Dynamic Polymorphism
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Dynamic Polymorphism
In programming languages, name binding is the association of entities (data and/or code) with identifiers. An identifier bound to an object is said to reference that object. Machine languages have no built-in notion of identifiers, but name-object bindings as a service and notation for the programmer is implemented by programming languages. Binding is intimately connected with scoping, as scope determines which names bind to which objects – at which locations in the program code ( lexically) and in which one of the possible execution paths ( temporally). Use of an identifier in a context that establishes a binding for is called a binding (or defining) occurrence. In all other occurrences (e.g., in expressions, assignments, and subprogram calls), an identifier stands for what it is bound to; such occurrences are called applied occurrences. Binding time * ''Static binding'' (or ''early binding'') is name binding performed before the program is run. * ''Dynamic binding'' (or ...
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Programming Language
A programming language is a system of notation for writing computer programs. Most programming languages are text-based formal languages, but they may also be graphical. They are a kind of computer language. The description of a programming language is usually split into the two components of syntax (form) and semantics (meaning), which are usually defined by a formal language. Some languages are defined by a specification document (for example, the C programming language is specified by an ISO Standard) while other languages (such as Perl) have a dominant implementation that is treated as a reference. Some languages have both, with the basic language defined by a standard and extensions taken from the dominant implementation being common. Programming language theory is the subfield of computer science that studies the design, implementation, analysis, characterization, and classification of programming languages. Definitions There are many considerations when defini ...
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Interface (computing)
In computing, an interface is a shared boundary across which two or more separate components of a computer system exchange information. The exchange can be between software, computer hardware, peripheral devices, humans, and combinations of these. Some computer hardware devices, such as a touchscreen, can both send and receive data through the interface, while others such as a mouse or microphone may only provide an interface to send data to a given system. Hardware interfaces Hardware interfaces exist in many components, such as the various buses, storage devices, other I/O devices, etc. A hardware interface is described by the mechanical, electrical, and logical signals at the interface and the protocol for sequencing them (sometimes called signaling). See also: A standard interface, such as SCSI, decouples the design and introduction of computing hardware, such as I/O devices, from the design and introduction of other components of a computing system, thereby allowin ...
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Definition
A definition is a statement of the meaning of a term (a word, phrase, or other set of symbols). Definitions can be classified into two large categories: intensional definitions (which try to give the sense of a term), and extensional definitions (which try to list the objects that a term describes).Lyons, John. "Semantics, vol. I." Cambridge: Cambridge (1977). p.158 and on. Another important category of definitions is the class of ostensive definitions, which convey the meaning of a term by pointing out examples. A term may have many different senses and multiple meanings, and thus require multiple definitions. In mathematics, a definition is used to give a precise meaning to a new term, by describing a condition which unambiguously qualifies what a mathematical term is and is not. Definitions and axioms form the basis on which all of modern mathematics is to be constructed. Basic terminology In modern usage, a definition is something, typically expressed in words, that attac ...
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Articles With Example Java Code
Article often refers to: * Article (grammar), a grammatical element used to indicate definiteness or indefiniteness * Article (publishing), a piece of nonfictional prose that is an independent part of a publication Article may also refer to: Government and law * Article (European Union), articles of treaties of the European Union * Articles of association, the regulations governing a company, used in India, the UK and other countries * Articles of clerkship, the contract accepted to become an articled clerk * Articles of Confederation, the predecessor to the current United States Constitution *Article of Impeachment, a formal document and charge used for impeachment in the United States * Articles of incorporation, for corporations, U.S. equivalent of articles of association * Articles of organization, for limited liability organizations, a U.S. equivalent of articles of association Other uses * Article, an HTML element, delimited by the tags and * Article of clothing, an ite ...
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Programming Language Concepts
Program, programme, programmer, or programming may refer to: Business and management * Program management, the process of managing several related projects * Time management * Program, a part of planning Arts and entertainment Audio * Programming (music), generating music electronically * Radio programming, act of scheduling content for radio * Synthesizer programmer, a person who develops the instrumentation for a piece of music Video or television * Broadcast programming, scheduling content for television * Program music, a type of art music that attempts to render musically an extra-musical narrative * Synthesizer patch or program, a synthesizer setting stored in memory * "Program", an instrumental song by Linkin Park from '' LP Underground Eleven'' * Programmer, a film on the lower half of a double feature bill; see B-movie Science and technology * Computer program, a set of instructions that describes how to perform a specific task to a computer. * Computer programming, t ...
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Higher-order Abstract Syntax
In computer science, higher-order abstract syntax (abbreviated HOAS) is a technique for the representation of abstract syntax trees for languages with variable binders. Relation to first-order abstract syntax An abstract syntax is ''abstract'' because it is represented by mathematical objects that have certain structure by their very nature. For instance, in '' first-order abstract syntax'' (''FOAS'') trees, as commonly used in compilers, the tree structure implies the subexpression relation, meaning that no parentheses are required to disambiguate programs (as they are, in the concrete syntax). HOAS exposes additional structure: the relationship between variables and their binding sites. In FOAS representations, a variable is typically represented with an identifier, with the relation between binding site and use being indicated by using the ''same'' identifier. With HOAS, there is no name for the variable; each use of the variable refers directly to the binding site. There are a ...
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Dynamic Dispatch
In computer science, dynamic dispatch is the process of selecting which implementation of a polymorphic operation (method or function) to call at run time. It is commonly employed in, and considered a prime characteristic of, object-oriented programming (OOP) languages and systems. Object-oriented systems model a problem as a set of interacting objects that enact operations referred to by name. Polymorphism is the phenomenon wherein somewhat interchangeable objects each expose an operation of the same name but possibly differing in behavior. As an example, a object and a object both have a method that can be used to write a personnel record to storage. Their implementations differ. A program holds a reference to an object which may be either a object or a object. Which it is may have been determined by a run-time setting, and at this stage, the program may not know or care which. When the program calls on the object, something needs to choose which behavior gets enacted. ...
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Branch Table
In computer programming, a branch table or jump table is a method of transferring program control (Branch (computer science), branching) to another part of a program (or a different program that may have been dynamically loaded) using a table of branch or jump Instruction (computer science), instructions. It is a form of multiway branch. The branch table construction is commonly used when programming in assembly language but may also be generated by compilers, especially when implementing optimized switch statements whose values are densely packed together. Typical implementation A branch table consists of a serial list of unconditional branch instructions that is branched into using an Offset (computer science), offset created by multiple (mathematics), multiplying a sequential index by the instruction length (the number of bytes in memory occupied by each branch instruction). It relies on the fact that machine code Instruction (computer science), instructions for branching have a ...
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Late Binding
In computing, late binding or dynamic linkage—though not an identical process to Dynamic linker, dynamically linking imported code Library (computing), libraries—is a computer programming mechanism in which the Method (computer programming), method being called upon an Object (computer science), object, or the Subroutine, function being called with arguments, is looked up by name at Run time (program lifecycle phase), runtime. In other words, a name is associated with a particular operation or object at runtime, rather than during Compiler, compilation. The name dynamic binding is sometimes used, but is more commonly used to refer to dynamic scope. With early binding, or static binding, in an Object-oriented programming, object-oriented language, the compilation phase fixes all Data type, types of Variable (computer science), variables and Expression (computer science), expressions. This is usually stored in the compiled program as an offset in a virtual method table ("v-tabl ...
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Uninitialized Variable
In computing, an uninitialized variable is a variable that is declared but is not set to a definite known value before it is used. It will have ''some'' value, but not a predictable one. As such, it is a programming error and a common source of bugs in software. Example of the C language A common assumption made by novice programmers is that all variables are set to a known value, such as zero, when they are declared. While this is true for many languages, it is not true for all of them, and so the potential for error is there. Languages such as C use stack space for variables, and the collection of variables allocated for a subroutine is known as a stack frame. While the computer will set aside the appropriate amount of space for the stack frame, it usually does so simply by adjusting the value of the stack pointer, and does not set the memory itself to any new state (typically out of efficiency concerns). Therefore, whatever contents of that memory at the time will appear as ...
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Function Pointer
A function pointer, also called a subroutine pointer or procedure pointer, is a pointer that points to a function. As opposed to referencing a data value, a function pointer points to executable code within memory. Dereferencing the function pointer yields the referenced function, which can be invoked and passed arguments just as in a normal function call. Such an invocation is also known as an "indirect" call, because the function is being invoked ''indirectly'' through a variable instead of ''directly'' through a fixed identifier or address. Function pointers can be used to simplify code by providing a simple way to select a function to execute based on run-time values. Function pointers are supported by third-generation programming languages (such as PL/I, COBOL, Fortran, dBASE dBL, and C) and object-oriented programming languages (such as C++, C#, and D). Simple function pointers The simplest implementation of a function (or subroutine) pointer is as a variable containi ...
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Subtyping
In programming language theory, subtyping (also subtype polymorphism or inclusion polymorphism) is a form of type polymorphism in which a subtype is a datatype that is related to another datatype (the supertype) by some notion of substitutability, meaning that program elements, typically subroutines or functions, written to operate on elements of the supertype can also operate on elements of the subtype. If S is a subtype of T, the subtyping relation (written as ,  , or   ) means that any term of type S can ''safely be used'' in ''any context'' where a term of type T is expected. The precise semantics of subtyping here crucially depends on the particulars of how ''"safely be used"'' and ''"any context"'' are defined by a given type formalism or programming language. The type system of a programming language essentially defines its own subtyping relation, which may well be trivial, should the language support no (or very little) conversion mechanisms. Due to the su ...
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