Resource Acquisition Is Initialization
Resource acquisition is initialization (RAII) is a programming idiom used in several object-oriented, statically typed programming languages to describe a particular language behavior. In RAII, holding a resource is a class invariant, and is tied to object lifetime. Resource allocation (or acquisition) is done during object creation (specifically initialization), by the constructor, while resource deallocation (release) is done during object destruction (specifically finalization), by the destructor. In other words, resource acquisition must succeed for initialization to succeed. Thus, the resource is guaranteed to be held between when initialization finishes and finalization starts (holding the resources is a class invariant), and to be held only when the object is alive. Thus, if there are no object leaks, there are no resource leaks. RAII is associated most prominently with C++, where it originated, but also Ada, Vala, and Rust. The technique was developed for exception ... [...More Info...] [...Related Items...] OR: [Wikipedia] [Google] [Baidu] |
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Programming Idiom
In computer programming, a programming idiom, code idiom or simply idiom is a code fragment having a semantic role which recurs frequently across software projects. It often expresses a special feature of a recurring construct in one or more programming languages, frameworks or libraries. This definition is rooted in the linguistic definition of "idiom". The idiom can be seen by developers as an action on a programming concept underlying a pattern in code, which is represented in implementation by contiguous or scattered code snippets. Generally speaking, a programming idiom's semantic role is a natural language expression of a simple task, algorithm, or data structure that is not a built-in feature in the programming language being used, or, conversely, the use of an unusual or notable feature that ''is'' built into a programming language. Knowing the idioms associated with a programming language and how to use them is an important part of gaining fluency in that language. ... [...More Info...] [...Related Items...] OR: [Wikipedia] [Google] [Baidu] |
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Automatic Variable
In computer programming, an automatic variable is a local variable which is allocated and deallocated automatically when program flow enters and leaves the variable's scope. The scope is the lexical context, particularly the function or block in which a variable is defined. Local data is typically (in most languages) invisible outside the function or lexical context where it is defined. Local data is also invisible and inaccessible to a ''called'' function,unless it is a nested function, which itself is ''defined'' along that local data but is not deallocated, coming back in scope as the execution thread returns to the caller. Automatic local variables primarily applies to recursive lexically-scoped languages.although they exist in a somewhat similar, but not identical, form also in recursive languages with dynamic scoping, such as older variants of LISP Automatic local variables are normally allocated in the stack frame of the procedure in which they are declared.unless ot ... [...More Info...] [...Related Items...] OR: [Wikipedia] [Google] [Baidu] |
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Network Socket
A network socket is a software structure within a network node of a computer network that serves as an endpoint for sending and receiving data across the network. The structure and properties of a socket are defined by an application programming interface (API) for the networking architecture. Sockets are created only during the lifetime of a process of an application running in the node. Because of the standardization of the TCP/IP protocols in the development of the Internet, the term ''network socket'' is most commonly used in the context of the Internet protocol suite, and is therefore often also referred to as Internet socket. In this context, a socket is externally identified to other hosts by its socket address, which is the triad of transport protocol, IP address, and port number. The term ''socket'' is also used for the software endpoint of node-internal inter-process communication (IPC), which often uses the same API as a network socket. Use The use of the term ''so ... [...More Info...] [...Related Items...] OR: [Wikipedia] [Google] [Baidu] |
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Boost (C++ Libraries)
Boost, boosted or boosting may refer to: Science, technology and mathematics * Boost, positive manifold pressure in Turbocharger, turbocharged engines * Boost (C++ libraries), a set of free peer-reviewed portable C++ libraries * Boost (material), a material branded and used by Adidas in the midsoles of shoes. * Boost, a loose term for turbo or supercharger * Boost converter, an electrical circuit variation of a DC to DC converter, which increases (boosts) the voltage * Boosted fission weapon, a type of nuclear bomb that uses a small amount of fusion fuel to increase the rate, and thus yield, of a fission reaction * Boosting (behavioral science), a technique to improve human decisions * Boosting (machine learning), a supervised learning algorithm * Intel Turbo Boost, a technology that enables a processor to run above its base operating frequency * Jump start (vehicle), to start a vehicle * Lorentz boost, a type of Lorentz transformation Arts, entertainment, and media Fictional ch ... [...More Info...] [...Related Items...] OR: [Wikipedia] [Google] [Baidu] |
:auto Ptr
In the C++ programming language, auto_ptr is an obsolete smart pointer class template that was available in previous versions of the C++ standard library (declared in the header file), which provides some basic RAII features for C++ raw pointers. It has been replaced by the unique_ptr class. The auto_ptr template class describes an object that stores a pointer to a single allocated object that ensures that the object to which it points gets destroyed automatically when control leaves a scope. The characteristics of auto_ptr are now considered unsatisfactory: it was introduced before C++11's move semantics, so it uses copying for what should be done with moves (and confusingly sets the copied-from auto_ptr to a NULL pointer). These copy semantics mean that it cannot be used in STL containers. The C++11 standard made auto_ptr deprecated, replacing it with the unique_ptr class template. auto_ptr was fully removed in C++17. For shared ownership, the shared_ptr template class ... [...More Info...] [...Related Items...] OR: [Wikipedia] [Google] [Baidu] |
