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Scope (computer science)

Index 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 region of a computer program where the binding is valid: where the name can be used to refer to the entity. [1]

115 relations: Ada (programming language), ALGOL, ALGOL 60, ALGOL 68, Almquist shell, Anonymous function, Assignment (computer science), Association list, Automatic variable, Bash (Unix shell), Block (programming), C (programming language), C preprocessor, C Sharp (programming language), C syntax, C++, C99, Call stack, Class (computer programming), Clojure, Closure (computer programming), Common Lisp, Compile time, Computer architecture, Computer program, Computer programming, Control flow, Dangling pointer, Data type, Declaration (computer programming), Dynamic dispatch, ECMAScript, Emacs Lisp, Execution (computing), First-class function, For loop, Forward declaration, Funarg problem, Function prototype, Functional programming, Global variable, GNU Compiler Collection, Go (programming language), Haskell (programming language), Higher-order abstract syntax, Identifier, Immediately-invoked function expression, Information hiding, Inheritance (object-oriented programming), Java (programming language), ..., JavaScript, JavaScript syntax, Jinja (template engine), John McCarthy (computer scientist), Label (computer science), Law of Demeter, Let expression, Lexical analysis, Linkage (software), Linker (computing), Lisp (programming language), Local variable, Logic error, Logo (programming language), Lookup table, Macro (computer science), MDL (programming language), Method (computer programming), MIT Computer Science and Artificial Intelligence Laboratory, MIT Press, ML (programming language), Modula, Modula-2, Modular programming, Name binding, Name resolution (programming languages), Namespace, Nested function, Nesting (computing), Non-local variable, Object file, Object lifetime, Object-oriented programming, Pascal (programming language), Perl, Pointer (computer programming), PowerShell, Preprocessor, Programming language, R (programming language), Reference (computer science), Referential transparency, Run time (program lifecycle phase), S (programming language), Scheme (programming language), Self-modifying code, Semantics (computer science), Source code, Stack (abstract data type), Standard ML, State (computer science), Static variable, Steve Russell (computer scientist), Structure and Interpretation of Computer Programs, Subroutine, Switch statement, Syntax error, Template processor, Ternary operation, Thread-local storage, Transclusion, Translation unit (programming), Undefined behavior, Variable (computer science), Variable shadowing. Expand index (65 more) »

Ada (programming language)

Ada is a structured, statically typed, imperative, and object-oriented high-level computer programming language, extended from Pascal and other languages.

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ALGOL

ALGOL (short for "Algorithmic Language") is a family of imperative computer programming languages, originally developed in the mid-1950s, which greatly influenced many other languages and was the standard method for algorithm description used by the ACM in textbooks and academic sources for more than thirty years.

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ALGOL 60

ALGOL 60 (short for Algorithmic Language 1960) is a member of the ALGOL family of computer programming languages.

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ALGOL 68

ALGOL 68 (short for Algorithmic Language 1968) is an imperative computer programming language that was conceived as a successor to the ALGOL 60 programming language, designed with the goal of a much wider scope of application and more rigorously defined syntax and semantics.

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Almquist shell

Almquist shell (also known as A Shell, ash and sh) is a lightweight Unix shell originally written by Kenneth Almquist in the late 1980s.

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Anonymous function

In computer programming, an anonymous function (function literal, lambda abstraction, or lambda expression) is a function definition that is not bound to an identifier.

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Assignment (computer science)

In computer programming, an assignment statement sets and/or re-sets the value stored in the storage location(s) denoted by a variable name; in other words, it copies a value into the variable.

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Association list

In computer programming and particularly in Lisp, an association list, often referred to as an alist, is a linked list in which each list element (or node) comprises a key and a value.

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Automatic variable

In computer programming, an automatic variable is a local variable which is allocated and deallocated automatically when program flow enters and leaves the variable's scope.

