n
(programming) a data structure containing subroutine state information located on the call stack
n
(computing theory) A jump from one level of an algorithm to another, used in backjumping.
n
(programming) A region of code in a program that acts as a single unit, such as a function or loop.
n
Alternative form of scope block [(programming) the region of a computer program where a name binding is valid]
adj
(programming) whose scope is limited to a block
v
To expand or advance an activity or a collection based solely on previous actions, work, findings, etc.
v
(intransitive, computing) To jump to a different location in a program, especially as the result of a conditional statement.
n
(computing) A stack that stores details of the functions called by a program in sequence, so that each function can return on completion to the code that called it.
n
(programming, colloquial) (mostly of the JavaScript language) The situation where callbacks are nested within other callbacks several levels deep, potentially making it difficult to understand and maintain the code.
n
(programming) A function called by another.
n
(programming) A function that calls another (the callee).
n
Alternative form of call stack [(computing) A stack that stores details of the functions called by a program in sequence, so that each function can return on completion to the code that called it.]
n
(programming) A section of code representing one of the actions of a conditional switch.
n
(computing) A linked list whose last element links to its first element.
n
(programming) A feature in many code editors that allows blocks of code to be "folded"; i.e. collapsed or hidden such that they can be shown again later.
n
(computer science, by extension) A property of systems where several processes execute at the same time.
n
(programming) A representation of an execution state of a program at a certain point in time, which may be used at a later time to resume the execution of the program from that point.
n
(programming) A structure used to direct the flow of execution of a program.
n
(operations) The total elapsed time to complete an operation or set of operations.
n
(programming) A slot for an additional instruction that is executed out of sequence, before the instruction (typically a jump or branch) that immediately precedes it in code.
n
(computing, informal) Problems caused by incompatible versions of a DLL (dynamic-link library).
n
(programming) The situation where a program attempts to free a previously allocated resource more than once, potentially resulting in undefined behaviour that may be exploited by an attacker.
n
(computing, programming) A particular optimized implementation of a serial copy that uses an unusual C-language construct for loop unwinding.
n
(programming) An object, procedure, or other portion of code that defines the scope of a variable.
n
(computing) A directive, in several programming languages, that marks the end of an if statement, especially one containing multiple if ... then ... else statements.
n
(computing) programming construct that waits for and dispatches events or messages in a program
n
(programming) An exception (error condition) when handled by a debugger, such that the programmer has the first chance to study it; such an exception would otherwise proceed to a handler or (in its absence) crash the program.
v
(computing) To set a program variable to true.
n
(computing, programming) A comment in source code that spans several lines, serving to introduce the source code that follows, and bordered by asterisks.
n
(computing, programming) Code folding: a source code display technique that can hide the contents of methods, classes, etc. for easier navigation.
adj
(programming) Suscepible to garbage collection.
n
(programming) The branching construct GOTO.
adj
(programming) Having had its source code made as short as possible, as in code golf.
v
(programming) To reach (a point in a program) by means of a GOTO instruction.
n
(programming) The text string within which another string is searched for. (see: needle in a haystack)
n
(programming) A piece of source code or other content that is dynamically retrieved for inclusion in another item.
n
(programming) The act of invoking, such as a function call.
v
(programming) To exit a loop, function, etc. ending its execution before it has reached its terminating condition.
n
(programming) In the Raku programming language, a construct representing a composite of several values connected by an operator.
n
(software engineering) A claim about software development that states that “given enough eyeballs, all bugs are shallow”.
n
(computing) The proportion of the buckets in a hash table which contain entries.
n
(programming) a case in which a programmer writes viable code that however produces undesired results
n
(programming, rare) A point in program code at which a message is logged for debugging.
n
(computing, dated) A computer program that loads its code and data in a number of separate stages, typically to work around memory constraints.
n
(programming, informal) A source code formatting preference resembling K&R style, but where functions have their opening braces on the same line separated by a space, and the braces are not omitted for a control statement with only a single statement in its scope.
adj
(computing) Involving the processing of multiple tasks at the same time.
n
(computing, programming) In aspect-oriented programming, a set of join points specifying when advice should run during execution.
n
(computing) The data or object referenced by a pointer.
n
(programming) A condition that must be met immediately after execution of some piece of code.
n
(programming, informal) The presence of many levels of nested indentation in source code, making it difficult for a person to read.
n
(programming) Overly structured program source code, with many small sections, functions etc that should be combined.
n
(computing) A return value: the data passed back from a called procedure.
n
(informal, programming) Spaghetti code.
n
(programming) A lock which causes a thread trying to acquire it simply to wait in a loop ("spin") while repeatedly checking if the lock is available.
n
(programming) A hierarchical trace of the function calls made by a program, used in debugging.
n
(programming) A function call that is itself the last instruction in a function.
n
(computing) A specialized subroutine that one software module uses to execute code in another module.
n
(programming) Alternative form of top-level [(programming) read-eval-print loop]
n
(computing, programming) A kind of breakpoint that performs a custom action.
v
(transitive, programming) To rewrite (computer code) to use trampoline instructions.
n
(programming, humorous) Unpredictable program behaviour resulting from an API's inconsistent use of synchronous versus asynchronous operations.
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