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EntityQ58329· pop 11· linked from 38 articles

HyperTalk is a discontinued high-level, procedural programming language created in 1987 by Dan Winkler and used in conjunction with Apple Computer's HyperCard hypermedia program by Bill Atkinson. Because the main target audience of HyperTalk was beginning programmers, HyperTalk programmers were usually called "authors" and the process of writing programs was known as "scripting". HyperTalk scripts resembled written English and used a logical structure similar to that of the Pascal programming language.

Key facts

Programming language.name
HyperTalk
Programming language.paradigm
procedural, event-driven
Programming language.designer
Dan Winkler
Programming language.developer
Apple Computer Inc.
Programming language.influenced_by
Natural language programming, Pascal
Programming language.influenced
ActionScript, AppleScript, ECMAScript, JavaScript, Lingo, LiveCode, SenseTalk, SuperTalk, SK8

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inception
1987-01-01
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Article

16 sections
Contents
  • Description
  • Fundamental operations
  • Objects, containers and scripts
  • Referring to containers
  • Collections
  • Handling text
  • Lists and other collections
  • Messages and events
  • Controlling HyperCard
  • Forgiving semantics
  • Extending HyperTalk
  • Descendants of HyperTalk
  • See also
  • Notes
  • References
  • External links

HyperTalk is a discontinued high-level, procedural programming language created in 1987 by Dan Winkler and used in conjunction with Apple Computer's HyperCard hypermedia program by Bill Atkinson. Because the main target audience of HyperTalk was beginning programmers, HyperTalk programmers were usually called "authors" and the process of writing programs was known as "scripting". HyperTalk scripts resembled written English and used a logical structure similar to that of the Pascal programming language.

HyperTalk supported the basic control structures of procedural languages: repeat for/while/until, if/then/else, as well as function and message "handler" calls (a function handler was a subroutine and a message handler a procedure). Data types usually did not need to be specified by the programmer; conversion happened transparently in the background between strings and numbers. There were no classes or data structures in the traditional sense; in their place were special string literals, or "lists" of "items" delimited by commas (in later versions the "itemDelimiter" property allowed choosing an arbitrary character). Code execution typically began as a response to an event such as a mouse click on a UI widget.

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