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A tabular data card proposed for Babbage's Analytical Engine showing a key–value pair, in this instance a number and its base-ten logarithm. A key–value database, or key–value store, is a data storage paradigm designed for storing, retrieving, and managing associative arrays, and a data structure more commonly known today as a dictionary or hash table.
Any existing mapping is overwritten. The arguments to this operation are the key and the value. Remove or delete remove a (,) pair from the collection, unmapping a given key from its value. The argument to this operation is the key. Lookup, find, or get find the value (if any) that is bound to a given key.
When being inserted to a dictionary, the value object receives a retain message to increase its reference count. The value object will receive the release message when it will be deleted from the dictionary (either explicitly or by adding to the dictionary a different object with the same key).
Object stores are similar to key–value stores in two respects. First, the object identifier or URL (the equivalent of the key) can be an arbitrary string. [40] Second, data may be of an arbitrary size. There are, however, a few key differences between key–value stores and object stores.
Example of a web form with name-value pairs. A name–value pair, also called an attribute–value pair, key–value pair, or field–value pair, is a fundamental data representation in computing systems and applications. Designers often desire an open-ended data structure that allows for future extension without modifying existing code or data.
To represent substructure, one incorporates a special EAV table where the value column contains references to other entities in the system (i.e., foreign key values into the objects table). To get all the information on a given object requires a recursive traversal of the metadata, followed by a recursive traversal of the data that stops when ...
It is expected that when the object is ready to be collected, the properties will also go away. But if the value, possibly transitively, maps to its own key (the object), then the object will never be collected. If an ephemeron was used instead, the value wouldn't have been followed unless the object was proved alive, solving the cycle.
In object-oriented programming, the singleton pattern is a software design pattern that restricts the instantiation of a class to a singular instance. It is one of the well-known "Gang of Four" design patterns , which describe how to solve recurring problems in object-oriented software. [ 1 ]