Subroutine

From Free net encyclopedia

(Redirected from Subprogram)

In computer science, a subroutine (function, method, procedure, or subprogram) is a portion of code within a larger program, which performs a specific task and is relatively independent of the remaining code.

A subroutine is often coded so that it can be executed ("called") several times and/or from several places during a single execution of the program, possibly even by itself. Mainly because of this feature, subroutines are a powerful programming tool. Judicious use of subroutines (for example, through the structured programming approach) will often subtantially reduce the size and cost of a program, while improving its readability and reliability. Subroutines, often collected into libraries, are an important mechanism for sharing and reusing code.

Some programming languages, like Pascal and FORTRAN, distinguish between functions, which return values, and subroutines or procedures, which do not. Other languages, like C and LISP, do not make this distinction, and treat those terms as synonymous. The name method is commonly used in connection with object-oriented programming, specifically for subroutines that are part of objects.

Contents

History

The first use of subprograms was in assembly languages that did not have a call instruction. On these computers, subroutines needed to be called by a sequence of lower level instructions, possibly implemented as a macro. These instructions typically modified the program code rather like the infamous COBOL alter statement, modifying the address of a branch at a standard location so that it behaved like an explicit return instruction. Even with this cumbersome approach subroutines proved so useful that soon most architectures provided instructions to help with subroutine calls, leading to explicit call instructions.

When an assembly language program executes a call, program flow jumps to another location, but the address of the next instruction (that is, the instruction that follows the call instruction in memory) is kept somewhere to use when returning. The IBM 360 range used to save this address in a processor register, relying on macros to save and restore deeper return addresses in memory associated with individual subroutines, then using branches to the address specified in the register to accomplish a subroutine return. However stacks have proved to be a better approach, since they automatically cater for recursive subroutine calls, and were typically used in all but a few later architectures. In a stack based architecture, the return address is 'pushed' as a point of return on the stack. The subroutine exits by 'pop'ing a return value from the top of the stack, which reads the previously pushed return address and jumps to it, so that program flow continues immediately after the call instruction. Most RISC and VLIW architectures save the return address in a link register (as the IBM 360 did), but simulate a stack with load and store instructions rather than with push and pop instructions.

Technical overview

A subprogram, as its name suggests, behaves in much the same way as a complete computer program, but on a smaller scale. Typically, the caller waits for subprograms to finish and continues execution only after a subprogram "returns". Subroutines are often given parameters to refine their behavior or to perform a certain computation with given [variable] values.

In most imperative programming languages, subprograms may have so-called side-effects; that is, they may cause changes that remain after the subprogram has returned. Usually, compilers cannot predict whether a subprogram has a side-effect or not, but can determine if a subprogram calls no other subprograms, or at least no other subprograms that have side-effects. In imperative programming, compilers usually assume every subprogram has a side-effect to avoid complex analysis of execution paths. Because of its side-effects, a subprogram may return different results each time it is called, even if it is called with the same arguments. A simple example is a subprogram that implements a Pseudorandom number generator; that is, a subprogram that returns a random number each time it is called.

Such behavior is invalid in a strict mathematical sense. An exception to this common behaviour is found in pure functional programming languages such as Haskell, where subprograms can have no side effects, and will always return the same result if repeatedly called with the same arguments. Such languages typically have only functions, since subroutines that do not return a value are useless if they cannot have any other effect either.

Low-level implementation

This section deals with the modern implementation of having subroutine data stored on one or more stacks.

Due to usage of a stack, a subroutine can call itself (see recursion) or other subroutines (nested calls), and of course it can call the same subroutine from several distinct places. Assembly languages generally do not provide programmers with such conveniences as local variables or subroutine parameters. They get to be implemented by passing values in registers or pushing them onto the stack (or another stack, if there is more than one).

When there is just one stack, the return addresses must be placed in the same space as the parameters and local variables. Hence, a typical stack may look like this (for a case where function1 calls function2):

  • Previous stack data
  • Function1 local variables
  • Parameters for function2
  • Function1 return address (of the instruction which called function2)
  • Function2 local variables

This is with a forwards-growing stack — on many architectures the stack grows backwards in memory. Forward and backwards-growing stacks are useful because it is quite practical to have two stacks growing towards each other in a common scratch space, using one mainly for control information like return addresses and loop counters and the other for data. (This is what Forth does.)

The parts of the program which are responsible for the entry into and exit out of the subroutine (and hence, the setting up and removal of each stack frame) are called the function prologue and epilogue.

If the procedure or function itself uses stack handling commands, outside of the prologue and epilogue, e.g. to store intermediate calculation values, the programmer needs to keep track of the number of 'push' and 'pop' instructions so as not to corrupt the original return address.

C and C++ examples

In the C and [[C++]] programming languages, subprograms are referred to as "functions" (or "methods" when associated with a class). Note that these languages use the special keyword void to indicate that a function takes no parameters (especially in C) and/or does not return any value. Note that C/C++ functions can have side-effects, including modifying any variables whose addresses are passed as parameters (i.e. "passed by reference"). Examples:

 void function1(void) { }

The function above does absolutely nothing; it is called with "function1();"

 int function2(void)
   { return 5; }

This function returns the number 5, and can be caled with "function2();"

 char function3(int number)
   { char selection[] = {'S','M','T','W','T','F','S'}; 
     return selection[number];
   }

This function converts a number between 0 to 6 into the initial letter of the corresponding day of the week, namely 0 → 'S', 1 → 'M', ..., 6 → 'S'. It called with "function3(number);".

 void function4(int* pointer_to_var)
   { (*pointer_to_var)++; }

This function does not return a value but modifies the variable whose address is passed as the parameter; it would be called with "function4(&variable_to_increment);".

