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Computer Program
A computer program is a sequence or set of instructions in a programming language for a computer to Execution (computing), execute. Computer programs are one component of software, which also includes software documentation, documentation and other intangible components. A computer program in its human-readable form is called source code. Source code needs another computer program to Execution (computing), execute because computers can only execute their native machine code, machine instructions. Therefore, source code may be translated to machine instructions using the language's compiler. (Assembly language programs are translated using an Assembly language#Assembler, assembler.) The resulting file is called an executable. Alternatively, source code may execute within the language's interpreter (computing), interpreter. If the executable is requested for execution, then the operating system Loader (computing), loads it into Random-access memory, memory and starts a Process (com ...
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Context Switch
In computing, a context switch is the process of storing the state of a process or thread, so that it can be restored and resume execution at a later point, and then restoring a different, previously saved, state. This allows multiple processes to share a single central processing unit (CPU), and is an essential feature of a multitasking operating system. The precise meaning of the phrase "context switch" varies. In a multitasking context, it refers to the process of storing the system state for one task, so that task can be paused and another task resumed. A context switch can also occur as the result of an interrupt, such as when a task needs to access disk storage, freeing up CPU time for other tasks. Some operating systems also require a context switch to move between user mode and kernel mode tasks. The process of context switching can have a negative impact on system performance. Cost Context switches are usually computationally intensive, and much of the design of ...
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Diagram For The Computation Of Bernoulli Numbers
A diagram is a symbolic representation of information using visualization techniques. Diagrams have been used since prehistoric times on walls of caves, but became more prevalent during the Enlightenment. Sometimes, the technique uses a three-dimensional visualization which is then projected onto a two-dimensional surface. The word ''graph'' is sometimes used as a synonym for diagram. Overview The term "diagram" in its commonly used sense can have a general or specific meaning: * ''visual information device'' : Like the term "illustration", "diagram" is used as a collective term standing for the whole class of technical genres, including graphs, technical drawings and tables. * ''specific kind of visual display'' : This is the genre that shows qualitative data with shapes that are connected by lines, arrows, or other visual links. In science the term is used in both ways. For example, Anderson (1997) stated more generally: "diagrams are pictorial, yet abstract, representa ...
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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 (computer programming), 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 Domain ...
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Computer Hardware
Computer hardware includes the physical parts of a computer, such as the case, central processing unit (CPU), random access memory (RAM), monitor, mouse, keyboard, computer data storage, graphics card, sound card, speakers and motherboard. By contrast, software is the set of instructions that can be stored and run by hardware. Hardware is so-termed because it is " hard" or rigid with respect to changes, whereas software is "soft" because it is easy to change. Hardware is typically directed by the software to execute any command or instruction. A combination of hardware and software forms a usable computing system, although other systems exist with only hardware. Von Neumann architecture The template for all modern computers is the Von Neumann architecture, detailed in a 1945 paper by Hungarian mathematician John von Neumann. This describes a design architecture for an electronic digital computer with subdivisions of a processing unit consisting of an arithmetic log ...
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Software Development
Software development is the process of conceiving, specifying, designing, programming, documenting, testing, and bug fixing involved in creating and maintaining applications, frameworks, or other software components. Software development involves writing and maintaining the source code, but in a broader sense, it includes all processes from the conception of the desired software through to the final manifestation of the software, typically in a planned and structured process. Software development also includes research, new development, prototyping, modification, reuse, re-engineering, maintenance, or any other activities that result in software products. Methodologies One system development methodology is not necessarily suitable for use by all projects. Each of the available methodologies are best suited to specific kinds of projects, based on various technical, organizational, project, and team considerations. Software development activities Identification of need The s ...
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Average
In ordinary language, an average is a single number taken as representative of a list of numbers, usually the sum of the numbers divided by how many numbers are in the list (the arithmetic mean). For example, the average of the numbers 2, 3, 4, 7, and 9 (summing to 25) is 5. Depending on the context, an average might be another statistic such as the median, or mode. For example, the average personal income is often given as the median—the number below which are 50% of personal incomes and above which are 50% of personal incomes—because the mean would be higher by including personal incomes from a few billionaires. For this reason, it is recommended to avoid using the word "average" when discussing measures of central tendency. General properties If all numbers in a list are the same number, then their average is also equal to this number. This property is shared by each of the many types of average. Another universal property is monotonicity: if two lists of numbers ''A ...
