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  2. Curiously recurring template pattern - Wikipedia

    en.wikipedia.org/wiki/Curiously_recurring...

    The curiously recurring template pattern (CRTP) is an idiom, originally in C++, in which a class X derives from a class template instantiation using X itself as a template argument. [1] More generally it is known as F-bound polymorphism , and it is a form of F -bounded quantification .

  3. Template (C++) - Wikipedia

    en.wikipedia.org/wiki/Template_(C++)

    The usage of a function template saves space in the source code file in addition to limiting changes to one function description and making the code easier to read. An instantiated function template usually produces the same object code, though, compared to writing separate functions for all the different data types used in a specific program.

  4. Class implementation file - Wikipedia

    en.wikipedia.org/wiki/Class_implementation_file

    In object-oriented programming, a class implementation file is often used to contain the implementation code for the method(s) of a class. Programming languages like C++ and Objective-C make use of these implementation files so as to separate the interface and implementation of these methods. [1]

  5. Composition over inheritance - Wikipedia

    en.wikipedia.org/wiki/Composition_over_inheritance

    Composition over inheritance (or composite reuse principle) in object-oriented programming (OOP) is the principle that classes should favor polymorphic behavior and code reuse by their composition (by containing instances of other classes that implement the desired functionality) over inheritance from a base or parent class. [2]

  6. C++ Standard Library - Wikipedia

    en.wikipedia.org/wiki/C++_Standard_Library

    The C++ Standard Library provides several generic containers, functions to use and manipulate these containers, function objects, generic strings and streams (including interactive and file I/O), support for some language features, and functions for common tasks such as finding the square root of a number.

  7. Property (programming) - Wikipedia

    en.wikipedia.org/wiki/Property_(programming)

    A property, in some object-oriented programming languages, is a special sort of class member, intermediate in functionality between a field (or data member) and a method.The syntax for reading and writing of properties is like for fields, but property reads and writes are (usually) translated to 'getter' and 'setter' method calls.

  8. Multiple inheritance - Wikipedia

    en.wikipedia.org/wiki/Multiple_inheritance

    Multiple inheritance is a feature of some object-oriented computer programming languages in which an object or class can inherit features from more than one parent object or parent class. It is distinct from single inheritance, where an object or class may only inherit from one particular object or class.

  9. BSON - Wikipedia

    en.wikipedia.org/wiki/BSON

    [4] [5] The topmost element in the structure must be of type BSON object and contains 1 or more elements, where an element consists of a field name, a type, and a value. Field names are strings. Field names are strings.