Self-modifying codeIn computer science, self-modifying code (SMC or SMoC) is code that alters its own instructions while it is executing – usually to reduce the instruction path length and improve performance or simply to reduce otherwise repetitively similar code, thus simplifying 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.
Low-level programming languageA 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".
Interpreter (computing)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.
Peephole optimizationPeephole optimization is an optimization technique performed on a small set of compiler-generated instructions; the small set is known as the peephole or window. Peephole optimization involves changing the small set of instructions to an equivalent set that has better performance.
One-pass compilerIn computer programming, a one-pass compiler is a compiler that passes through the parts of each compilation unit only once, immediately translating each part into its final machine code. This is in contrast to a multi-pass compiler which converts the program into one or more intermediate representations in steps between source code and machine code, and which reprocesses the entire compilation unit in each sequential pass. This refers to the logical functioning of the compiler, not to the actual reading of the source file once only.
Computer programmingComputer programming is the process of performing particular computations (or more generally, accomplishing specific computing results), usually by designing and building executable computer programs. Programming involves tasks such as analysis, generating algorithms, profiling algorithms' accuracy and resource consumption, and the implementation of algorithms (usually in a particular programming language, commonly referred to as coding).
Generic programmingGeneric programming is a style of computer programming in which algorithms are written in terms of data types to-be-specified-later that are then instantiated when needed for specific types provided as parameters. This approach, pioneered by the ML programming language in 1973, permits writing common functions or types that differ only in the set of types on which they operate when used, thus reducing duplicate code. Generics was introduced to the main-stream programming with Ada in 1977 and then with templates in C++ it became part of the repertoire of professional library design.
Array (data structure)In computer science, an array is a data structure consisting of a collection of elements (values or variables), of same memory size, each identified by at least one array index or key. An array is stored such that the position of each element can be computed from its index tuple by a mathematical formula. The simplest type of data structure is a linear array, also called one-dimensional array. For example, an array of ten 32-bit (4-byte) integer variables, with indices 0 through 9, may be stored as ten words at memory addresses 2000, 2004, 2008, .
First-generation programming languageA first-generation programming language (1GL) is a machine-level programming language. A first generation (programming) language (1GL) is a grouping of programming languages that are machine level languages used to program first-generation computers. Originally, no translator was used to compile or assemble the first-generation language. The first-generation programming instructions were entered through the front panel switches of the computer system. The instructions in 1GL are made of binary numbers, represented by 1s and 0s.
Third-generation programming languageA third-generation programming language (3GL) is a high-level computer programming language that tends to be more machine-independent and programmer-friendly than the machine code of the first-generation and assembly languages of the second-generation, while having a less specific focus to the fourth and fifth generations. Examples of common and historical third-generation programming languages are ALGOL, BASIC, C, COBOL, Fortran, Java, and Pascal. 3GLs are much more machine-independent and more programmer-friendly.
Fourth-generation programming languageA 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.
Use-define chainWithin computer science, a Use-Definition Chain (UD Chain) is a data structure that consists of a use, U, of a variable, and all the definitions, D, of that variable that can reach that use without any other intervening definitions. A UD Chain generally means the assignment of some value to a variable. A counterpart of a UD Chain is a Definition-Use Chain (DU Chain), which consists of a definition, D, of a variable and all the uses, U, reachable from that definition without any other intervening definitions.