Procedural Programming Languages
Procedural programming is a programming paradigm, classified as imperative programming, that involves implementing the behavior of a computer program as Function (computer programming), procedures (a.k.a. functions, subroutines) that call each other. The resulting program is a series of steps that forms a hierarchy of calls to its constituent procedures. The first major procedural programming languages appeared –1964, including Fortran, ALGOL, COBOL, PL/I and BASIC. Pascal (programming language), Pascal and C (programming language), C were published –1972. Computer processors provide hardware support for procedural programming through a stack register and instructions for Subroutine#Jump to subroutine, calling procedures and returning from them. Hardware support for other types of programming is possible, like Lisp machines or Java processors, but no attempt was commercially successful. Development practices Certain software development practices are often employed with ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Programming Paradigm
A programming paradigm is a relatively high-level way to conceptualize and structure the implementation of a computer program. A programming language can be classified as supporting one or more paradigms. Paradigms are separated along and described by different dimensions of programming. Some paradigms are about implications of the execution model, such as allowing Side effect (computer science), side effects, or whether the sequence of operations is defined by the execution model. Other paradigms are about the way code is organized, such as grouping into units that include both state and behavior. Yet others are about Syntax (programming languages), syntax and Formal grammar, grammar. Some common programming paradigms include (shown in hierarchical relationship): * imperative programming, Imperative code directly controls Control flow, execution flow and state change, explicit statements that change a program state ** procedural programming, procedural organized as function (c ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Software Development
Software development is the process of designing and Implementation, implementing a software solution to Computer user satisfaction, satisfy a User (computing), user. The process is more encompassing than Computer programming, programming, writing source code, code, in that it includes conceiving the goal, evaluating feasibility, analyzing software requirements, requirements, software design, design, software testing, testing and software release life cycle, release. The process is part of software engineering which also includes management, organizational management, Software project management, project management, configuration management and other aspects. Software development involves many skills and job specializations including software programmer, programming, software test, testing, Technical writing, documentation, graphic design, user support, marketing, and fundraising. Software development involves many software tools, tools including: compiler, integrated develo ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Branch Table
A branch, also called a ramus in botany, is a Plant stem, stem that grows off from another stem, or when structures like veins in leaves are divided into smaller veins. History and etymology In Old English, there are numerous words for branch, including , , , and . There are also numerous descriptive words, such as (that is, something that has bled, or 'bloomed', out), (literally 'little bough'), (literally 'on growth'), and (literally 'offspringing'). Numerous other words for twigs and boughs abound, including , which still survives as the ''-toe'' in ''mistletoe''. Latin words for branch are or . The latter term is an affix found in other modern words such as ''cladodont'' (prehistoric sharks with branched teeth), ''cladode'' (flattened leaf-like branches), or ''cladogram'' (a branched diagram showing relations among organisms). Woody branches Large branches are known as boughs and small branches are known as twigs. The term ''twig'' usually refers to a wikt:terminu ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Assembly Language
In computing, assembly language (alternatively assembler language or symbolic machine code), often referred to simply as assembly and commonly abbreviated as ASM or asm, is any low-level programming language with a very strong correspondence between the instructions in the language and the architecture's machine code instructions. Assembly language usually has one statement per machine instruction (1:1), but constants, comments, assembler directives, symbolic labels of, e.g., memory locations, registers, and macros are generally also supported. The first assembly code in which a language is used to represent machine code instructions is found in Kathleen and Andrew Donald Booth's 1947 work, ''Coding for A.R.C.''. Assembly code is converted into executable machine code by a utility program referred to as an '' assembler''. The term "assembler" is generally attributed to Wilkes, Wheeler and Gill in their 1951 book '' The Preparation of Programs for an Electronic Dig ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Non-structured Programming
