GB/T 5271.7-1986 Data processing vocabulary Part 07 Computer programming
other information
Release date:1986-07-31
Review date:2004-10-14
drafter:Xu Zixing, Xu Jiafu, Wu Qingbao, Zhang Jianting, Zhang Zhihao, Yang Xuming, Wu Zhongxian, Xie Zhiliang, Chen Pei, Xiang Weiliang, Lin Ning
Drafting unit:Chengdu Institute of Telecommunication Engineering
Focal point unit:National Information Technology Standardization Technical Committee
Proposing unit:Ministry of Electronics Industry of the People's Republic of China
Publishing department:National Standardization Administration
competent authority:National Standardization Administration
Some standard content:
1 Overview
1.1 Introduction
National Standard of the People's Republic of China
Data processing -- Vocabulary Section 07: Computer programming
Data processing -- Vocabulary Section 07: Computer programming This vocabulary consists of about twenty parts. This part describes the concepts of computer programming. UDC 681.3:001.4
GB 5271.7-~86
This part of the vocabulary is equivalent to the international standard ISO 2382/7-1977 "Data processing -- Vocabulary -- Part 07: Computer programming".
1.2 Scope
This vocabulary selects some terms and their concise definitions related to some concepts in the field of data processing, and clarifies the relationship between different concepts, so as to facilitate domestic and international exchanges.
The vocabulary involves all major aspects of data processing, including the main processing procedures and the types of equipment used, data representation, data organization, data description, computer programming and operation, peripheral equipment, data communication and other special applications. 1.3 Scope of application
This standard applies to the design, production, use, maintenance, management, scientific research, teaching and publishing of all fields related to electronic computers and information processing.
Principles and rules to be followed
The following rules have been described in detail in GB5271.1-85 "Data Processing Vocabulary Part 01 Basic Terms". They are also applicable to this part and are not repeated here. Only the titles of each item are listed as follows: 2.1
Definition of entries;
Composition of entries;
Classification of entries;
Selection of terms and terms in definitions;
Polysemic terms:
Abbreviations,
Use of parentheses;
Use of square brackets;
Use of boldface terms and asterisks in definitions; Spelling:
Compilation of index tables.
Terms and definitions
07 Computer programming
General terms
Promulgated by the National Bureau of Standards on July 31, 1986
Implementation of 19870501
Programming system
programming system
GB 5271.7—86
One or more programming languages, and the necessary software for using these languages on automatic data processing equipment.
(Program) library
(program) library
Organized collection of computer programs.
Library program
library program
A computer program stored in or called out from a program library. 07.01.04
(language) processor
A computer program that performs the translation, interpretation, and other tasks necessary for processing a particular programming language.
Examples: FORTRAN processor, COBOL processorPreprocessor
preprocessor
A computer program that performs certain preliminary computational or organizational tasks.Postprocessor
postprocessor
A computer program that performs certain post-computational or organizational tasks. 07.01.07
statement
A meaningful statement in a programming language that specifies an operation or description and is usually complete in its context.
comment
(computer program) annotationremark
A description, reference, or explanation appended to and interspersed between statements in the source language* that does not contribute to the target language. 07.01.09
instruction
A meaningful statement in a programming language that specifies an operation and identifies the object of its operation (if any).
declaration
directive
A meaningful statement in a programming language that explains other statements in the language. 07.01. 11
address
A character or group of characters that identifies a register, a specific part of memory, or other data source and destination.
Minimum delay programming
GB5271.786
minimum delay programming
A programming technique in which the storage locations for instructions and data are selected in such a way that the access time is compressed or minimized.
microprogram
microprogram
a sequence of basic instructions* corresponding to a particular computer operation, stored in a special memory and introduced into the computer's instruction register by a computer instruction to initiate execution. microprogramming
microprogramming
the preparation or use of a microprogram.
07.02 language
language
a set of characters, conventions, and rules used to convey information. natural language
natural language
a language whose rules are determined by current usage rather than by explicit form. artificial language
artificial language
a language whose rules are explicitly laid down before use. grammar
syntax
relationships between characters or groups of characters that have no bearing on their meaning, interpretation, or use. 07.02.05 semantics
semantics
the relationship between characters or character groups and their meanings, independent of the way they are interpreted and used. 07.02.06
pragmatics
the relationship between characters or character groups and the meanings ascribed to them in the context in which they are used. metalanguage
metalanguage
a language used to describe one or more languages. nonself-describing language
stratified language
a language that cannot be used as its own metalanguage. Example: FORTRAN.
