Search results
Results From The WOW.Com Content Network
In computer programming, initialization or initialisation is the assignment of an initial value for a data object or variable. The manner in which initialization is performed depends on the programming language , as well as the type, storage class, etc., of an object to be initialized.
In Objective-C, the constructor method is split across two methods, "alloc" and "init" with the alloc method setting aside (allocating) memory for an instance of the class, and the init method handling the bulk of initializing the instance. A call to the method "new" invokes both the alloc and the init methods, for the class instance.
Python def __getitem__(self, index): Tab ↹ instructions Tab ↹ return value def __setitem__(self, index, value): Tab ↹ instructions: def __getitem__(self, index): Tab ↹ instructions Tab ↹ return value: def __setitem__(self, index, value): Tab ↹ instructions: Visual Basic .NET Default Property Item(Index As type) As type Get ...
Resource acquisition is initialization (RAII) [1] is a programming idiom [2] 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 .
In computer programming, lazy initialization is the tactic of delaying the creation of an object, the calculation of a value, or some other expensive process until the first time it is needed.
The uniform access principle of computer programming was put forth by Bertrand Meyer (originally in his book Object-Oriented Software Construction).It states "All services offered by a module should be available through a uniform notation, which does not betray whether they are implemented through storage or through computation."
A class diagram exemplifying the singleton pattern.. In object-oriented programming, the singleton pattern is a software design pattern that restricts the instantiation of a class to a singular instance.
The Bridge design pattern is one of the twenty-three well-known GoF design patterns that describe how to solve recurring design problems to design flexible and reusable object-oriented software, that is, objects that are easier to implement, change, test, and reuse.