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Bash (Unix shell)

Bash is a Unix shell and command language written by Brian Fox for the GNU Project as a free software replacement for the Bourne shell.

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Block (programming)

In computer programming, a block or code block is a lexical structure of source code which is grouped together.

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C (programming language)

C (as in the letter ''c'') is a general-purpose, imperative computer programming language, supporting structured programming, lexical variable scope and recursion, while a static type system prevents many unintended operations.

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C preprocessor

The C preprocessor or cpp is the macro preprocessor for the C and C++ computer programming languages.

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C Sharp (programming language)

C# (/si: ʃɑːrp/) is a multi-paradigm programming language encompassing strong typing, imperative, declarative, functional, generic, object-oriented (class-based), and component-oriented programming disciplines.

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C syntax

The syntax of the C programming language, the rules governing writing of software in the language, is designed to allow for programs that are extremely terse, have a close relationship with the resulting object code, and yet provide relatively high-level data abstraction.

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C++

C++ ("see plus plus") is a general-purpose programming language.

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C99

C99 (previously known as C9X) is an informal name for ISO/IEC 9899:1999, a past version of the C programming language standard.

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Call stack

In computer science, a call stack is a stack data structure that stores information about the active subroutines of a computer program.

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Class (computer programming)

In object-oriented programming, a class is an extensible program-code-template for creating objects, providing initial values for state (member variables) and implementations of behavior (member functions or methods).

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Clojure

Clojure (like "closure") is a dialect of the Lisp programming language.

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Closure (computer programming)

In programming languages, a closure (also lexical closure or function closure) is a technique for implementing lexically scoped name binding in a language with first-class functions.

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Common Lisp

Common Lisp (CL) is a dialect of the Lisp programming language, published in ANSI standard document ANSI INCITS 226-1994 (R2004) (formerly X3.226-1994 (R1999)).

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Compile time

In computer science, compile time refers to either the operations performed by a compiler (the "compile-time operations"), programming language requirements that must be met by source code for it to be successfully compiled (the "compile-time requirements"), or properties of the program that can be reasoned about during compilation.

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Computer architecture

In computer engineering, computer architecture is a set of rules and methods that describe the functionality, organization, and implementation of computer systems.

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Computer program

A computer program is a collection of instructions for performing a specific task that is designed to solve a specific class of problems.

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Computer programming

Computer programming is the process of building and designing an executable computer program for accomplishing a specific computing task.

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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.

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Dangling pointer

Dangling pointers and wild pointers in computer programming are pointers that do not point to a valid object of the appropriate type.

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Data type

In computer science and computer programming, a data type or simply type is a classification of data which tells the compiler or interpreter how the programmer intends to use the data.

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Declaration (computer programming)

In computer programming, a declaration is a language construct that specifies properties of an identifier: it declares what a word (identifier) "means".

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Dynamic dispatch

In computer science, dynamic dispatch is the process of selecting which implementation of a polymorphic operation (method or function) to call at run time.

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ECMAScript

ECMAScript (or ES) is a trademarked scripting-language specification standardized by Ecma International in ECMA-262 and ISO/IEC 16262.

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Emacs Lisp

Emacs Lisp is a dialect of the Lisp programming language used as a scripting language by Emacs (a text editor family most commonly associated with GNU Emacs and XEmacs).

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Execution (computing)

Execution in computer and software engineering is the process by which a computer or a virtual machine performs the instructions of a computer program.

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First-class function

In computer science, a programming language is said to have first-class functions if it treats functions as first-class citizens.

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For loop

In computer science, a for-loop (or simply for loop) is a control flow statement for specifying iteration, which allows code to be executed repeatedly.

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Forward declaration

In computer programming, a forward declaration is a declaration of an identifier (denoting an entity such as a type, a variable, a constant, or a function) for which the programmer has not yet given a complete definition.

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Funarg problem

In computer science, the funarg problem refers to the difficulty in implementing first-class functions (functions as first-class objects) in programming language implementations so as to use stack-based memory allocation of the functions.