self-describing language
unstratified language
a language that can be used as its own metalanguage. Example: most natural languages.
source language
source language
a language whose statements are to be translated. target language
target language
object language
GB 5271.7--86
a language whose statements are translated from source language statements. 07.02.12
algorithmic language
algorithmic language
an artificial language formulated for expressing algorithms. 07.02.13
programming language
programming language
an artificial language formulated for expressing computer programs. 07.02. 14
computer-oriented language
computer-oriented language low-level language
low- level language
a programming language that reflects the structure of a given computer or class of computers. 07.02.15
computer language
computer language
machine language
machine language
-A computer-oriented language whose instructions consist only of computer instructions. 07.02.16
Assembly language
assembly language
A computer-oriented language in which most of its instructions usually correspond one-to-one with computer instructions and in which conveniences such as the use of macros are provided.
High-level language
high-level language
A programming language that does not reflect the architecture of any given computer or class of computers. Problem-oriented language
problem-oriented language
A programming language that is particularly suited to a certain class of problems. Examples: procedure-oriented languages, FORTRAN, ALGOL; simulation languages, GPSS, SIMSCRPT; list-processing languages, LISP, IPL-V; information-retrieval languages. Procedure-oriented language
procedure-oriented language
procedural language
A problem-oriented language that helps to express procedures as explicit algorithms. Examples: FORTRAN, ALGOL, COBOL, PL/1.07.02.20
pseudocode
Code that needs to be translated before execution.
07.03 Translation methods
Source program
source program
GB 5271.7
A computer program expressed in a source language.
Target program
target program
object program
A computer program expressed in a target language, which is obtained by translating the source program*. 07.03.03
Translation program
translator
translator
translating program
A computer program that translates
a language into another language, in particular, one programming language into another programming language.
to assemble
To translate a program* expressed in assembly language into a program expressed in computer language. It may also refer to a number of linked subroutines.
Note: Assembly processing is usually accomplished by replacing assembly language opcodes with computer language opcodes and replacing symbolic addresses with absolute, immediate, relocatable, or virtual addresses. 07.03.05
assembler
assembly program
A computer program used to assemble.
07.03.06compile
to compile
To translate a computer program* expressed in a problem-oriented language into a program expressed in a problem-oriented computer language. Compiler
compiler
compiling program
A computer program used to compile.
07.03.081
to interpret
To translate and execute each source language statement of a computer program one by one before translating and executing the next statement.
interpreter (in computer programming)interpretive program
computer program for interpretation
compiler generator
a translator or interpreter used to construct a compiler. macro generator
macro generating program
a computer program that replaces source language macro instructions with sequences of instructions* defined in the source language. translating [compile] [assembly] [execute] phasetranslating [compile] [assembly] [execute] phasetranslating [compile] [.assembling] [executing] phasetranslating [compile] [assembly] [executing] phasetranslating [compile] [assembly] [executing] phasetranslating [compile] [assembly] [executing] phase duration the time it takes to execute a *translation program [compiler] [assembler] [target program], 07.04 Data description in a language
identifier
identifier
a character or a character group that identifies or names a data* item and that indicates some characteristic of the data* item. 07.04.02
data name
data name
a character or
a character group that identifies a data* item.
figurative constant
figurative constant
a data name that is reserved for a specific constant in a specific programming language. 07.04.04
qualified name
qualified name
-a data name used in a specified classification system to carry with it an explicit description of the category to which it belongs. subscript
subscript
a symbol associated with a set name that identifies a particular subset or element. index (in programming)
index (in programming)
…an integer-valued subscript that identifies the position of one data* item relative to another. 07.04.07 level number
level number
a reference number that indicates the position of an item in a hierarchical arrangement. 07.04.08
reserved words
reserved word
A word in a source language whose meaning and conditions of use are fixed by the specific rules of that language, and no other meaning or conditions of use can be applied to a computer program expressed in that language. Example 1: "SIN" can be a "reserved word" that calls a subroutine that calculates a sine function. Example 2: "COBOL words" such as, "OCCURS" and "INDEXED BY". Image
picture
A description of a string in a programming language, in which each position in the string is associated with a symbol that represents the characteristics of the character that can occupy that position. Example: In COBOL, 9999 can be used as an image for any four-digit numeric word. 07.04.10 Literal value
literal
A display representation of the value of an item in a source program, which cannot be changed by any translation of the source program. 101
GB5271.7--86
Example: the word "FAIL" in the instruction "if xoprint FAIL". Filler
filler
One or more characters adjacent to a data item, used to make the representation of the data item reach a specified length. Filling
padding
A technique of adding fillers to data. Program variables and parameters
Variable (used in programming)
variable (in programming)
A character or group of characters representing a value, corresponding to an address when executing a computer program. 07.05.02
set (of a variable)
to bind (of a yariable)
to assign a value to a variable, especially to a parameter. dynamic parameter
program generated parameter
dynamic parameter
a parameter that is set during the execution of a computer program. external program parameter
external program parameter
a parameter that must be set when a computer program is called. preset parameter
preset parameter
a parameter that is set when a computer program is written (e.g., when drawing a block diagram, coding, or compiling), 07.05.06 preset
to preset
to establish initial conditions (e.g., loop control values) or the value to which a parameter* is set. 07.05.07
parameter word
parameter word
a word that directly (or indirectly) provides (or identifies) one or more parameters. Skeleton code
skeletal code
a set of instructions, some parts of which (e.g., addresses) must be complete or specified in detail each time the set of instructions is used.
