HOME
*



picture info

Interface (computer Science)
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 ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Computer System
A computer is a machine that can be programmed to carry out sequences of arithmetic or logical operations ( computation) automatically. Modern digital electronic computers can perform generic sets of operations known as programs. These programs enable computers to perform a wide range of tasks. A computer system is a nominally complete computer that includes the hardware, operating system (main software), and peripheral equipment needed and used for full operation. This term may also refer to a group of computers that are linked and function together, such as a computer network or computer cluster. A broad range of industrial and consumer products use computers as control systems. Simple special-purpose devices like microwave ovens and remote controls are included, as are factory devices like industrial robots and computer-aided design, as well as general-purpose devices like personal computers and mobile devices like smartphones. Computers power the Internet, whi ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  




Constant (computer Science)
In computer programming, a constant is a value that should not be altered by the program during normal execution, i.e., the value is ''constant''. When associated with an identifier, a constant is said to be "named," although the terms "constant" and "named constant" are often used interchangeably. This is contrasted with a '' variable,'' which is an identifier with a value that can be changed during normal execution, i.e., the value is ''variable.'' Constants are useful for both programmers and compilers: For programmers they are a form of self-documenting code and allow reasoning about correctness, while for compilers they allow compile-time and run-time checks that verify that constancy assumptions are not violated, and allow or simplify some compiler optimizations. There are various specific realizations of the general notion of a constant, with subtle distinctions that are often overlooked. The most significant are: compile-time (statically valued) constants, run-time (dyn ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Class (computer Science)
In object-oriented programming, a class is an extensible program-code-template for creating objects, providing initial values for state (member variables) and implementations of behavior (member functions or methods). In many languages, the class name is used as the name for the class (the template itself), the name for the default constructor of the class (a subroutine that creates objects), and as the type of objects generated by instantiating the class; these distinct concepts are easily conflated. Although, to the point of conflation, one could argue that is a feature inherent in a language because of its polymorphic nature and why these languages are so powerful, dynamic and adaptable for use compared to languages without polymorphism present. Thus they can model dynamic systems (i.e. the real world, machine learning, AI) more easily. When an object is created by a constructor of the class, the resulting object is called an instance of the class, and the member variable ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Abstract Data Type
In computer science, an abstract data type (ADT) is a mathematical model for data types. An abstract data type is defined by its behavior (semantics) from the point of view of a ''user'', of the data, specifically in terms of possible values, possible operations on data of this type, and the behavior of these operations. This mathematical model contrasts with data structures, which are concrete representations of data, and are the point of view of an implementer, not a user. Formally, an ADT may be defined as a "class of objects whose logical behavior is defined by a set of values and a set of operations"; this is analogous to an algebraic structure in mathematics. What is meant by "behaviour" varies by author, with the two main types of formal specifications for behavior being ''axiomatic (algebraic) specification'' and an ''abstract model;'' these correspond to axiomatic semantics and operational semantics of an abstract machine, respectively. Some authors also include the comp ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Multiple Inheritance
Multiple inheritance is a feature of some object-oriented computer programming languages in which an object or class can inherit features from more than one parent object or parent class. It is distinct from single inheritance, where an object or class may only inherit from one particular object or class. Multiple inheritance has been a controversial issue for many years, with opponents pointing to its increased complexity and ambiguity in situations such as the "diamond problem", where it may be ambiguous as to which parent class a particular feature is inherited from if more than one parent class implements said feature. This can be addressed in various ways, including using virtual inheritance. Alternate methods of object composition not based on inheritance such as mixins and traits have also been proposed to address the ambiguity. Details In object-oriented programming (OOP), ''inheritance'' describes a relationship between two classes in which one class (the ''child'' cl ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Object-oriented
Object-oriented programming (OOP) is a programming paradigm based on the concept of " objects", which can contain data and code. The data is in the form of fields (often known as attributes or ''properties''), and the code is in the form of procedures (often known as '' methods''). A common feature of objects is that procedures (or methods) are attached to them and can access and modify the object's data fields. In this brand of OOP, there is usually a special name such as or used to refer to the current object. In OOP, computer programs are designed by making them out of objects that interact with one another. OOP languages are diverse, but the most popular ones are class-based, meaning that objects are instances of classes, which also determine their types. Many of the most widely used programming languages (such as C++, Java, Python, etc.) are multi-paradigm and they support object-oriented programming to a greater or lesser degree, typically in combination with i ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Liskov Substitution Principle
The Liskov substitution principle (LSP) is a particular definition of a subtyping relation, called strong behavioral subtyping, that was initially introduced by Barbara Liskov in a 1988 conference keynote address titled ''Data abstraction and hierarchy''. It is based on the concept of "substitutability" a principle in object-oriented programming stating that an object (such as a class) may be replaced by a sub-object (such as a class that extends the first class) without breaking the program. It is a semantic rather than merely syntactic relation, because it intends to guarantee semantic interoperability of types in a hierarchy, object types in particular. Barbara Liskov and Jeannette Wing described the principle succinctly in a 1994 paper as follows: ''Subtype Requirement'': Let be a property provable about objects of type . Then should be true for objects of type where is a subtype of . Symbolically: :S <: T \to (\forall xT) \phi(x) \to (\forall yS) \phi(y) T ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Separation Of Concerns
In computer science, separation of concerns is a design principle for separating a computer program into distinct sections. Each section addresses a separate '' concern'', a set of information that affects the code of a computer program. A concern can be as general as "the details of the hardware for an application", or as specific as "the name of which class to instantiate". A program that embodies SoC well is called a modular program. Modularity, and hence separation of concerns, is achieved by encapsulating information inside a section of code that has a well-defined interface. Encapsulation is a means of information hiding. Layered designs in information systems are another embodiment of separation of concerns (e.g., presentation layer, business logic layer, data access layer, persistence layer). Separation of concerns results in more degrees of freedom for some aspect of the program's design, deployment, or usage. Common among these is increased freedom for simplification and ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Client (computing)
In computing, a client is a piece of computer hardware or software that accesses a service made available by a server as part of the client–server model of computer networks. The server is often (but not always) on another computer system, in which case the client accesses the service by way of a network. A client is a computer or a program that, as part of its operation, relies on sending a request to another program or a computer hardware or software that accesses a service made available by a server (which may or may not be located on another computer). For example, web browsers are clients that connect to web servers and retrieve web pages for display. Email clients retrieve email from mail servers. Online chat uses a variety of clients, which vary on the chat protocol being used. Multiplayer video games or online video games may run as a client on each computer. The term "client" may also be applied to computers or devices that run the client software or users that u ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Implementation (computer Science)
Implementation is the realization of an application, or execution of a plan, idea, model, design, specification, standard, algorithm, or policy. Industry-specific definitions Computer science In computer science, an implementation is a realization of a technical specification or algorithm as a program, software component, or other computer system through computer programming and deployment. Many implementations may exist for a given specification or standard. For example, web browsers contain implementations of World Wide Web Consortium-recommended specifications, and software development tools contain implementations of programming languages. A special case occurs in object-oriented programming, when a concrete class implements an interface; in this case the concrete class is an ''implementation'' of the interface and it includes methods which are ''implementations'' of those methods specified by the interface. Information technology In the information technology during ind ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  




