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In computing, inline expansion, or inlining, is a manual or compiler optimization that replaces a function call site with the body of the called function. Inline expansion is similar to macro expansion, but occurs during compilation, without changing the source code (the text), while macro expansion occurs prior to compilation, and results in different text that is then processed by the compiler.
Inline vs. prologue – an inline comment follows code on the same line and a prologue comment precedes program code to which it pertains; line or block comments can be used as either inline or prologue; Support for API documentation generation which is outside a language definition
In the C and C++ programming languages, an inline function is one qualified with the keyword inline; this serves two purposes: . It serves as a compiler directive that suggests (but does not require) that the compiler substitute the body of the function inline by performing inline expansion, i.e. by inserting the function code at the address of each function call, thereby saving the overhead ...
On the other hand, inline assembler poses a direct problem for the compiler itself as it complicates the analysis of what is done to each variable, a key part of register allocation. [2] This means the performance might actually decrease. Inline assembler also complicates future porting and maintenance of a program. [1]
This verification is performed lazily: classes' bytecodes are only loaded and verified when the specific class is loaded and prepared for use, and not at the beginning of the program. However, as the Java class libraries are also regular Java classes, they must also be loaded when they are used, which means that the start-up time of a Java ...
Inline caching is an optimization technique employed by some language runtimes, and first developed for Smalltalk. [1] The goal of inline caching is to speed up runtime method binding by remembering the results of a previous method lookup directly at the call site .
In computer programming, a branch table or jump table is a method of transferring program control to another part of a program (or a different program that may have been dynamically loaded) using a table of branch or jump instructions. It is a form of multiway branch.
No (Cross compiler planned) Yes (Cross compiler) cross-compiles for Android and iOS: C++ and Object Pascal: Yes Yes Yes Yes (AQTime Standard in package manager) Yes Yes Yes Yes Yes 2017-03 Tokyo 10.2 Yes Yes Yes Code::Blocks: GPL: Yes Yes Yes FreeBSD, OpenBSD, Solaris: C++: Yes Yes Yes Yes Yes Yes Yes Yes [7] Yes 2020-05 [8] Yes (MinGW + custom)