Macro instruction in the context of Code reuse


Macro instruction in the context of Code reuse

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⭐ Core Definition: Macro instruction

In computer programming, a macro (short for "macro instruction"; from Greek μακρο- 'long, large') is a rule or pattern that specifies how a certain input should be mapped to a replacement output. Applying a macro to an input is known as macro expansion.

The input and output may be a sequence of lexical tokens or characters, or a syntax tree. Character macros are supported in software applications to make it easy to invoke common command sequences. Token and tree macros are supported in some programming languages to enable code reuse or to extend the language, sometimes for domain-specific languages.

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Macro instruction in the context of Assembly language

In computing, assembly language (alternatively assembler language or symbolic machine code), often referred to simply as assembly and commonly abbreviated as ASM or asm, is any low-level programming language with a very strong correspondence between the instructions in the language and the architecture's machine code instructions. Assembly language usually has one statement per machine code instruction (1:1), but constants, comments, assembler directives, symbolic labels of, e.g., memory locations, registers, and macros are generally also supported.

The first assembly code in which a language is used to represent machine code instructions is found in Kathleen and Andrew Donald Booth's 1947 work, Coding for A.R.C.. Assembly code is converted into executable machine code by a utility program referred to as an assembler. The term "assembler" is generally attributed to Wilkes, Wheeler and Gill in their 1951 book The Preparation of Programs for an Electronic Digital Computer, who, however, used the term to mean "a program that assembles another program consisting of several sections into a single program". The conversion process is referred to as assembly, as in assembling the source code. The computational step when an assembler is processing a program is called assembly time.

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