Search results
Results From The WOW.Com Content Network
In computer science, control flow (or flow of control) is the order in which individual statements, instructions or function calls of an imperative program are executed or evaluated. The emphasis on explicit control flow distinguishes an imperative programming language from a declarative programming language.
In computer science, a control-flow graph (CFG) is a representation, using graph notation, of all paths that might be traversed through a program during its execution. The control-flow graph was conceived by Frances E. Allen , [ 1 ] who noted that Reese T. Prosser used boolean connectivity matrices for flow analysis before.
Object-oriented programming (OOP) is a programming paradigm based on the concept of objects, [1] which can contain data and code: data in the form of fields (often known as attributes or properties), and code in the form of procedures (often known as methods).
In computer programming languages, a switch statement is a type of selection control mechanism used to allow the value of a variable or expression to change the control flow of program execution via search and map. Switch statements function somewhat similarly to the if statement used in programming languages like C/C++, C#, Visual Basic .NET ...
The indirection pattern supports low coupling and reuses potential between two elements by assigning the responsibility of mediation between them to an intermediate object. An example of this is the introduction of a controller component for mediation between data (model) and its representation (view) in the model-view-controller pattern.
Both Proc.new and lambda in this example are ways to create a closure, but semantics of the closures thus created are different with respect to the return statement. In Scheme, definition and scope of the return control statement is explicit (and only arbitrarily named 'return' for the sake of the example). The following is a direct translation ...
In object-oriented programming, the singleton pattern is software design pattern that restricts the instantiation of a class to a singular instance. It is one of the well-known "Gang of Four" design patterns , which describe how to solve recurring problems in object-oriented software. [ 1 ]
This comparison of programming languages compares how object-oriented programming languages such as C++, Java, Smalltalk, Object Pascal, Perl, Python, and others manipulate data structures. Object construction and destruction