Search results
Results from the WOW.Com Content Network
For example, SpeedTree is a middleware package that procedurally generates trees which can be used to quickly populate a forest. [1] Whereas most games use this technique to create a static environment for the final product, some employ procedural generation as a game mechanic , such as to create new environments for the player to explore.
In object-oriented programming, the iterator pattern is a design pattern in which an iterator is used to traverse a container and access the container's elements. The iterator pattern decouples algorithms from containers; in some cases, algorithms are necessarily container-specific and thus cannot be decoupled.
For this purpose, the C++11 standard library defines the smart pointer classes std::unique_ptr for single-owned objects and std::shared_ptr for objects with shared ownership. Similar classes are also available through std::auto_ptr in C++98, and boost::shared_ptr in the Boost libraries. Also, messages can be sent to network resources using RAII.
C++ ClickHouse: C++ Released in 2016 to analyze data that is updated in real time CrateDB: Java C-Store: C++ The last release of the original code was in 2006; Vertica a commercial fork, lives on. DuckDB: C++ An embeddable, in-process, column-oriented SQL OLAP RDBMS Databend Rust An elastic and reliable Serverless Data Warehouse InfluxDB: Rust
The Microsoft Foundation Classes (MFC), a C++ wrapper around the Windows API. The Windows Template Library (WTL), a template-based extension to ATL and a replacement of MFC The Object Windows Library (OWL), Borland 's alternative to MFC.
Folds can be regarded as consistently replacing the structural components of a data structure with functions and values. Lists, for example, are built up in many functional languages from two primitives: any list is either an empty list, commonly called nil ([]), or is constructed by prefixing an element in front of another list, creating what is called a cons node ( Cons(X1,Cons(X2,Cons ...
The list data structure allocates and deallocates memory as needed; therefore, it does not allocate memory that it is not currently using. Memory is freed when an element is removed from the list. Lists are efficient when inserting new elements in the list; this is an operation. No shifting is required like with vectors.
A stack may be implemented as, for example, a singly linked list with a pointer to the top element. A stack may be implemented to have a bounded capacity. If the stack is full and does not contain enough space to accept another element, the stack is in a state of stack overflow. A stack is needed to implement depth-first search.