Serialize
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Serialize
In computing, serialization (or serialisation) 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 object-oriented 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 called unserialization or ...
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Marshalling (computer Science)
In computer science, marshalling or marshaling ( US spelling) is the process of transforming the memory representation of an object into a data format suitable for storage or transmission. It is typically used when data must be moved between different parts of a computer program or from one program to another. Marshalling can be somewhat similar or synonymous to serialization. Marshalling is describing an intent or process to transfer some object from a client to server, intent is to have the same object that is present in one running program, to be present in another running program, i.e. object on a client to be transferred to and present on the server. Serialization does not necessarily have this intent since it is only concerned about transforming data into a, for example, stream of bytes. One could say that marshalling might be done in some other way from serialization, but some form of serialization is usually used. It simplifies complex communications, because it uses '' ...
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Unmarshalling
In computer science, marshalling or marshaling (American English spelling, US spelling) is the process of transforming the Random-access memory, memory representation of an object (computer science), object into a data format suitable for Data storage, storage or Data transmission, transmission. It is typically used when data must be moved between different parts of a computer program or from one program to another. Marshalling can be somewhat #Comparison_with_serialization, similar or synonymous to serialization. Marshalling is describing an intent or process to transfer some object from a client to server, intent is to have the same object that is present in one running program, to be present in another running program, i.e. object on a client to be transferred to and present on the server. Serialization does not necessarily have this intent since it is only concerned about transforming data into a, for example, stream of bytes. One could say that marshalling might be done in some ...
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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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Database
In computing, a database is an organized collection of data stored and accessed electronically. Small databases can be stored on a file system, while large databases are hosted on computer clusters or cloud storage. The design of databases spans formal techniques and practical considerations, including data modeling, efficient data representation and storage, query languages, security and privacy of sensitive data, and distributed computing issues, including supporting concurrent access and fault tolerance. A database management system (DBMS) is the software that interacts with end users, applications, and the database itself to capture and analyze the data. The DBMS software additionally encompasses the core facilities provided to administer the database. The sum total of the database, the DBMS and the associated applications can be referred to as a database system. Often the term "database" is also used loosely to refer to any of the DBMS, the database system or an appli ...
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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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Unswizzling
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). 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 pointers by turning them into a field indicating the id number of the n ...
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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). 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 pointers by turning them into a field indicating the id number of the n ...
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Microsoft Foundation Classes
Microsoft Foundation Class Library (MFC) is a C++ object-oriented 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 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 many functions, macros and the standard precompiled header name "stdafx.h". During ...
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Abstract Data Type
In computer science, an abstract data type (ADT) is a mathematical model for data types. An abstract data type is defined by its behavior (Semantics (computer science), semantics) from the point of view of a ''User (computing), 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. Formally, an ADT may be defined as a "class of objects whose logical behavior is defined by a set of values and a set of operations"; this is analogous to an algebraic structure in mathematics. What is meant by "behaviour" varies by author, with the two main types of formal specifications for behavior being ''axiomatic (algebraic) specification'' and an ''abstract model;'' these correspond to axiomatic semantics and operational semantics of an abstract machine, r ...
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Data Structure
In computer science, a data structure is a data organization, management, and storage format that is usually chosen for efficient access to data. More precisely, a data structure is a collection of data values, the relationships among them, and the functions or operations that can be applied to the data, i.e., it is an algebraic structure about data. Usage Data structures serve as the basis for abstract data types (ADT). The ADT defines the logical form of the data type. The data structure implements the physical form of the data type. Different types of data structures are suited to different kinds of applications, and some are highly specialized to specific tasks. For example, relational databases commonly use B-tree indexes for data retrieval, while compiler implementations usually use hash tables to look up identifiers. Data structures provide a means to manage large amounts of data efficiently for uses such as large databases and internet indexing services. Usually, ...
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Byte Ordering
In computing, endianness, also known as byte sex, is the order or sequence of bytes of a word of digital data in computer memory. Endianness is primarily expressed as big-endian (BE) or little-endian (LE). A big-endian system stores the most significant byte of a word at the smallest memory address and the least significant byte at the largest. A little-endian system, in contrast, stores the least-significant byte at the smallest address. Bi-endianness is a feature supported by numerous computer architectures that feature switchable endianness in data fetches and stores or for instruction fetches. Other orderings are generically called middle-endian or mixed-endian. Endianness may also be used to describe the order in which the bits are transmitted over a communication channel, e.g., big-endian in a communications channel transmits the most significant bits first. Bit-endianness is seldom used in other contexts. Etymology Danny Cohen introduced the terms ''big-endian'' a ...
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Encapsulation (object-oriented Programming)
In software systems, encapsulation refers to the bundling of data with the mechanisms or methods that operate on the data, or the limiting of direct access to some data, such as an object's components. Encapsulation allows developers to present a consistent and usable interface which is independent of how a system is implemented internally. As one example, encapsulation can be used to hide the values or state of a structured data object inside a class, preventing direct access to them by clients in a way that could expose hidden implementation details or violate state invariance maintained by the methods. All object-oriented programming (OOP) systems support encapsulation, but encapsulation is not unique to OOP. Implementations of abstract data types, modules, and libraries, among other systems, also offer encapsulation. The similarity has been explained by programming language theorists in terms of existential types. Meaning In object-oriented programming languages, and other r ...
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