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Function prototype

In computer programming, a function prototype or function interface is a declaration of a function that specifies the function's name and type signature (arity, data types of parameters, and return type), but omits the function body.

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Functional programming

In computer science, functional programming is a programming paradigm—a style of building the structure and elements of computer programs—that treats computation as the evaluation of mathematical functions and avoids changing-state and mutable data.

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Global variable

In computer programming, a global variable is a variable with global scope, meaning that it is visible (hence accessible) throughout the program, unless shadowed.

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GNU Compiler Collection

The GNU Compiler Collection (GCC) is a compiler system produced by the GNU Project supporting various programming languages.

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Go (programming language)

Go (often referred to as Golang) is a programming language created at Google in 2009 by Robert Griesemer, Rob Pike, and Ken Thompson.

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Haskell (programming language)

Haskell is a standardized, general-purpose compiled purely functional programming language, with non-strict semantics and strong static typing.

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Higher-order abstract syntax

In computer science, higher-order abstract syntax (abbreviated HOAS) is a technique for the representation of abstract syntax trees for languages with variable binders.

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Identifier

An identifier is a name that identifies (that is, labels the identity of) either a unique object or a unique class of objects, where the "object" or class may be an idea, physical object (or class thereof), or physical substance (or class thereof).

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Immediately-invoked function expression

An immediately-invoked function expression (or IIFE, pronounced "iffy") is a JavaScript programming language idiom which produces a lexical scope using JavaScript's function scoping.

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Information hiding

In computer science, information hiding is the principle of segregation of the design decisions in a computer program that are most likely to change, thus protecting other parts of the program from extensive modification if the design decision is changed.

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Inheritance (object-oriented programming)

In object-oriented programming, inheritance is the mechanism of basing an object or class upon another object (prototypal inheritance) or class (class-based inheritance), retaining the same implementation.

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Java (programming language)

Java is a general-purpose computer-programming language that is concurrent, class-based, object-oriented, and specifically designed to have as few implementation dependencies as possible.

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JavaScript

JavaScript, often abbreviated as JS, is a high-level, interpreted programming language.

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JavaScript syntax

The syntax of JavaScript is the set of rules that define a correctly structured JavaScript program.

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Jinja (template engine)

Jinja is a template engine for the Python programming language and is licensed under a BSD License created by Armin Ronacher.

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John McCarthy (computer scientist)

John McCarthy (September 4, 1927 – October 24, 2011) was an American computer scientist and cognitive scientist.

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Label (computer science)

A label in a programming language is a sequence of characters that identifies a location within source code.

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Law of Demeter

The Law of Demeter (LoD) or principle of least knowledge is a design guideline for developing software, particularly object-oriented programs.

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Let expression

In computer science, a "let" expression associates a function definition with a restricted scope.

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Lexical analysis

In computer science, lexical analysis, lexing or tokenization is the process of converting a sequence of characters (such as in a computer program or web page) into a sequence of tokens (strings with an assigned and thus identified meaning).

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Linkage (software)

In programming languages, particularly the compiled ones like C, C++, and D, linkage describes how names can or can not refer to the same entity throughout the whole program or one single translation unit.

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Linker (computing)

In computing, a linker or link editor is a computer utility program that takes one or more object files generated by a compiler and combines them into a single executable file, library file, or another 'object' file.

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Lisp (programming language)

Lisp (historically, LISP) is a family of computer programming languages with a long history and a distinctive, fully parenthesized prefix notation.

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Local variable

In computer science, a local variable is a variable that is given local scope.

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Logic error

In computer programming, a logic error is a bug in a program that causes it to operate incorrectly, but not to terminate abnormally (or crash).

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Logo (programming language)

Logo is an educational programming language, designed in 1967 by Wally Feurzeig, Seymour Papert and Cynthia Solomon.

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Lookup table

In computer science, a lookup table is an array that replaces runtime computation with a simpler array indexing operation.

