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Tag (programming)
In Computer programming, programming, a tag is an parameter (computer science), argument to a subroutine that determines other arguments passed to it, which is used as a way to pass indefinite number of tagged parameters to the subroutine; notably, tags are used for a number of system calls in AmigaOS v2.0 and onwards. In AmigaOS In earlier versions of AmigaOS, if a system call required setting a large number of parameters, instead of passing them as function arguments, the function would require a pointer to a data structure, structure that holds the arguments (for example, intuition.library's OpenWindow() required struct NewWindow with 17 different parameters). Tags were introduced in AmigaOS 2.0 because they "make it possible to add new parameters to system functions without interfering with the original parameters. They also make specifying parameter lists much clearer and easier." A number of Third-party software component, third-party software libraries for AmigaOS also use ...
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Computer Programming
Computer programming is the process of performing a particular computation (or more generally, accomplishing a specific computing result), usually by designing and building an executable computer program. Programming involves tasks such as analysis, generating algorithms, profiling algorithms' accuracy and resource consumption, and the implementation of algorithms (usually in a chosen programming language, commonly referred to as coding). The source code of a program is written in one or more languages that are intelligible to programmers, rather than machine code, which is directly executed by the central processing unit. The purpose of programming is to find a sequence of instructions that will automate the performance of a task (which can be as complex as an operating system) on a computer, often for solving a given problem. Proficient programming thus usually requires expertise in several different subjects, including knowledge of the application domain, specialized algori ...
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Parameter (computer Science)
In computer programming, a parameter or a formal argument is a special kind of variable used in a subroutine to refer to one of the pieces of data provided as input to the subroutine. These pieces of data are the values of the arguments (often called ''actual arguments'' or ''actual parameters'') with which the subroutine is going to be called/invoked. An ordered list of parameters is usually included in the definition of a subroutine, so that, each time the subroutine is called, its arguments for that call are evaluated, and the resulting values can be assigned to the corresponding parameters. Unlike ''argument'' in usual mathematical usage, the ''argument'' in computer science is the actual input expression passed/supplied to a function, procedure, or routine in the invocation/call statement, whereas the ''parameter'' is the variable inside the implementation of the subroutine. For example, if one defines the add subroutine as def add(x, y): return x + y, then x, y are paramet ...
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Subroutine
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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AmigaOS
AmigaOS is a family of proprietary native operating systems of the Amiga and AmigaOne personal computers. It was developed first by Commodore International and introduced with the launch of the first Amiga, the Amiga 1000, in 1985. Early versions of AmigaOS required the Motorola 68000 series of 16-bit and 32-bit microprocessors. Later versions were developed by Haage & Partner (AmigaOS 3.5 and 3.9) and then Hyperion Entertainment (AmigaOS 4.0-4.1). A PowerPC microprocessor is required for the most recent release, AmigaOS 4. AmigaOS is a single-user operating system based on a preemptive multitasking kernel, called Exec. It includes an abstraction of the Amiga's hardware, a disk operating system called '' AmigaDOS'', a windowing system API called ''Intuition'', and a desktop environment and file manager called ''Workbench''. The Amiga intellectual property is fragmented between Amiga Inc., Cloanto, and Hyperion Entertainment. The copyrights for works created up to 1993 are ...
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Data Structure
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, ...
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Intuition
Intuition is the ability to acquire knowledge without recourse to conscious reasoning. Different fields use the word "intuition" in very different ways, including but not limited to: direct access to unconscious knowledge; unconscious cognition; gut feelings; inner sensing; inner insight to unconscious pattern-recognition; and the ability to understand something instinctively, without any need for conscious reasoning.Intuition and consciousness – Rosenblatt AD, Thickstun JT. Psychoanal Q. 1994 Oct;63(4):696-714. Intuitive knowledge tends to be approximate. The word ''intuition'' comes from the Latin verb ''intueri'' translated as "consider" or from the late middle English word ''intuit'', "to contemplate". Use of intuition is sometimes referred to as responding to a "gut feeling" or "trusting your gut".Wilding, M.How to Stop Overthinking and Start Trusting your Gut ''Harvard Business Review'', published 10 March 2022, accessed 21 September 2022 Psychology Freud According to Si ...
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Third-party Software Component
In computer programming, a third-party software component is a reusable software component developed to be either freely distributed or sold by an entity other than the original vendor of the development platform. The third-party software component market thrives because many programmers believe that component-oriented development improves the efficiency and the quality of developing custom applications. Common third-party software includes macros, bots, and software/scripts to be run as add-ons for popular developing software. See also *Middleware *Enterprise Java Beans * VCL / CLX *KParts (KDE) *Video-game third-party developers *Third-party source In commerce, a "''third-party source''" means a supplier (or service provider) who is not directly controlled by either the seller (first party) nor the customer/buyer (second party) in a business transaction. The third party is considered ind ...Online all programming languages and their third party libraries includes a guide. R ...
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Default (computer Science)
A default, in computer science, refers to the preexisting value of a user-configurable setting that is assigned to a software application, computer program or device. Such settings are also called presets or factory presets, especially for electronic devices. Default values are standards values that are universal to all instances of the device or model and intended to make the device as accessible as possible "out of the box" without necessitating a lengthy configuration process prior to use. The user only has to modify the default settings according to their personal preferences. In many devices, the user has the option to restore these default settings for one or all options. Such an assignment makes the choice of that setting or value more likely, this is called the default effect. Examples Application software preferences One use of default parameters is for initial settings for application software. For example, the first time a user runs an application it may suggest that ...
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Forward Compatibility
Forward compatibility or upward compatibility is a design characteristic that allows a system to accept input intended for a later version of itself. The concept can be applied to entire systems, electrical interfaces, telecommunication signals, data communication protocols, file formats, and programming languages. A standard supports forward compatibility if a product that complies with earlier versions can " gracefully" process input designed for later versions of the standard, ignoring new parts which it does not understand. The objective for forward compatible technology is for old devices to recognise when data has been generated for new devices. Forward compatibility for the older system usually means backward compatibility for the new system, i.e. the ability to process data from the old system; the new system usually has ''full'' compatibility with the older one, by being able to both process and generate data in the format of the older system. Forward compatibility is no ...
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Backward Compatibility
Backward compatibility (sometimes known as backwards compatibility) is a property of an operating system, product, or technology that allows for interoperability with an older legacy system, or with input designed for such a system, especially in telecommunications and computing. Modifying a system in a way that does not allow backward compatibility is sometimes called " breaking" backward compatibility. A complementary concept is forward compatibility. A design that is forward-compatible usually has a roadmap for compatibility with future standards and products. A related term from programming jargon is hysterical reasons or hysterical raisins (near-homophones for "historical reasons"), as the purpose of some software features may be solely to support older hardware or software versions. Usage In hardware A simple example of both backward and forward compatibility is the introduction of FM radio in stereo. FM radio was initially mono, with only one audio channel represented ...
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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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Stack (data Structure)
In computer science, a stack is an abstract data type that serves as a collection of elements, with two main operations: * Push, which adds an element to the collection, and * Pop, which removes the most recently added element that was not yet removed. Additionally, a peek operation can, without modifying the stack, return the value of the last element added. Calling this structure a ''stack'' is by analogy to a set of physical items stacked one atop another, such as a stack of plates. The order in which an element added to or removed from a stack is described as last in, first out, referred to by the acronym LIFO. As with a stack of physical objects, this structure makes it easy to take an item off the top of the stack, but accessing a datum deeper in the stack may require taking off multiple other items first. Considered as a linear data structure, or more abstractly a sequential collection, the push and pop operations occur only at one end of the structure, referred to ...
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