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Flow diagram. 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 ...
A few examples: In Python, the term "marshal" is used for a specific type of "serialization" in the Python standard library [2] – storing internal python objects: The marshal module exists mainly to support reading and writing the “pseudo-compiled” code for Python modules of .pyc files. …
An Avro Object Container File consists of: [5] A file header, followed by; one or more file data blocks. A file header consists of: Four bytes, ASCII 'O', 'b', 'j', followed by the Avro version number which is 1 (0x01) (Binary values 0x4F 0x62 0x6A 0x01). File metadata, including the schema definition.
If an object reliably has a pointer at a certain location, the reference count can be stored in the unused bits of the pointer. For example, each object in Objective-C has a pointer to its class at the beginning of its memory; on the ARM64 architecture using iOS 7, 19 unused bits of this class pointer are used to store the object's reference count.
Sequential access is a term describing a group of elements (such as data in a memory array or a disk file or on magnetic-tape data storage) being accessed in a predetermined, ordered sequence. It is the opposite of random access, the ability to access an arbitrary element of a sequence as easily and efficiently as any other at any time.
One important case of hard coding is when strings are placed directly into the file, which forces translators to edit the source code to translate a program. (There is a tool called gettext that permits strings to be left in files, but lets translators translate them without changing the source code; it effectively de-hard codes the strings.)
In software development, an object is an entity that has state, behavior, and identity. [ 1 ] : 78 An object can model some part of reality or can be an invention of the design process whose collaborations with other such objects serve as the mechanisms that provide some higher-level behavior.
Plain Old CLR Object is a play on the term plain old Java object from the Java EE programming world, which was coined by Martin Fowler in 2000. [2] POCO is often expanded to plain old C# object, though POCOs can be created with any language targeting the CLR. An alternative acronym sometimes used is plain old .NET object. [3]