Delegate (CLI)
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Delegate (CLI)
A delegate is a form of type-safe function pointer used by the Common Language Infrastructure (CLI). Delegates specify a method to call and optionally an object to call the method on. Delegates are used, among other things, to implement callbacks and event listeners. A delegate object encapsulates a reference to a method. The delegate object can then be passed to code that can call the referenced method, without having to know at compile time which method will be invoked. A multicast delegate is a delegate that points to several methods. Multicast delegation is a mechanism that provides functionality to execute more than one method. There is a list of delegates maintained internally, and when the multicast delegate is invoked, the list of delegates is executed. In C#, delegates are often used to implement callbacks in event driven programming. For example, a delegate may be used to indicate which method should be called when the user clicks on some button. Delegates allow the pro ...
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Type Safety
In computer science, type safety and type soundness are the extent to which a programming language discourages or prevents type errors. Type safety is sometimes alternatively considered to be a property of facilities of a computer language; that is, some facilities are type-safe and their usage will not result in type errors, while other facilities in the same language may be type-unsafe and a program using them may encounter type errors. The behaviors classified as type errors by a given programming language are usually those that result from attempts to perform operations on values that are not of the appropriate data type, e.g., adding a string to an integer when there's no definition on how to handle this case. This classification is partly based on opinion. Type enforcement can be static, catching potential errors at compile time, or dynamic, associating type information with values at run-time and consulting them as needed to detect imminent errors, or a combination of both. ...
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Pointer (computer Programming)
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 th ...
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Delegation (programming)
In computing or computer programming, delegation refers generally to one entity passing something to another entity,Barry Wilkinson, ''Grid Computing: Techniques and Applications'' (2009), p. 164, . and narrowly to various specific forms of relationships. These include: * Delegation (object-oriented programming), evaluating a member of one object (the receiver) in the context of another, original object (the sender). ** Delegation pattern, a design pattern implementing this feature. ** Forwarding (object-oriented programming), an often-confused technique where a sending object uses the corresponding member of another object, without the receiving object having any knowledge of the original, sending object. ** Object aggregation or consultation, general term for one object using another. * Delegation (computer security), one user or process allowing another user or process to use their credentials or permissions. * Delegate (CLI), a form of type-safe function pointer used by the Com ...
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Delegation Pattern
In software engineering, the delegation pattern is an object-oriented design pattern that allows object composition to achieve the same code reuse as inheritance. In delegation, an object handles a request by delegating to a second object (the ''delegate''). The delegate is a helper object, but ''with the original context''. With language-level support for delegation, this is done implicitly by having self in the delegate refer to the original (sending) object, not the delegate (receiving object). In the delegate pattern, this is instead accomplished by explicitly passing the original object to the delegate, as an argument to a method. Note that "delegation" is often used loosely to refer to the distinct concept of forwarding, where the sending object simply uses the corresponding member on the receiving object, evaluated in the context of the ''receiving'' object, not the original object. Note that this article uses "sending object/receiving object" for the two objects, rather t ...
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Continuation
In computer science, a continuation is an abstract representation of the control state of a computer program. A continuation implements ( reifies) the program control state, i.e. the continuation is a data structure that represents the computational process at a given point in the process's execution; the created data structure can be accessed by the programming language, instead of being hidden in the runtime environment. Continuations are useful for encoding other control mechanisms in programming languages such as exceptions, generators, coroutines, and so on. The "current continuation" or "continuation of the computation step" is the continuation that, from the perspective of running code, would be derived from the current point in a program's execution. The term ''continuations'' can also be used to refer to first-class continuations, which are constructs that give a programming language the ability to save the execution state at any point and return to that point at a lat ...
