Indirection (linguistics)
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Indirection (linguistics)
In computer programming, an indirection (also called a reference) is a way of referring to something using a name, reference, or container instead of the value itself. The most common form of indirection is the act of manipulating a value through its memory address. For example, accessing a variable through the use of a pointer. A stored pointer that exists to provide a reference to an object by double indirection is called an ''indirection node''. In some older computer architectures, indirect words supported a variety of more-or-less complicated addressing modes. Another important example is the domain name system which enables names such as en.wikipedia.org to be used in place of network addresses such as 208.80.154.224. The indirection from human-readable names to network addresses means that the references to a web page become more memorable, and links do not need to change when a web site is relocated to a different server. Overview A famous aphorism of Butler Lampson that ...
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Computer Programming
Computer programming or coding is the composition of sequences of instructions, called computer program, programs, that computers can follow to perform tasks. It involves designing and implementing algorithms, step-by-step specifications of procedures, by writing source code, code in one or more programming languages. Programmers typically use high-level programming languages that are more easily intelligible to humans than machine code, which is directly executed by the central processing unit. Proficient programming usually requires expertise in several different subjects, including knowledge of the Domain (software engineering), application domain, details of programming languages and generic code library (computing), libraries, specialized algorithms, and Logic#Formal logic, formal logic. Auxiliary tasks accompanying and related to programming include Requirements analysis, analyzing requirements, Software testing, testing, debugging (investigating and fixing problems), imple ...
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Proxy Pattern
In computer programming, the proxy pattern is a software design pattern. A ''proxy'', in its most general form, is a class functioning as an interface to something else. The proxy could interface to anything: a network connection, a large object in memory, a file, or some other resource that is expensive or impossible to duplicate. In short, a proxy is a wrapper or agent object that is being called by the client to access the real serving object behind the scenes. Use of the proxy can simply be forwarding to the real object, or can provide additional logic. In the proxy, extra functionality can be provided, for example caching when operations on the real object are resource intensive, or checking preconditions before operations on the real object are invoked. For the client, usage of a proxy object is similar to using the real object, because both implement the same interface. Overview The Proxy design pattern is one of the twenty-three well-known '' GoF design patterns'' that ...
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Law Of Demeter
The Law of Demeter (LoD) or principle of least knowledge is a design guideline for developing software, particularly object-oriented programs. In its general form, the LoD is a specific case of loose coupling. The guideline was proposed by Ian Holland at Northeastern University towards the end of 1987, and the following three recommendations serve as a succinct summary: # Each unit should have only limited knowledge about other units: only units "closely" related to the current unit. # Each unit should only talk to its friends; don't talk to strangers. # Only talk to your immediate friends. The fundamental notion is that a given object should assume as little as possible about the structure or properties of anything else (including its subcomponents), in accordance with the principle of "information hiding". It may be viewed as a corollary to the principle of least privilege, which dictates that a module possess only the information and resources necessary for its legitimate purpos ...
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Dereference Operator
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, linked lists, and tree structures). In particular, it is often much cheaper in time and space to copy and derefer ...
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Reference (computer Science)
In computer programming, a reference is a value that enables a program to indirectly access a particular datum, such as a variable (computer science), variable's value or a record (computer science), record, in the computer's memory (computing), memory or in some other Data storage device, storage device. The reference is said to refer to the datum, and accessing the datum is called Dereference operator, 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 (computer programming), 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 array index, index, or identifier used in a ...
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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, linked lists, and tree structures). In particular, it is often much cheaper in time and space to copy and deref ...
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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. "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. This article uses "sending object/receiving object" for the two objects, rather than "receiving ...
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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 Whi ...
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Set-builder Notation
In mathematics and more specifically in set theory, set-builder notation is a notation for specifying a set by a property that characterizes its members. Specifying sets by member properties is allowed by the axiom schema of specification. This is also known as set comprehension and set abstraction. Sets defined by a predicate Set-builder notation can be used to describe a set that is defined by a predicate, that is, a logical formula that evaluates to ''true'' for an element of the set, and ''false'' otherwise. In this form, set-builder notation has three parts: a variable, a colon or vertical bar separator, and a predicate. Thus there is a variable on the left of the separator, and a rule on the right of it. These three parts are contained in curly brackets: :\ or :\. The vertical bar (or colon) is a separator that can be read as "such that", "for which", or "with the property that". The formula is said to be the ''rule'' or the ''predicate''. All values of for which ...
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Recursive Data Type
In computer programming languages, a recursive data type (also known as a recursively defined, inductively defined or inductive data type) is a data type for values that may contain other values of the same type. Data of recursive types are usually viewed as directed graphs. An important application of recursion in computer science is in defining dynamic data structures such as Lists and Trees. Recursive data structures can dynamically grow to an arbitrarily large size in response to runtime requirements; in contrast, a static array's size requirements must be set at compile time. Sometimes the term "inductive data type" is used for algebraic data types which are not necessarily recursive. Example An example is the list type, in Haskell: data List a = Nil , Cons a (List a) This indicates that a list of a's is either an empty list or a cons cell containing an 'a' (the "head" of the list) and another list (the "tail"). Another example is a similar singly linked type in Jav ...
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Data Type
In computer science and computer programming, a data type (or simply type) is a collection or grouping of data values, usually specified by a set of possible values, a set of allowed operations on these values, and/or a representation of these values as machine types. A data type specification in a program constrains the possible values that an expression, such as a variable or a function call, might take. On literal data, it tells the compiler or interpreter how the programmer intends to use the data. Most programming languages support basic data types of integer numbers (of varying sizes), floating-point numbers (which approximate real numbers), characters and Booleans. Concept A data type may be specified for many reasons: similarity, convenience, or to focus the attention. It is frequently a matter of good organization that aids the understanding of complex definitions. Almost all programming languages explicitly include the notion of data type, though the possible d ...
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Interpreted Language
In computer science, an interpreter is a computer program that directly executes instructions written in a programming or scripting language, without requiring them previously to have been compiled into a machine language program. An interpreter generally uses one of the following strategies for program execution: # Parse the source code and perform its behavior directly; # Translate source code into some efficient intermediate representation or object code and immediately execute that; # Explicitly execute stored precompiled bytecode made by a compiler and matched with the interpreter's virtual machine. Early versions of Lisp programming language and minicomputer and microcomputer BASIC dialects would be examples of the first type. Perl, Raku, Python, MATLAB, and Ruby are examples of the second, while UCSD Pascal is an example of the third type. Source programs are compiled ahead of time and stored as machine independent code, which is then linked at run- ...
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