Advantages of subprograms

There are numerous motivations for the use of subprograms:

  • To reduce redundancy in a program
  • To enable reuse of code across multiple programs
  • To decompose complex problems into simpler pieces
  • To improve readability of a program
  • To replicate useful mathematical functions
  • To hide or regulate part of the program (see Information hiding)
  • To improve maintainability and reduce risk of errors
  • To improve ease of extension

Local variables, recursion and re-entrancy

A subprogram may find it useful to make use of a certain amount of "scratch" space; that is, memory used during the execution of that subprogram to hold intermediate results. Variables stored in this scratch space are referred to as local variables, and the scratch space itself is referred to as an activation record. An activation record typically has a return address that tells it where to pass control back to when the subprogram finishes.

A subprogram may have any number and nature of call sites; in fact, a subprogram may even call itself, causing its execution to suspend while another nested execution of the same subprogram occurs. This is referred to as recursion, and is a useful technique for making some complex algorithms more comprehensible. However, recursion poses a problem if the recursive execution modifies any local variables, because when the suspended execution resumes, it will find that the data stored in its local variables have been lost.

Early languages like Fortran simply didn't support recursion for this reason. Modern languages almost invariably provide a fresh activation record for every execution of a subprogram; that way, the nested execution is free to modify its local variables without concern for the effect on other suspended executions in progress. As nested calls accumulate, a call stack structure is formed, consisting of one activation record for each suspended subprogram. In fact, this stack structure is virtually ubiquitous, and so activation records are commonly referred to as stack frames.

If a subprogram can function properly even when called while another execution is already in progress, that subprogram is said to be re-entrant. A recursive subprogram must be re-entrant. Re-entrant subprograms are also useful in multi-threaded situations, since multiple threads can call the same subprogram without fear of interfering with each other.

In a multi-threaded environment, there is generally more than one stack. An environment which fully supports coroutines or lazy evaluation may use data structures other than stacks to store their activation records.

Overloading

Sometimes, it is desirable to have one function to be able to take in different series of parameters. When a function with the same name can accept different parameters, it is said to be overloaded. For example, a subroutine might construct an object that will accept directions, and trace its path to these points on screen. There are a plethora of parameters that could be passed in to the constructor (colour of the trace, starting x and y co-ordinates, trace speed). If the programmer wanted the constructor to be able to accept only the color parameter, then he could call another constructor that accepts only color, which in turn calls the constructor with all the parameters passing in a set of "default values" for all the other parameters (X and Y would generally be centered on screen or placed at the origin, and the speed would be set to another value of the coder's choosing).

Conventions

A number of conventions for the coding of subprograms have been developed. It has been commonly preferable that the name of a subprogram should be a verb when it does a certain task, an adjective when it makes some inquiry, and a noun when it is used to substitute variables and such.

Experienced programmers recommend that a subprogram perform only one task. If a subprogram performs more than one task, it should be split up into more subprograms. They argue that subprograms are key components in maintaining code and their roles in the program must be distinct.

Some advocate that each subprogram should have minimal dependency on other pieces of code. For example, they see the use of global variables as unwise because it adds tight-coupling between subprograms and global variables. If such coupling is not necessary at all, they advise to refactor subprograms to take parameters instead. This practice is controversial because it tends to increase the number of passed parameters to subprograms.

See programming practice for a more detailed discussion of programming disciplines.

Related terms and clarification

Different programming languages and methodologies possess notions and mechanisms related to subprograms:

  • Subroutine is practically synonymous with "subprogram." The former term may derive from the terminology of assembly languages and Fortran.
  • Function and procedure often denote a subprogram that takes parameters and may or may not have a return value. Many make the distinction between "functions", that possess return values and appear in expressions, versus "procedures", that possess no return values and appear in statements [though this is not a distinction found in the C programming language]. (See also Command-Query Separation.)
  • Method is a special kind of subprogram used in object-oriented programming that describes some behaviour of an object.
  • Closure is a subprogram together with the values of some of its variables captured from the environment in which it was created.
  • Coroutine is a subprogram that returns to its caller before completing.
  • Event handler, or simply "handler," is a subprogram that is called in response to an "event", such as a computer user moving the mouse or typing on the keyboard. The AppleScript scripting language simply uses the term "handler" as a synonym for subprogram.
  • Threaded code makes code even more compact. It uses a small interpreter to execute subroutines that consist of lists of subroutine addresses. The lowest levels of subroutine are the only machine language.

See also

Reference

da:Funktion (programmering) de:Funktion (Programmierung) et:Funktsioon (programmeerimine) es:Subrutina fa:زیرروال fr:Fonction (informatique) it:Funzione (informatica) he:פונקציה (תכנות) nl:Subprogramma ja:関数 (プログラミング) pl:Podprogram ru:Функция (программирование) fi:Aliohjelma zh:子程序