Search results
Results from the WOW.Com Content Network
[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 ...
A combination of state variables and structured control, notably an overall switch statement, can allow a subroutine to resume execution at an arbitrary point on subsequent calls, and is a structured alternative to goto statements in the absence of coroutines; this is a common idiom in C, for example.
Multiway branch is the change to a program's control flow based upon a value matching a selected criteria. It is a form of conditional statement.A multiway branch is often the most efficient method of passing control to one of a set of program labels, especially if an index has been created beforehand from the raw data.
Continuation at a different statement (unconditional branch or jump) Executing a set of statements only if some condition is met (choice - i.e., conditional branch) Executing a set of statements zero or more times, until some condition is met (i.e., loop - the same as conditional branch) Executing a set of distant statements, after which the ...
Dispatch table a branch table by another name used for late binding; Function pointer arrays of addresses to functions as used in branch tables; Indirect branch; Lookup table an array of items to be matched, sometimes holding pre-calculated results; Switch statement a high level language conditional statement that may generate a branch table
Last time, I mused a bit on the concept of linearity versus openness in gaming. Today, I'd like to continue that line of thought, with a look at narrative paths in game design.
Branch predictors play a critical role in achieving high performance in many modern pipelined microprocessor architectures. Figure 1: Example of 4-stage pipeline. The colored boxes represent instructions independent of each other. Two-way branching is usually implemented with a conditional jump instruction. A conditional jump can either be ...
Computation tree logic (CTL) is a branching-time logic, meaning that its model of time is a tree-like structure in which the future is not determined; there are different paths in the future, any one of which might be an actual path that is realized.