Nature emulation oriented programming method
First Claim
1. A programming method comprising the steps of:
- a) selecting a program objective;
b) creating portions of a program as elements including any of;
objects, interfaces, machines, and critters;
c) for each said object element;
c2) identifying attributes and scopes of said attributes;
c2) identifying functions and scopes of said functions;
c3) identifying notifications;
c4) identifying associated said sub-objects;
c5) identifying associated said elements;
d) for each said machine element;
d1) identifying inputs and outputs;
d2) identifying data processing methods;
d3) identifying notifications;
d4) identifying operational variables and operational methods;
d5) identifying associated said elements;
e) for each said critter element;
e1) identifying actions including work associations and control targets;
e2) identifying frequency of acts relative to a critter domain;
e3) identifying associated said elements;
f) for each of the said interfaces elements;
f1) identifying allowable roles;
f2) identifying available methods;
f3) identifying interface events;
f4) identifying associated said elements;
g) determining and naming common methods, properties and interface events between the elements;
h) determining inherited relationships between the elements;
i) determining needed groupings of the elements;
j) determining appropriate sets of the groupings; and
k) determining at least one startup interface meeting the programming objective.
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Abstract
Nature Emulation Oriented Programming (NEOP) uses five categories: Objects, Processors, Critters, Interfaces, and Sets. An object in NEOP differs from an object oriented programming object in that it does not have properties, only private variables. The properties can be considered an interface. Therefore an OOP Object can be considered a NEOP Object plus a NEOP interface. NEOP is patterned after nature. The method includes identifying attributes and scopes of said attributes, functions and scopes of said functions and notifications, for each of machine, critter and interface elements and then determining inherited, needed groupings, and appropriate set relationships between the elements. Finally, at least one startup interface is made, meeting the programming objective.
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Citations
5 Claims
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1. A programming method comprising the steps of:
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a) selecting a program objective;
b) creating portions of a program as elements including any of;
objects, interfaces, machines, and critters;
c) for each said object element;
c2) identifying attributes and scopes of said attributes;
c2) identifying functions and scopes of said functions;
c3) identifying notifications;
c4) identifying associated said sub-objects;
c5) identifying associated said elements;
d) for each said machine element;
d1) identifying inputs and outputs;
d2) identifying data processing methods;
d3) identifying notifications;
d4) identifying operational variables and operational methods;
d5) identifying associated said elements;
e) for each said critter element;
e1) identifying actions including work associations and control targets;
e2) identifying frequency of acts relative to a critter domain;
e3) identifying associated said elements;
f) for each of the said interfaces elements;
f1) identifying allowable roles;
f2) identifying available methods;
f3) identifying interface events;
f4) identifying associated said elements;
g) determining and naming common methods, properties and interface events between the elements;
h) determining inherited relationships between the elements;
i) determining needed groupings of the elements;
j) determining appropriate sets of the groupings; and
k) determining at least one startup interface meeting the programming objective. - View Dependent Claims (2, 3, 4, 5)
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Specification