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An undefined variable in the source code of a computer program is a variable that is accessed in the code but has not been declared by that code. [1] In some programming languages, an implicit declaration is provided the first time such a variable is encountered at compile time. In other languages such a usage is considered to be sufficiently ...
Some languages assist this task by offering constructs to handle the initializedness of variables; for example, C# has a special flavour of call-by-reference parameters to subroutines (specified as out instead of the usual ref), asserting that the variable is allowed to be uninitialized on entry but will be initizalized afterwards.
Generally, var, var, or var is how variable names or other non-literal values to be interpreted by the reader are represented. The rest is literal code. Guillemets (« and ») enclose optional sections.
While a variable or function may be declared many times, it is typically defined once (in C++, this is known as the One Definition Rule or ODR). Dynamic languages such as JavaScript or Python generally allow functions to be redefined, that is, re-bound; a function is a variable much like any other, with a name and a value (the definition).
Python is a high-level, general-purpose programming language. Its design philosophy emphasizes code readability with the use of significant indentation. [33] Python is dynamically type-checked and garbage-collected. It supports multiple programming paradigms, including structured (particularly procedural), object-oriented and functional ...
In computer programming, variable shadowing occurs when a variable declared within a certain scope (decision block, method, or inner class) has the same name as a variable declared in an outer scope. At the level of identifiers (names, rather than variables), this is known as name masking .
Method overriding, in object-oriented programming, is a language feature that allows a subclass or child class to provide a specific implementation of a method that is already provided by one of its superclasses or parent classes.
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.