A branch is an instruction in a computer program that can cause a computer to begin executing a different instruction sequence and thus deviate from its default behavior of executing instructions in order. 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 satisfied).
A branch instruction can be either an unconditional branch, which always results in branching, or a conditional branch, which may or may not cause branching depending on some condition. Also, depending on how it specifies the address of the new instruction sequence (the "target" address), a branch instruction is generally classified as direct, indirect or relative, meaning that the instruction contains the target address, or it specifies where the target address is to be found (e.g., a register or memory location), or it specifies the difference between the current and target addresses.
Branch instructions can alter the contents of the CPU's Program Counter (or PC) (or Instruction Pointer on Intel microprocessors). The PC maintains the memory address of the next machine instruction to be fetched and executed. Therefore, a branch, if executed, causes the CPU to execute code from a new memory address, changing the program logic according to the algorithm planned by the programmer.
One type of machine level branch is the jump instruction. These may or may not result in the PC being loaded or modified with some new, different value other than what it ordinarily would have been (being incremented past the current instruction to point to the following, next instruction). Jumps typically have unconditional and conditional forms where the latter may be taken or not taken (the PC is modified or not) depending on some condition.
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In computer programming, a function or subroutine is a sequence of program instructions that performs a specific task, packaged as a unit. This unit can then be used in programs wherever that particular task should be performed. Functions may be defined within programs, or separately in libraries that can be used by many programs. In different programming languages, a function may be called a routine, subprogram, subroutine, or procedure; in object-oriented programming (OOP), it may be called a method.
A status register, flag register, or condition code register (CCR) is a collection of status flag bits for a processor. Examples of such registers include FLAGS register in the x86 architecture, flags in the program status word (PSW) register in the IBM System/360 architecture through z/Architecture, and the application program status register (APSR) in the ARM Cortex-A architecture. The status register is a hardware register that contains information about the state of the processor.
In computer science, computer architecture is a description of the structure of a computer system made from component parts. It can sometimes be a high-level description that ignores details of the implementation. At a more detailed level, the description may include the instruction set architecture design, microarchitecture design, logic design, and implementation. The first documented computer architecture was in the correspondence between Charles Babbage and Ada Lovelace, describing the analytical engine.
Ce cours est divisé en deux partie. La première partie présente le langage Python et les différences notables entre Python et C++ (utilisé dans le cours précédent ICC). La seconde partie est une intro
The learning outcome is to increase the knowledge of simulation methods and the role of computers in the management and the operation of electric power systems.
Explores synchronization principles using locks and barriers, emphasizing efficient hardware-supported implementations and coordination mechanisms like OpenMP.
Covers the basic elements of algorithms, including data handling, instructions, and control structures.
Explores MIPS assembly language, covering function calls, memory management, and data structures, including recursive functions, programming constructs, arrays, and linked lists.
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High-performance branch target buffers (BTBs) and the L1I cache are key to high-performance front-end. Modern branch predictors are highly accurate, but with an increase in code footprint in modern-day server workloads, BTB and L1I misses are still frequen ...