State (computer science) in the context of Imperative programming


State (computer science) in the context of Imperative programming

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⭐ Core Definition: State (computer science)

In information technology and computer science, a system is described as stateful if it is designed to remember preceding events or user interactions; the remembered information is called the state of the system.

The set of states a system can occupy is known as its state space. In a discrete system, the state space is countable and often finite. The system's internal behaviour or interaction with its environment consists of separately occurring individual actions or events, such as accepting input or producing output, that may or may not cause the system to change its state. Examples of such systems are digital logic circuits and components, automata and formal language, computer programs, and computers.

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πŸ‘‰ State (computer science) in the context of Imperative programming

In computer science, imperative programming is a programming paradigm of software that uses statements that change a process' state. In much the same way that the imperative mood in natural languages expresses commands, an imperative program consists of commands for the computer to perform. Imperative programming focuses on describing how a program operates step by step (with general order of the steps being determined in source code by the placement of statements one below the other), rather than on high-level descriptions of its expected results.

The term is often used in contrast to declarative programming, which focuses on what the program should accomplish without specifying all the details of how the program should achieve the result.

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State (computer science) in the context of Finite-state automaton

A finite-state machine (FSM) or finite-state automaton (FSA, plural: automata), finite automaton, or simply a state machine, is a mathematical model of computation. It is an abstract machine that can be in exactly one of a finite number of states at any given time. The FSM can change from one state to another in response to some inputs; the change from one state to another is called a transition. An FSM is defined by a list of its states, its initial state, and the inputs that trigger each transition. Finite-state machines are of two typesβ€”deterministic finite-state machines and non-deterministic finite-state machines. For any non-deterministic finite-state machine, an equivalent deterministic one can be constructed.

The behavior of state machines can be observed in many devices in modern society that perform a predetermined sequence of actions depending on a sequence of events with which they are presented. Simple examples are vending machines, which dispense products when the proper combination of coins is deposited; elevators, whose sequence of stops is determined by the floors requested by riders; traffic lights, which change sequence when cars are waiting; and combination locks, which require the input of a sequence of numbers in the proper order.

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State (computer science) in the context of Automata theory

Automata theory is the study of abstract machines and automata, as well as the computational problems that can be solved using them. It is a theory in theoretical computer science with close connections to cognitive science and mathematical logic. The word automata comes from the Greek word Ξ±α½Ο„ΟŒΞΌΞ±Ο„ΞΏΟ‚, which means "self-acting, self-willed, self-moving". An automaton (automata in plural) is an abstract self-propelled computing device which follows a predetermined sequence of operations automatically. An automaton with a finite number of states is called a finite automaton (FA) or finite-state machine (FSM). The figure on the right illustrates a finite-state machine, which is a well-known type of automaton. This automaton consists of states (represented in the figure by circles) and transitions (represented by arrows). As the automaton sees a symbol of input, it makes a transition (or jump) to another state, according to its transition function, which takes the previous state and current input symbol as its arguments.

Automata theory is closely related to formal language theory. In this context, automata are used as finite representations of formal languages that may be infinite. Automata are often classified by the class of formal languages they can recognize, as in the Chomsky hierarchy, which describes a nesting relationship between major classes of automata. Automata play a major role in the theory of computation, compiler construction, artificial intelligence, parsing and formal verification.

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State (computer science) in the context of Immutable object

In object-oriented (OO) and functional programming, an immutable object (unchangeable object) is an object whose state cannot be modified after it is created. This is in contrast to a mutable object (changeable object), which can be modified after it is created. In some cases, an object is considered immutable even if some internally used attributes change, but the object's state appears unchanging from an external point of view. For example, an object that uses memoization to cache the results of expensive computations could still be considered an immutable object.

Strings and other concrete objects are typically expressed as immutable objects to improve readability and runtime efficiency in object-oriented programming. Immutable objects are also useful because they are inherently thread-safe. Other benefits are that they are simpler to understand and reason about and offer higher security than mutable objects.

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State (computer science) in the context of Functional programming

In computer science, functional programming is a programming paradigm where programs are constructed by applying and composing functions. It is a declarative programming paradigm in which function definitions are trees of expressions that map values to other values, rather than a sequence of imperative statements which update the running state of the program.

In functional programming, functions are treated as first-class citizens, meaning that they can be bound to names (including local identifiers), passed as arguments, and returned from other functions, just as any other data type can. This allows programs to be written in a declarative and composable style, where small functions are combined in a modular manner.

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State (computer science) in the context of Object (computer science)

In software development, an object is an entity semantic that has state, behavior, and identity.An object can model some part of reality or can be an invention of the design process whose collaborations with other such objects serve as the mechanisms that provide some higher-level behavior. Put another way, an object represents an individual, identifiable item, unit, or entity, either real or abstract, with a well-defined role in the problem domain.

A programming language can be classified based on its support for objects. A language that provides an encapsulation construct for state, behavior, and identity is classified as object-based. If the language also provides polymorphism and inheritance it is classified as object-oriented. A language that supports creating an object from a class is classified as class-based. A language that supports object creation via a template object is classified as prototype-based.

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State (computer science) in the context of Stepping (debugging)

Program animation or stepping refers to the debugging method of executing code one instruction or line at a time. The programmer may examine the state of the program, machine, and related data before and after execution of a particular line of code. This allows the programmer to evaluate the effects of each statement or instruction in isolation, and thereby gain insight into the behavior (or misbehavior) of the executing program. Nearly all modern IDEs and debuggers support this mode of execution.

