Call stack in the context of Instruction (computer science)


Call stack in the context of Instruction (computer science)

Call stack Study page number 1 of 1

Play TriviaQuestions Online!

or

Skip to study material about Call stack in the context of "Instruction (computer science)"


⭐ Core Definition: Call stack

In computer science, a call stack is a stack data structure that stores information about the active subroutines and inline blocks of a computer program. This type of stack is also known as an execution stack, program stack, control stack, run-time stack, or machine stack, and is often shortened to simply the "stack". Although maintenance of the call stack is important for the proper functioning of most software, the details are normally hidden and automatic in high-level programming languages. Many computer instruction sets provide special instructions for manipulating stacks.

A call stack is used for several related purposes, but the main reason for having one is to keep track of the point to which each active subroutine should return control when it finishes executing. An active subroutine is one that has been called, but is yet to complete execution, after which control should be handed back to the point of call. Such activations of subroutines may be nested to any level (recursive as a special case), hence the stack structure. For example, if a subroutine DrawSquare calls a subroutine DrawLine from four different places, DrawLine must know where to return when its execution completes. To accomplish this, the address following the instruction that jumps to DrawLine, the return address, is pushed onto the top of the call stack as part of each call.

↓ Menu
HINT:

In this Dossier

Call stack in the context of W65C816S

The W65C816S (also 65C816 or 65816) is a 16-bit microprocessor (MPU) developed and sold by the Western Design Center (WDC). Introduced in 1985, the W65C816S is an enhanced version of the WDC 65C02 8-bit MPU, itself a CMOS enhancement of the venerable MOS Technology 6502 NMOS MPU. The 65C816 is the CPU for the Apple IIGS and, in modified form, the Super Nintendo Entertainment System.

The 65 in the part's designation comes from its 65C02 compatibility mode, and the 816 signifies that the MPU has selectable 8- and 16-bit register sizes. In addition to the availability of 16-bit registers, the W65C816S extends memory addressing to 24 bits, supporting up to 16 megabytes of random-access memory. It has an enhanced instruction set and a 16-bit stack pointer, as well as several new electrical signals for improved system hardware management.

View the full Wikipedia page for W65C816S
↑ Return to Menu

Call stack in the context of Runtime system

In computer programming, a runtime system or runtime environment is a sub-system that exists in the computer where a program is created, as well as in the computers where the program is intended to be run. The name comes from the compile time and runtime division from compiled languages, which similarly distinguishes the computer processes involved in the creation of a program (compilation) and its execution in the target machine (the runtime).

Most programming languages have some form of runtime system that provides an environment in which programs run. This environment may address a number of issues including the management of application memory, how the program accesses variables, mechanisms for passing parameters between procedures, interfacing with the operating system (OS), among others. The compiler makes assumptions depending on the specific runtime system to generate correct code. Typically the runtime system will have some responsibility for setting up and managing the stack and heap, and may include features such as garbage collection, threads or other dynamic features built into the language.

View the full Wikipedia page for Runtime system
↑ Return to Menu

Call stack in the context of Calling convention

In computer science, a calling convention is an implementation-level (low-level) scheme for how subroutines or functions receive parameters from their caller and how they return a result. When some code calls a function, design choices have been taken for where and how parameters are passed to that function, and where and how results are returned from that function, with these transfers typically done via certain registers or within a stack frame on the call stack. There are design choices for how the tasks of preparing for a function call and restoring the environment after the function has completed are divided between the caller and the callee. Some calling convention specifies the way every function should get called. The correct calling convention should be used for every function call, to allow the correct and reliable execution of the whole program using these functions.

View the full Wikipedia page for Calling convention
↑ Return to Menu

Call stack in the context of Return value

In computer programming, a return statement causes execution to leave the current subroutine and resume at the point in the code immediately after the instruction which called the subroutine, known as its return address. The return address is saved by the calling routine, today usually on the process's call stack or in a register. Return statements in many programming languages allow a function to specify a return value to be passed back to the code that called the function.

View the full Wikipedia page for Return value
↑ Return to Menu

Call stack in the context of Tail-call optimization

In computer science, a tail call is a subroutine call performed as the final action of a procedure.If the target of a tail is the same subroutine, the subroutine is said to be tail recursive, which is a special case of direct recursion. Tail recursion (or tail-end recursion) is particularly useful, and is often easy to optimize in implementations.

Tail calls can be implemented without adding a new stack frame to the call stack. Most of the frame of the current procedure is no longer needed, and can be replaced by the frame of the tail call, modified as appropriate (similar to overlay for processes, but for function calls). The program can then jump to the called subroutine. Producing such code instead of a standard call sequence is called tail-call elimination or tail-call optimization. Tail-call elimination allows procedure calls in tail position to be implemented as efficiently as goto statements, thus allowing efficient structured programming. In the words of Guy L. Steele, "in general, procedure calls may be usefully thought of as GOTO statements which also pass parameters, and can be uniformly coded as [machine code] JUMP instructions."

View the full Wikipedia page for Tail-call optimization
↑ Return to Menu

Call stack in the context of Stack pointer

A stack register is a computer central processor register whose purpose is to keep track of a call stack. On an accumulator-based architecture machine, this may be a dedicated register. On a machine with multiple general-purpose registers, it may be a register that is reserved by convention, such as on the IBM System/360 through z/Architecture architecture and RISC architectures, or it may be a register that procedure call and return instructions are hardwired to use, such as on the PDP-11, VAX, and Intel x86 architectures. Some designs such as the Data General Eclipse had no dedicated register, but used a reserved hardware memory address for this function.

Machines before the late 1960s—such as the PDP-8 and HP 2100—did not have compilers which supported recursion. Their subroutine instructions typically would save the current location in the jump address, and then set the program counter to the next address. While this is simpler than maintaining a stack, since there is only one return location per subroutine code section, there cannot be recursion without considerable effort on the part of the programmer.

View the full Wikipedia page for Stack pointer
↑ Return to Menu

Call stack in the context of Stack trace

In computing, a stack trace (also called stack backtrace or stack traceback) is a report of the active stack frames at a certain point in time during the execution of a program. When a program is run, memory is often dynamically allocated in two places: the stack and the heap. Memory is continuously allocated on a stack but not on a heap. Stack also refers to a programming construct, thus to differentiate it, this stack is referred to as the program's function call stack. Technically, once a block of memory has been allocated on the stack, it cannot be easily removed as there can be other blocks of memory that were allocated after it. Each time a function is called in a program, a block of memory called an activation record is allocated on top of the call stack. Generally, the activation record stores the function's arguments and local variables. What exactly it contains and how it's laid out is determined by the calling convention.

Programmers commonly use stack tracing during interactive and post-mortem debugging. End-users may see a stack trace displayed as part of an error message, which the user can then report to a programmer.

View the full Wikipedia page for Stack trace
↑ Return to Menu