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Arrays, unlike the basic Object type, are prototyped with methods and properties to aid the programmer in routine tasks (for example, join, slice, and push). As in the C family , arrays use a zero-based indexing scheme: A value that is inserted into an empty array by means of the push method occupies the 0th index of the array.
By default, collection classes such as List and Map are immutable, so update-methods return a new instance rather than mutating an existing one. While this may sound inefficient, the implementation of these classes and their guarantees of immutability mean that the new instance can re-use existing nodes, which, especially in the case of ...
The relatively new System.Collections.Immutable package, available in .NET Framework versions 4.5 and above, and in all versions of .NET Core, also includes the System.Collections.Immutable.Dictionary<TKey, TValue> type, which is implemented using an AVL tree. The methods that would normally mutate the object in-place instead return a new ...
The capturing of final variables enables capturing variables by value. Even if the variable to capture is non-final, it can always be copied to a temporary final variable just before the class. Capturing of variables by reference can be emulated by using a final reference to a mutable container, for example, a one-element array. The local class ...
In object-oriented programming, "immutable interface" is a pattern for designing an immutable object. [1] The immutable interface pattern involves defining a type which does not provide any methods which mutate state. Objects which are referenced by that type are not seen to have any mutable state, and appear immutable.
Perhaps the simplest persistent data structure is the singly linked list or cons-based list, a simple list of objects formed by each carrying a reference to the next in the list. This is persistent because the tail of the list can be taken, meaning the last k items for some k, and new nodes can be added in front of it. The tail will not be ...
There are multiple ways to implement the flyweight pattern. One example is mutability: whether the objects storing extrinsic flyweight state can change. Immutable objects are easily shared, but require creating new extrinsic objects whenever a change in state occurs. In contrast, mutable objects can share state.
While existing monads may be easy to apply in a program, given appropriate templates and examples, many students find them difficult to understand conceptually, e.g., when asked to define new monads (which is sometimes needed for certain types of libraries). [81] Functional languages also simulate states by passing around immutable states.