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Declaration (computer Programming)
In computer programming, a declaration is a language construct specifying identifier properties: it declares a word's (identifier's) meaning."A declaration specifies the interpretation and attributes of a set of identifiers. A ''definition'' of an identifier is a declaration for that identifier that: * for an object ariable or constant causes storage to be reserved for that object; * for a function, includes the function body; * for an enumeration constant, is the (only) declaration of the identifier; * for a typedef name, is the first (or only) declaration of the identifier." C11 specification, 6.7: Declarations, paragraph 5. Declarations are most commonly used for functions, variables, constants, and classes, but can also be used for other entities such as enumerations and type definitions. Beyond the name (the identifier itself) and the kind of entity (function, variable, etc.), declarations typically specify the data type (for variables and constants), or the type signat ...
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Variable (computer Science)
In computer programming, a variable is an abstract storage location paired with an associated symbolic name, which contains some known or unknown quantity of information referred to as a ''value''; or in simpler terms, a variable is a named container for a particular set of bits or type of data (like integer, float, string etc...). A variable can eventually be associated with or identified by a memory address. The variable name is the usual way to reference the stored value, in addition to referring to the variable itself, depending on the context. This separation of name and content allows the name to be used independently of the exact information it represents. The identifier in computer source code can be bound to a value during run time, and the value of the variable may thus change during the course of program execution. Variables in programming may not directly correspond to the concept of variables in mathematics. The latter is abstract, having no reference to a p ...
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Dartmouth BASIC
Dartmouth BASIC is the original version of the BASIC programming language. It was designed by two professors at Dartmouth College, John G. Kemeny and Thomas E. Kurtz. With the underlying Dartmouth Time Sharing System (DTSS), it offered an interactive programming environment to all undergraduates as well as the larger university community. Several versions were produced at Dartmouth, implemented by undergraduate students and operating as a compile and go system. The first version ran on 1 May 1964, and it was opened to general users in June. Upgrades followed, culminating in the seventh and final release in 1979. Dartmouth also introduced a dramatically updated version known as Structured BASIC (or SBASIC) in 1975, which added various structured programming concepts. SBASIC formed the basis of the ANSI-standard Standard BASIC efforts in the early 1980s. Most dialects of BASIC trace their history to the Fourth Edition (which added e.g. string variables, which most BASIC users t ...
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Syntax (programming Languages)
In computer science, the syntax of a computer language is the rules that defines the combinations of symbols that are considered to be correctly structured statements or expressions in that language. This applies both to programming languages, where the document represents source code, and to markup languages, where the document represents data. The syntax of a language defines its surface form. Text-based computer languages are based on sequences of characters, while visual programming languages are based on the spatial layout and connections between symbols (which may be textual or graphical). Documents that are syntactically invalid are said to have a syntax error. When designing the syntax of a language, a designer might start by writing down examples of both legal and illegal strings, before trying to figure out the general rules from these examples. Syntax therefore refers to the ''form'' of the code, and is contrasted with semantics – the ''meaning''. In processi ...
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"Hello, World!" Program
A "Hello, World!" program is generally a computer program that ignores any input and outputs or displays a message similar to "Hello, World!". A small piece of code in most general-purpose programming languages, this program is used to illustrate a language's basic syntax. "Hello, World!" programs are often the first a student learns to write in a given language, and they can also be used as a sanity check to ensure computer software intended to compile or run source code is correctly installed, and that its operator understands how to use it. History While small test programs have existed since the development of programmable computers, the tradition of using the phrase "Hello, World!" as a test message was influenced by an example program in the 1978 book '' The C Programming Language'', but there is no evidence that it originated there, and it is very likely it was used in BCPL beforehand (as below). The example program in that book prints "", and was inherited from a 197 ...
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