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[a] Branch (or branching, branched) may also refer to the act of switching execution to a different instruction sequence as a result of executing a branch instruction. Branch instructions are used to implement control flow in program loops and conditionals (i.e., executing a particular sequence of instructions only if certain conditions are ...
In Scratch 2.0, the extensions were all hardware-based and Pen was a normal category. Software-based extensions were added in Scratch 3.0, such as text-to-speech voices, along with some new hardware-based extensions like the micro:bit. The extensions are listed below. An example of the Scratch 3 Extensions Page.
Branching, in version control and software configuration management, is the duplication of an object under version control (such as a source code file or a directory ...
Microsoft's simplified variant of BASIC, it is designed to help students who have learnt visual programming languages such as Scratch learn text-based programming. [8] The associated IDE provides a simplified programming environment with functionality such as syntax highlighting , intelligent code completion , and in-editor documentation access ...
Given such data, a branch table can be extremely efficient. It usually consists of the following 3 steps: optionally validating the input data to ensure it is acceptable (this may occur without cost as part of the next step, if the input is a single byte and a 256 byte translate table is used to directly obtain the offset below). Also, if there ...
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An indirect branch (also known as a computed jump, indirect jump and register-indirect jump) is a type of program control instruction present in some machine language instruction sets. Rather than specifying the address of the next instruction to execute , as in a direct branch , the argument specifies where the address is located.
Kodu's programming model is simplified and can be programmed using a gaming controller or a combination of the keyboard and mouse. It dispenses with most "serious" programming conventions, including symbolic variables, branching, loops, number and string manipulation, subroutines, polymorphism, and so on.