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  2. Futures and promises - Wikipedia

    en.wikipedia.org/wiki/Futures_and_promises

    The promise represents the read-only view, and the resolver is needed to set the future's value. In C++11 a std::future provides a read-only view. The value is set directly by using a std::promise, or set to the result of a function call using std::packaged_task or std::async.

  3. ReactiveX - Wikipedia

    en.wikipedia.org/wiki/ReactiveX

    ReactiveX is a combination of ideas from the observer and the iterator patterns and from functional programming. [2] An observer subscribes to an observable sequence. The sequence then sends the items to the observer one at a time, usually by calling the provided callback function. The observer handles each one before processing the next one.

  4. Async/await - Wikipedia

    en.wikipedia.org/wiki/Async/await

    A function using async/await can use as many await expressions as it wants, and each will be handled in the same way (though a promise will only be returned to the caller for the first await, while every other await will utilize internal callbacks). A function can also hold a promise object directly and do other processing first (including ...

  5. Callback (computer programming) - Wikipedia

    en.wikipedia.org/wiki/Callback_(computer...

    Notably, the delivery need not be made by the clerk who took the order. A callback need not be called by the function that accepted the callback as a parameter. Also, the delivery need not be made directly to the customer. A callback need not be to the calling function. In fact, a function would generally not pass itself as a callback.

  6. Asynchronous method invocation - Wikipedia

    en.wikipedia.org/wiki/Asynchronous_method_invocation

    One common use of AMI is in the active object design pattern. Alternatives are synchronous method invocation and future objects. [4] An example for an application that may make use of AMI is a web browser that needs to display a web page even before all images are loaded.

  7. Software design pattern - Wikipedia

    en.wikipedia.org/wiki/Software_design_pattern

    In software engineering, a software design pattern or design pattern is a general, reusable solution to a commonly occurring problem in many contexts in software design. [1] A design pattern is not a rigid structure that can be transplanted directly into source code. Rather, it is a description or a template for solving a particular type of ...

  8. Observer pattern - Wikipedia

    en.wikipedia.org/wiki/Observer_pattern

    The observer design pattern is a behavioural pattern listed among the 23 well-known "Gang of Four" design patterns that address recurring design challenges in order to design flexible and reusable object-oriented software, yielding objects that are easier to implement, change, test and reuse.

  9. Design Patterns - Wikipedia

    en.wikipedia.org/wiki/Design_Patterns

    Design Patterns: Elements of Reusable Object-Oriented Software (1994) is a software engineering book describing software design patterns. The book was written by Erich Gamma , Richard Helm , Ralph Johnson , and John Vlissides , with a foreword by Grady Booch .