Object-oriented programmingObject-Oriented Programming (OOP) is a programming paradigm based on the concept of "objects", which can contain data and code. The data is in the form of fields (often known as attributes or properties), and the code is in the form of procedures (often known as methods). A common feature of objects is that procedures (or methods) are attached to them and can access and modify the object's data fields. In this brand of OOP, there is usually a special name such as or used to refer to the current object.
Control flowIn computer science, control flow (or flow of control) is the order in which individual statements, instructions or function calls of an imperative program are executed or evaluated. The emphasis on explicit control flow distinguishes an imperative programming language from a declarative programming language. Within an imperative programming language, a control flow statement is a statement that results in a choice being made as to which of two or more paths to follow.
Programming paradigmProgramming paradigms are a way to classify programming languages based on their features. Languages can be classified into multiple paradigms. Some paradigms are concerned mainly with implications for the execution model of the language, such as allowing side effects, or whether the sequence of operations is defined by the execution model. Other paradigms are concerned mainly with the way that code is organized, such as grouping a code into units along with the state that is modified by the code.
GotoGoto (goto, GOTO, GO TO, GoTo, or other case combinations, depending on the programming language) is a statement found in many computer programming languages. It performs a one-way transfer of control to another line of code; in contrast a function call normally returns control. The jumped-to locations are usually identified using labels, though some languages use line numbers. At the machine code level, a goto is a form of branch or jump statement, in some cases combined with a stack adjustment.
For loopIn computer science a for-loop or for loop is a control flow statement for specifying iteration. Specifically, a for loop functions by running a section of code repeatedly until a certain condition has been satisfied. For-loops have two parts: a header and a body. The header defines the iteration and the body is the code that is executed once per iteration. The header often declares an explicit loop counter or loop variable. This allows the body to know which iteration is being executed.
Line numberIn computing, a line number is a method used to specify a particular sequence of characters in a . The most common method of assigning numbers to lines is to assign every a unique number, starting at 1 for the first line, and incrementing by 1 for each successive line. In the C programming language the line number of a source code line is one greater than the number of new-line characters read or introduced up to that point. Programmers could also assign line numbers to statements in older programming languages, such as Fortran, JOSS, and BASIC.
Function (computer programming)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.
Branch (computer science)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).
Structured program theoremThe structured program theorem, also called the Böhm–Jacopini theorem, is a result in programming language theory. It states that a class of control-flow graphs (historically called flowcharts in this context) can compute any computable function if it combines subprograms in only three specific ways (control structures).
Structured programmingStructured programming is a programming paradigm aimed at improving the clarity, quality, and development time of a computer program by making extensive use of the structured control flow constructs of selection (if/then/else) and repetition (while and for), block structures, and subroutines. It emerged in the late 1950s with the appearance of the ALGOL 58 and ALGOL 60 programming languages, with the latter including support for block structures.