Non-structured programming is the historically earliest programming paradigm capable of creating Turing-complete algorithms. It is often contrasted with the structured programming paradigm, in particular with the use of unstructured control flow using goto statements or equivalent. The distinction was particularly stressed by the publication of the influential '' Go To Statement Considered Harmful'' open letter in 1968 by Dutch computer scientist Edsger W. Dijkstra, who coined the term ''structured programming''. Unstructured programming has been heavily criticized for producing hardly readable ("spaghetti") code. There are both high- and low-level programming languages that use non-structured programming. Some languages commonly cited as being non-structured include JOSS, FOCAL, TELCOMP, assembly languages, MS-DOS batch files, and early versions of BASIC, Fortran, COBOL, and MUMPS. Features and typical concepts Basic concepts A program in a non-structured language use ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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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 asynchr ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Scope (computer Science)
In computer programming, the scope of a name binding (an association of a name to an entity, such as a variable) is the part of a program where the name binding is valid; that is, where the name can be used to refer to the entity. In other parts of the program, the name may refer to a different entity (it may have a different binding), or to nothing at all (it may be unbound). Scope helps prevent name collisions by allowing the same name to refer to different objects – as long as the names have separate scopes. The scope of a name binding is also known as the visibility of an entity, particularly in older or more technical literature—this is in relation to the referenced entity, not the referencing name. The term "scope" is also used to refer to the set of ''all'' name bindings that are valid within a part of a program or at a given point in a program, which is more correctly referred to as ''context'' or ''environment''. Strictly speaking and in practice for most programm ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Block (programming)
In computer programming, a block or code block or block of code is a lexical structure of source code which is grouped together. Blocks consist of one or more declarations and statements. A programming language that permits the creation of blocks, including blocks nested within other blocks, is called a block-structured programming language. Blocks are fundamental to structured programming, where control structures are formed from blocks. Blocks have two functions: to group statements so that they can be treated as one statement, and to define scopes for names to distinguish them from the same name used elsewhere. In a block-structured programming language, the objects named in outer blocks are visible inside inner blocks, unless they are masked by an object declared with the same name. History Ideas of block structure were developed in the 1950s during the development of the first autocodes, and were formalized in the Algol 58 and Algol 60 reports. Algol 58 introduced ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Library (computing)
In computing, a library is a collection of System resource, resources that can be leveraged during software development to implement a computer program. Commonly, a library consists of executable code such as compiled function (computer science), functions and Class (computer programming), classes, or a library can be a collection of source code. A resource library may contain data such as images and Text string, text. A library can be used by multiple, independent consumers (programs and other libraries). This differs from resources defined in a program which can usually only be used by that program. When a consumer uses a library resource, it gains the value of the library without having to implement it itself. Libraries encourage software reuse in a Modular programming, modular fashion. Libraries can use other libraries resulting in a hierarchy of libraries in a program. When writing code that uses a library, a programmer only needs to know how to use it not its internal d ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Code Reuse
Code reuse is the practice of using existing source code to develop software instead of writing new code. ''Software reuse'' is a broader term that implies using any existing software asset to develop software instead of developing it again. An asset that is relatively easy to reuse and offers significant value is considered to have high reusability. Code reuse may be achieved different ways depending on a complexity of a programming language chosen and range from a lower-level approaches like code copy-pasting (e.g. via snippets), simple functions ( procedures or subroutines) or a bunch of objects or functions organized into modules (e.g. libraries) or custom namespaces, and packages, frameworks or software suites in higher-levels. Code reuse implies dependencies which can make code maintainability harder. At least one study found that code reuse at the class level reduces technical debt. Overview Ad hoc code reuse has been practiced from the earliest days of program ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Variable (programming)
In computer programming, a variable is an abstract storage location paired with an associated symbol, symbolic name, which contains some known or unknown quantity of Data (computer science), data or Object (computer science), object referred to as a ''value (computer science), value''; or in simpler terms, a variable is a named container for a particular set of bits or Data type, type of data (like Integer (computer science), integer, Floating-point arithmetic, float, String (computer science), string, etc...). A variable can eventually be associated with or identified by a memory address. The variable name is the usual way to Reference (computer science), 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 Name binding, bound to a Value (computer science), value during R ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |