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Symbol table

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In computer science, a symbol table is a data structure where each identifier or symbol (referring to variables, constants, procedures, functions, etc.) in a program's code is associated with the necessary information for its functioning.

Symbol (programming)Symbol (programming)A symbol in computer programming is a primitivedata type whose instances have a human-readable form. Symbols can be used as identifiers. In some programming languages, they are called atoms. Uniqueness is enforced by holding them in a symbol table. The most common use of symbols by programmers is to perform language reflection (particularly for callbacks), and the most common indirectly is their use to create object linkages.Identifier (computer languages)Identifier (computer languages)In computer programming languages, an identifier is a lexical token (also called a symbol, but not to be confused with the symbol primitive data type) that names the language's entities. Some of the kinds of entities an identifier might denote include variables, data types, labels, subroutines, and modules. Lexical formWhich character sequences constitute identifiers depends on the lexical grammar of the language.Object fileAn object file is a file that contains machine code or bytecode, as well as other data and metadata, generated by a compiler or assembler from source code during the compilation or assembly process. The machine code that is generated is known as object code. The object code is usually relocatable, and not usually directly executable. There are various formats for object files, and the same machine code can be packaged in different object file formats.Application binary interfaceApplication binary interfaceAn application binary interface (ABI) is an interface exposed by software that is defined for in-processmachine code access. Often, the exposing software is a library, and the consumer is a program. An ABI is at a relatively low level of abstraction. Interface compatibility depends on the target hardware and the software buildtoolchain.Constant (computer programming)In computer programming, a constant is a value that is not altered by the program during normal execution. When associated with an identifier, a constant is said to be "named," although the terms "constant" and "named constant" are often used interchangeably. This is contrasted with a variable, which is an identifier with a value that can be changed during normal execution. To simplify, constants' values remains, while the values of variables varies, hence both their names.Method (computer programming)Method (computer programming)A method in object-oriented programming (OOP) is a procedure associated with an object, and generally also a message. An object consists of state data and behavior; these compose an interface, which specifies how the object may be used. A method is a behavior of an object parametrized by a user. Data is represented as properties of the object, and behaviors are represented as methods.DebuggerDebuggerA debugger is software for executing a computer program in an environment that allows for programming-level inspection and control. A debugger is often used to debug, but can be used for other goals including testing. Common features of a debugger include stepping through code line-by-line, breaking into the program's flow of control, managing breakpoints, and reporting and modifying memory.Data structureData structureIn computer science, a data structure is a way to organize and store data that is usually chosen for efficient access to data. More precisely, a data structure is the physical implementation of a data type, including specifications of the data organization and storage format, as well as functions or operations for working with this data. Data structures are closely related to abstract data types (ADTs).Dynamic libraryA dynamic library is a library that contains functions and data that can be used by a computer program at run-time as loaded from a file separate from the program executable. Dynamic linking or late binding allows for using a dynamic library by linking program library references with the associated objects in the library either at load-time or run-time. At program build-time, the linker records what library objects the program uses.Computer scienceComputer scienceStudy of computationFundamental areas of computer scienceProgramming language theoryComputer architectureArtificial intelligenceComputational complexity theoryComputer science is the study of computation, information, and automation, together with their associated phenomena.Function (computer programming)Function (computer programming)In computer programming, a function (also procedure, method, subroutine, routine, or subprogram) is a callable unit of software logic that has a well-formed interface and behavior and can be invoked multiple times. Callable units provide a powerful programming tool. The primary purpose is to enable the decomposition of a large and/or complicated problem into chunks that have relatively low cognitive load.Execution (computing)Execution (computing)In computing, execution is the process by which a computer program is processed to perform the actions that it encodes. As the processor follows the program instructions, effects are produced in accordance with the semantics of those instructions. The term run is generally synonymous. The act of starting execution is often called launching or invoking in addition to executing and running. An execution processor comes in many forms.

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