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Typing Disciplines

Ways in which a programming language decides whether the values in a program are used correctly. Duck typing judges an object by the operations it supports instead of its declared class, and gradual typing allows parts of a program to be checked before it runs while other parts are checked only at run time. The choice among such disciplines shapes how early errors are caught and how much the programmer must write down.

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Typing Disciplines
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Free On-line Dictionary of Computing: Dynamic Typing
Free On-line Dictionary of ComputingHas Member: Dynamic Typing, Dictionary entry
Quote, Has Member: Dynamic Typing, Dictionary entry
Enforcement of type rules at run time as opposed to compile time
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Free On-line Dictionary of Computing: Static Typing
Free On-line Dictionary of ComputingHas Member: Static Typing, Dictionary entry
Quote, Has Member: Static Typing, Dictionary entry
Enforcement of type rules at compile time rather than at run time
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Free On-line Dictionary of Computing: Strong Typing
Free On-line Dictionary of ComputingHas Member: Strong Typing, Dictionary entry
Quote, Has Member: Strong Typing, Dictionary entry
Strict enforcement of type rules with no exceptions
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Free On-line Dictionary of Computing: Weak Typing
Free On-line Dictionary of ComputingHas Member: Weak Typing, Dictionary entry
Quote, Has Member: Weak Typing, Dictionary entry
Strict enforcement of type rules but with well-defined exceptions
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Duck typing (Wikipedia)
Has Member: Duck Typing, Lead
Quote, Has Member: Duck Typing, Lead
In computer programming, duck typing is an application of the duck test, "If it walks like a duck and it quacks like a duck, then it must be a duck", to determine whether an object can be used for a particular purpose.
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Gradual typing (Wikipedia)
Has Member: Gradual Typing, Lead
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Gradual typing is a type system that allows for both static typing and dynamic typing but enforces types at runtime.
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