Functional Objects in Ruby: new horizons – Valentine OstakhRuby Meditation
This document discusses functional objects in Ruby. It begins by defining a functional object as an object with a callable interface, specifically a #call method. It then explores how functional programming concepts like purity, immutability, higher-order functions, closures, and functional composition can be applied to objects in Ruby. Achieving pure functions without side effects within objects allows them to behave more like functions. This enables better reusability, composition, and adherence to SOLID principles. Functional objects provide a bridge between object-oriented and functional paradigms in Ruby.
This document discusses function parameters in Python. It explains that parameters hold the values passed into a function as arguments. Parameters act as variables that accept the values passed during a function call. Functions can have multiple parameters, and the number and order of arguments passed must match the function definition. Arguments are passed by value, so changes to a parameter do not affect the original argument. A function can return multiple values using return, and functions themselves can be passed as parameters to other functions.
The document discusses different types of functions in C++ including:
1) Main functions are mandatory while other programs define additional functions. Functions are declared with a return type, name, and parameters.
2) Functions are defined with a syntax including the return type, name, parameters, and body. Functions can be called within other functions or the main function by passing values.
3) Inline functions have their code placed at the call site at compile time to avoid function call overhead. They are defined using the inline keyword before the return type for small, single line functions.
4) Functions can have default arguments which are values provided in the declaration that are used if not passed to the function. They must
This document provides an overview of pointers and dynamic arrays in C++. It discusses pointer variables, memory management, pointer arithmetic, array variables as pointers, functions for manipulating strings like strcpy and strcmp, and advanced pointer notation for multi-dimensional arrays. Code examples are provided to demonstrate concepts like passing pointers to functions, dereferencing pointers, pointer arithmetic on arrays, and using string functions. The overall objective is to introduce pointers and how they enable dynamic memory allocation and manipulation of data structures in C++.
The document discusses inline functions in C++. Inline functions allow code from a function to be pasted directly into the call site rather than executing a function call. This avoids overhead from calling and returning from functions. Good candidates for inline are small, simple functions called frequently. The document provides an example of a function defined with the inline keyword and the optimizations a compiler may perform after inlining. It also compares inline functions to macros and discusses where inline functions are best used.
This document discusses pointers in C++. It defines pointers as variables that store memory addresses and uses the address of (&) and indirection/dereference (*) operators. It provides several examples demonstrating how to declare pointer variables, assign the addresses of non-pointer variables to pointers, and use pointers to access and modify variable values indirectly through memory addresses. Key points covered include declaring pointer data types, assigning addresses to pointers using &, accessing values at addresses using *, and chaining pointers by assigning the address of one pointer to another pointer.
Functions allow code to be reused by defining formulas that can be called from different parts of a program. Functions take in inputs, perform operations, and return outputs. They are defined outside of the main body with a function prototype, and can be called multiple times from within main or other functions. This document demonstrates how to define a FindMax function that takes in two numbers, compares them, and returns the maximum number. It shows function prototypes, defining the function outside of main, and calling the function from within main to find the maximum of two user-input numbers.
The document discusses inline functions in C++. It explains that inline functions are replaced by their function code during compilation so they run faster than regular functions but use more memory. It provides examples of declaring and defining inline functions and demonstrates how an inline function call is handled at runtime by replacing it with the function statements. The document also discusses making member functions inline within a class declaration.
Functional Objects in Ruby: new horizons – Valentine OstakhRuby Meditation
This document discusses functional objects in Ruby. It begins by defining a functional object as an object with a callable interface, specifically a #call method. It then explores how functional programming concepts like purity, immutability, higher-order functions, closures, and functional composition can be applied to objects in Ruby. Achieving pure functions without side effects within objects allows them to behave more like functions. This enables better reusability, composition, and adherence to SOLID principles. Functional objects provide a bridge between object-oriented and functional paradigms in Ruby.