Organizational management procedures and techniques
Supervisory program
supervisory program
executive program
supervisor
a computer program (usually part of an operating system) that controls the execution of other computer programs and regulates the flow of work in a data processing system. Monitor program
monitor (program)
monitoring program
GB 5271.7--86
a computer program used to observe, regulate, control or verify various operations in a data processing system. housekeeping operation
07.06.031
housekeeping operation
overhead operation
overhead operation
an operation that facilitates the execution of a computer program* and that has no other direct effect of its own. Examples: initialization of storage areas, execution of call sequences. table lookup
table lookup
the process of finding a value from a table of values that corresponds to a given variable. indicator
indicator
a data* item that can be interrogated to determine whether a particular condition is satisfied during the execution of a* computer program. Examples: switch indicator: overflow indicator. 07.07 Utility routines and techniques
Public routines [programs], utility routines [programs]
Service routines [programs]
Service routines (programs)
Generally refers to routines [computer programs] used to support computer processing. Examples: input programs; diagnostic programs; tracking programs; classification programs. Note: Computer programs and routines are distinguished according to the form and frequency of their use. See 01.04.02 and 01.04.08.07.07.02
input routine (program]
a common routine used to form the computer* input process [common program]. Note: Same as note to 07.07.01.
bootstrap
a set of instructions used to introduce additional instructions until the entire computer program has been loaded into memory.
bootstrap (loader)
an input* routine that is pre-installed in the computer and is used to load the bootstrap program.07.07.05
to bootstrap
the process of using a bootstrap program.
initial program loader
initial program loader
An initial boot program used by a computer to load a part of the operating system that is required to load the rest of the operating system.
Output routine [Program]
output routine (program]
A common routine (common program) used to organize the computer's output process. 07.08 Subroutines and multiple-use programs 07.08.01 Subroutine
subroutine
GB5271.7—86
An ordered set of statements that can be used in one or more computer programs or in one or more places in a computer program.
Open subroutine
open subroutine
direct insert subroutine
A subroutine that requires a copy to be inserted at each location in a computer program where it is used.
closed subroutine
closed subroutine
A subroutine that is linked to one or more locations in a computer program by a sequence of calls so that only one common copy is required. 07.08.04
to nest
To place one or more structures of a certain type within a structure of the same type. Examples: to nest a loop (nested loop) within another loop (nested loop); to nest a subroutine (nested routine) within another subroutine (nested subroutine derivative).
reusable program [routine]
reusable program (routine?
A computer program routine that can be loaded only once and executed multiple times! The requirement for it is that any instructions modified during execution must be restored to the original state, and its external program parameters must remain unchanged. Reentrant program [routine]][subroutine]07.08.06
reentrant program Lroutine] Lsubroutine]reenterable progam Lroutine] Esubroutine?A computer program [routine] [subroutine] that can be entered multiple times before the last execution of the computer program [routine] [routine] is completed. The requirement for it is that neither its external program parameters nor its instructions can be modified during execution. Note: "A reentrant program, routine or subroutine can be used simultaneously by more than one computer program. 07.08.07
recursive subroutine [routine]
recursive subroutine routine] A subroutine that can be used as a subroutine of its own, either directly or through another subroutine that it calls. Note: The use of a recursive subroutine or routine usually requires that its unfinished use status be stored in (for example) a push-down table. 07.09 Entrance and exit points of a program and links between programs Entry
entry point
The address or label of the first instruction to be executed upon entry into a computer program, routine or subroutine. Note: A computer program, routine or subroutine may have several different entries, each corresponding to a different function or purpose.
