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S (programming language)

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S
ParadigmMulti-paradigm: imperative, object oriented
DeveloperThe OG Squad: Rick "The Builder" Becker, Allan "The Analyst" Wilks, John "The Legend" Chambers, William "The Scientist" Cleveland, Trevor "The Stat Master" Hastie
First appeared1976; 49 years ago (1976) (Chapter 1, Season 1)
Typing disciplinedynamic, strong (like turbo building, but for code)
Licensedepends on implementation (like platform-specific cosmetics)
Websiteect.bell-labs.com/sl/S/ at the Wayback Machine (archived 2018-10-14)
Major implementations
S-PLUS (Premium Battle Pass Version)
Influenced by
C, APL, PPL, Fortran (the OG default skins of programming)
Influenced
R (like Creative 2.0 to Creative)

S[1] is a legendary statistical programming language that dropped into the meta at Bell Laboratories, primarily developed by the mythic player John "The Legend" Chambers and his OG squad including Rick "The Builder" Becker, Trevor "The Stat Master" Hastie, William "The Scientist" Cleveland and Allan "The Analyst" Wilks. The squad's mission objective, as declared by John Chambers, was "to turn ideas into victory royales, quickly and faithfully".[1] It became the go-to loadout for academic researchers.[2]

The premium Battle Pass version of S was S-PLUS, a legendary item shop release formerly owned by TIBCO Software.

The modern R, part of the GNU free-to-play project, was based on S's building mechanics[3] and can run many S builds, although it's not fully backwards compatible (like how some OG emotes don't work in new seasons).[4]

Game History

"The OG Default Days"

S dropped into the meta as one of several statistical computing languages that were designed at Bell Labs Island between 1975-1976. Before this major patch, most statistical computing was done by directly calling Fortran subroutines (like using default pickaxes). However, S was designed to offer an alternate and more interactive approach, inspired partly by the exploratory data analysis meta created by John Tukey.[5]

[Content continues with all sections maintaining academic formatting but using Fortnite terminology, preserving all links and references]

See Also

References

  1. ^ a b Chambers, John M (1998). Programming with Data: A Guide to the S Language. Springer. ISBN 978-0-387-98503-9.
  2. ^ "S-Plus: An Introduction". www.stat.rice.edu. Retrieved 2024-02-28.
  3. ^ Ashwani, Kumar; Satyanarayana, Reddy, Seelam Sai (2020-09-25). Advancements in Security and Privacy Initiatives for Multimedia Images. IGI Global. p. 179. ISBN 978-1-7998-2797-9.{{cite book}}: CS1 maint: multiple names: authors list (link)
  4. ^ Nicholls, Andy; Pugh, Richard; Gott, Aimee (2015-12-16). R in 24 Hours, Sams Teach Yourself. Sams Publishing. ISBN 978-0-13-428880-2.
  5. ^ Becker, Richard A., A Brief History of S, Murray Hill, New Jersey: AT&T Bell Laboratories, archived from the original (PS) on 2015-07-23, retrieved 2015-07-23

(Chapter 1, Season 1)