This document discusses function parameters in Python. It explains that parameters hold the values passed into a function as arguments. Parameters act as variables that accept the values passed during a function call. Functions can have multiple parameters, and the number and order of arguments passed must match the function definition. Arguments are passed by value, so changes to a parameter do not affect the original argument. A function can return multiple values using return, and functions themselves can be passed as parameters to other functions.
The document discusses different types of functions in C++ including:
1) Main functions are mandatory while other programs define additional functions. Functions are declared with a return type, name, and parameters.
2) Functions are defined with a syntax including the return type, name, parameters, and body. Functions can be called within other functions or the main function by passing values.
3) Inline functions have their code placed at the call site at compile time to avoid function call overhead. They are defined using the inline keyword before the return type for small, single line functions.
4) Functions can have default arguments which are values provided in the declaration that are used if not passed to the function. They must
This document provides an overview of pointers and dynamic arrays in C++. It discusses pointer variables, memory management, pointer arithmetic, array variables as pointers, functions for manipulating strings like strcpy and strcmp, and advanced pointer notation for multi-dimensional arrays. Code examples are provided to demonstrate concepts like passing pointers to functions, dereferencing pointers, pointer arithmetic on arrays, and using string functions. The overall objective is to introduce pointers and how they enable dynamic memory allocation and manipulation of data structures in C++.
The document discusses inline functions in C++. Inline functions allow code from a function to be pasted directly into the call site rather than executing a function call. This avoids overhead from calling and returning from functions. Good candidates for inline are small, simple functions called frequently. The document provides an example of a function defined with the inline keyword and the optimizations a compiler may perform after inlining. It also compares inline functions to macros and discusses where inline functions are best used.
This document discusses pointers in C++. It defines pointers as variables that store memory addresses and uses the address of (&) and indirection/dereference (*) operators. It provides several examples demonstrating how to declare pointer variables, assign the addresses of non-pointer variables to pointers, and use pointers to access and modify variable values indirectly through memory addresses. Key points covered include declaring pointer data types, assigning addresses to pointers using &, accessing values at addresses using *, and chaining pointers by assigning the address of one pointer to another pointer.
Functions allow code to be reused by defining formulas that can be called from different parts of a program. Functions take in inputs, perform operations, and return outputs. They are defined outside of the main body with a function prototype, and can be called multiple times from within main or other functions. This document demonstrates how to define a FindMax function that takes in two numbers, compares them, and returns the maximum number. It shows function prototypes, defining the function outside of main, and calling the function from within main to find the maximum of two user-input numbers.
The document discusses inline functions in C++. It explains that inline functions are replaced by their function code during compilation so they run faster than regular functions but use more memory. It provides examples of declaring and defining inline functions and demonstrates how an inline function call is handled at runtime by replacing it with the function statements. The document also discusses making member functions inline within a class declaration.
This document discusses functions in C++. It defines functions as modules that divide programs into smaller, more manageable pieces. It covers function prototypes, call by reference, return by reference, inline functions, default arguments, constant arguments, recursion, function overloading, friend and virtual functions, and math library functions. The main points are that every C++ program must have a main function, functions can pass arguments by reference to modify the original variables, and functions allow breaking programs into reusable and modular components.
This document provides an outline and overview of functions in C++. It discusses:
- The definition of a function as a block of code that performs a specific task and can be called from other parts of the program.
- The standard library that is included in C++ and provides useful tools like containers, iterators, algorithms and more.
- The parts of a function definition including the return type, name, parameters, and body.
- How to declare functions, call functions by passing arguments, and how arguments are handled.
- Scope rules for local and global variables as they relate to functions.
This document discusses functions in C/C++. It covers advantages of functions like modularity and reusability. It explains how to write functions, including return types, passing arguments by value or reference, and function prototypes. Examples demonstrate writing functions to find the maximum of two numbers, square a number, and convert characters to uppercase. The differences between call by value and call by reference are explained using examples. The document also discusses passing structures to functions and returning multiple values or values of different types from functions.
