Standard swap

Last updated

In computer science, the standard swap or three point turn[ citation needed ] is a programming paradigm that exchanges the values of two variables.

By using a third variable, whose value is otherwise of no concern, to hold the value of the first, and then assigning the second's to the first, and the third's back to the second, the values of the first two are swapped.

For example:

  1. let temp = b
  2. let b = a
  3. let a = temp

In modern[ chronology citation needed ] CPUs this is accomplished on the processor itself, in a single machine instruction, rather than having to go through RAM. In many programming languages this can be achieved using a simple swap instruction.


Related Research Articles

<span class="mw-page-title-main">Computer program</span> Instructions to be executed by a computer

A computer program is a sequence or set of instructions in a programming language for a computer to execute. It is one component of software, which also includes documentation and other intangible components.

In computer science, an instruction set architecture (ISA) is an abstract model that generally defines how software controls the CPU in a computer or a family of computers. A device or program that executes instructions described by that ISA, such as a central processing unit (CPU), is called an implementation of that ISA.

In computer science, locality of reference, also known as the principle of locality, is the tendency of a processor to access the same set of memory locations repetitively over a short period of time. There are two basic types of reference locality – temporal and spatial locality. Temporal locality refers to the reuse of specific data and/or resources within a relatively small time duration. Spatial locality refers to the use of data elements within relatively close storage locations. Sequential locality, a special case of spatial locality, occurs when data elements are arranged and accessed linearly, such as traversing the elements in a one-dimensional array.

<span class="mw-page-title-main">XOR swap algorithm</span> Binary arithmetic algorithm

In computer programming, the exclusive or swap is an algorithm that uses the exclusive or bitwise operation to swap the values of two variables without using the temporary variable which is normally required.

A one-instruction set computer (OISC), sometimes referred to as an ultimate reduced instruction set computer (URISC), is an abstract machine that uses only one instruction – obviating the need for a machine language opcode. With a judicious choice for the single instruction and given arbitrarily many resources, an OISC is capable of being a universal computer in the same manner as traditional computers that have multiple instructions. OISCs have been recommended as aids in teaching computer architecture and have been used as computational models in structural computing research. The first carbon nanotube computer is a 1-bit one-instruction set computer.

Reentrancy is a programming concept where a function or subroutine can be interrupted and then resumed before it finishes executing. This means that the function can be called again before it completes its previous execution. Reentrant code is designed to be safe and predictable when multiple instances of the same function are called simultaneously or in quick succession. A computer program or subroutine is called reentrant if multiple invocations can safely run concurrently on multiple processors, or if on a single-processor system its execution can be interrupted and a new execution of it can be safely started. The interruption could be caused by an internal action such as a jump or call, or by an external action such as an interrupt or signal, unlike recursion, where new invocations can only be caused by internal call.

In computer science, imperative programming is a programming paradigm of software that uses statements that change a program's state. In much the same way that the imperative mood in natural languages expresses commands, an imperative program consists of commands for the computer to perform. Imperative programming focuses on describing how a program operates step by step, rather than on high-level descriptions of its expected results.

In computer science, hygienic macros are macros whose expansion is guaranteed not to cause the accidental capture of identifiers. They are a feature of programming languages such as Scheme, Dylan, Rust, Nim, and Julia. The general problem of accidental capture was well known in the Lisp community before the introduction of hygienic macros. Macro writers would use language features that would generate unique identifiers or use obfuscated identifiers to avoid the problem. Hygienic macros are a programmatic solution to the capture problem that is integrated into the macro expander. The term "hygiene" was coined in Kohlbecker et al.'s 1986 paper that introduced hygienic macro expansion, inspired by terminology used in mathematics.

<span class="mw-page-title-main">Conditional (computer programming)</span> Control flow statement that executes code according to some condition(s)

In computer science, conditionals are programming language commands for handling decisions. Specifically, conditionals perform different computations or actions depending on whether a programmer-defined Boolean condition evaluates to true or false. In terms of control flow, the decision is always achieved by selectively altering the control flow based on some condition . Although dynamic dispatch is not usually classified as a conditional construct, it is another way to select between alternatives at runtime. Conditional statements are the checkpoints in the programme that determines behaviour according to situation.

In computer science, computer engineering and programming language implementations, a stack machine is a computer processor or a virtual machine in which the primary interaction is moving short-lived temporary values to and from a push down stack. In the case of a hardware processor, a hardware stack is used. The use of a stack significantly reduces the required number of processor registers. Stack machines extend push-down automata with additional load/store operations or multiple stacks and hence are Turing-complete.

<span class="mw-page-title-main">Linearizability</span> Property of some operation(s) in concurrent programming

In concurrent programming, an operation is linearizable if it consists of an ordered list of invocation and response events, that may be extended by adding response events such that:

  1. The extended list can be re-expressed as a sequential history.
  2. That sequential history is a subset of the original unextended list.

Jensen's device is a computer programming technique that exploits call by name. It was devised by Danish computer scientist Jørn Jensen, who worked with Peter Naur at Regnecentralen. They worked on the GIER ALGOL compiler, one of the earliest correct implementations of ALGOL 60. ALGOL 60 used call by name. During his Turing Award speech, Naur mentions his work with Jensen on GIER ALGOL.

In computer programming, a temporary variable is a variable with short lifetime, usually to hold data that will soon be discarded, or before it can be placed at a more permanent memory location. Because it is short-lived, it is usually declared as a local variable, i.e., a variable with local scope. There is no formal definition of what makes a variable temporary, but it is an often-used term in programming.

In a programming language, an evaluation strategy is a set of rules for evaluating expressions. The term is often used to refer to the more specific notion of a parameter-passing strategy that defines the kind of value that is passed to the function for each parameter and whether to evaluate the parameters of a function call, and if so in what order. The notion of reduction strategy is distinct, although some authors conflate the two terms and the definition of each term is not widely agreed upon.

In computer programming, redundant code is source code or compiled code in a computer program that is unnecessary, such as:

<span class="mw-page-title-main">Snippet (programming)</span> Small region of re-usable source code, machine code, or text

Snippet is a programming term for a small region of re-usable source code, machine code, or text. Ordinarily, these are formally defined operative units to incorporate into larger programming modules. Snippet management is a feature of some text editors, program source code editors, IDEs, and related software. It allows the user to avoid repetitive typing in the course of routine edit operations.

In computer programming, the act of swapping two variables refers to mutually exchanging the values of the variables. Usually, this is done with the data in memory. For example, in a program, two variables may be defined thus :

data_item x := 1 data_item y := 0  swap ;

Memory ordering describes the order of accesses to computer memory by a CPU. The term can refer either to the memory ordering generated by the compiler during compile time, or to the memory ordering generated by a CPU during runtime.

In computer programming, a function, subprogram, procedure, method, routine or subroutine is a callable unit of software logic that has a well-defined interface and behavior and can be invoked multiple times.

Java bytecode is the instruction set of the Java virtual machine (JVM), the language to which Java and other JVM-compatible source code is compiled. Each instruction is represented by a single byte, hence the name bytecode, making it a compact form of data.