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Virtual Method
In object-oriented programming such as is often used in C++ and Object Pascal, a virtual function or virtual method is an inheritable and overridable function or method that is dispatched dynamically. Virtual functions are an important part of (runtime) polymorphism in object-oriented programming (OOP). They allow for the execution of target functions that were not precisely identified at compile time. Most programming languages, such as JavaScript, PHP and Python, treat all methods as virtual by default and do not provide a modifier to change this behavior. However, some languages provide modifiers to prevent methods from being overridden by derived classes (such as the ''final'' and ''private'' keywords in Java and PHP). Purpose The concept of the virtual function solves the following problem: In object-oriented programming, when a derived class inherits from a base class, an object of the derived class may be referred to via a pointer or reference of the base class ...
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Object-oriented Programming
Object-oriented programming (OOP) is a programming paradigm based on the concept of '' objects''. Objects can contain data (called fields, attributes or properties) and have actions they can perform (called procedures or methods and implemented in code). In OOP, computer programs are designed by making them out of objects that interact with one another. Many of the most widely used programming languages (such as C++, Java, and Python) support object-oriented programming to a greater or lesser degree, typically as part of multiple paradigms in combination with others such as imperative programming and declarative programming. Significant object-oriented languages include Ada, ActionScript, C++, Common Lisp, C#, Dart, Eiffel, Fortran 2003, Haxe, Java, JavaScript, Kotlin, Logo, MATLAB, Objective-C, Object Pascal, Perl, PHP, Python, R, Raku, Ruby, Scala, SIMSCRIPT, Simula, Smalltalk, Swift, Vala and Visual Basic.NET. History The idea of ...
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Method Implementation
In object-oriented programming, a class implementation file is often used to contain the implementation code for the method(s) of a class. Programming languages like C++ and Objective-C make use of these implementation files so as to separate the interface and implementation of these methods. Motivation Using this structure, a class definition file containing the declaration of the class and its members is also created. If the class definition has been included and the implementation file for its methods is available, the user can instantiate an object of the class. The purpose of this structure is to keep the implementation code hidden, but allow the user to view the design. Users make use of the public interface of an object so as to make creating objects as simple as possible, ensuring that client code does not distract the user with unnecessary details of the class's implementation. This allows the user the information needed to use the class effectively, but prevents him o ...
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Static Dispatch
In computing, static dispatch is a form of polymorphism (computer science), polymorphism fully resolved during compile time. It is a form of ''method dispatch,'' which describes how a language or environment will select which implementation of a method or function to use. Examples are Template (C++), templates in C++, and generic programming in Fortran and other languages, in conjunction with function overloading (including operator overloading). Code is said to be Monomorphism (computer science), monomorphised, with specific data types deduced and traced through the call graph, in order to instantiate specific versions of generic functions, and select specific function calls based on the supplied definitions. This contrasts with dynamic dispatch, which is based on runtime information (such as vtable pointers and other forms of run time type information). Static dispatch is possible because there is a guarantee of there only ever being a single implementation of the method ...
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Abstract Factory Pattern
The abstract factory pattern in software engineering is a design pattern that provides a way to create families of related objects without imposing their concrete classes, by encapsulating a group of individual factories that have a common theme without specifying their concrete classes. According to this pattern, a client software component creates a concrete implementation of the abstract factory and then uses the generic interface of the factory to create the concrete objects that are part of the family. The client does not know which concrete objects it receives from each of these internal factories, as it uses only the generic interfaces of their products. This pattern separates the details of implementation of a set of objects from their general usage and relies on object composition, as object creation is implemented in methods exposed in the factory interface. Use of this pattern enables interchangeable concrete implementations without changing the code that uses them, ev ...
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Design Pattern (computer Science)
In software engineering, a software design pattern or design pattern is a general, reusable solution to a commonly occurring problem in many contexts in software design. A design pattern is not a rigid structure to be transplanted directly into source code. Rather, it is a description or a template for solving a particular type of problem that can be deployed in many different situations. Design patterns can be viewed as formalized best practices that the programmer may use to solve common problems when designing a software application or system. Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. Patterns that imply mutable state may be unsuited for functional programming languages. Some patterns can be rendered unnecessary in languages that have built-in support for solving the problem they are trying to solve, and object-oriented patterns are no ...