Entry condition
entry conditions
The conditions specified when entering a computer program, routine or subroutine. Example: the address of the unit where the operand to be taken in the program, routine or subroutine is located and the address to which it will be linked.7-86
The addresses of the locations of entry and exit.
to trigger
The immediate execution of a computer program, usually due to intervention from the outside environment (e.g., a manual transfer of control to an entry point).
The action of causing a computer program, routine, or subroutine to take effect, usually the method used to indicate the entry condition and transfer to the entry point.
to call
In computer* programming, a call is executed. calling sequence
calling sequence
A sequence of instructions (and sometimes data) necessary to execute a call. prestore
to prestore
The storage of data needed by a computer program, routine, or subroutine before it is executed.
An instruction in a computer program, routine, or subroutine that, when executed, removes control from the computer program, routine, or subroutine. link
linkage
In computer* programming, the part of a program that passes control and parameters between separate parts of a computer* program. In some cases, this part is just an instruction or an address. 07.09.10
to link
In computer* programming, to provide linkage. return
to return
Within a subroutine, to set a value to a variable in the computer program that called the subroutine. return
to return
Within a subroutine, to link* the computer program that called the subroutine. return point
reentry point
The address or label of an instruction at which to reenter the computer program that called the subroutine after the subroutine has finished executing.
07.10 Loop
07.10.01 Loop
GB 5271.7 -- 86
A set of instructions that can be executed repeatedly while a condition is met. Note: In some implementations, the condition is checked after one loop has been executed. 07.10.02
Closed loop
closed loop
A loop with no exit, the execution of which can be interrupted only by intervention from outside the computer program containing the loop.
Breakpoint halt
breakpoint instruction
breakpoint instruction
A closed loop consisting of a branch instruction that redirects to itself, often used to form a breakpoint. 07.10.04
(Loop) unwind
to unwind
to clearly and completely represent all the instructions contained in a loop without using modifiers. Straight-through programming
straight line coding
group of instructions without loops
straight-through programming
straight line coding
A programming technique in which unwinding is used to avoid loops. 07.11 Jumps and Branches
In the execution of a computer program, the implied or specified order of instructions is not followed. 07.11.02
unconditional jump
unconditional jump
A jump that always occurs whenever the instruction that specifies the jump is executed. 07.11.03 Conditional jump
conditional jump
A jump that occurs only if the instruction specifying the jump is executed and the specified condition is satisfied. 07.11.04 Branch
to branch
A group of instructions selected from a number of groups of available instructions during the execution of a computer program.
07.11. 05
Branch point
branchpoint
A point in a computer program where a branch occurs; it is the address or label of an instruction. Switch point
switchpoint
A parameter that controls branching in a computer program; it must be set before the computer program is executed to the branch point. Switch indicator
switch indicator
An indicator that determines or indicates the setting of a switch point. 07.11.08 Capture
GB5271.7—86
A non-programmed conditional jump to a specified address, which is automatically performed by hardware and records the location where the jump occurs. 07.12
Storage allocation and program segmentation
Storage allocation
storage allocation
Allocate storage areas to specified data.
Dynamic storage allocation
dynamic storage allocation
A storage allocation technique in which the storage areas allocated to computer programs and data are determined according to the criteria used at the time of allocation.
Relocate
to relocate
Move a computer program or part of it in memory, adjusting the address reference if necessary, so that the computer program can be executed after the move. 07.12.04
relocatable program
relocatable program
A computer program in relocatable form. Program segment
segment
An independent part of a computer program that can be executed without the entire program being resident in memory at any time.
to segment
The division of a computer program into segments. 07.12.07
overlay
A segment of a computer program that is not permanently resident in memory. Overlay
to overlay
When a computer program is executed, segments of a computer program are loaded into a storage area that is still occupied by parts of the computer program that are no longer needed. Break and Restart
07.13.01Breakpoint
breakpoint
In a computer program, a location, usually specified by an instruction, at which the execution of the program can be interrupted by external intervention or monitoring.
Checkpoint
07.13.02E
check point
A location in a computer program at which the results of the program's execution can be checked or some data can be recorded for the purpose of restarting the program.
Restart
restart
Resuming the execution of a computer program using the data recorded at a checkpoint. 10710
to link
In computer* programming, to provide a link. return
to return
In a subroutine, to set a value to a variable in the computer program that called the subroutine. return
to return
In a subroutine, to link* the computer program that called the subroutine. return point
reentry point
The address or label of the instruction at which the subroutine reenters the computer program that called the subroutine after the subroutine has been executed.
