Samiksha Jaiswal (Editor)

Neko (programming language)

Updated on
Edit
Like
Comment
Share on FacebookTweet on TwitterShare on LinkedInShare on Reddit
Designed by
  
Nicolas Cannasse

Typing discipline
  
Dynamic

Paradigm
  
Object-oriented, structured, prototype-based, scripting

Developer
  
Motion Twin, Shiro Games

First appeared
  
2005; 12 years ago (2005)

Stable release
  
2.1 / May 8, 2016; 10 months ago (2016-05-08)

Neko is a high-level dynamically typed programming language developed by Nicolas Cannasse as part of research and development (R&D) efforts at two indie video game firms in Bordeaux, France: first at Motion Twin and then at Shiro Games.

Contents

Concept

Neko has a compiler and a virtual machine (VM) with garbage collection. The compiler converts a source .neko file into a bytecode .n file that can be executed with the VM. Since Neko is dynamically typed with no fixed classes, a developer only need find the proper runtime mapping (in contrast to type mapping) so that code executes correctly. As the Neko FAQ puts it: "...it is easier to write a new or existing language on the NekoVM than it is for the CLR / JVM, since you don’t have to deal with a highlevel type system. Also, this means that languages can interoperate more easily since they only need to share the same data structures and not always the same types."

Neko requires compiling before executing, like other scripting languages such as Apache Groovy. Since Neko need not be interpreted at runtime, it executes faster. The Haxe programming language compiles to Neko code, among other targets.

Virtual machine

The Neko virtual machine is used to execute a Neko bytecode file, the VM also has the option to convert a bytecode file into an executable file (output changes depending on the target operating system).

Web functionality

Neko includes a mod_neko module for the Apache server. As such, it can process user input using GET and POST requests:

References

Neko (programming language) Wikipedia