Language Primitive
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Language Primitive
In computing, language primitives are the simplest elements available in a programming language. A primitive is the smallest 'unit of processing' available to a programmer of a given machine, or can be an atomic element of an expression in a language. Primitives are units with a meaning, i.e., a semantic value in the language. Thus they are different from tokens in a parser, which are the minimal elements of syntax. Machine level primitives A machine instruction, usually generated by an assembler program, is often considered the smallest unit of processing although this is not always the case. It typically performs what is perceived to be one operation such as copying a byte or string of bytes from one computer memory location to another or adding one processor register to another. Microcode primitives Many of today's computers, however, actually embody an even lower unit of processing known as microcode which interprets the ''machine code'' and it is then that the microcode i ...
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Icons Of Visual Programming Language --DRAKON--
An icon () is a religious work of art, most commonly a painting, in the cultures of the Eastern Orthodox, Oriental Orthodox, and Catholic churches. They are not simply artworks; "an icon is a sacred image used in religious devotion". The most common subjects include Christ, Mary, saints and angels. Although especially associated with portrait-style images concentrating on one or two main figures, the term also covers most religious images in a variety of artistic media produced by Eastern Christianity, including narrative scenes, usually from the Bible or the lives of saints. Icons are most commonly painted on wood panels with egg tempera, but they may also be cast in metal, carved in stone, embroidered on cloth, done in mosaic or fresco work, printed on paper or metal, etc. Comparable images from Western Christianity can be classified as "icons", although "iconic" may also be used to describe a static style of devotional image. In the Greek language, the term for icon paintin ...
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High-level Programming Language
In computer science, a high-level programming language is a programming language with strong abstraction from the details of the computer. In contrast to low-level programming languages, it may use natural language ''elements'', be easier to use, or may automate (or even hide entirely) significant areas of computing systems (e.g. memory management), making the process of developing a program simpler and more understandable than when using a lower-level language. The amount of abstraction provided defines how "high-level" a programming language is. In the 1960s, a high-level programming language using a compiler was commonly called an '' autocode''. Examples of autocodes are COBOL and Fortran. The first high-level programming language designed for computers was Plankalkül, created by Konrad Zuse. However, it was not implemented in his time, and his original contributions were largely isolated from other developments due to World War II, aside from the language's influenc ...
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Procedural Language
Procedural programming is a programming paradigm, derived from imperative programming, based on the concept of the '' procedure call''. Procedures (a type of routine or subroutine) simply contain a series of computational steps to be carried out. Any given procedure might be called at any point during a program's execution, including by other procedures or itself. The first major procedural programming languages appeared circa 1957–1964, including Fortran, ALGOL, COBOL, PL/I and BASIC. Pascal and C were published circa 1970–1972. Computer processors provide hardware support for procedural programming through a stack register and instructions for calling procedures and returning from them. Hardware support for other types of programming is possible, but no attempt was commercially successful (for example Lisp machines or Java processors). Procedures and modularity Modularity is generally desirable, especially in large, complicated programs. Inputs are usual ...
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Fifth-generation Programming Language
A fifth-generation programming language (5GL) is any programming language based on problem-solving using constraints given to the program, rather than using an algorithm written by a programmer. Most constraint-based and logic programming languages and some other declarative languages are fifth-generation languages. History While fourth-generation programming languages are designed to build specific programs, fifth-generation languages are designed to make the computer solve a given problem without the programmer. This way, the user only needs to worry about what problems need to be solved and what conditions need to be met, without worrying about how to implement a routine or algorithm to solve them. Fifth-generation languages are used mainly in artificial intelligence research. OPS5 and Mercury are examples of fifth-generation languages,E. Balagurusamy, ''Fundamentals of Computers'', Mcgraw Hill Education (India), 2009, , p. 340 as is ICAD, which was built upon Lisp. KL ...