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Common Language Runtime
The Common Language Runtime (CLR), the virtual machine component of Microsoft .NET Framework, manages the execution of .NET programs. Just-in-time compilation converts the managed code (compiled intermediate language code) into machine instructions which are then executed on the CPU of the computer. The CLR provides additional services including memory management, type safety, exception handling, garbage collection, security and thread management. All programs written for the .NET Framework, regardless of programming language, are executed in the CLR. All versions of the .NET Framework include CLR. The CLR team was started June 13, 1998. CLR implements the Virtual Execution System (VES) as defined in the Common Language Infrastructure (CLI) standard, initially developed by Microsoft itself. A public standard defines the Common Language Infrastructure specification. With Microsoft's move to .NET Core, the CLI VES implementation is known as CoreCLR instead of CLR. See also * ...
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NET Framework
The .NET Framework (pronounced as "''dot net"'') is a proprietary software framework developed by Microsoft that runs primarily on Microsoft Windows. It was the predominant implementation of the Common Language Infrastructure (CLI) until being superseded by the cross-platform .NET project. It includes a large class library called Framework Class Library (FCL) and provides language interoperability (each language can use code written in other languages) across several programming languages. Programs written for .NET Framework execute in a software environment (in contrast to a computer hardware, hardware environment) named the Common Language Runtime (CLR). The CLR is an process virtual machine, application virtual machine that provides services such as security, memory management, and exception handling. As such, computer code written using .NET Framework is called "managed code". FCL and CLR together constitute the .NET Framework. FCL provides the user interface, data access, d ...
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Interface (object-oriented Programming)
In object-oriented programming, an interface or protocol type is a data type describing a set of method signatures, the implementations of which may be provided by multiple classes that are otherwise not necessarily related to each other. A class which provides the methods listed in a protocol is said to ''adopt'' the protocol, or to ''implement'' the interface. If objects are fully encapsulated then the protocol is the only way in which they may be accessed by other objects. For example, in Java, the Comparable interface specifies a method compareTo() which implementing classes must implement. This means that a sorting method, for example, can sort a collection of any objects of types which implement the Comparable interface, without having to know anything about the inner nature of the class (except that two of these objects can be compared by means of compareTo()). Some programming languages provide explicit language support for protocols (Ada, C#, D, Dart, Delphi, Go, Ja ...
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Virtual Function
In object-oriented programming, in languages such as C++, and Object Pascal, a virtual function or virtual method is an inheritable and overridable function or method for which dynamic dispatch is facilitated. This concept is an important part of the (runtime) polymorphism portion of object-oriented programming (OOP). In short, a virtual function defines a target function to be executed, but the target might not be known 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'' keyword 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 ...
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Event-driven Programming
In computer programming, event-driven programming is a programming paradigm in which the flow of the program is determined by events such as user actions ( mouse clicks, key presses), sensor outputs, or message passing from other programs or threads. Event-driven programming is the dominant paradigm used in graphical user interfaces and other applications (e.g., JavaScript web applications) that are centered on performing certain actions in response to user input. This is also true of programming for device drivers (e.g., P in USB device driver stacks). In an event-driven application, there is generally a main loop that listens for events and then triggers a callback function when one of those events is detected. In embedded systems, the same may be achieved using hardware interrupts instead of a constantly running main loop. Event-driven programs can be written in any programming language, although the task is easier in languages that provide high-level abstractions, such a ...
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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 URL. For ...
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Method (computer Science)
A method in object-oriented programming (OOP) is a procedure associated with a message and an object. An object consists of ''state data'' and ''behavior''; these compose an ''interface'', which specifies how the object may be utilized by any of its various consumers. A method is a behavior of an object parametrized by a consumer. Data is represented as properties of the object, and behaviors are represented as methods. For example, a Window object could have methods such as open and close, while its state (whether it is open or closed at any given point in time) would be a property. In class-based programming, methods are defined within a class, and objects are instances of a given class. One of the most important capabilities that a method provides is ''method overriding'' - the same name (e.g., area) can be used for multiple different kinds of classes. This allows the sending objects to invoke behaviors and to delegate the implementation of those behaviors to the receiving o ...
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