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Macro (computer science)

A macro (short for "macroinstruction", from Greek μακρός 'long') in computer science is a rule or pattern that specifies how a certain input sequence (often a sequence of characters) should be mapped to a replacement output sequence (also often a sequence of characters) according to a defined procedure.

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MDL (programming language)

MDL (the MIT Design Language) is a descendant of the Lisp programming language.

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Method (computer programming)

A method in object-oriented programming (OOP) is a procedure associated with a message and an object.

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MIT Computer Science and Artificial Intelligence Laboratory

MIT Computer Science and Artificial Intelligence Laboratory (CSAIL) is a research institute at the Massachusetts Institute of Technology formed by the 2003 merger of the Laboratory for Computer Science and the Artificial Intelligence Laboratory.

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MIT Press

The MIT Press is a university press affiliated with the Massachusetts Institute of Technology (MIT) in Cambridge, Massachusetts (United States).

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ML (programming language)

ML (Meta Language) is a general-purpose functional programming language.

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Modula

The Modula programming language is a descendant of the Pascal programming language.

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Modula-2

Modula-2 is a computer programming language designed and developed between 1977 and 1985 by Niklaus Wirth at the Swiss Federal Institute of Technology in Zurich (ETH Zurich) as a revision of Pascal to serve as the sole programming language for the operating system and application software for the personal workstation Lilith.

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Modular programming

Modular programming is a software design technique that emphasizes separating the functionality of a programme into independent, interchangeable modules, such that each contains everything necessary to execute only one aspect of the desired functionality.

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Name binding

In programming languages, name binding is the association of entities (data and/or code) with identifiers.

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Name resolution (programming languages)

In programming languages, name resolution refers to the resolution of the tokens within program expressions to the intended program components.

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Namespace

In computing, a namespace is a set of symbols that are used to organize objects of various kinds, so that these objects may be referred to by name.

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Nested function

In computer programming, a nested function (or nested procedure or subroutine) is a function which is defined within another function, the enclosing function.

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Nesting (computing)

In computing science and informatics, nesting is where information is organized in layers, or where objects contain other similar objects.

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Non-local variable

In programming language theory, a non-local variable is a variable that is not defined in the local scope.

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Object file

An object file is a file containing object code, meaning relocatable format machine code that is usually not directly executable.

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Object lifetime

In object-oriented programming (OOP), the object lifetime (or life cycle) of an object is the time between an object's creation and its destruction.

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Object-oriented programming

Object-oriented programming (OOP) is a programming paradigm based on the concept of "objects", which may contain data, in the form of fields, often known as attributes; and code, in the form of procedures, often known as methods. A feature of objects is that an object's procedures can access and often modify the data fields of the object with which they are associated (objects have a notion of "this" or "self").

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Pascal (programming language)

Pascal is an imperative and procedural programming language, which Niklaus Wirth designed in 1968–69 and published in 1970, as a small, efficient language intended to encourage good programming practices using structured programming and data structuring. It is named in honor of the French mathematician, philosopher and physicist Blaise Pascal. Pascal was developed on the pattern of the ALGOL 60 language. Wirth had already developed several improvements to this language as part of the ALGOL X proposals, but these were not accepted and Pascal was developed separately and released in 1970. A derivative known as Object Pascal designed for object-oriented programming was developed in 1985; this was used by Apple Computer and Borland in the late 1980s and later developed into Delphi on the Microsoft Windows platform. Extensions to the Pascal concepts led to the Pascal-like languages Modula-2 and Oberon.

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Perl

Perl is a family of two high-level, general-purpose, interpreted, dynamic programming languages, Perl 5 and Perl 6.

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Pointer (computer programming)

In computer science, a pointer is a programming language object that stores the memory address of another value located in computer memory.

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PowerShell

PowerShell is a task automation and configuration management framework from Microsoft, consisting of a command-line shell and associated scripting language.

