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Behavior when the collection is empty varies – most often this yields an underflow error, identically to a pop on an empty collection, but some implementations provide a function which instead simply returns (without error), essentially implementing if isempty then return, else peek. This behavior can be axiomatized in various ways.
In object-oriented computer programming, a null object is an object with no referenced value or with defined neutral (null) behavior.The null object design pattern, which describes the uses of such objects and their behavior (or lack thereof), was first published as "Void Value" [1] and later in the Pattern Languages of Program Design book series as "Null Object".
In computer science, a stack is an abstract data type that serves as a collection of elements with two main operations: Push, which adds an element to the collection, and; Pop, which removes the most recently added element. Additionally, a peek operation can, without
Garbage collection may take a significant proportion of a program's total processing time, and affect performance as a result. Resources other than memory, such as network sockets, database handles, windows, file descriptors, and device descriptors, are not typically handled by garbage collection, but rather by other methods (e.g. destructors ...
Under tracing garbage collection, the request to allocate a new object can sometimes return quickly and at other times trigger a lengthy garbage collection cycle. Under reference counting, whereas allocation of objects is usually fast, decrementing a reference is nondeterministic, since a reference may reach zero, triggering recursion to ...
Collection defines the basic parts of all collections. The interface has the add(E e) and remove(E e) methods for adding to and removing from a Collection respectively. It also has the toArray() method, which converts the Collection into an array of Objects in the Collection (with return type of Object[]). [11]
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A method in object-oriented programming (OOP) is a procedure associated with an object, and generally also a message. An object consists of state data and behavior; these compose an interface, which specifies how the object may be used. A method is a behavior of an object parametrized by a user.