The document discusses different approaches to object-oriented programming in JavaScript, including classical and prototypal inheritance, constructor functions, and the prototype property. It also covers topics like pseudoclassical patterns, parasitic inheritance, private methods, and debugging and performance techniques.
Types of C++ functions:
Standard functions
User-defined functions
C++ function structure
Function signature
Function body
Declaring and Implementing C++ functions
Functions allow programmers to structure C++ programs into modular segments of code to perform individual tasks. There are two types of functions: library functions and user-defined functions. User-defined functions are defined using a return type, function name, and parameters. Functions can be called by value or by reference and can also be inline, recursive, or friend functions.
Python functions allow for reusable code through defining functions, passing arguments, returning values, and setting scopes. Functions can take positional or keyword arguments, as well as variable length arguments. Default arguments allow functions to specify default values for optional parameters. Functions are objects that can be assigned to variables and referenced later.
1. Inline functions are small functions whose code is inserted at the call site instead of generating a function call. This avoids overhead of function calls but increases code size.
2. Function overloading allows different functions to have the same name but different parameters. The compiler determines which version to call based on argument types.
3. C++ classes allow defining data types that bundle together data members and member functions that can access them. Classes support data hiding and inheritance.
Data weave 2.0 advanced (recursion, pattern matching)ManjuKumara GH
This document summarizes a presentation on advanced concepts in DataWeave 2.0 including recursion, pattern matching, and examples of combining these techniques. It discusses using recursion to iterate through nested data structures by matching on types and mapping functions. Two examples are provided of writing utility functions - one to apply a function to all values, and one to apply a function to all keys. The functions use recursion and pattern matching to navigate nested objects and arrays. Additional resources on these topics are also referenced.
INTRODUCTION
COMPARISON BETWEEN NORMAL FUNCTION AND INLINE FUNCTION
PROS AND CONS
WHY WHEN AND HOW TO USED?
GENERAL STRUCTURE OF INLINE FUNCTION
EXAMPLE WITH PROGRAM CODE
Inline functions allow the compiler to replace function calls with the function's definition during compilation. This avoids overhead from function calls and improves execution speed. Inline functions can increase executable size due to code expansion. They are best for small functions where performance is critical, and care needs to be taken to avoid excessive code bloat.
This document discusses C++ functions. It defines a function as a group of statements that is given a name and can be called from within a program. The structure of a C++ function includes a header and body. The header specifies the return type, name, and parameters, while the body contains the code. Functions can use value, reference, and constant reference parameters. Variables within a function can be local or global. Standard library functions are pre-defined in headers like <iostream> and <math.h>. The document provides examples of defining, calling, and using different types of functions and parameters in C++.
Inline functions are functions that are declared with the inline keyword or within a class. The compiler may optimize inline functions by copying the function's body where it is called to reduce execution time by eliminating function call overhead. To be considered inline, a function must be short, non-recursive, contain no return statements or static variables, and be declared within a class. Inline functions can shorten execution time but increase file size and potentially make code less readable.
The document discusses different types of selection structures in C++ programs, including if/else statements, if/else if/else statements, switch statements, and logical operators. It also covers looping structures like while and do-while loops that use logical comparisons to control program flow.
This document discusses C++ functions. It begins by defining what a function is and describing standard and user-defined functions. It then covers the structure of C++ functions including the function signature, parameters, return values, and body. Examples are provided of defining, declaring, calling and overloading functions. The document also discusses scope of variables, passing data between functions, and inline functions.
This document discusses C++ functions. It defines standard functions that come with C++ and user-defined functions. It explains the structure of a C++ function including the function header and body. It discusses declaring function signatures separately from implementations. Parameters and scopes are also covered. Examples are provided of standard math and character functions as well as user-defined functions. Header files for organizing function declarations and implementation files are demonstrated.
