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In many computer programming languages, a do while loop is a control flow statement that executes a block of code and then either repeats the block or exits the loop depending on a given boolean condition. The do while construct consists of a process symbol and a condition. First the code within the block is executed.
From Java 8 onwards, the default keyword can be used to allow an interface to provide an implementation of a method. do The do keyword is used in conjunction with while to create a do-while loop, which executes a block of statements associated with the loop and then tests a boolean expression associated with the while.
first checks whether x is less than 5, which it is, so then the {loop body} is entered, where the printf function is run and x is incremented by 1. After completing all the statements in the loop body, the condition, (x < 5), is checked again, and the loop is executed again, this process repeating until the variable x has the value 5.
Packages are a part of a class name and they are used to group and/or distinguish named entities from other ones. Another purpose of packages is to govern code access together with access modifiers. For example, java.io.InputStream is a fully qualified class name for the class InputStream which is located in the package java.io.
In the C programming language, Duff's device is a way of manually implementing loop unrolling by interleaving two syntactic constructs of C: the do-while loop and a switch statement. Its discovery is credited to Tom Duff in November 1983, when Duff was working for Lucasfilm and used it to speed up a real-time animation program.
for X := 0.1 step 0.1 to 1.0 do might be repeated 9 or 10 times, depending on rounding errors and/or the hardware and/or the compiler version. Furthermore, if the increment of X occurs by repeated addition, accumulated rounding errors may mean that the value of X in each iteration can differ quite significantly from the expected sequence 0.1, 0 ...
DO I = 1, N statements!Executed for all values of "I", up to a disaster if any. IF (no good) CYCLE! Skip this value of "I", and continue with the next. Statements!Executed only where goodness prevails. IF (disaster) EXIT! Abandon the loop. Statements!While good and, no disaster. END DO! Should align with the "DO".
For example, an object can send an area message to another object and the appropriate formula is invoked whether the receiving object is a rectangle, circle, triangle, etc. Methods also provide the interface that other classes use to access and modify the properties of an object; this is known as encapsulation .