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Policy-based Design
''Modern C++ Design: Generic Programming and Design Patterns Applied'' is a book written by Andrei Alexandrescu, published in 2001 by Addison-Wesley. It has been regarded as "one of the most important C++ books" by Scott Meyers. The book makes use of and explores a C++ programming technique called template metaprogramming. While Alexandrescu didn't invent the technique, he has popularized it among programmers. His book contains solutions to practical problems which C++ programmers may face. Several phrases from the book are now used within the C++ community as generic terms: ''modern C++'' (as opposed to C/C++ style), policy-based design and typelist. All of the code described in the book is freely available in his library Loki. The book has been republished and translated into several languages since 2001. Policy-based design Policy-based design, also known as policy-based class design or policy-based programming, is the term used in ''Modern C++ Design'' for a design a ...
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Andrei Alexandrescu
Tudor Andrei Cristian Alexandrescu (born 1969) is a Romanian-American C++ and D language programmer and author. He is particularly known for his pioneering work on policy-based design implemented via template metaprogramming. These ideas are articulated in his book ''Modern C++ Design'' and were first implemented in his programming library, Loki (C++), Loki. He also implemented the "move constructors" concept in his MOJO library. He contributed to the ''C/C++ Users Journal'' under the byline "Generic". He became an American citizen in August 2014. Education and career Alexandrescu received a B.S. degree in Electrical Engineering from Polytechnic University of Bucharest (''Universitatea Politehnica din București'') in July 1994. His first article was published in the ''C/C++ Users Journal'' in September 1998. He was a program manager for Netzip, Inc. from April 1999 until February 2000. When the company was acquired by RealNetworks, Inc., he served there as a development man ...
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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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State (computer Science)
In information technology and computer science, a system is described as stateful if it is designed to remember preceding events or user interactions; the remembered information is called the state of the system. The set of states a system can occupy is known as its state space. In a discrete system, the state space is countable and often finite. The system's internal behaviour or interaction with its environment consists of separately occurring individual actions or events, such as accepting input or producing output, that may or may not cause the system to change its state. Examples of such systems are digital logic circuits and components, automata and formal language, computer programs, and computers. The output of a digital circuit or deterministic computer program at any time is completely determined by its current inputs and its state. Digital logic circuit state Digital logic circuits can be divided into two types: combinational logic, whose output signals a ...
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Method (computer Science)
A method in object-oriented programming (OOP) is a procedure associated with an object, and generally also a message. An object consists of ''state data'' and ''behavior''; these compose an ''interface'', which specifies how the object may be used. A method is a behavior of an object parametrized by a user. 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 object. A method in Ja ...
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Subroutine
In computer programming, a function (also procedure, method, subroutine, routine, or subprogram) is a callable unit of software logic that has a well-defined interface and behavior and can be invoked multiple times. Callable units provide a powerful programming tool. The primary purpose is to allow for the decomposition of a large and/or complicated problem into chunks that have relatively low cognitive load and to assign the chunks meaningful names (unless they are anonymous). Judicious application can reduce the cost of developing and maintaining software, while increasing its quality and reliability. Callable units are present at multiple levels of abstraction in the programming environment. For example, a programmer may write a function in source code that is compiled to machine code that implements similar semantics. There is a callable unit in the source code and an associated one in the machine code, but they are different kinds of callable units with different impl ...
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Callback (computer Science)
In computer programming, a callback is a Function (computer programming), function that is stored as data (a Reference (computer science), reference) and designed to be called by another function often ''back'' to the original Abstraction (computer science), abstraction layer. A function that accepts a callback Parameter (computer programming), parameter may be designed to call back before Return statement, returning to its caller which is known as ''Synchronization (computer science), synchronous'' or ''blocking''. The function that accepts a callback may be designed to store the callback so that it can be called back after returning which is known as ''asynchronous'', ''Non-blocking algorithm, non-blocking'' or ''deferred''. Programming languages support callbacks in different ways such as function pointers, Lambda (programming), lambda expressions and block (programming), blocks. A callback can be likened to leaving instructions with a tailor for what to do when a suit is ...
