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Pointer (computer Programming)
In computer science, a pointer is an object in many programming languages that stores a memory address. This can be that of another value located in computer memory, or in some cases, that of memory-mapped computer hardware. A pointer ''references'' a location in memory, and obtaining the value stored at that location is known as '' dereferencing'' the pointer. As an analogy, a page number in a book's index could be considered a pointer to the corresponding page; dereferencing such a pointer would be done by flipping to the page with the given page number and reading the text found on that page. The actual format and content of a pointer variable is dependent on the underlying computer architecture. Using pointers significantly improves performance for repetitive operations, like traversing iterable data structures (e.g. strings, lookup tables, control tables and tree structures). In particular, it is often much cheaper in time and space to copy and dereference pointers th ...
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Assignment (computer Science)
In computer programming, an assignment statement sets and/or re-sets the value stored in the storage location(s) denoted by a variable name; in other words, it copies a value into the variable. In most imperative programming languages, the assignment statement (or expression) is a fundamental construct. Today, the most commonly used notation for this operation is ''x'' = ''expr'' (originally Superplan 1949–51, popularized by Fortran 1957 and C). The second most commonly used notation is ''x'' := ''expr'' (originally ALGOL 1958, popularised by Pascal). Many other notations are also in use. In some languages, the symbol used is regarded as an operator (meaning that the assignment statement as a whole returns a value). Other languages define assignment as a statement (meaning that it cannot be used in an expression). Assignments typically allow a variable to hold different values at different times during its life-span and scope. However, some languages (primarily strict ...
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Control Table
Control tables are tables that control the control flow or play a major part in program control. There are no rigid rules about the structure or content of a control table—its qualifying attribute is its ability to direct control flow in some way through "execution" by a processor or interpreter. The design of such tables is sometimes referred to as table-driven design (although this typically refers to generating code automatically from external tables rather than direct run-time tables). In some cases, control tables can be specific implementations of finite-state-machine-based automata-based programming. If there are several hierarchical levels of control table they may behave in a manner equivalent to UML state machines Control tables often have the equivalent of conditional expressions or function references embedded in them, usually implied by their relative column position in the association list. Control tables reduce the need for programming similar structures or ...
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Data Structures
In computer science, a data structure is a data organization, management, and storage format that is usually chosen for efficient access to data. More precisely, a data structure is a collection of data values, the relationships among them, and the functions or operations that can be applied to the data, i.e., it is an algebraic structure about data. Usage Data structures serve as the basis for abstract data types (ADT). The ADT defines the logical form of the data type. The data structure implements the physical form of the data type. Different types of data structures are suited to different kinds of applications, and some are highly specialized to specific tasks. For example, relational databases commonly use B-tree indexes for data retrieval, while compiler implementations usually use hash tables to look up identifiers. Data structures provide a means to manage large amounts of data efficiently for uses such as large databases and internet indexing services. Usually, e ...
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Low-level Programming Language
A low-level programming language is a programming language that provides little or no Abstraction (computer science), abstraction from a computer's instruction set architecture—commands or functions in the language map that are structurally similar to processor's instructions. Generally, this refers to either machine code or assembly language. Because of the low (hence the word) abstraction between the language and machine language, low-level languages are sometimes described as being "close to the hardware". Programs written in low-level languages tend to be relatively Software portability, non-portable, due to being optimized for a certain type of system architecture. Low-level languages can convert to machine code without a compiler or Interpreter (computing), interpreter—second-generation programming languages use a simpler processor called an Assembly language#Assemble, assembler—and the resulting code runs directly on the processor. A program written in a low-level lan ...
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Data Type
In computer science and computer programming, a data type (or simply type) is a set of possible values and a set of allowed operations on it. A data type tells the compiler or interpreter how the programmer intends to use the data. Most programming languages support basic data types of integer numbers (of varying sizes), floating-point numbers (which approximate real numbers), characters and Booleans. A data type constrains the possible values that an expression, such as a variable or a function, might take. This data type defines the operations that can be done on the data, the meaning of the data, and the way values of that type can be stored. Concept A data type is a collection or grouping of data values. Such a grouping may be defined for many reasons: similarity, convenience, or to focus the attention. It is frequently a matter of good organization that aids the understanding of complex definitions. Almost all programming languages explicitly include the notion of d ...
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Reference (computer Science)
In computer programming, a reference is a value that enables a program to indirectly access a particular data, such as a variable's value or a record, in the computer's memory or in some other storage device. The reference is said to refer to the datum, and accessing the datum is called dereferencing the reference. A reference is distinct from the datum itself. A reference is an abstract data type and may be implemented in many ways. Typically, a reference refers to data stored in memory on a given system, and its internal value is the memory address of the data, i.e. a reference is implemented as a pointer. For this reason a reference is often said to "point to" the data. Other implementations include an offset (difference) between the datum's address and some fixed "base" address, an index, unique key, or identifier used in a lookup operation into an array or table, an operating system handle, a physical address on a storage device, or a network address such as a ...
