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Reference (computer Science)
In computer programming, a reference is a value that enables a program to indirectly access a particular data, such as a variable's value or a record, in the computer's memory or in some other storage device. The reference is said to refer to the datum, and accessing the datum is called dereferencing the reference. A reference is distinct from the datum itself. A reference is an abstract data type and may be implemented in many ways. Typically, a reference refers to data stored in memory on a given system, and its internal value is the memory address of the data, i.e. a reference is implemented as a pointer. For this reason a reference is often said to "point to" the data. Other implementations include an offset (difference) between the datum's address and some fixed "base" address, an index, unique key, or identifier used in a lookup operation into an array or table, an operating system handle, a physical address on a storage device, or a network address such as a ...
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Computer Programming
Computer programming is the process of performing a particular computation (or more generally, accomplishing a specific computing result), usually by designing and building an executable computer program. Programming involves tasks such as analysis, generating algorithms, profiling algorithms' accuracy and resource consumption, and the implementation of algorithms (usually in a chosen programming language, commonly referred to as coding). The source code of a program is written in one or more languages that are intelligible to programmers, rather than machine code, which is directly executed by the central processing unit. The purpose of programming is to find a sequence of instructions that will automate the performance of a task (which can be as complex as an operating system) on a computer, often for solving a given problem. Proficient programming thus usually requires expertise in several different subjects, including knowledge of the application domain, specialized algorit ...
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Handle (computing)
In computer programming, a handle is an abstract reference to a resource that is used when application software references blocks of memory or objects that are managed by another system like a database or an operating system. A resource handle can be an opaque identifier, in which case it is often an integer number (often an array index in an array or "table" that is used to manage that type of resource), or it can be a pointer that allows access to further information. Common resource handles include file descriptors, network sockets, database connections, process identifiers (PIDs), and job IDs. PIDs and job IDs are explicitly visible integers; while file descriptors and sockets (which are often implemented as a form of file descriptor) are represented as integers, they are typically considered opaque. In traditional implementations, file descriptors are indices into a (per-process) file descriptor table, thence a (system-wide) file table. Comparison to pointers Whil ...
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Evaluation Strategy
In a programming language, an evaluation strategy is a set of rules for evaluating expressions. The term is often used to refer to the more specific notion of a ''parameter-passing strategy'' that defines the kind of value that is passed to the function for each parameter (the ''binding strategy'') and whether to evaluate the parameters of a function call, and if so in what order (the ''evaluation order''). The notion of reduction strategy is distinct, although some authors conflate the two terms and the definition of each term is not widely agreed upon. To illustrate, executing a function call f(a,b) may first evaluate the arguments a and b, store the results in references or memory locations ref_a and ref_b, then evaluate the function's body with those references passed in. This gives the function the ability to look up the argument values, to modify them via assignment as if they were local variables, and to return values via the references. This is the call-by-reference evalu ...
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Pointer Arithmetic
In computer science, a pointer is an object in many programming languages that stores a memory address. This can be that of another value located in computer memory, or in some cases, that of memory-mapped computer hardware. A pointer ''references'' a location in memory, and obtaining the value stored at that location is known as '' dereferencing'' the pointer. As an analogy, a page number in a book's index could be considered a pointer to the corresponding page; dereferencing such a pointer would be done by flipping to the page with the given page number and reading the text found on that page. The actual format and content of a pointer variable is dependent on the underlying computer architecture. Using pointers significantly improves performance for repetitive operations, like traversing iterable data structures (e.g. strings, lookup tables, control tables and tree structures). In particular, it is often much cheaper in time and space to copy and dereference pointers t ...
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Directed Graph
In mathematics, and more specifically in graph theory, a directed graph (or digraph) is a graph that is made up of a set of vertices connected by directed edges, often called arcs. Definition In formal terms, a directed graph is an ordered pair where * ''V'' is a set whose elements are called '' vertices'', ''nodes'', or ''points''; * ''A'' is a set of ordered pairs of vertices, called ''arcs'', ''directed edges'' (sometimes simply ''edges'' with the corresponding set named ''E'' instead of ''A''), ''arrows'', or ''directed lines''. It differs from an ordinary or undirected graph, in that the latter is defined in terms of unordered pairs of vertices, which are usually called ''edges'', ''links'' or ''lines''. The aforementioned definition does not allow a directed graph to have multiple arrows with the same source and target nodes, but some authors consider a broader definition that allows directed graphs to have such multiple arcs (namely, they allow the arc set to be a m ...
