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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.
The Python programming language has a builtin plistlib module to read and write plist files, in Apple's XML or in binary (since Python 3.4). [28] ProperTree is a cross-platform editor that makes use of this library. [29] A third-party library called ccl-bplist has the additional ability to handle NSKeyedArchiver UIDs. [19]
glTF – the JSON-based standard developed by Khronos Group; HEC – Hector Game Engine – Flatspace model format; IO – Bricklink Stud.io 2.0 Model File; IOB – Imagine (3D modeling software) JAS – Cheetah 3D file; JMESH – Universal mesh data exchange file based on JMesh specification (.jmsh for text/JSON based, .bmsh for binary/UBJSON ...
The glTF format stores data primarily in JSON. The JSON may also contain blobs of binary data known as buffers, and refer to external files, for storing mesh data, images, etc. [7] The binary .glb format also contains JSON text, but serialized with binary chunk headers to allow blobs to be directly appended to the file.
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).
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]
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).