Refactoring of code for more readable, scalable modules based on The book titled "Refactoring - Improving the Design of Existing Code" written by Martin Fowler
Refactoring: A First Example - Martin Fowler’s First Example of Refactoring, ...Philip Schwarz
Martin Fowler introduces a refactoring example of a program that calculates performance bills for a theatrical company. The Java program consists of a single function that calculates the bill for an invoice given play data. Fowler notes some issues with the design if the program were larger, including lack of structure. He plans to refactor the program to improve its design and make it easier to understand and modify.
This document discusses pointers in C++ and how they allow objects to communicate with each other. It provides an example of a light bulb and button class that illustrate this. The light bulb class tracks the state of the light and can change its state. The button class has a pointer to the light bulb object and can call the light bulb's method to change its state when pressed. This demonstrates how objects can talk to each other through the use of pointers, allowing the button object to modify the light bulb object.
This document discusses functions in C++. It defines functions as modules that divide programs into smaller, more manageable pieces. It covers function prototypes, call by reference, return by reference, inline functions, default arguments, constant arguments, recursion, function overloading, friend and virtual functions, and math library functions. The main points are that every C++ program must have a main function, functions can pass arguments by reference to modify the original variables, and functions allow breaking programs into reusable and modular components.
This document provides an outline and overview of functions in C++. It discusses:
- The definition of a function as a block of code that performs a specific task and can be called from other parts of the program.
- The standard library that is included in C++ and provides useful tools like containers, iterators, algorithms and more.
- The parts of a function definition including the return type, name, parameters, and body.
- How to declare functions, call functions by passing arguments, and how arguments are handled.
- Scope rules for local and global variables as they relate to functions.
This document discusses functions in C/C++. It covers advantages of functions like modularity and reusability. It explains how to write functions, including return types, passing arguments by value or reference, and function prototypes. Examples demonstrate writing functions to find the maximum of two numbers, square a number, and convert characters to uppercase. The differences between call by value and call by reference are explained using examples. The document also discusses passing structures to functions and returning multiple values or values of different types from functions.
The document discusses different approaches to object-oriented programming in JavaScript, including classical and prototypal inheritance, constructor functions, and the prototype property. It also covers topics like pseudoclassical patterns, parasitic inheritance, private methods, and debugging and performance techniques.
Types of C++ functions:
Standard functions
User-defined functions
C++ function structure
Function signature
Function body
Declaring and Implementing C++ functions
Functions allow programmers to structure C++ programs into modular segments of code to perform individual tasks. There are two types of functions: library functions and user-defined functions. User-defined functions are defined using a return type, function name, and parameters. Functions can be called by value or by reference and can also be inline, recursive, or friend functions.
Python functions allow for reusable code through defining functions, passing arguments, returning values, and setting scopes. Functions can take positional or keyword arguments, as well as variable length arguments. Default arguments allow functions to specify default values for optional parameters. Functions are objects that can be assigned to variables and referenced later.
1. Inline functions are small functions whose code is inserted at the call site instead of generating a function call. This avoids overhead of function calls but increases code size.
2. Function overloading allows different functions to have the same name but different parameters. The compiler determines which version to call based on argument types.
3. C++ classes allow defining data types that bundle together data members and member functions that can access them. Classes support data hiding and inheritance.
Data weave 2.0 advanced (recursion, pattern matching)ManjuKumara GH
This document summarizes a presentation on advanced concepts in DataWeave 2.0 including recursion, pattern matching, and examples of combining these techniques. It discusses using recursion to iterate through nested data structures by matching on types and mapping functions. Two examples are provided of writing utility functions - one to apply a function to all values, and one to apply a function to all keys. The functions use recursion and pattern matching to navigate nested objects and arrays. Additional resources on these topics are also referenced.
INTRODUCTION
COMPARISON BETWEEN NORMAL FUNCTION AND INLINE FUNCTION
PROS AND CONS
WHY WHEN AND HOW TO USED?
GENERAL STRUCTURE OF INLINE FUNCTION
EXAMPLE WITH PROGRAM CODE
Inline functions allow the compiler to replace function calls with the function's definition during compilation. This avoids overhead from function calls and improves execution speed. Inline functions can increase executable size due to code expansion. They are best for small functions where performance is critical, and care needs to be taken to avoid excessive code bloat.
