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  2. Peek (data type operation) - Wikipedia

    en.wikipedia.org/wiki/Peek_(data_type_operation)

    In computer science, peek is an operation on certain abstract data types, specifically sequential collections such as stacks and queues, which returns the value of the top ("front") of the collection without removing the element from the collection. It thus returns the same value as operations such as "pop" or "dequeue", but does not modify the ...

  3. Double-ended queue - Wikipedia

    en.wikipedia.org/wiki/Double-ended_queue

    The basic operations on a deque are enqueue and dequeue on either end. Also generally implemented are peek operations, which return the value at that end without dequeuing it. Names vary between languages; major implementations include:

  4. Queue (abstract data type) - Wikipedia

    en.wikipedia.org/wiki/Queue_(abstract_data_type)

    For example, Perl and Ruby allow pushing and popping an array from both ends, so one can use push and shift functions to enqueue and dequeue a list (or, in reverse, one can use unshift and pop), [2] although in some cases these operations are not efficient. C++'s Standard Template Library provides a "queue" templated class which is restricted ...

  5. Sequence container (C++) - Wikipedia

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

    [10] [11] vector<bool> does not meet the requirements for a C++ Standard Library container. For instance, a container<T>::reference must be a true lvalue of type T. This is not the case with vector<bool>::reference, which is a proxy class convertible to bool. [12] Similarly, the vector<bool>::iterator does not yield a bool& when dereferenced.

  6. Priority queue - Wikipedia

    en.wikipedia.org/wiki/Priority_queue

    For applications that do many "peek" operations for every "extract-min" operation, the time complexity for peek actions can be reduced to O(1) in all tree and heap implementations by caching the highest priority element after every insertion and removal. For insertion, this adds at most a constant cost, since the newly inserted element is ...

  7. Spring Engine - Wikipedia

    en.wikipedia.org/wiki/Spring_Engine

    The Spring Engine (also termed SpringRTS and formerly TA Spring) is a game engine for real-time strategy (RTS) video games. The game engine is free and open-source software , subject to the terms of the GNU General Public License v2.0 or later .

  8. Fork–join model - Wikipedia

    en.wikipedia.org/wiki/Fork–join_model

    Implementations of the fork–join model will typically fork tasks, fibers or lightweight threads, not operating-system-level "heavyweight" threads or processes, and use a thread pool to execute these tasks: the fork primitive allows the programmer to specify potential parallelism, which the implementation then maps onto actual parallel execution. [1]

  9. Multiple inheritance - Wikipedia

    en.wikipedia.org/wiki/Multiple_inheritance

    Eiffel will automatically join features together, if they have the same name and implementation. The class writer has the option to rename the inherited features to separate them. Multiple inheritance is a frequent occurrence in Eiffel development; most of the effective classes in the widely used EiffelBase library of data structures and ...

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