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:shared Ptr
In computer science, a smart pointer is an abstract data type that simulates a pointer while providing added features, such as automatic memory management or bounds checking. Such features are intended to reduce bugs caused by the misuse of pointers, while retaining efficiency. Smart pointers typically keep track of the memory they point to, and may also be used to manage other resources, such as network connections and file handles. Smart pointers were first popularized in the programming language C++ during the first half of the 1990s as rebuttal to criticisms of C++'s lack of automatic garbage collection. Pointer misuse can be a major source of bugs. Smart pointers prevent most situations of memory leaks by making the memory deallocation automatic. More generally, they make object destruction automatic: an object controlled by a smart pointer is automatically destroyed ( finalized and then deallocated) when the last (or only) owner of an object is destroyed, for example be ... [...More Info...] [...Related Items...] OR: [Wikipedia] [Google] [Baidu] |
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Deadlock (computer Science)
In concurrent computing, deadlock is any situation in which no member of some group of entities can proceed because each waits for another member, including itself, to take action, such as sending a message or, more commonly, releasing a lock. Deadlocks are a common problem in multiprocessing systems, parallel computing, and distributed systems, because in these contexts systems often use software or hardware locks to arbitrate shared resources and implement process synchronization. In an operating system, a deadlock occurs when a process or thread enters a waiting state because a requested system resource is held by another waiting process, which in turn is waiting for another resource held by another waiting process. If a process remains indefinitely unable to change its state because resources requested by it are being used by another process that itself is waiting, then the system is said to be in a deadlock. In a communications system, deadlocks occur mainly due to loss ... [...More Info...] [...Related Items...] OR: [Wikipedia] [Google] [Baidu] |
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Thread (computing)
In computer science, a thread of execution is the smallest sequence of programmed instructions that can be managed independently by a scheduler, which is typically a part of the operating system. In many cases, a thread is a component of a process. The multiple threads of a given process may be executed concurrently (via multithreading capabilities), sharing resources such as memory, while different processes do not share these resources. In particular, the threads of a process share its executable code and the values of its dynamically allocated variables and non- thread-local global variables at any given time. The implementation of threads and processes differs between operating systems. History Threads made an early appearance under the name of "tasks" in IBM's batch processing operating system, OS/360, in 1967. It provided users with three available configurations of the OS/360 control system, of which Multiprogramming with a Variable Number of Tasks (MVT) ... [...More Info...] [...Related Items...] OR: [Wikipedia] [Google] [Baidu] |
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Scope (computer Science)
In computer programming, the scope of a name binding (an association of a name to an entity, such as a variable) is the part of a program where the name binding is valid; that is, where the name can be used to refer to the entity. In other parts of the program, the name may refer to a different entity (it may have a different binding), or to nothing at all (it may be unbound). Scope helps prevent name collisions by allowing the same name to refer to different objects – as long as the names have separate scopes. The scope of a name binding is also known as the visibility of an entity, particularly in older or more technical literature—this is in relation to the referenced entity, not the referencing name. The term "scope" is also used to refer to the set of ''all'' name bindings that are valid within a part of a program or at a given point in a program, which is more correctly referred to as ''context'' or ''environment''. Strictly speaking and in practice for most programm ... [...More Info...] [...Related Items...] OR: [Wikipedia] [Google] [Baidu] |
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Exception Handling
In computing and computer programming, exception handling is the process of responding to the occurrence of ''exceptions'' – anomalous or exceptional conditions requiring special processing – during the execution of a program. In general, an exception breaks the normal flow of execution and executes a pre-registered ''exception handler''; the details of how this is done depend on whether it is a hardware or software exception and how the software exception is implemented. Exceptions are defined by different layers of a computer system, and the typical layers are CPU-defined interrupts, operating system (OS)-defined signals, programming language-defined exceptions. Each layer requires different ways of exception handling although they may be interrelated, e.g. a CPU interrupt could be turned into an OS signal. Some exceptions, especially hardware ones, may be handled so gracefully that execution can resume where it was interrupted. Definition The definition of an excep ... [...More Info...] [...Related Items...] OR: [Wikipedia] [Google] [Baidu] |