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Exponential Growth
Exponential growth occurs when a quantity grows as an exponential function of time. The quantity grows at a rate directly proportional to its present size. For example, when it is 3 times as big as it is now, it will be growing 3 times as fast as it is now. In more technical language, its instantaneous rate of change (that is, the derivative) of a quantity with respect to an independent variable is proportional to the quantity itself. Often the independent variable is time. Described as a function, a quantity undergoing exponential growth is an exponential function of time, that is, the variable representing time is the exponent (in contrast to other types of growth, such as quadratic growth). Exponential growth is the inverse of logarithmic growth. Not all cases of growth at an always increasing rate are instances of exponential growth. For example the function f(x) = x^3 grows at an ever increasing rate, but is much slower than growing exponentially. For example, w ...
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Module (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 or "concern" 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 programm ...
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Library (computing)
In computing, a library is a collection of System resource, resources that can be leveraged during software development to implement a computer program. Commonly, a library consists of executable code such as compiled function (computer science), functions and Class (computer programming), classes, or a library can be a collection of source code. A resource library may contain data such as images and Text string, text. A library can be used by multiple, independent consumers (programs and other libraries). This differs from resources defined in a program which can usually only be used by that program. When a consumer uses a library resource, it gains the value of the library without having to implement it itself. Libraries encourage software reuse in a Modular programming, modular fashion. Libraries can use other libraries resulting in a hierarchy of libraries in a program. When writing code that uses a library, a programmer only needs to know how to use it not its internal d ...
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Orthogonality
In mathematics, orthogonality is the generalization of the geometric notion of '' perpendicularity''. Although many authors use the two terms ''perpendicular'' and ''orthogonal'' interchangeably, the term ''perpendicular'' is more specifically used for lines and planes that intersect to form a right angle, whereas ''orthogonal'' is used in generalizations, such as ''orthogonal vectors'' or ''orthogonal curves''. ''Orthogonality'' is also used with various meanings that are often weakly related or not related at all with the mathematical meanings. Etymology The word comes from the Ancient Greek ('), meaning "upright", and ('), meaning "angle". The Ancient Greek (') and Classical Latin ' originally denoted a rectangle. Later, they came to mean a right triangle. In the 12th century, the post-classical Latin word ''orthogonalis'' came to mean a right angle or something related to a right angle. Mathematics Physics Optics In optics, polarization states are said to be ort ...
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Separation Of Concerns
In computer science, separation of concerns (sometimes abbreviated as SoC) is a design principle for separating a computer program into distinct sections. Each section addresses a separate '' concern'', a set of information that affects the code of a computer program. A concern can be as general as "the details of the hardware for an application", or as specific as "the name of which class to instantiate". A program that embodies SoC well is called a modular program. Modularity, and hence separation of concerns, is achieved by encapsulating information inside a section of code that has a well-defined interface. Encapsulation is a means of information hiding. Layered designs or packaging by feature in information systems are another embodiment of separation of concerns (e.g., presentation layer, business logic layer, data access layer, persistence layer). Separation of concerns results in more degrees of freedom for some aspect of the program's design, deployment, or usage. Comm ...
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Interface (computer Science)
A communication protocol is a system of rules that allows two or more entities of a communications system to transmit information via any variation of a physical quantity. The protocol defines the rules, syntax, semantics, and synchronization of communication and possible error recovery methods. Protocols may be implemented by hardware, software, or a combination of both. Communicating systems use well-defined formats for exchanging various messages. Each message has an exact meaning intended to elicit a response from a range of possible responses predetermined for that particular situation. The specified behavior is typically independent of how it is to be implemented. Communication protocols have to be agreed upon by the parties involved. To reach an agreement, a protocol may be developed into a technical standard. A programming language describes the same for computations, so there is a close analogy between protocols and programming languages: ''protocols are to communica ...
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