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Runtime (program Lifecycle Phase)
Execution in computer engineering, computer and software engineering is the process by which a computer or virtual machine interprets and acts on the instructions of a computer program. Each instruction of a program is a description of a particular action which must be carried out, in order for a specific problem to be solved. Execution involves repeatedly following a "Instruction cycle, fetch–decode–execute" cycle for each instruction done by the control unit. As the executing machine follows the instructions, specific effects are produced in accordance with the Formal semantics of programming languages, semantics of those instructions. Programs for a computer may be executed in a Batch processing, batch process without human interaction or a User (computing), user may type Command (computing), commands in an Session (computer science), interactive session of an Interpreter (computing), interpreter. In this case, the "commands" are simply program instructions, whose executio ...
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Runtime System
In computer programming, a runtime system or runtime environment is a sub-system that exists in the computer where a program is created, as well as in the computers where the program is intended to be run. The name comes from the compile time and runtime division from compiled languages, which similarly distinguishes the computer processes involved in the creation of a program (compilation) and its execution in the target machine (the runtime). Most programming languages have some form of runtime system that provides an environment in which programs run. This environment may address a number of issues including the management of application memory, how the program accesses variables, mechanisms for passing parameters between procedures, interfacing with the operating system (OS), among others. The compiler makes assumptions depending on the specific runtime system to generate correct code. Typically the runtime system will have some responsibility for setting up and managin ...
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Link Time
In computer science, link time refers to the period of time, during the creation of a computer program, in which a linker is being applied to that program. Link time occurs after compile time and before runtime (when a program is executed). It is common to speak of ''link time operations'' (the operations performed by a linker) or ''link time requirements'' (programming language requirements that must be met by compiled source code for it to be successfully linked). Link time operations The operations performed at link time usually include fixing up the addresses of externally referenced objects and functions, various kinds of cross module checks (e.g. type checks on externally visible identifiers and in some languages instantiation of templates). Some optimizing compilers delay code generation until link time because it is here that information about a complete program is available to them. Resolving external variables in a program is also done at link time. The link-tim ...
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Compile Time
In computer science, compile time (or compile-time) describes the time window during which a language's statements are converted into binary instructions for the processor to execute. The term is used as an adjective to describe concepts related to the context of program compilation, as opposed to concepts related to the context of program execution ( run time). For example, ''compile-time requirements'' are programming language requirements that must be met by source code before compilation and ''compile-time properties'' are properties of the program that can be reasoned about during compilation. The actual length of time it takes to compile a program is usually referred to as ''compilation time''. Overview Most compilers have at least the following compiler phases (which therefore occur at compile-time): syntax analysis, semantic analysis, and code generation. During optimization phases, constant expressions in the source code can also be evaluated at compile-time usin ...
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Undefined Behavior
In computer programming, a program exhibits undefined behavior (UB) when it contains, or is executing code for which its programming language specification does not mandate any specific requirements. This is different from unspecified behavior, for which the language specification does not prescribe a result, and implementation-defined behavior that defers to the documentation of another component of the platform (such as the ABI or the translator documentation). In the C programming community, undefined behavior may be humorously referred to as "nasal demons", after a comp.std.c post that explained undefined behavior as allowing the compiler to do anything it chooses, even "to make demons fly out of your nose". Overview Some programming languages allow a program to operate differently or even have a different control flow from the source code, as long as it exhibits the same user-visible side effects, ''if undefined behavior never happens during program execution''. Undef ...
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Destructor (computer Science)
In object-oriented programming, a destructor (sometimes abbreviated dtor) is a Method (computer science), method which is invoked mechanically just before the Computer memory, memory of the Object (computer science), object is released. It can happen either when its Object lifetime, lifetime is bound to Scope (computer science), scope and the execution leaves the scope, when it is embedded in another object whose lifetime ends, or when it was Memory management#Manual memory management, allocated dynamically and is released explicitly. Its main purpose is to free the Resource (computer science), resources (memory allocations, open files or sockets, database connections, Lock (computer science), resource locks, etc.) which were acquired by the object during its life and/or deregister from other entities which may keep Reference (computer science), references to it. Destructors are necessary in resource acquisition is initialization (RAII). With most kinds of Garbage collection (compu ...
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Constructor (computer Science)
In class-based, object-oriented programming, a constructor (abbreviation: ctor) is a special type of function called to create an object. It prepares the new object for use, often accepting arguments that the constructor uses to set required member variables. A constructor resembles an instance method, but it differs from a method in that it has no explicit return type, it is not implicitly inherited and it usually has different rules for scope modifiers. Constructors often have the same name as the declaring class. They have the task of initializing the object's data members and of establishing the invariant of the class, failing if the invariant is invalid. A properly written constructor leaves the resulting object in a ''valid'' state. Immutable objects must be initialized in a constructor. Most languages allow overloading the constructor in that there can be more than one constructor for a class, with differing parameters. Some languages take consideration of s ...
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