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In RAII, holding a resource is a class invariant, and is tied to object lifetime. Resource allocation (or acquisition) is done during object creation (specifically initialization), by the constructor, while resource deallocation (release) is done during object destruction (specifically finalization), by the destructor. In other words, resource ...
Languages with manual management can arrange this by acquiring the resource during object initialization (in the constructor), and releasing during object destruction (in the destructor), which occurs at a precise time. This is known as Resource Acquisition Is Initialization. This can also be used with deterministic reference counting.
SV-2 Systems Resource Flow Description A description of Resource Flows exchanged between systems. SV-3 Systems-Systems Matrix The relationships among systems in a given Architectural Description. It can be designed to show relationships of interest, (e.g., system-type interfaces, planned vs. existing interfaces). SV-4 Systems Functionality ...
Initializing with the empty set is an optimistic initialization: all variables start out as dead. Note that the out-states cannot shrink from one iteration to the next, although the out-state can be smaller than the in-state. This can be seen from the fact that after the first iteration the out-state can only change by a change of the in-state.
Flow diagram a C-style for loop, representing the following code: for(i=0;i<5;i++) printf("*"); The loop will cause five asterisks to be printed. Flowcharts are used to design and document simple processes or programs. Like other types of diagrams, they help visualize the process.
In economics, the field of public finance deals with three broad areas: macroeconomic stabilization, the distribution of income and wealth, and the allocation of resources. . Much of the study of the allocation of resources is devoted to finding the conditions under which particular mechanisms of resource allocation lead to Pareto efficient outcomes, in which no party's situation can be ...
Object pooling requires resources – memory and possibly other resources, such as network sockets, and thus it is preferable that the number of instances in use at any one time is low, but this is not required. The pooled object is obtained in predictable time when creation of the new objects (especially over network) may take variable time.
The state diagram from Figure 2 is an example of an extended state machine, in which the complete condition of the system (called the extended state) is the combination of a qualitative aspect—the state variable—and the quantitative aspects—the extended state variables.