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Marshalling is similar to or synonymous with serialization, although technically serialization is one step in the process of marshalling an object.. Marshalling is describing the overall intent or process to transfer some live object from a client to a server (with client and server taken as abstract, mirrored concepts mapping to any matching ends of an arbitrary communication link ie.
Certain JSON implementations only accept JSON texts representing an object or an array. For interoperability, applications interchanging JSON should transmit messages that are objects or arrays. The specifications allow JSON objects that contain multiple members with the same name.
A term in automatic programming for the machine language program produced by the machine by translating a source program written by the programmer in a language similar to algebraic notation. [1] A linker is used to combine the object code into one executable program or library pulling in precompiled system libraries as needed.
It is a family of declarative "ultra high-level" languages. It features abstract types, generic modules, subsorts (subtypes with multiple inheritance), pattern-matching modulo equations, E-strategies (user control over laziness), module expressions (for combining modules), theories and views (for describing module interfaces) for the massively parallel RRM (rewrite rule machine).
The Material Template Library format (MTL) or .MTL File Format is a companion file format to .OBJ, also defined by Wavefront Technologies, that describes surface shading (material) properties of objects within one or more .OBJ files. A .OBJ file references one or more .MTL files (called "material libraries"), and from there, references one or ...
In computing, object code or object module is the product of an assembler or compiler. [1]In a general sense, object code is a sequence of statements or instructions in a computer language, [2] usually a machine code language (i.e., binary) or an intermediate language such as register transfer language (RTL).
32-bit compilers emit, respectively: _f _g@4 @h@4 In the stdcall and fastcall mangling schemes, the function is encoded as _name@X and @name@X respectively, where X is the number of bytes, in decimal, of the argument(s) in the parameter list (including those passed in registers, for fastcall).
In object-oriented (OO) and functional programming, an immutable object (unchangeable [1] object) is an object whose state cannot be modified after it is created. [2] This is in contrast to a mutable object (changeable object), which can be modified after it is created. [3]