This document discusses C++ functions. It defines a function as a group of statements that is given a name and can be called from within a program. The structure of a C++ function includes a header and body. The header specifies the return type, name, and parameters, while the body contains the code. Functions can use value, reference, and constant reference parameters. Variables within a function can be local or global. Standard library functions are pre-defined in headers like <iostream> and <math.h>. The document provides examples of defining, calling, and using different types of functions and parameters in C++.
Inline functions are functions that are declared with the inline keyword or within a class. The compiler may optimize inline functions by copying the function's body where it is called to reduce execution time by eliminating function call overhead. To be considered inline, a function must be short, non-recursive, contain no return statements or static variables, and be declared within a class. Inline functions can shorten execution time but increase file size and potentially make code less readable.
The document discusses different types of selection structures in C++ programs, including if/else statements, if/else if/else statements, switch statements, and logical operators. It also covers looping structures like while and do-while loops that use logical comparisons to control program flow.
This document discusses C++ functions. It begins by defining what a function is and describing standard and user-defined functions. It then covers the structure of C++ functions including the function signature, parameters, return values, and body. Examples are provided of defining, declaring, calling and overloading functions. The document also discusses scope of variables, passing data between functions, and inline functions.
This document discusses C++ functions. It defines standard functions that come with C++ and user-defined functions. It explains the structure of a C++ function including the function header and body. It discusses declaring function signatures separately from implementations. Parameters and scopes are also covered. Examples are provided of standard math and character functions as well as user-defined functions. Header files for organizing function declarations and implementation files are demonstrated.
Refactoring of code for more readable, scalable modules based on The book titled "Refactoring - Improving the Design of Existing Code" written by Martin Fowler
Refactoring: A First Example - Martin Fowler’s First Example of Refactoring, ...Philip Schwarz
Martin Fowler introduces a refactoring example of a program that calculates performance bills for a theatrical company. The Java program consists of a single function that calculates the bill for an invoice given play data. Fowler notes some issues with the design if the program were larger, including lack of structure. He plans to refactor the program to improve its design and make it easier to understand and modify.
This document discusses pointers in C++ and how they allow objects to communicate with each other. It provides an example of a light bulb and button class that illustrate this. The light bulb class tracks the state of the light and can change its state. The button class has a pointer to the light bulb object and can call the light bulb's method to change its state when pressed. This demonstrates how objects can talk to each other through the use of pointers, allowing the button object to modify the light bulb object.
Pointer
Features of Pointers
Pointer Declaration
Pointer to Class
Pointer Object
The this Pointer
Pointer to Derived Classes and Base Class
Binding Polymorphisms and Virtual Functions
Introduction
Binding in C++
Virtual Functions
Rules for Virtual Function
Virtual Destructor
Functions, classes, and objects are fundamental concepts in object-oriented programming. Here's a brief explanation of each:
Functions:
Functions are blocks of code that perform specific tasks or computations.
They encapsulate a set of instructions and can take parameters (input) and return values (output).
Functions are reusable, promoting code modularity and maintainability.
Classes:
Classes are blueprints or templates for creating objects.
They define the structure and behavior of objects by specifying attributes (data members) and methods (functions) that the objects will have.
Classes serve as a model for creating multiple instances (objects) with similar characteristics.
Objects:
Objects are instances of classes.
They are concrete representations of the class's blueprint, with their own unique data values and the ability to perform actions using the methods defined in the class.
Objects are used to model and manipulate real-world entities in code.
In summary, functions are used to define specific tasks or operations, classes serve as templates for creating objects with shared attributes and behaviors, and objects are instances of classes that represent real-world entities and can interact with their environment. These concepts are central to object-oriented programming and software development.
The document discusses key concepts in C++ including procedural programming, object-oriented programming, pointers, dynamic memory allocation, and data types. It covers procedural concepts like functions and parameters. Object-oriented concepts like encapsulation, inheritance, and polymorphism are explained. Pointers, references, and dynamic memory allocation using operators like new and delete are summarized. The different data types in C++ like simple, structured, and pointer types are also briefly introduced.
