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In software engineering, the module pattern is a design pattern used to implement the concept of software modules, defined by modular programming, in a programming language with incomplete direct support for the concept.
For example, printf ("%*d", 3, 10); outputs 10 where the second parameter, 3, is the width (matches with *) and 10 is the value to serialize (matches with d). Though not part of the width field, a leading zero is interpreted as the zero-padding flag mentioned above, and a negative value is treated as the positive value in conjunction with the ...
The system records user actions and infers a generalized program that can be used on new examples. PbE is intended to be easier to do than traditional computer programming, which generally requires learning and using a programming language. Many PbE systems have been developed as research prototypes, but few have found widespread real-world ...
Stream editing processes a file or files, in-place, without having to load the file(s) into a user interface. One example of such use is to do a search and replace on all the files in a directory, from the command line. On Unix and related systems based on the C language, a stream is a source or sink of data, usually individual bytes or characters.
Standard input is a stream from which a program reads its input data. The program requests data transfers by use of the read operation. Not all programs require stream input. For example, the dir and ls programs (which display file names contained in a directory) may take command-line arguments, but perform their operations without any stream ...
In computing, language primitives are the simplest elements available in a programming language. A primitive is the smallest 'unit of processing' available to a programmer of a given machine, or can be an atomic element of an expression in a language. Primitives are units with a meaning, i.e., a semantic value in the language.
Also simply application or app. Computer software designed to perform a group of coordinated functions, tasks, or activities for the benefit of the user. Common examples of applications include word processors, spreadsheets, accounting applications, web browsers, media players, aeronautical flight simulators, console games, and photo editors. This contrasts with system software, which is ...
In assembly language programming, the function prologue is a few lines of code at the beginning of a function, which prepare the stack and registers for use within the function. Similarly, the function epilogue appears at the end of the function, and restores the stack and registers to the state they were in before the function was called.