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In computing, an icon is a pictogram or ideogram displayed on a computer screen in order to help the user navigate a computer system.The icon itself is a quickly comprehensible symbol of a software tool, function, or a data file, accessible on the system and is more like a traffic sign than a detailed illustration of the actual entity it represents. [1]
A History of the SNOBOL Programming Languages. History of Programming Languages. Academic Press. Griswold, Ralph (2 March 1996). "An Overview of the Icon Programming Language; Version 9". Department of Computer Science, The University of Arizona. Tratt, Laurence (18 October 2010). "Experiences with an icon-like expression evaluation system" (PDF).
It is known as the "Wizard Book" in hacker culture. [1] It teaches fundamental principles of computer programming, including recursion, abstraction, modularity, and programming language design and implementation. MIT Press published the first edition in 1984, and the second edition in 1996.
In computer programming, homoiconicity (from the Greek words homo-meaning "the same" and icon meaning "representation") is an informal property of some programming languages. A language is homoiconic if a program written in it can be manipulated as data using the language. [1]
Little Computer 3, or LC-3, is a type of computer educational programming language, an assembly language, which is a type of low-level programming language. It features a relatively simple instruction set, but can be used to write moderately complex assembly programs, and is a viable target for a C compiler .
In computer science, the syntax of a computer language is the rules that define the combinations of symbols that are considered to be correctly structured statements or expressions in that language. This applies both to programming languages, where the document represents source code, and to markup languages, where the document represents data.
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In computer programming languages, an identifier is a lexical token (also called a symbol, but not to be confused with the symbol primitive data type) that names the language's entities. Some of the kinds of entities an identifier might denote include variables , data types , labels , subroutines , and modules .