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Fourth-generation Programming Language
A fourth-generation programming language (4GL) is any computer programming language that belongs to a class of languages envisioned as an advancement upon third-generation programming languages (3GL). Each of the programming language generations aims to provide a higher level of abstraction of the internal computer hardware details, making the language more programmer-friendly, powerful, and versatile. While the definition of 4GL has changed over time, it can be typified by operating more with large collections of information at once rather than focusing on just bits and bytes. Languages claimed to be 4GL may include support for database management, report generation, mathematical optimization, GUI development, or web development. Some researchers state that 4GLs are a subset of domain-specific languages. The concept of 4GL was developed from the 1970s through the 1990s, overlapping most of the development of 3GL, with 4GLs identified as "non-procedural" or "program-generati ...
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Interpreter (computing)
In computer science, an interpreter is a computer program that directly execution (computers), executes instructions written in a Programming language, programming or scripting language, without requiring them previously to have been Compiler, compiled into a machine language program. An interpreter generally uses one of the following strategies for program execution: # Parse the source code and perform its behavior directly; # Translator (computing), Translate source code into some efficient intermediate representation or object code and immediately execute that; # Explicitly execute stored precompiled bytecode made by a compiler and matched with the interpreter Virtual Machine. Early versions of Lisp programming language and BASIC interpreter, minicomputer and microcomputer BASIC dialects would be examples of the first type. Perl, Raku (programming language), Raku, Python (programming language), Python, MATLAB, and Ruby (programming language), Ruby are examples of the second, w ...
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Interpreted Language
In computer science, an interpreter is a computer program that directly executes instructions written in a programming or scripting language, without requiring them previously to have been compiled into a machine language program. An interpreter generally uses one of the following strategies for program execution: # Parse the source code and perform its behavior directly; # Translate source code into some efficient intermediate representation or object code and immediately execute that; # Explicitly execute stored precompiled bytecode made by a compiler and matched with the interpreter Virtual Machine. Early versions of Lisp programming language and minicomputer and microcomputer BASIC dialects would be examples of the first type. Perl, Raku, Python, MATLAB, and Ruby are examples of the second, while UCSD Pascal is an example of the third type. Source programs are compiled ahead of time and stored as machine independent code, which is then linked at run-time and execut ...
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Instruction Path Length
In computer performance, the instruction path length is the number of machine code instructions required to execute a section of a computer program. The total path length for the entire program could be deemed a measure of the algorithm's performance on a particular computer hardware. The path length of a simple conditional instruction would normally be considered as equal to 2, one instruction to perform the comparison and another to take a branch if the particular condition is satisfied. The length of time to execute each instruction is not normally considered in determining path length and so path length is merely an indication of relative performance rather than in any sense absolute. When executing a benchmark program, most of the instruction path length is typically inside the program's inner loop. Before the introduction of caches, the path length was an approximation of running time, but in modern CPUs with caches, it can be a much worse approximation, with some load i ...
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Low-level Programming Language
A low-level programming language is a programming language that provides little or no 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 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—second-generation programming languages use a simpler processor called an assembler—and the resulting code runs directly on the processor. A program written in a low-level language can be made to run very quickly, with a small memory footprint. An equivalent program in a high- ...
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Control Flow
In computer science, control flow (or flow of control) is the order in which individual statements, instructions or function calls of an imperative program are executed or evaluated. The emphasis on explicit control flow distinguishes an '' imperative programming'' language from a ''declarative programming'' language. Within an imperative programming language, a ''control flow statement'' is a statement that results in a choice being made as to which of two or more paths to follow. For non-strict functional languages, functions and language constructs exist to achieve the same result, but they are usually not termed control flow statements. A set of statements is in turn generally structured as a block, which in addition to grouping, also defines a lexical scope. Interrupts and signals are low-level mechanisms that can alter the flow of control in a way similar to a subroutine, but usually occur as a response to some external stimulus or event (that can occur asynch ...
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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 da ...
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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 Efficiency, efficient Data access, 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 database, relational databases commonly use B-tree indexes for data retrieval, while compiler Implementation, implementations usually use hash tables to look up identifiers. Data structures provide a means to manage large amounts of data efficiently for uses such a ...
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