07.10 Loop
07.10.01 Loop
GB 5271.7 -- 86
A group of instructions that can be executed repeatedly while a condition is met. Note: In some implementations, the condition is checked after one loop has been executed. 07.10.02
closed loop
closed loop
A loop with no exit, the execution of which can be interrupted only by intervention from outside the computer program containing the loop.
breakpoint halt
breakpoint instruction
breakpoint instruction
A closed loop consisting of a branch instruction that jumps back to itself, often used to form a breakpoint. 07.10.04
to unwind
To clearly and completely represent the execution of all the instructions contained in a loop without using modifiers. straight-through programming
straight line coding
a group of instructions without loops
straight-through programming
straight line coding
A programming technique in which unrolling is used to avoid loops. 07.11 Jumps and branches
In the execution of a computer program, the execution of instructions in an implied or specified order is not followed. 07.11.02
unconditional jump
unconditional jump
A jump that always occurs whenever the instruction specifying the jump is executed. 07.11.03 Conditional jump
conditional jump
A jump that occurs only when the instruction specifying the jump is executed and a specified condition is satisfied. 07.11.04 Branch
to branch
In the execution of a computer program, the selection of a group of instructions from among several groups of available instructions.
07.11. 05
branchpoint
branchpoint
A point in a computer program where a branch occurs, which is the address or label of an instruction. switch point
switchpoint
a parameter in a computer program that controls branching and must be set before the computer program can execute to a branch point switch indicator
switch indicator
an indicator that determines or indicates the setting of a switch point. 07.11.08 capture
GB5271.7—86
a non-programmed conditional jump to a specified address, which is automatically performed by hardware and records the location where the jump occurred. 07.12
storage allocation and program segmentation
storage allocation
storage allocation
storage allocation
allocates storage areas for specified data.
dynamic storage allocation
dynamic storage allocation
a storage allocation technique in which the storage areas allocated to computer programs and data are determined according to the criteria used at the time of the allocation.
relocate
to relocate
To move a computer program or part of it within memory, adjusting address references as necessary, so that the computer program can be executed after the move. 07.12.04
relocatable program
relocatable program
A computer program in relocatable form. segment
segment
A separate part of a computer program that can be executed without the entire program being resident in memory at any given time.
to segment
To divide a computer program into segments. 07.12.07
overlay
A segment of a computer program that is not permanently resident in memory. to overlay
to overlay
When executing a computer program, to load segments of a computer program into a storage area that is still occupied by parts of the computer program that are no longer needed. Break and Restart
07.13.01 Breakpoint
breakpoint
In a computer program, a location, usually specified by an instruction, at which the execution of the program can be interrupted by external intervention or monitoring.
Checkpoint
07.13.02E
check point
A location in a computer program at which the results of the program's execution can be checked or at which data can be recorded for the purpose of restarting the program.
Restart
restart
To resume the execution of a computer program using the data recorded at a checkpoint. 10710
to link
In computer* programming, to provide a link. return
to return
In a subroutine, to set a value to a variable in the computer program that called the subroutine. return
to return
In a subroutine, to link* the computer program that called the subroutine. return point
reentry point
The address or label of the instruction at which the subroutine reenters the computer program that called the subroutine after the subroutine has been executed.
07.10 Loop
07.10.01 Loop
GB 5271.7 -- 86
A group of instructions that can be executed repeatedly while a condition is met. Note: In some implementations, the condition is checked after one loop has been executed. 07.10.02
closed loop
closed loop
A loop with no exit, the execution of which can be interrupted only by intervention from outside the computer program containing the loop.
breakpoint halt
breakpoint instruction
breakpoint instruction
A closed loop consisting of a branch instruction that jumps back to itself, often used to form a breakpoint. 07.10.04
to unwind
To clearly and completely represent the execution of all the instructions contained in a loop without using modifiers. straight-through programming
straight line coding
a group of instructions without loops
straight-through programming
straight line coding
A programming technique in which unrolling is used to avoid loops. 07.11 Jumps and branches
In the execution of a computer program, the execution of instructions in an implied or specified order is not followed. 07.11.02
unconditional jump
unconditional jump
A jump that always occurs whenever the instruction specifying the jump is executed. 07.11.03 Conditional jump
conditional jump
A jump that occurs only when the instruction specifying the jump is executed and a specified condition is satisfied. 07.11.04 Branch
to branch
In the execution of a computer program, the selection of a group of instructions from among several groups of available instructions.
