Serialisation
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Serialisation
In computing, serialization (or serialisation, also referred to as pickling in Python) 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 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 c ...
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Serialization
In computing, serialization (or serialisation, also referred to as pickling in Python (programming language), Python) is the process of translating a data structure or object (computer science), object state into a format that can be stored (e.g. computer file, 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 reference (computer science), references, this process is not straightforward. Serialization of object (computer science), objects does not include any of their associated Method (computer science), methods with which they were previously linked. This process of serializing an object is also c ...
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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 computer network), which is written as if it were a normal (local) procedure call, without the programmer explicitly writing 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 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 o ...
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Abstract Data Type
In computer science, an abstract data type (ADT) is a mathematical model for data types, defined by its behavior (semantics) from the point of view of a '' 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. For example, a stack has push/pop operations that follow a Last-In-First-Out rule, and can be concretely implemented using either a list or an array. Another example is a set which stores values, without any particular order, and no repeated values. Values themselves are not retrieved from sets; rather, one tests a value for membership to obtain a Boolean "in" or "not in". ADTs are a theoretical concept, used in formal semantics and program verification and, less strictly, in the design and analysis of algorithms, data structu ...
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Microsoft Foundation Classes
Microsoft Foundation Class Library (MFC) is a C++ Object-oriented programming, object-oriented Library (computer science), 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 (programming language), 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 ...
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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). Alternatively, both operations can also be referred to as swizzling. 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 p ...
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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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Programming Language
A programming language is a system of notation for writing computer programs. Programming languages are described in terms of their Syntax (programming languages), syntax (form) and semantics (computer science), semantics (meaning), usually defined by a formal language. Languages usually provide features such as a type system, Variable (computer science), variables, and mechanisms for Exception handling (programming), error handling. An Programming language implementation, implementation of a programming language is required in order to Execution (computing), execute programs, namely an Interpreter (computing), interpreter or a compiler. An interpreter directly executes the source code, while a compiler produces an executable program. Computer architecture has strongly influenced the design of programming languages, with the most common type (imperative languages—which implement operations in a specified order) developed to perform well on the popular von Neumann architecture. ...
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Byte Ordering
'' Jonathan_Swift.html" ;"title="Gulliver's Travels'' by Jonathan Swift">Gulliver's Travels'' by Jonathan Swift, the novel from which the term was coined In computing, endianness is the order in which bytes within a word (data type), word of digital data are transmitted over a data communication medium or Memory_address, addressed (by rising addresses) in computer memory, counting only byte significance compared to earliness. Endianness is primarily expressed as big-endian (BE) or little-endian (LE), terms introduced by Danny Cohen into computer science for data ordering in an Internet Experiment Note published in 1980. Also published at The adjective ''endian'' has its origin in the writings of 18th century Anglo-Irish writer Jonathan Swift. In the 1726 novel ''Gulliver's Travels'', he portrays the conflict between sects of Lilliputians divided into those breaking the shell of a boiled egg from the big end or from the little end. By analogy, a CPU may read a digital word big ...
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Endianness
file:Gullivers_travels.jpg, ''Gulliver's Travels'' by Jonathan Swift, the novel from which the term was coined In computing, endianness is the order in which bytes within a word (data type), word of digital data are transmitted over a data communication medium or Memory_address, addressed (by rising addresses) in computer memory, counting only byte Bit_numbering#Bit significance and indexing, significance compared to earliness. Endianness is primarily expressed as big-endian (BE) or little-endian (LE), terms introduced by Danny Cohen (computer scientist), Danny Cohen into computer science for data ordering in an Internet Experiment Note published in 1980. Also published at The adjective ''endian'' has its origin in the writings of 18th century Anglo-Irish writer Jonathan Swift. In the 1726 novel ''Gulliver's Travels'', he portrays the conflict between sects of Lilliputians divided into those breaking the shell of a boiled egg from the big end or from the little end. By analogy, ...
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Hardware Architecture
In engineering, hardware architecture refers to the identification of a system's physical components and their interrelationships. This description, often called a hardware design model, allows hardware designers to understand how their components fit into a system architecture and provides to software component designers important information needed for software development and integration. Clear definition of a hardware architecture allows the various traditional engineering disciplines (e.g., electrical and mechanical engineering) to work more effectively together to develop and manufacture new machines, devices and components. ''Hardware'' is also an expression used within the computer engineering industry to explicitly distinguish the (electronic computer) hardware from the ''software'' that runs on it. But ''hardware,'' within the automation and software engineering disciplines, need not simply be a computer of some sort. A modern automobile runs vastly more ''software' ...
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CORBA
The Common Object Request Broker Architecture (CORBA) is a standard defined by the Object Management Group (OMG) designed to facilitate the communication of systems that are deployed on diverse platforms. CORBA enables collaboration between systems on different operating systems, programming languages, and computing hardware. CORBA uses an object-oriented model although the systems that use the CORBA do not have to be object-oriented. CORBA is an example of the distributed object paradigm. While briefly popular in the mid to late 1990s, CORBA's complexity, inconsistency, and high licensing costs have relegated it to being a niche technology. Overview CORBA enables communication between software written in different languages and running on different computers. Implementation details from specific operating systems, programming languages, and hardware platforms are all removed from the responsibility of developers who use CORBA. CORBA normalizes the method-call semantics betwee ...
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