Byte Grabber
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Byte Grabber
__NOTOC__ Synthetic programming (SP) is an advanced technique for programming the HP-41C and Elektronika B3-34 calculators, involving creating instructions (or combinations of instructions and operands) that cannot be obtained using the standard capabilities of the calculator. Some HP-41C instructions are coded in memory using multiple bytes. Some of these sequence of bytes correspond to instructions the calculator is able to execute, but these cannot be entered in the program memory using conventional program entry methods (''i.e.'' using the calculator as described in the user's manual). Synthetic programming uses a bug in the calculator firmware to enter those byte sequences as a sequence of other instructions, then partially skipping halfway through the first instruction, so that the calculator believes the end of the first instruction is actually the beginning of a new one. This was called ''byte jumper'' or ''byte grabber''. It is not clear if the creators behind the HP ...
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Mathematical Programming
Mathematical optimization (alternatively spelled ''optimisation'') or mathematical programming is the selection of a best element, with regard to some criteria, from some set of available alternatives. It is generally divided into two subfields: discrete optimization and continuous optimization. Optimization problems arise in all quantitative disciplines from computer science and engineering to operations research and economics, and the development of solution methods has been of interest in mathematics for centuries. In the more general approach, an optimization problem consists of maximizing or minimizing a real function by systematically choosing input values from within an allowed set and computing the value of the function. The generalization of optimization theory and techniques to other formulations constitutes a large area of applied mathematics. Optimization problems Optimization problems can be divided into two categories, depending on whether the variables ...
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Logic Synthesis
In computer engineering, logic synthesis is a process by which an abstract specification of desired circuit behavior, typically at register transfer level (RTL), is turned into a design implementation in terms of logic gates, typically by a computer program called a ''synthesis tool''. Common examples of this process include synthesis of designs specified in hardware description languages, including VHDL and Verilog. Some synthesis tools generate bitstreams for programmable logic devices such as PALs or FPGAs, while others target the creation of ASICs. Logic synthesis is one step in circuit design in the electronic design automation, the others are place and route and verification and validation. History The roots of logic synthesis can be traced to the treatment of logic by George Boole (1815 to 1864), in what is now termed Boolean algebra. In 1938, Claude Shannon showed that the two-valued Boolean algebra can describe the operation of switching circuits. In the early d ...
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Variable-length Instruction Set
In computer science, an instruction set architecture (ISA) is an abstract model that generally defines how software controls the CPU in a computer or a family of computers. A device or program that executes instructions described by that ISA, such as a central processing unit (CPU), is called an ''implementation'' of that ISA. In general, an ISA defines the supported instructions, data types, registers, the hardware support for managing main memory, fundamental features (such as the memory consistency, addressing modes, virtual memory), and the input/output model of implementations of the ISA. An ISA specifies the behavior of machine code running on implementations of that ISA in a fashion that does not depend on the characteristics of that implementation, providing binary compatibility between implementations. This enables multiple implementations of an ISA that differ in characteristics such as performance, physical size, and monetary cost (among other things), but that ...
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Side Effect (computer Science)
In computer science, an operation, function or expression is said to have a side effect if it has any observable effect other than its primary effect of reading the value of its arguments and returning a value to the invoker of the operation. Example side effects include modifying a non-local variable, a static local variable or a mutable argument passed by reference; raising errors or exceptions; performing I/O; or calling other functions with side-effects. In the presence of side effects, a program's behaviour may depend on history; that is, the order of evaluation matters. Understanding and debugging a function with side effects requires knowledge about the context and its possible histories. Side effects play an important role in the design and analysis of programming languages. The degree to which side effects are used depends on the programming paradigm. For example, imperative programming is commonly used to produce side effects, to update a system's state. By contrast ...
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Self-modifying Code
In computer science, self-modifying code (SMC or SMoC) is source code, code that alters its own instruction (computer science), instructions while it is execution (computing), executing – usually to reduce the instruction path length and improve computer performance, performance or simply to reduce otherwise duplicate code, repetitively similar code, thus simplifying software maintenance, maintenance. The term is usually only applied to code where the self-modification is intentional, not in situations where code accidentally modifies itself due to an error such as a buffer overflow. Self-modifying code can involve overwriting existing instructions or generating new code at run time and transferring control to that code. Self-modification can be used as an alternative to the method of "flag setting" and conditional program branching, used primarily to reduce the number of times a condition needs to be tested. The method is frequently used for conditionally invoking test/deb ...
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Overlapping Instructions
In computer programming, machine code is computer code consisting of machine language instructions, which are used to control a computer's central processing unit (CPU). For conventional binary computers, machine code is the binaryOn nonbinary machines it is, e.g., a decimal representation. representation of a computer program that is actually read and interpreted by the computer. A program in machine code consists of a sequence of machine instructions (possibly interspersed with data). Each machine code instruction causes the CPU to perform a specific task. Examples of such tasks include: # Load a word from memory to a CPU register # Execute an arithmetic logic unit (ALU) operation on one or more registers or memory locations # Jump or skip to an instruction that is not the next one In general, each architecture family (e.g., x86, ARM) has its own instruction set architecture (ISA), and hence its own specific machine code language. There are exceptions, such as the ...
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NOMAS (support)
An undocumented feature is an unintended or undocumented hardware operation, for example an undocumented instruction, or software feature found in computer hardware and software that is considered beneficial or useful. Sometimes the documentation is omitted through oversight, but undocumented features are sometimes not intended for use by end users, but left available for use by the vendor for software support and development. Also, some unintended operation of hardware or software that ends up being of utility to users is simply a bug, flaw or quirk. Since the suppliers of the software usually consider the software documentation to constitute a contract for the behavior of the software, undocumented features are generally left unsupported and may be removed or changed at will and without notice to the users. Undocumented or unsupported features are sometimes also called "not manufacturer supported" (NOMAS), a term coined by '' PPC Journal'' in the early 1980s. Some user-repor ...
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