Variable (programming)
In computer programming, a variable is an abstract storage location paired with an associated symbolic name, which contains some known or unknown quantity of information referred to as a ''value''; or in simpler terms, a variable is a named container for a particular set of bits or type of data (like integer, float, string etc...). A variable can eventually be associated with or identified by a memory address. The variable name is the usual way to reference the stored value, in addition to referring to the variable itself, depending on the context. This separation of name and content allows the name to be used independently of the exact information it represents. The identifier in computer source code can be bound to a value during run time, and the value of the variable may thus change during the course of program execution. Variables in programming may not directly correspond to the concept of variables in mathematics. The latter is abstract, having no reference to a p ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Method Signature
In computer science, a type signature or type annotation defines the inputs and outputs for a function, subroutine or method. A type signature includes the number, types, and order of the arguments contained by a function. A type signature is typically used during overload resolution for choosing the correct definition of a function to be called among many overloaded forms. Examples C/C++ In C and C++, the type signature is declared by what is commonly known as a function prototype. In C/C++, a function declaration reflects its use; for example, a function pointer with the signature would be called as: char c; double d; int retVal = (*fPtr)(c, d); Erlang In Erlang, type signatures may be optionally declared, as: -spec(function_name(type1(), type2(), ...) -> out_type()). For example: -spec(is_even(number()) -> boolean()). Haskell A type signature in Haskell generally takes the following form: functionName :: arg1Type -> arg2Type -> ... -> argNType Notice t ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]