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1. What is GML?

Generalized Markup Language (GML) Developed as part of an IBM research project on integrated law office information systems, GML is a document formatting language that offers an international standard for independent methods of representing texts in electronic form. GML is actually a metalanguage, or a means for describing a language; markup is defined as a means for describing to a typist how a given block of text should be laid out. For example, someone might draw wavy lines underneath a word to indicate it should appear in italics or draw three lines underneath a letter to indicate it should be capitalized. In the end, all punctuation and even the spaces between words can be defined as markup a means of directing to the user how the text should be interpreted and directing to graphics artists how the page should be represented. Often the process of adding markup to documents involved specific typesetting codes that were different from machine to machine, making a standardized general markup language desirable. By developing general standards, computer programs can convert electronic documents from one system to another through an automated process. This would be especially helpful at government organizations that process documents with large amounts of data, including the Internal Revenue Service and U.S. Department of Defense. Standardized markup languages offer a way to automate processing of text for huge databases in a way that makes their use more efficient and rapid. GML offers a system for organizing and tagging elements of a document, describing its very structureincluding chapters, heading levels (more or less important sections), paragraphs, lists, and more. Specific information about which font is used, what line spacing is utilized, and the page layout is avoided.

2. Who invented GML? Goldfarb, Mosher and Lorie (IBM inventors of the Generalized Markup Language) GML was first developed in 1969 when researcher Charles Goldfarb led an IBM project on information systems with law offices. Working with partners Ed Mosher and Ray Lorie, Goldfarb created GML (which incorporated the initials of its inventors in its title) as a way to allow text editing, formatting, and information-retrieval systems to share documents. Under Goldfarbs model, the markup language was used to describe a documents structure rather than specific physical characteristics, producing a code specific enough that any program or user could understand it. IBM eventually adopted use of the technology and used it to produce 90% of its documents. Five years later, Goldfarb would refine GML into SGML, a language that would become an all-purpose, universal information standard.

3. What is object-oriented programming?

Object-oriented programming (OOP) Object-oriented programming (OOP) is a programming language model organized around "objects" rather than "actions" and data rather than logic. Historically, a program has been viewed as a logical procedure that takes input data, processes it, and produces output data. The programming challenge was seen as how to write the logic, not how to define the data. Object-oriented programming takes the view that what we really care about are the objects we want to manipulate rather than the logic required to manipulate them. Examples of objects range from human beings (described by name, address, and so forth) to buildings and floors (whose properties can be described and managed) down to the little widgets on your computer desktop (such as buttons and scroll bars). The first step in OOP is to identify all the objects you want to manipulate and how they relate to each other, an exercise often known as data modeling. Once you've identified an object, you generalize it as a class of objects (think of Plato's concept of the "ideal" chair that stands for all chairs) and define the kind of data it contains and any logic sequences that can

manipulate it. Each distinct logic sequence is known as a method. A real instance of a class is called (no surprise here) an "object" or, in some environments, an "instance of a class." The object or class instance is what you run in the computer. Its methods provide computer instructions and the class object characteristics provide relevant data. You communicate with objects - and they communicate with each other - with well-defined interfaces called messages. The concepts and rules used in object-oriented programming provide these important benefits:

The concept of a data class makes it possible to define subclasses of data objects that share some or all of the main class characteristics. Called inheritance, this property of OOP forces a more thorough data analysis, reduces development time, and ensures more accurate coding. Since a class defines only the data it needs to be concerned with, when an instance of that class (an object) is run, the code will not be able to accidentally access other program data. This characteristic of data hiding provides greater system security and avoids unintended data corruption. The definition of a class is reuseable not only by the program for which it is initially created but also by other object-oriented programs (and, for this reason, can be more easily distributed for use in networks). The concept of data classes allows a programmer to create any new data type that is not already defined in the language itself.

Simula was the first object-oriented programming language. Java, Python, C++, Visual Basic .NET and Ruby are the most popular OOP languages today. The Java programming language is designed especially for use in distributed applications on corporate networks and the Internet. Ruby is used in many Web applications. Curl, Smalltalk, Delphi and Eiffel are also examples of object-oriented programming languages.

4. What is the difference of object-oriented programming with procedural programming? Object Orientation Languages (OOL) is concerned to develop an application based on real time while Procedural Programing Languages (PPL) are more concerned. OOL follows Bottom Up Approach of Program Execution while in PPL its Top Down approach. OOL concepts includes Inheritance, Encapsulation and Data Abstraction, Late Binding, Polymorphism, Multithreading, and Message Passing while PPL is simply a programming in a traditional way of calling functions and returning values. Below is the list of OOL languages :- JAVA, VB.NET, C#.NET Below is the list of PPL languages :- C, VB, Perl, Basic, FORTRAN.d with the processing of procedures and functions. In OOL, more emphasis is given on data rather than procedures, while the programs are divided into Objects and the data is encapsulated (Hidden) from the external environment, providing more security to data which is not applicable or rather possible in PPL. In PPL, its possible to expose Data and/or variables to the external entities which is STRICTLY restricted IN OOL. In OOL, the Objects communicate with each other via Functions while there is no communication in PPL rather its simply a passing values to the Arguments to the Functions and / or procedures.

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