing to continue before the I/O operation has finished. A name used for asynchronous I/O in the Windows API is overlapped I/O.

A synchronous programming language is a computer programming language optimized for programming reactive systems.

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In computer programming, flow-based programming (FBP) is a programming paradigm that defines applications as networks of black box processes, which exchange data across predefined connections by message passing, where the connections are specified externally to the processes. These black box processes can be reconnected endlessly to form different applications without having to be changed internally. FBP is thus naturally component-oriented.

In programming and software design, an event is an action or occurrence recognized by software, often originating asynchronously from the external environment, that may be handled by the software. Computer events can be generated or triggered by the system, by the user, or in other ways. Typically, events are handled synchronously with the program flow; that is, the software may have one or more dedicated places where events are handled, frequently an event loop.

Synchronous Data Flow (SDF) is a restriction on Kahn process networks where the number of tokens read and written by each process is known ahead of time. In some cases, processes can be scheduled such that channels have bounded FIFOs.

SIGNAL is a programming language based on synchronized data-flow : a process is a set of equations on elementary flows describing both data and control.

Join-patterns provides a way to write concurrent, parallel and distributed computer programs by message passing. Compared to the use of threads and locks, this is a high level programming model using communication constructs model to abstract the complexity of concurrent environment and to allow scalability. Its focus is on the execution of a chord between messages atomically consumed from a group of channels.

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