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Virtual Method Table
In computer programming, a virtual method table (VMT), virtual function table, virtual call table, dispatch table, vtable, or vftable is a mechanism used in a programming language to support dynamic dispatch (or run-time method binding). Whenever a class defines a virtual function (or method), most compilers add a hidden member variable to the class that points to an array of pointers to (virtual) functions called the virtual method table. These pointers are used at runtime to invoke the appropriate function implementations, because at compile time it may not yet be known if the base function is to be called or a derived one implemented by a class that inherits from the base class. There are many different ways to implement such dynamic dispatch, but use of virtual method tables is especially common among C++ and related languages (such as D and C#). Languages that separate the programmatic interface of objects from the implementation, like Visual Basic and Delphi, also t ...
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Method (computer Programming)
A method in object-oriented programming (OOP) is a procedure associated with a message and an object. An object consists of ''state data'' and ''behavior''; these compose an ''interface'', which specifies how the object may be utilized by any of its various consumers. A method is a behavior of an object parametrized by a consumer. Data is represented as properties of the object, and behaviors are represented as methods. For example, a Window object could have methods such as open and close, while its state (whether it is open or closed at any given point in time) would be a property. In class-based programming, methods are defined within a class, and objects are instances of a given class. One of the most important capabilities that a method provides is ''method overriding'' - the same name (e.g., area) can be used for multiple different kinds of classes. This allows the sending objects to invoke behaviors and to delegate the implementation of those behaviors to the receiving o ...
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Name Binding
In programming languages, name binding is the association of entities (data and/or code) with identifiers. An identifier bound to an object is said to reference that object. Machine languages have no built-in notion of identifiers, but name-object bindings as a service and notation for the programmer is implemented by programming languages. Binding is intimately connected with scoping, as scope determines which names bind to which objects – at which locations in the program code ( lexically) and in which one of the possible execution paths ( temporally). Use of an identifier in a context that establishes a binding for is called a binding (or defining) occurrence. In all other occurrences (e.g., in expressions, assignments, and subprogram calls), an identifier stands for what it is bound to; such occurrences are called applied occurrences. Binding time * ''Static binding'' (or ''early binding'') is name binding performed before the program is run. * ''Dynamic binding'' (or ...
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Function Pointer
A function pointer, also called a subroutine pointer or procedure pointer, is a pointer that points to a function. As opposed to referencing a data value, a function pointer points to executable code within memory. Dereferencing the function pointer yields the referenced function, which can be invoked and passed arguments just as in a normal function call. Such an invocation is also known as an "indirect" call, because the function is being invoked ''indirectly'' through a variable instead of ''directly'' through a fixed identifier or address. Function pointers can be used to simplify code by providing a simple way to select a function to execute based on run-time values. Function pointers are supported by third-generation programming languages (such as PL/I, COBOL, Fortran, dBASE dBL, and C) and object-oriented programming languages (such as C++, C#, and D). Simple function pointers The simplest implementation of a function (or subroutine) pointer is as a variable cont ...
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Object-oriented Programming
Object-oriented programming (OOP) is a programming paradigm based on the concept of "objects", which can contain data and code. The data is in the form of fields (often known as attributes or ''properties''), and the code is in the form of procedures (often known as ''methods''). A common feature of objects is that procedures (or methods) are attached to them and can access and modify the object's data fields. In this brand of OOP, there is usually a special name such as or used to refer to the current object. In OOP, computer programs are designed by making them out of objects that interact with one another. OOP languages are diverse, but the most popular ones are class-based, meaning that objects are instances of classes, which also determine their types. Many of the most widely used programming languages (such as C++, Java, Python, etc.) are multi-paradigm and they support object-oriented programming to a greater or lesser degree, typically in combination with ...
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Dynamic Link Library
Dynamic-link library (DLL) is Microsoft's implementation of the shared library concept in the Microsoft Windows and OS/2 operating systems. These libraries usually have the file extension DLL, OCX (for libraries containing ActiveX controls), or DRV (for legacy system drivers). The file formats for DLLs are the same as for Windows EXE files – that is, Portable Executable (PE) for 32-bit and 64-bit Windows, and New Executable (NE) for 16-bit Windows. As with EXEs, DLLs can contain code, data, and resources, in any combination. Data files with the same file format as a DLL, but with different file extensions and possibly containing only resource sections, can be called ''resource DLLs''. Examples of such DLLs include ''icon libraries'', sometimes having the extension ICL, and font files, having the extensions FON and FOT. Background The first versions of Microsoft Windows ran programs together in a single address space. Every program was meant to co-operate by yielding the CPU ...
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