The document discusses various C++ programming concepts including:
- The cin statement is used to read input from the keyboard and store values in variables. It is often used with cout to display prompts.
- Variables must be declared with valid names using letters, digits, and underscores. Keywords like int and float cannot be used as names.
- Different data types like int, float, and char are used to store different kinds of data. Variables of the specified types need to be declared before use.
- Arithmetic operators like +, -, *, /, and % are used to perform calculations in expressions and assignments. Parentheses can be used to alter operator precedence.
02 functions, variables, basic input and output of c++Manzoor ALam
This document discusses computer programming functions, variables, and basic input/output in C and C++. It covers:
- Defining and calling functions, function parameters and return values.
- Declaring and assigning values to variables of different data types like int, float, and double.
- Using basic input/output functions like cout and cin to display output and get user input.
- The scope of variables and how they work within and outside of functions.
A pointer is a variable that stores the memory address of another variable. Pointers allow accessing and modifying the data stored at the referenced memory location. Pointers can be declared by specifying the data type followed by an asterisk, and are initialized by assigning the address of a variable to the pointer variable. Pointer variables can be used in expressions and arithmetic and can be passed to functions to modify the referenced data. Arrays can also be accessed and traversed using pointers by treating the array name as a pointer to its first element. Pointers to functions allow functions to be passed as arguments and enables polymorphism.
The document provides information about pointers in the C programming language. It discusses pointer declaration, definition, initialization, dereferencing, arithmetic operations like incrementing and decrementing, and relationships between arrays and pointers. It also covers dynamic memory allocation functions like malloc(), calloc(), free(), and realloc(). Pointers allow accessing and manipulating data in memory and performing tasks like dynamic memory allocation.
This document provides an overview of pointers in C++. It defines pointers as variables that store the memory address of another variable. It discusses declaring and initializing pointer variables, pointer operators like & and *, pointer arithmetic, passing pointers to functions, arrays of pointers, strings of pointers, objects of pointers, and the this pointer. Advantages of pointers include efficient handling of arrays, direct memory access for speed, reduced storage space, and support for complex data structures. Limitations include slower performance than normal variables, inability to store values, needing null references, and risk of errors from incorrect initialization.
Mca 1 pic u-5 pointer, structure ,union and intro to file handlingRai University
Pointers allow programs to store and pass around memory addresses. They enable functions to modify variables in the calling function. Pointers must match the type of the variable being pointed to. Common pointer operators are asterisk (*) to dereference and ampersand (&) to get an address. Pointers can point to primitive types, arrays, structs, and dynamically allocated memory. They require care to avoid bugs but enable memory sharing and dynamic memory allocation. Pointers to structs are commonly passed to functions to efficiently access struct members.
The document discusses C++ functions. It defines what functions are and their uses in breaking down problems into smaller tasks. There are two types of functions: standard functions that are part of the C++ language and user-defined functions. A function has a signature defining its return type and parameters. Functions are declared and defined in two steps - declaration and implementation. Data can be shared between functions through parameters, which come in two varieties: value parameters that copy argument values, and reference parameters that can modify the original argument values.
This document provides an introduction and overview of key concepts in C++ programming, including data types, operators, conditional statements, loops, functions, variables, input/output, and more. It begins with an introduction and overview of topics to be covered. It then demonstrates the basic structure of a C++ program, use of comments, printing to the screen, getting user input, and chaining stream operations. The document continues explaining additional concepts like special characters, data types, operators, conditional statements, switch statements, and looping structures. It provides examples throughout to demonstrate each concept.
pointer, structure ,union and intro to file handlingRai University
1) Pointers allow programs to store and pass around the memory addresses of variables and dynamically allocated memory. They provide a way to indirectly access and modify data from different parts of a program.
