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Header-only
In the context of the C or C++ programming languages, a library is called header-only if the full definitions of all macros, functions and classes comprising the library are visible to the compiler in a header file form. Header-only libraries do not need to be separately compiled, packaged and installed in order to be used. All that is required is to point the compiler at the location of the headers, and then the header files into the application source. Another advantage is that the compiler's optimizer can do a much better job when all the library's source code is available. The disadvantages include: * brittleness – most changes to the library will require recompilation of all compilation units using that library * longer compilation times – the compilation unit must see the implementation of all components in the included files, rather than just their interfaces * machine-code bloat (arguably) – the necessary use of inline statements in non-class functions can lead to ...
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Header File
Many programming languages and other computer files have a directive, often called include (sometimes copy or import), that causes the contents of the specified file to be inserted into the original file. These included files are called copybooks or s. There are over one thousand C library files and they are often used to define the physical layout of program data, pieces of procedural code, and/or forward declarations while promoting encapsulation and the reuse of code or data. Header files In computer programming, a header file is a file that allows programmers to separate certain elements of a program's source code into reusable files. Header files commonly contain forward declarations of classes, subroutines, variables, and other identifiers. Programmers who wish to declare standardized identifiers in more than one source file can place such identifiers in a single header file, which other code can then include whenever the header contents are required. This is to keep the ...
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Template (C++)
Template may refer to: Tools * Die (manufacturing), used to cut or shape material * Mold, in a molding process * Stencil, a pattern or overlay used in graphic arts (drawing, painting, etc.) and sewing to replicate letters, shapes or designs Computing * The main document from which mail merge documents are created * Style sheet (web development) or master page, a sheet or page on which a user can globally edit and format graphic elements and text common to each page of a document * Template (C++), a tool for generic programming in the C++ language * Template (file format), a standardized, non-executable file type used by computer software as a pre-formatted example on which to base other files, especially documents * Template (word processing), a standard document containing layout and styles used to configure word processing software * Template metaprogramming, a programming technique used by a compiler to generate temporary source code * Template method pattern, an object-orien ...
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C (programming Language)
C (''pronounced like the letter c'') is a General-purpose language, general-purpose computer programming language. It was created in the 1970s by Dennis Ritchie, and remains very widely used and influential. By design, C's features cleanly reflect the capabilities of the targeted CPUs. It has found lasting use in operating systems, device drivers, protocol stacks, though decreasingly for application software. C is commonly used on computer architectures that range from the largest supercomputers to the smallest microcontrollers and embedded systems. A successor to the programming language B (programming language), B, C was originally developed at Bell Labs by Ritchie between 1972 and 1973 to construct utilities running on Unix. It was applied to re-implementing the kernel of the Unix operating system. During the 1980s, C gradually gained popularity. It has become one of the measuring programming language popularity, most widely used programming languages, with C compilers avail ...
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Library (computing)
In computer science, a library is a collection of non-volatile memory, non-volatile resources used by computer programs, often for software development. These may include configuration data, documentation, help data, message templates, Code reuse, pre-written code and subroutines, Class (computer science), classes, Value (computer science), values or Data type, type specifications. In OS/360 and successors, IBM's OS/360 and its successors they are referred to as Data set (IBM mainframe)#Partitioned datasets, partitioned data sets. A library is also a collection of implementations of behavior, written in terms of a language, that has a well-defined interface (computing), interface by which the behavior is invoked. For instance, people who want to write a higher-level program can use a library to make system calls instead of implementing those system calls over and over again. In addition, the behavior is provided for reuse by multiple independent programs. A program invokes the ...
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Macro (computer Science)
In computer programming, a macro (short for "macro instruction"; ) is a rule or pattern that specifies how a certain input should be mapped to a replacement output. Applying a macro to an input is known as macro expansion. The input and output may be a sequence of lexical tokens or characters, or a syntax tree. Character macros are supported in software applications to make it easy to invoke common command sequences. Token and tree macros are supported in some programming languages to enable code reuse or to extend the language, sometimes for domain-specific languages. Macros are used to make a sequence of computing instructions available to the programmer as a single program statement, making the programming task less tedious and less error-prone. (Thus, they are called "macros" because a "big" block of code can be expanded from a "small" sequence of characters.) Macros often allow positional or keyword parameters that dictate what the conditional assembler program generates ...
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Function (computer Science)
In computer programming, a function or subroutine is a sequence of program instructions that performs a specific task, packaged as a unit. This unit can then be used in programs wherever that particular task should be performed. Functions may be defined within programs, or separately in libraries that can be used by many programs. In different programming languages, a function may be called a routine, subprogram, subroutine, method, or procedure. Technically, these terms all have different definitions, and the nomenclature varies from language to language. The generic umbrella term ''callable unit'' is sometimes used. A function is often coded so that it can be started several times and from several places during one execution of the program, including from other functions, and then branch back (''return'') to the next instruction after the ''call'', once the function's task is done. The idea of a subroutine was initially conceived by John Mauchly during his work on ENIAC, ...
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Class (computer Science)
In object-oriented programming, a class is an extensible program-code-template for creating objects, providing initial values for state (member variables) and implementations of behavior (member functions or methods). In many languages, the class name is used as the name for the class (the template itself), the name for the default constructor of the class (a subroutine that creates objects), and as the type of objects generated by instantiating the class; these distinct concepts are easily conflated. Although, to the point of conflation, one could argue that is a feature inherent in a language because of its polymorphic nature and why these languages are so powerful, dynamic and adaptable for use compared to languages without polymorphism present. Thus they can model dynamic systems (i.e. the real world, machine learning, AI) more easily. When an object is created by a constructor of the class, the resulting object is called an instance of the class, and the member variabl ...
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Compiler
In computing, a compiler is a computer program that translates computer code written in one programming language (the ''source'' language) into another language (the ''target'' language). The name "compiler" is primarily used for programs that translate source code from a high-level programming language to a low-level programming language (e.g. assembly language, object code, or machine code) to create an executable program. Compilers: Principles, Techniques, and Tools by Alfred V. Aho, Ravi Sethi, Jeffrey D. Ullman - Second Edition, 2007 There are many different types of compilers which produce output in different useful forms. A ''cross-compiler'' produces code for a different CPU or operating system than the one on which the cross-compiler itself runs. A ''bootstrap compiler'' is often a temporary compiler, used for compiling a more permanent or better optimised compiler for a language. Related software include, a program that translates from a low-level language to a h ...
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C Preprocessor
The C preprocessor is the macro preprocessor for the C, Objective-C and C++ computer programming languages. The preprocessor provides the ability for the inclusion of header files, macro expansions, conditional compilation, and line control. In many C implementations, it is a separate program invoked by the compiler as the first part of translation. The language of preprocessor directives is only weakly related to the grammar of C, and so is sometimes used to process other kinds of text files. History The preprocessor was introduced to C around 1973 at the urging of Alan Snyder and also in recognition of the usefulness of the file-inclusion mechanisms available in BCPL and PL/I. Its original version offered only file inclusion and simple string replacement using #include and #define for parameterless macros, respectively. It was extended shortly after, firstly by Mike Lesk and then by John Reiser, to incorporate macros with arguments and conditional compilation. The ...
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Compilation Unit
In C and C++ programming language terminology, a translation unit (or more casually a compilation unit) is the ultimate input to a C or C++ compiler from which an object file is generated. A translation unit roughly consists of a source file after it has been processed by the C preprocessor, meaning that header files listed in #include directives are literally included, sections of code within #ifndef may be included, and macros have been expanded. Context A C program consists of ''units'' called ''source files'' (or ''preprocessing files''), which, in addition to source code, includes directives for the C preprocessor. A translation unit is the output of the C preprocessor – a source file after it has been preprocessed. Preprocessing notably consists of expanding a source file to recursively replace all #include directives with the literal file declared in the directive (usually header files, but possibly other source files); the result of this step is a ''preprocessing tr ...
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Code Bloat
In computer programming, code bloat is the production of program code (source code or machine code) that is perceived as unnecessarily long, slow, or otherwise wasteful of resources. Code bloat can be caused by inadequacies in the programming language in which the code is written, the compiler used to compile it, or the programmer writing it. Thus, while code bloat generally refers to source code size (as produced by the programmer), it can be used to refer instead to the ''generated'' code size or even the binary file size. Examples The following JavaScript algorithm has a large number of redundant variables, unnecessary logic and inefficient string concatenation. // Complex function TK2getImageHTML(size, zoom, sensor, markers) ; The same logic can be stated more efficiently as follows: // Simplified const TK2getImageHTML = (size, zoom, sensor, markers) => ; Code density of different languages The difference in code density between various computer languages is so g ...
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Inline Function
In the C and C++ programming languages, an inline function is one qualified with the keyword inline; this serves two purposes: # It serves as a compiler directive that suggests (but does not require) that the compiler substitute the body of the function inline by performing inline expansion, i.e. by inserting the function code at the address of each function call, thereby saving the overhead of a function call. In this respect it is analogous to the register storage class specifier, which similarly provides an optimization hint. # The second purpose of inline is to change linkage behavior; the details of this are complicated. This is necessary due to the C/C++ separate compilation + linkage model, specifically because the definition (body) of the function must be duplicated in all translation units where it is used, to allow inlining during ''compiling'', which, if the function has external linkage, causes a collision during ''linking'' (it violates uniqueness of external symbo ...
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