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Preprocessor

In computer science, a preprocessor is a program that processes its input data to produce output that is used as input to another program.

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Programming language

A programming language is a formal language that specifies a set of instructions that can be used to produce various kinds of output.

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R (programming language)

R is a programming language and free software environment for statistical computing and graphics that is supported by the R Foundation for Statistical Computing.

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Reference (computer science)

In computer science, a reference is a value that enables a program to indirectly access a particular datum, such as a variable's value or a record, in the computer's memory or in some other storage device.

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Referential transparency

Referential transparency and referential opacity are properties of parts of computer programs.

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Run time (program lifecycle phase)

In computer science, run time, runtime or execution time is the time during which a program is running (executing), in contrast to other program lifecycle phases such as compile time, link time and load time.

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S (programming language)

S is a statistical programming language developed primarily by John Chambers and (in earlier versions) Rick Becker and Allan Wilks of Bell Laboratories.

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Scheme (programming language)

Scheme is a programming language that supports multiple paradigms, including functional programming and imperative programming, and is one of the two main dialects of Lisp.

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Self-modifying code

In computer science, self-modifying code 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.

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Semantics (computer science)

In programming language theory, semantics is the field concerned with the rigorous mathematical study of the meaning of programming languages.

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Source code

In computing, source code is any collection of code, possibly with comments, written using a human-readable programming language, usually as plain text.

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Stack (abstract data type)

In computer science, a stack is an abstract data type that serves as a collection of elements, with two principal operations.

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Standard ML

Standard ML (SML; "Standard Meta Language") is a general-purpose, modular, functional programming language with compile-time type checking and type inference.

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State (computer science)

In information technology and computer science, a program is described as stateful if it is designed to remember preceding events or user interactions; the remembered information is called the state of the system.

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Static variable

In computer programming, a static variable is a variable that has been allocated "statically", meaning that its lifetime (or "extent") is the entire run of the program.

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Steve Russell (computer scientist)

Stephen "Steve" Russell (born 1937) is an American computer scientist most famous for creating Spacewar!, one of the earliest video games.

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Structure and Interpretation of Computer Programs

Structure and Interpretation of Computer Programs (SICP) is a textbook aiming to teach the principles of computer programming, such as abstraction in programming, metalinguistic abstraction, recursion, interpreters, and modular programming.

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Subroutine

In computer programming, a subroutine is a sequence of program instructions that performs a specific task, packaged as a unit.

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Switch statement

In computer programming languages, a switch statement is a type of selection control mechanism used to allow the value of a variable or expression to change the control flow of program execution via a multiway branch.

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Syntax error

In computer science, a syntax error is an error in the syntax of a sequence of characters or tokens that is intended to be written in a particular programming language.

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Template processor

A template processor (also known as a template engine or template parser) is software designed to combine templates with a data model to produce result documents.

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Ternary operation

In mathematics, a ternary operation is an ''n''-ary operation with n.

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Thread-local storage

Thread-local storage (TLS) is a computer programming method that uses static or global memory local to a thread.

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Transclusion

In computer science, transclusion is the inclusion of part or all of an electronic document into one or more other documents by hypertext reference.

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Translation unit (programming)

In C programming language terminology, a translation unit is the ultimate input to a C compiler from which an object file is generated.

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Undefined behavior

In computer programming, undefined behavior (UB) is the result of executing computer code whose behavior is not prescribed by the language specification to which the code adheres, for the current state of the program.

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Variable (computer science)

In computer programming, a variable or scalar is a storage location (identified by a memory address) paired with an associated symbolic name (an identifier), which contains some known or unknown quantity of information referred to as a value.

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Variable shadowing

In computer programming, variable shadowing occurs when a variable declared within a certain scope (decision block, method, or inner class) has the same name as a variable declared in an outer scope.

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References

[1] https://en.wikipedia.org/wiki/Scope_(computer_science)

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