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In computer programming, a collection is an abstract data type that is a grouping of items that can be used in a polymorphic way. Often, the items are of the same data type such as int or string . Sometimes the items derive from a common type; even deriving from the most general type of a programming language such as object or variant .
The curiously recurring template pattern (CRTP) is an idiom, originally in C++, in which a class X derives from a class template instantiation using X itself as a template argument. [1] More generally it is known as F-bound polymorphism, and it is a form of F-bounded quantification.
For example, when scanning the list looking for a node with a given value x, setting the sentinel's data field to x makes it unnecessary to test for end-of-list inside the loop. Another example is the merging two sorted lists: if their sentinels have data fields set to +∞, the choice of the next output node does not need special handling for ...
Union types (C/C++ language) Permits storing types of different data sizes; it is hard to ensure which type is stored in a union upon retrieval however and should be carefully followed. Type conversion Templates or Generics Ensures reusability and type safety; may be thought as a reverse inheritance.
For example, a portable library can not define an allocator type that will pull memory from different pools using different allocator objects of that type. (Meyers, p. 50) (addressed in C++11). The set of algorithms is not complete: for example, the copy_if algorithm was left out, [13] though it has been added in C++11. [14]
Each one is converted into a canonical form by sorting. Since both sorted strings literally agree, the original strings were anagrams of each other. In mathematics and computer science, a canonical, normal, or standard form of a mathematical object is a standard way of presenting that object as a mathematical expression. Often, it is one which ...
The following example demonstrates various techniques involving a vector and C++ Standard Library algorithms, notably shuffling, sorting, finding the largest element, and erasing from a vector using the erase-remove idiom.
In object-oriented programming, the singleton pattern is a 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 ]