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State (computer science) in the context of Constraint satisfaction problem

Constraint satisfaction problems (CSPs) are mathematical questions defined as a set of objects whose state must satisfy a number of constraints or limitations. CSPs represent the entities in a problem as a homogeneous collection of finite constraints over variables, which is solved by constraint satisfaction methods. CSPs are the subject of research in both artificial intelligence and operations research, since the regularity in their formulation provides a common basis to analyze and solve problems of many seemingly unrelated families. CSPs often exhibit high complexity, requiring a combination of heuristics and combinatorial search methods to be solved in a reasonable time. Constraint programming (CP) is the field of research that specifically focuses on tackling these kinds of problems. Additionally, the Boolean satisfiability problem (SAT), satisfiability modulo theories (SMT), mixed integer programming (MIP) and answer set programming (ASP) are all fields of research focusing on the resolution of particular forms of the constraint satisfaction problem.

Examples of problems that can be modeled as a constraint satisfaction problem include:

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State (computer science) in the context of Cellular automaton

A cellular automaton (pl. cellular automata, abbrev. CA) is a discrete model of computation studied in automata theory. Cellular automata are also called cellular spaces, tessellation automata, homogeneous structures, cellular structures, tessellation structures, and iterative arrays. Cellular automata have found application in various areas, including physics, theoretical biology and microstructure modeling.

A cellular automaton consists of a regular grid of cells, each in one of a finite number of states, such as on and off (in contrast to a coupled map lattice). The grid can be in any finite number of dimensions. For each cell, a set of cells called its neighborhood is defined relative to the specified cell. An initial state (time tΒ =Β 0) is selected by assigning a state for each cell. A new generation is created (advancing t by 1), according to some fixed rule (generally, a mathematical function) that determines the new state of each cell in terms of the current state of the cell and the states of the cells in its neighborhood. Typically, the rule for updating the state of cells is the same for each cell and does not change over time, and is applied to the whole grid simultaneously, though exceptions are known, such as the stochastic cellular automaton and asynchronous cellular automaton.

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State (computer science) in the context of Expression (computer science)

In computer science, an expression is a syntactic notation in a programming language that may be evaluated to determine its value of a specific semantic type. It is a combination of one or more numbers, constants, variables, functions, and operators that the programming language interprets (according to its particular rules of precedence and of association) and computes to produce ("to return", in a stateful environment) another value.In simple settings, the resulting value is usually one of various primitive types, such as string, boolean, or numerical (such as integer, floating-point, or complex).

Expressions are often contrasted with statementsβ€”syntactic entities that have no value (an instruction).

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State (computer science) in the context of State diagram

A state diagram is used in computer science and related fields to describe the behavior of systems. State diagrams require that the system is composed of a finite number of states. Sometimes, this is indeed the case, while at other times this is a reasonable abstraction. Many forms of state diagrams exist, which differ slightly and have different semantics.

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State (computer science) in the context of Latch (electronics)

In electronics, flip-flops and latches are circuits that have two stable states that can store state information – a bistable multivibrator. The circuit can be made to change state by signals applied to one or more control inputs and will output its state (often along with its logical complement). It is the basic storage element in sequential logic. Flip-flops and latches are fundamental building blocks of digital electronics systems used in computers, communications, and many other types of systems.

Flip-flops and latches are used as data storage elements to store a single bit (binary digit) of data; one of its two states represents a "one" and the other represents a "zero". Such data storage can be used for storage of state, and such a circuit is described as sequential logic in electronics. When used in a finite-state machine, the output and next state depend not only on its current input, but also on its current state (and hence, previous inputs). It can also be used for counting of pulses, and for synchronizing variably-timed input signals to some reference timing signal.

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State (computer science) in the context of Persistent storage

In computer science, persistence refers to the characteristic of state of a system that outlives (persists for longer than) the process that created it. This is achieved in practice by storing the state as data in computer data storage. Programs have to transfer data to and from storage devices and have to provide mappings from the native programming-language data structures to the storage device data structures.

Picture editing programs or word processors, for example, achieve state persistence by saving their documents to files.

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State (computer science) in the context of Sequential logic

In automata theory, sequential logic is a type of logic circuit whose output depends on the present value of its input signals and on the sequence of past inputs, the input history. This is in contrast to combinational logic, whose output is a function of only the present input. That is, sequential logic has state (memory) while combinational logic does not.

Sequential logic is used to construct finite-state machines, a basic building block in all digital circuitry. Virtually all circuits in practical digital devices are a mixture of combinational and sequential logic.

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State (computer science) in the context of Discrete system

In theoretical computer science, a discrete system is a system with a countable number of states. Discrete systems may be contrasted with continuous systems, which may also be called analog systems. A final discrete system is often modeled with a directed graph and is analyzed for correctness and complexity according to computational theory. Because discrete systems have a countable number of states, they may be described in precise mathematical models.

A computer is a finite-state machine that may be viewed as a discrete system. Because computers are often used to model not only other discrete systems but continuous systems as well, methods have been developed to represent real-world continuous systems as discrete systems. One such method involves sampling a continuous signal at discrete time intervals.

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