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  2. Async/await - Wikipedia

    en.wikipedia.org/wiki/Async/await

    In computer programming, the async/await pattern is a syntactic feature of many programming languages that allows an asynchronous, non-blocking function to be structured in a way similar to an ordinary synchronous function.

  3. Asynchrony (computer programming) - Wikipedia

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

    Asynchrony, in computer programming, refers to the occurrence of events independent of the main program flow and ways to deal with such events. These may be "outside" events such as the arrival of signals, or actions instigated by a program that take place concurrently with program execution, without the program hanging to wait for results. [1]

  4. Message passing - Wikipedia

    en.wikipedia.org/wiki/Message_passing

    Message passing is a technique for invoking behavior (i.e., running a program) on a computer. In contrast to the traditional technique of calling a program by name, message passing uses an object model to distinguish the general function from the specific implementations. The invoking program sends a message and relies on the object to select ...

  5. Futures and promises - Wikipedia

    en.wikipedia.org/wiki/Futures_and_promises

    In computer science, futures, promises, delays, and deferreds are constructs used for synchronizing program execution in some concurrent programming languages.Each is an object that acts as a proxy for a result that is initially unknown, usually because the computation of its value is not yet complete.

  6. Off-by-one error - Wikipedia

    en.wikipedia.org/wiki/Off-by-one_error

    The correct number of sections for a fence is n − 1 if the fence is a free-standing line segment bounded by a post at each of its ends (e.g., a fence between two passageway gaps), n if the fence forms one complete, free-standing loop (e.g., enclosure accessible by surmounting, such as a boxing ring), or n + 1 if posts do not occur at the ends ...

  7. Asynchronous method invocation - Wikipedia

    en.wikipedia.org/wiki/Asynchronous_method_invocation

    In multithreaded computer programming, asynchronous method invocation (AMI), also known as asynchronous method calls or the asynchronous pattern is a design pattern in which the call site is not blocked while waiting for the called code to finish. Instead, the calling thread is notified when the reply arrives.

  8. Asynchronous procedure call - Wikipedia

    en.wikipedia.org/wiki/Asynchronous_procedure_call

    A reusable asynchronous procedure is termed Actor. In the Actor model two ports are used: one to receive input, and another (hidden) port to handle the input. In Dataflow programming many ports are used, passing to an execution service when all inputs are present.

  9. Side effect (computer science) - Wikipedia

    en.wikipedia.org/wiki/Side_effect_(computer_science)

    The degree to which side effects are used depends on the programming paradigm. For example, imperative programming is commonly used to produce side effects, to update a system's state. By contrast, declarative programming is commonly used to report on the state of system, without side effects.

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