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This is a list of well-known data structures. For a wider list of terms, see list of terms relating to algorithms and data structures. For a comparison of running times for a subset of this list see comparison of data structures.
For example, it is possible to have the standard C++ string as a member of a union. The primary use of a union is allowing access to a common location by different data types, for example hardware input/output access, bitfield and word sharing, or type punning. Unions can also provide low-level polymorphism. However, there is no checking of ...
Although Lua stores lists that have numerical indices as arrays internally, they still appear as dictionaries. [4] In Lisp, lists are the fundamental data type and can represent both program code and data. In most dialects, the list of the first three prime numbers could be written as (list 2 3 5).
The primary advantage of a tagged union over an untagged union is that all accesses are safe, and the compiler can even check that all cases are handled. Untagged unions depend on program logic to correctly identify the currently active field, which may result in strange behavior and hard-to-find bugs if that logic fails.
This is a list of operators in the C and C++ programming languages.. All listed operators are in C++ and lacking indication otherwise, in C as well. Some tables include a "In C" column that indicates whether an operator is also in C. Note that C does not support operator overloading.
The C++ Standard Library is based upon conventions introduced by the Standard Template Library (STL), and has been influenced by research in generic programming and developers of the STL such as Alexander Stepanov and Meng Lee. [4] [5] Although the C++ Standard Library and the STL share many features, neither is a strict superset of the other.
Libstdc++ uses code derived from SGI STL for the algorithms and containers defined in C++03. Dinkum STL library by P.J. Plauger; The Microsoft STL which ships with Visual C++ is a licensed derivative of Dinkum's STL. Source is available on Github. EASTL, developed by Paul Pedriana at Electronic Arts and published as part of EA Open Source.
The disadvantage of association lists is that the time to search is O(), where n is the length of the list. [3] For large lists, this may be much slower than the times that can be obtained by representing an associative array as a binary search tree or as a hash table.