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Serialization
In computing, serialization (or serialisation) is the process of translating a data structure or object state into a format that can be stored (e.g. files in secondary storage devices, data buffers in primary storage devices) or transmitted (e.g. data streams over computer networks) and reconstructed later (possibly in a different computer environment). When the resulting series of bits is reread according to the serialization format, it can be used to create a semantically identical clone of the original object. For many complex objects, such as those that make extensive use of references, this process is not straightforward. Serialization of object-oriented objects does not include any of their associated methods with which they were previously linked. This process of serializing an object is also called marshalling an object in some situations. The opposite operation, extracting a data structure from a series of bytes, is deserialization, (also called unserialization or un ...
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Unmarshalling
In computer science, marshalling or marshaling (American English spelling, US spelling) is the process of transforming the Random-access memory, memory representation of an object (computer science), object into a data format suitable for Data storage, storage or Data transmission, transmission. It is typically used when data must be moved between different parts of a computer program or from one program to another. Marshalling can be somewhat #Comparison_with_serialization, similar or synonymous to serialization. Marshalling is describing an intent or process to transfer some object from a client to server, intent is to have the same object that is present in one running program, to be present in another running program, i.e. object on a client to be transferred to and present on the server. Serialization does not necessarily have this intent since it is only concerned about transforming data into a, for example, stream of bytes. One could say that marshalling might be done in some ...
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Marshalling (computer Science)
In computer science, marshalling or marshaling ( US spelling) is the process of transforming the memory representation of an object into a data format suitable for storage or transmission. It is typically used when data must be moved between different parts of a computer program or from one program to another. Marshalling can be somewhat similar or synonymous to serialization. Marshalling is describing an intent or process to transfer some object from a client to server, intent is to have the same object that is present in one running program, to be present in another running program, i.e. object on a client to be transferred to and present on the server. Serialization does not necessarily have this intent since it is only concerned about transforming data into a, for example, stream of bytes. One could say that marshalling might be done in some other way from serialization, but some form of serialization is usually used. It simplifies complex communications, because it uses '' ...
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Unswizzling
In computer science, pointer swizzling is the conversion of references based on name or position into direct pointer references (memory addresses). It is typically performed during deserialization or loading of a relocatable object from a disk file, such as an executable file or pointer-based data structure. The reverse operation, replacing memory pointers with position-independent symbols or positions, is sometimes referred to as unswizzling, and is performed during serialization (saving). Example It is easy to create a linked list data structure using elements like this: struct node ; But saving the list to a file and then reloading it will (on most operating systems) break every link and render the list useless because the nodes will almost never be loaded into the same memory locations. One way to usefully save and retrieve the list is to assign a unique id number to each node and then unswizzle the pointers by turning them into a field indicating the id number of the n ...
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Pointer Swizzling
In computer science, pointer swizzling is the conversion of references based on name or position into direct pointer references (memory addresses). It is typically performed during deserialization or loading of a relocatable object from a disk file, such as an executable file or pointer-based data structure. The reverse operation, replacing memory pointers with position-independent symbols or positions, is sometimes referred to as unswizzling, and is performed during serialization (saving). Example It is easy to create a linked list data structure using elements like this: struct node ; But saving the list to a file and then reloading it will (on most operating systems) break every link and render the list useless because the nodes will almost never be loaded into the same memory locations. One way to usefully save and retrieve the list is to assign a unique id number to each node and then unswizzle the pointers by turning them into a field indicating the id number of the n ...
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Remote Procedure Call
In distributed computing, a remote procedure call (RPC) is when a computer program causes a procedure (subroutine) to execute in a different address space (commonly on another computer on a shared network), which is coded as if it were a normal (local) procedure call, without the programmer explicitly coding the details for the remote interaction. That is, the programmer writes essentially the same code whether the subroutine is local to the executing program, or remote. This is a form of client–server interaction (caller is client, executor is server), typically implemented via a request–response message-passing system. In the object-oriented programming paradigm, RPCs are represented by remote method invocation (RMI). The RPC model implies a level of location transparency, namely that calling procedures are largely the same whether they are local or remote, but usually, they are not identical, so local calls can be distinguished from remote calls. Remote calls are usually orde ...
