Function Prototype
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Function Prototype
In computer programming, a function prototype or function interface is a declaration of a function that specifies the function’s name and type signature (arity, data types of parameters, and return type), but omits the function body. While a function definition specifies ''how'' the function does what it does (the "implementation"), a function prototype merely specifies its interface, i.e. ''what'' data types go in and come out of it. The term "function prototype" is particularly used in the context of the programming languages C and C++ where placing forward declarations of functions in header files allows for splitting a program into translation units, i.e. into parts that a compiler can separately translate into object files, to be combined by a linker into an executable or a library. In a prototype, parameter names are optional (and in C/C++ have function prototype scope, meaning their scope ends at the end of the prototype), however, the type is necessary along with all ...
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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 algori ...
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Library (computing)
In computer science, a library is a collection of non-volatile memory, non-volatile resources used by computer programs, often for software development. These may include configuration data, documentation, help data, message templates, Code reuse, pre-written code and subroutines, Class (computer science), classes, Value (computer science), values or Data type, type specifications. In OS/360 and successors, IBM's OS/360 and its successors they are referred to as Data set (IBM mainframe)#Partitioned datasets, partitioned data sets. A library is also a collection of implementations of behavior, written in terms of a language, that has a well-defined interface (computing), interface by which the behavior is invoked. For instance, people who want to write a higher-level program can use a library to make system calls instead of implementing those system calls over and over again. In addition, the behavior is provided for reuse by multiple independent programs. A program invokes the ...
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Subroutines
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 ENIAC, ...
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Modular Programming
Modular programming is a software design technique that emphasizes separating the functionality of a program into independent, interchangeable modules, such that each contains everything necessary to execute only one aspect of the desired functionality. A module interface expresses the elements that are provided and required by the module. The elements defined in the interface are detectable by other modules. The implementation contains the working code that corresponds to the elements declared in the interface. Modular programming is closely related to structured programming and object-oriented programming, all having the same goal of facilitating construction of large software programs and systems by decomposition into smaller pieces, and all originating around the 1960s. While the historical usage of these terms has been inconsistent, "modular programming" now refers to the high-level decomposition of the code of an entire program into pieces: structured programming to the low-l ...
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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 variabl ...
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Library (computing)
In computer science, a library is a collection of non-volatile memory, non-volatile resources used by computer programs, often for software development. These may include configuration data, documentation, help data, message templates, Code reuse, pre-written code and subroutines, Class (computer science), classes, Value (computer science), values or Data type, type specifications. In OS/360 and successors, IBM's OS/360 and its successors they are referred to as Data set (IBM mainframe)#Partitioned datasets, partitioned data sets. A library is also a collection of implementations of behavior, written in terms of a language, that has a well-defined interface (computing), interface by which the behavior is invoked. For instance, people who want to write a higher-level program can use a library to make system calls instead of implementing those system calls over and over again. In addition, the behavior is provided for reuse by multiple independent programs. A program invokes the ...
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Protocol (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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Include Directive
Many programming languages and other computer files have a directive, often called include (sometimes copy or import), that causes the contents of the specified file to be inserted into the original file. These included files are called copybooks or s. There are over one thousand C library files and they are often used to define the physical layout of program data, pieces of procedural code, and/or forward declarations while promoting encapsulation and the reuse of code or data. Header files In computer programming, a header file is a file that allows programmers to separate certain elements of a program's source code into reusable files. Header files commonly contain forward declarations of classes, subroutines, variables, and other identifiers. Programmers who wish to declare standardized identifiers in more than one source file can place such identifiers in a single header file, which other code can then include whenever the header contents are required. This is to keep the ...
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Method (computer Programming)
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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Protocol (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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Object-oriented Programming
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 imper ...
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Const
In some programming languages, const is a type qualifier (a keyword applied to a data type) that indicates that the data is read-only. While this can be used to declare constants, in the C family of languages differs from similar constructs in other languages in being part of the ''type,'' and thus has complicated behavior when combined with pointers, references, composite data types, and type-checking. In other languages, the data is not in a single memory location, but copied at compile time on each use. Languages which utilize it include C, C++, D, JavaScript, Julia, and Rust. Introduction When applied in an object declaration, it indicates that the object is a constant: its value may not be changed, unlike a variable. This basic use – to declare constants – has parallels in many other languages. However, unlike in other languages, in the C family of languages the const is part of the ''type'', not part of the ''object''. For example, in C, declares an object x of ...
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