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Starting with Visual C++ 2005, the CRT uses a 64-bit time_t unless the _USE_32BIT_TIME_T preprocessor macro is defined. [36] However, the Windows API itself is unaffected by the year 2038 bug, as Windows internally tracks time as the number of 100-nanosecond intervals since 1 January 1601 in a 64-bit signed integer, which will not overflow ...
An issue in the Mac version of Sierra's Creative Interpreter (Mac SCI) would cause the game to "lock-up" when attempting to handle a delay due to a problem involving an overflow. Mac SCI would attempt to use the date to determine how long a delay should last by getting the current time in seconds since 1 January 1904, the Macintosh epoch (see ...
The time overhead of a reflection call is traded for the space overhead of an inner class. Trampolines in Java usually involve the creation of a GenericListener to pass events to an outer class. [2] In Mono Runtime, trampolines are small, hand-written pieces of assembly code used to perform various tasks. [3]
Each time the program rewrites a part of itself, the rewritten part must be loaded into the cache again, which results in a slight delay, if the modified codelet shares the same cache line with the modifying code, as is the case when the modified memory address is located within a few bytes to the one of the modifying code.
The Lazy interface with its eval() method is equivalent to the Supplier interface with its get() method in the java.util.function library. [ 25 ] [ 26 ] : 200 Each class that implements the Lazy interface must provide an eval method, and instances of the class may carry whatever values the method needs to accomplish lazy evaluation.
The terms future, promise, delay, and deferred are often used interchangeably, although some differences in usage between future and promise are treated below. Specifically, when usage is distinguished, a future is a read-only placeholder view of a variable, while a promise is a writable, single assignment container which sets the value of the ...
Delta time or delta timing is a concept used amongst programmers in relation to hardware and network responsiveness. [1] In graphics programming, the term is usually used for variably updating scenery based on the elapsed time since the game last updated, [2] (i.e. the previous "frame") which will vary depending on the speed of the computer, and how much work needs to be done in the program at ...
The canonical method for exploiting a stack-based buffer overflow is to overwrite the function return address with a pointer to attacker-controlled data (usually on the stack itself). [ 3 ] [ 6 ] This is illustrated with strcpy() in the following example: