Stanley Gill in the context of The Preparation of Programs for an Electronic Digital Computer


Stanley Gill in the context of The Preparation of Programs for an Electronic Digital Computer

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⭐ Core Definition: Stanley Gill

Stanley Gill (26 March 1926 – 5 April 1975) was a British computer scientist credited, along with Maurice Wilkes and David Wheeler, with the invention of the first computer subroutine.

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👉 Stanley Gill in the context of The Preparation of Programs for an Electronic Digital Computer

The Preparation of Programs for an Electronic Digital Computer (sometimes called WWG, after its authors' initials) was the first book on computer programming. Published in 1951, it was written by Maurice Wilkes, David Wheeler, and Stanley Gill of Cambridge University. The book was based on the authors' experiences constructing and using EDSAC, one of the first practical computers in the world.

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Stanley Gill 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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Stanley Gill in the context of Early history of video games

The history of video games spans a period of time between the invention of the first electronic games and today, covering many inventions and developments. Video gaming reached mainstream popularity in the early 1970s, when arcade video games, gaming consoles and personal computer games were introduced to the general public. Since then, video gaming has become a popular form of entertainment and a part of modern culture in most parts of the world. The early history of video games, therefore, covers the period of time between the first interactive electronic game with an electronic display in 1947, the first true video games in the early 1950s, and the rise of early personal computer and arcade video games in the 1970s, followed by Pong and the beginning of the first generation of video game consoles with the Magnavox Odyssey in 1972. During this time there was a wide range of devices and inventions corresponding with large advances in computing technology, and the actual first video game is dependent on the definition of "video game" used.

Following the 1947 invention of the cathode-ray tube amusement device—the earliest known interactive electronic game as well as the first to use an electronic display—the first true video games were created in the early 1950s. Initially created as technology demonstrations, such as the Bertie the Brain and Nimrod computers in 1950 and 1951, video games also became the purview of academic research. A series of games, generally simulating real-world board games, were created at various research institutions to explore programming, human–computer interaction, and computer algorithms. These include Sandy Douglas' OXO, Christopher Strachey's Checkers, and Stanley Gill's Sheep and Gates (all 1952), the first software-based games to incorporate a cathode-ray tube display, and several chess and checkers programs.

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