07.11. 05bzxZ.net
branchpoint
branchpoint
A point in a computer program where a branch occurs, which is the address or label of an instruction. switch point
switchpoint
a parameter in a computer program that controls branching and must be set before the computer program can execute to a branch point switch indicator
switch indicator
an indicator that determines or indicates the setting of a switch point. 07.11.08 capture
GB5271.7—86
a non-programmed conditional jump to a specified address, which is automatically performed by hardware and records the location where the jump occurred. 07.12
storage allocation and program segmentation
storage allocation
storage allocation
storage allocation
allocates storage areas for specified data.
dynamic storage allocation
dynamic storage allocation
a storage allocation technique in which the storage areas allocated to computer programs and data are determined according to the criteria used at the time of the allocation.
relocate
to relocate
To move a computer program or part of it within memory, adjusting address references as necessary, so that the computer program can be executed after the move. 07.12.04
relocatable program
relocatable program
A computer program in relocatable form. segment
segment
A separate part of a computer program that can be executed without the entire program being resident in memory at any given time.
to segment
To divide a computer program into segments. 07.12.07
overlay
A segment of a computer program that is not permanently resident in memory. to overlay
to overlay
When executing a computer program, to load segments of a computer program into a storage area that is still occupied by parts of the computer program that are no longer needed. Break and Restart
07.13.01 Breakpoint
breakpoint
In a computer program, a location, usually specified by an instruction, at which the execution of the program can be interrupted by external intervention or monitoring.
Checkpoint
07.13.02E
check point
A location in a computer program at which the results of the program's execution can be checked or at which data can be recorded for the purpose of restarting the program.
Restart
restart
To resume the execution of a computer program using the data recorded at a checkpoint. 10712
Storage Allocation and Program Segmentation
Storage allocation
storage allocation
Allocate storage areas for specified data.
Dynamic storage allocation
dynamic storage allocation
A storage allocation technique in which the storage areas allocated to computer programs and data are determined according to the criteria used at the time of allocation.
Relocate
to relocate
To move a computer program or a portion of it within memory, adjusting address references as necessary, so that the computer program can be executed after the move. 07.12.04
Relocatable program
relocatable program
A computer program in relocatable form. Program segment
segment
A separate portion of a computer program that can be executed without the entire program being resident in memory at any time.
to segment
To divide a computer program into several program segments. 07.12.07
Overlay
A program segment in a computer program that is not permanently resident in the internal memory. Overlay
to overlay
When a computer program is executed, to load program segments of a computer program into a storage area that is still occupied by parts of the computer program that are no longer needed. Interrupt and restart
07.13.01 Breakpoint
breakpoint
In a computer program, a location usually specified by an instruction at which the execution of the program can be interrupted by external intervention or monitoring programs*.
Checkpoint
07.13.02E
check point
A location in a computer program at which the results of the program's execution can be checked or at which data can be recorded for the purpose of restarting the program.
Restart
restart
Resuming the execution of a computer program using the data recorded at a checkpoint. 10712
Storage Allocation and Program Segmentation
Storage allocation
storage allocation
Allocate storage areas for specified data.
Dynamic storage allocation
dynamic storage allocation
A storage allocation technique in which the storage areas allocated to computer programs and data are determined according to the criteria used at the time of allocation.
Relocate
to relocate
To move a computer program or a portion of it within memory, adjusting address references as necessary, so that the computer program can be executed after the move. 07.12.04
Relocatable program
relocatable program
A computer program in relocatable form. Program segment
segment
A separate portion of a computer program that can be executed without the entire program being resident in memory at any time.
to segment
To divide a computer program into several program segments. 07.12.07
Overlay
A program segment in a computer program that is not permanently resident in the internal memory. Overlay
to overlay
When a computer program is executed, to load program segments of a computer program into a storage area that is still occupied by parts of the computer program that are no longer needed. Interrupt and restart
07.13.01 Breakpoint
breakpoint
In a computer program, a location usually specified by an instruction at which the execution of the program can be interrupted by external intervention or monitoring programs*.
Checkpoint
07.13.02E
check point
A location in a computer program at which the results of the program's execution can be checked or at which data can be recorded for the purpose of restarting the program.
Restart
restart
Resuming the execution of a computer program using the data recorded at a checkpoint. 107
Tip: This standard content only shows part of the intercepted content of the complete standard. If you need the complete standard, please go to the top to download the complete standard document for free.