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Topology
In mathematics, topology (from the Greek words , and ) is concerned with the properties of a geometric object that are preserved under continuous deformations, such as stretching, twisting, crumpling, and bending; that is, without closing holes, opening holes, tearing, gluing, or passing through itself. A topological space is a set endowed with a structure, called a '' topology'', which allows defining continuous deformation of subspaces, and, more generally, all kinds of continuity. Euclidean spaces, and, more generally, metric spaces are examples of a topological space, as any distance or metric defines a topology. The deformations that are considered in topology are homeomorphisms and homotopies. A property that is invariant under such deformations is a topological property. Basic examples of topological properties are: the dimension, which allows distinguishing between a line and a surface; compactness, which allows distinguishing between a line and a circle; co ...
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Wild Reference
Dangling pointers and wild pointers in computer programming are pointers that do not point to a valid object of the appropriate type. These are special cases of memory safety violations. More generally, dangling references and wild references are references that do not resolve to a valid destination. Dangling pointers arise during object destruction, when an object that has an incoming reference is deleted or deallocated, without modifying the value of the pointer, so that the pointer still points to the memory location of the deallocated memory. The system may reallocate the previously freed memory, and if the program then dereferences the (now) dangling pointer, '' unpredictable behavior may result'', as the memory may now contain completely different data. If the program writes to memory referenced by a dangling pointer, a silent corruption of unrelated data may result, leading to subtle bugs that can be extremely difficult to find. If the memory has been reallocated to anot ...
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Dangling Reference
Dangling pointers and wild pointers in computer programming are pointers that do not point to a valid object of the appropriate type. These are special cases of memory safety violations. More generally, dangling references and wild references are references that do not resolve to a valid destination. Dangling pointers arise during object destruction, when an object that has an incoming reference is deleted or deallocated, without modifying the value of the pointer, so that the pointer still points to the memory location of the deallocated memory. The system may reallocate the previously freed memory, and if the program then dereferences the (now) dangling pointer, '' unpredictable behavior may result'', as the memory may now contain completely different data. If the program writes to memory referenced by a dangling pointer, a silent corruption of unrelated data may result, leading to subtle bugs that can be extremely difficult to find. If the memory has been reallocated to anot ...
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Linked List
In computer science, a linked list is a linear collection of data elements whose order is not given by their physical placement in memory. Instead, each element points to the next. It is a data structure consisting of a collection of nodes which together represent a sequence. In its most basic form, each node contains: data, and a reference (in other words, a ''link'') to the next node in the sequence. This structure allows for efficient insertion or removal of elements from any position in the sequence during iteration. More complex variants add additional links, allowing more efficient insertion or removal of nodes at arbitrary positions. A drawback of linked lists is that access time is linear (and difficult to pipeline). Faster access, such as random access, is not feasible. Arrays have better cache locality compared to linked lists. Linked lists are among the simplest and most common data structures. They can be used to implement several other common abstract data types, ...
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Linked Data Structure
In computer science, a linked data structure is a data structure which consists of a set of data records ('' nodes'') linked together and organized by references (''links'' or '' pointers''). The link between data can also be called a connector. In linked data structures, the links are usually treated as special data types that can only be dereferenced or compared for equality. Linked data structures are thus contrasted with arrays and other data structures that require performing arithmetic operations on pointers. This distinction holds even when the nodes are actually implemented as elements of a single array, and the references are actually array indices: as long as no arithmetic is done on those indices, the data structure is essentially a linked one. Linking can be done in two ways using dynamic allocation and using array index linking. Linked data structures include linked lists, search trees, expression trees, and many other widely used data structures. They are also ...
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Indirect Addressing
Addressing modes are an aspect of the instruction set architecture in most central processing unit (CPU) designs. The various addressing modes that are defined in a given instruction set architecture define how the machine language instructions in that architecture identify the operand(s) of each instruction. An addressing mode specifies how to calculate the effective memory address of an operand by using information held in registers and/or constants contained within a machine instruction or elsewhere. In computer programming, addressing modes are primarily of interest to those who write in assembly languages and to compiler writers. For a related concept see orthogonal instruction set which deals with the ability of any instruction to use any addressing mode. Caveats Note that there is no generally accepted way of naming the various addressing modes. In particular, different authors and computer manufacturers may give different names to the same addressing mode, or the same ...
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Subroutine
In computer programming, a function or subroutine is a sequence of program instructions that performs a specific task, packaged as a unit. This unit can then be used in programs wherever that particular task should be performed. Functions may be defined within programs, or separately in libraries that can be used by many programs. In different programming languages, a function may be called a routine, subprogram, subroutine, method, or procedure. Technically, these terms all have different definitions, and the nomenclature varies from language to language. The generic umbrella term ''callable unit'' is sometimes used. A function is often coded so that it can be started several times and from several places during one execution of the program, including from other functions, and then branch back (''return'') to the next instruction after the ''call'', once the function's task is done. The idea of a subroutine was initially conceived by John Mauchly during his work on EN ...
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