In computer programming, a branch table or jump table is a method of transferring program control (branching) to another part of a program (or a different program that may have been dynamically loaded) using a table of branch or jump instructions. It is a form of multiway branch. The branch table construction is commonly used when programming in assembly language but may also be generated by compilers, especially when implementing optimized switch statements whose values are densely packed together.
A branch table consists of a serial list of unconditional branch instructions that is branched into using an offset created by multiplying a sequential index by the instruction length (the number of bytes in memory occupied by each branch instruction). It relies on the fact that machine code instructions for branching have a fixed length and can be executed extremely efficiently by most hardware, and is most useful when dealing with raw data values that may be easily converted to sequential index values. Given such data, a branch table can be extremely efficient. It usually consists of the following 3 steps:
optionally validating the input data to ensure it is acceptable (this may occur without cost as part of the next step, if the input is a single byte and a 256 byte translate table is used to directly obtain the offset below). Also, if there is no doubt about the values of the input, this step can be omitted.
transform the data into an offset into the branch table. This usually involves multiplying or shifting (effectively multiplying by a power of 2) it to take into account the instruction length. If a static translate table is used, this multiplying can be performed manually or by the compiler, without any run time cost.
branching to an address made up of the base address of the branch table plus the just generated offset. This sometimes involves an addition of the offset onto the program counter register (unless, in some instruction sets, the branch instruction allows an extra index register).
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Control tables are tables that control the control flow or play a major part in program control. There are no rigid rules about the structure or content of a control table—its qualifying attribute is its ability to direct control flow in some way through "execution" by a processor or interpreter. The design of such tables is sometimes referred to as table-driven design (although this typically refers to generating code automatically from external tables rather than direct run-time tables).
In computer programming, a virtual method table (VMT), virtual function table, virtual call table, dispatch table, vtable, or vftable is a mechanism used in a programming language to support dynamic dispatch (or run-time method binding). Whenever a class defines a virtual function (or method), most compilers add a hidden member variable to the class that points to an array of pointers to (virtual) functions called the virtual method table.
In computer science, algorithmic efficiency is a property of an algorithm which relates to the amount of computational resources used by the algorithm. An algorithm must be analyzed to determine its resource usage, and the efficiency of an algorithm can be measured based on the usage of different resources. Algorithmic efficiency can be thought of as analogous to engineering productivity for a repeating or continuous process. For maximum efficiency it is desirable to minimize resource usage.
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Covers fundamental concepts of logic systems, including sequential and combinatorial circuits, state diagrams, and finite state machines.
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2020
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