Assembly language is nothing more than a symbolic representation of machine code, which also allows symbolic designation of memory locations. Thus, an instruction to add the contents of a memory location to an internal CPU register called the accumulator might be add a number instead of a string of binary digits (bits).
No matter how close assembly language is to machine code, the computer still cannot understand it. The assembly-language program must be translated into machine code by a separate program called an assembler. The assembler program recognizes the character strings that make up the symbolic names of the various machine operations, and substitutes the required machine code for each instruction. At the same time, it also calculates the required address in memory for each symbolic name of a memory location, and substitutes those addresses for the names. The final result is a machine-language program that can run on its own at any time; the assembler and the assembly-language program are no longer needed. To help distinguish between the "before" and "after" versions of the program, the original assembly-language program is also known as the source code, while the final machine-language program is designated the object code.
If an assembly-language program needs to be changed or corrected, it is necessary to make the changes to the source code and then re-assemble it to create a new object program.
Compiler Language
Compiler languages are the high-level equivalent of assembly language. Each instruction in the compiler language can correspond to many machine instructions. Once the program has been written, it is translated to the equivalent machine code by a program called a compiler. Once the program has been compiled, the resulting machine code is saved separately, and can be run on its own at any time.
As with assembly-language programs, updating or correcting a compiled program requires that the original (source)