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Microsoft Foundation Classes
Microsoft Foundation Class Library (MFC) is a C++ object-oriented library for developing desktop applications for Windows. MFC was introduced by Microsoft in 1992 and quickly gained widespread use. While Microsoft has introduced alternative application frameworks since then, MFC remains widely used. History MFC was introduced in 1992 with Microsoft's ''C/C++ 7.0'' compiler for use with 16-bit versions of Windows as an extremely thin object-oriented C++ wrapper for the Windows API. C++ was just beginning to replace C for development of commercial application software at the time. In an MFC program, direct Windows API calls are rarely needed. Instead, programs create objects from Microsoft Foundation Class classes and call member functions belonging to those objects. Many of those functions share their names with corresponding API functions. One quirk of MFC is the use of "Afx" as the prefix for many functions, macros and the standard precompiled header name "stdafx.h". During ...
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Component-based Software Engineering
Component-based software engineering (CBSE), also called component-based development (CBD), is a branch of software engineering that emphasizes the separation of concerns with respect to the wide-ranging functionality available throughout a given software system. It is a reuse-based approach to defining, implementing and composing loosely coupled independent components into systems. This practice aims to bring about an equally wide-ranging degree of benefits in both the short-term and the long-term for the software itself and for organizations that sponsor such software. Software engineering practitioners regard components as part of the starting platform for service-orientation. Components play this role, for example, in web services, and more recently, in service-oriented architectures (SOA), whereby a component is converted by the web service into a ''service'' and subsequently inherits further characteristics beyond that of an ordinary component. Components can produce or ...
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Endianness
In computing, endianness, also known as byte sex, is the order or sequence of bytes of a word of digital data in computer memory. Endianness is primarily expressed as big-endian (BE) or little-endian (LE). A big-endian system stores the most significant byte of a word at the smallest memory address and the least significant byte at the largest. A little-endian system, in contrast, stores the least-significant byte at the smallest address. Bi-endianness is a feature supported by numerous computer architectures that feature switchable endianness in data fetches and stores or for instruction fetches. Other orderings are generically called middle-endian or mixed-endian. Endianness may also be used to describe the order in which the bits are transmitted over a communication channel, e.g., big-endian in a communications channel transmits the most significant bits first. Bit-endianness is seldom used in other contexts. Etymology Danny Cohen introduced the terms ''big-endian'' a ...
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Byte Ordering
In computing, endianness, also known as byte sex, is the order or sequence of bytes of a word of digital data in computer memory. Endianness is primarily expressed as big-endian (BE) or little-endian (LE). A big-endian system stores the most significant byte of a word at the smallest memory address and the least significant byte at the largest. A little-endian system, in contrast, stores the least-significant byte at the smallest address. Bi-endianness is a feature supported by numerous computer architectures that feature switchable endianness in data fetches and stores or for instruction fetches. Other orderings are generically called middle-endian or mixed-endian. Endianness may also be used to describe the order in which the bits are transmitted over a communication channel, e.g., big-endian in a communications channel transmits the most significant bits first. Bit-endianness is seldom used in other contexts. Etymology Danny Cohen introduced the terms ''big-endian'' a ...
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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 (computer science), semantics) from the point of view of a ''User (computing), 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, r ...
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Encapsulation (object-oriented Programming)
In software systems, encapsulation refers to the bundling of data with the mechanisms or methods that operate on the data, or the limiting of direct access to some data, such as an object's components. Encapsulation allows developers to present a consistent and usable interface which is independent of how a system is implemented internally. As one example, encapsulation can be used to hide the values or state of a structured data object inside a class, preventing direct access to them by clients in a way that could expose hidden implementation details or violate state invariance maintained by the methods. All object-oriented programming (OOP) systems support encapsulation, but encapsulation is not unique to OOP. Implementations of abstract data types, modules, and libraries, among other systems, also offer encapsulation. The similarity has been explained by programming language theorists in terms of existential types. Meaning In object-oriented programming languages, and other r ...
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Proprietary Software
Proprietary software is software that is deemed within the free and open-source software to be non-free because its creator, publisher, or other rightsholder or rightsholder partner exercises a legal monopoly afforded by modern copyright and intellectual property law to exclude the recipient from freely sharing the software or modifying it, and—in some cases, as is the case with some patent-encumbered and EULA-bound software—from making use of the software on their own, thereby restricting his or her freedoms. It is often contrasted with open-source or free software. For this reason, it is also known as non-free software or closed-source software. Types Origin Until the late 1960s computers—large and expensive mainframe computers, machines in specially air-conditioned computer rooms—were usually leased to customers rather than sold. Service and all software available were usually supplied by manufacturers without separate charge until 1969. Computer vendors ...
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