2) Pointers must be declared with a variable type and the * symbol. Common pointer operators are * to dereference a pointer and & to get the address of a variable.
3) Passing pointers to functions allows the function to modify the variables in the caller's scope by dereferencing the pointers. This is commonly used to return multiple values from a function.
Diploma ii cfpc- u-5.1 pointer, structure ,union and intro to file handlingRai University
This document discusses pointers in C programming. It defines pointers as variables that contain the memory addresses of other variables. Pointers allow functions to modify variables in the calling function and facilitate dynamic memory allocation. The key pointer operators are asterisk (*) for dereferencing and ampersand (&) for getting a variable's address. Examples demonstrate declaring and using pointers, passing pointers to functions, pointers to structures, and the NULL pointer value. Pointer syntax and dereferencing must match the variable type to avoid errors.
Bsc cs 1 pic u-5 pointer, structure ,union and intro to file handlingRai University
1. Pointers allow functions to modify variables in the calling function by passing the address of variables. This allows functions to return multiple values.
2. Structures can be passed to functions using pointers to avoid expensive copying of large structures. Pointers to structures use -> to access members.
3. Pointers must match the type of the variable being pointed to. NULL is used to indicate an empty pointer. Dereferencing NULL causes crashes.
This document provides an introduction to pointers in C programming. It defines pointers as variables that contain the memory addresses of other variables or objects. The key points covered include: how to declare and initialize pointer variables; how to dereference pointers using the * operator and get addresses with &; common uses of pointers like passing arguments by reference; pointers to structures; and best practices around pointer usage to avoid bugs. Examples are provided throughout to illustrate pointer concepts.
pointer, structure ,union and intro to file handlingRai University
Pointers allow programs to store and pass around memory addresses. Pointers in C can point to primitive data types, arrays, structs, and other pointers. Declaring a pointer requires a * before the pointer name and specifying the type of data it will point to. The & operator returns the memory address of a variable, which can be stored in a pointer. The * operator dereferences a pointer to access the data being pointed to. Pointers enable functions to modify variables in the calling function and return multiple values. They also make structs more efficient to pass to functions. Care must be taken to avoid bugs from misusing pointers.
Btech 1 pic u-5 pointer, structure ,union and intro to file handlingRai University
1) Pointers allow functions to modify variables in the calling function by passing the address of variables. This allows functions to return multiple values.
2) Structures can be passed to functions using pointers to avoid expensive copying of large structures. Pointers to structures use -> to access members.
3) Pointers must match the type of the variable being pointed to. Dereferencing a NULL pointer causes a program to crash. Pointers can make code more efficient by passing addresses rather than values.
This presentation of ROBO INDIA comprises all of the elements that must be known to learn the programming language C.
This ppt also explains all these topics in details.
We welcome all you views and queries. Please write us, we are found at-
website: http://roboindia.com
mail: info@roboindia.com
Meeple centred design - Board Game AccessibilityMichael Heron
Delivered at the UK Games Expo on Friday 1st of June, 2018 . In this seminar, Dr Michael Heron and Pauline Belford of Meeple Like Us discuss the topic of board game accessibility and why support for people with disabilities within the tabletop gaming community is important - not just for its own sake, but for all of us.
Pages referenced here:
Meeple Like Us: http://meeplelikeus.co.uk
The Game Accessibility Guidelines: http://gameaccessibilityguidelines.com/
Eighteen Months of Meeple Like Us:
http://meeplelikeus.co.uk/eighteen-months-of-meeple-like-us-an-exploration-into-the-state-of-board-game-accessibility/
Meeple Centred Design: http://meeplelikeus.co.uk/meeple-centred-design-a-heuristic-toolkit-for-evaluating-the-accessibility-of-tabletop-games/
This document discusses the challenges of defining and identifying plagiarism in programming coursework submissions. It notes that software engineering best practices like code reuse and standard algorithms/patterns can conflict with academic definitions of plagiarism. It also examines ethics issues around methods for identifying plagiarism in code, and recommends as good practice notifying students of potential mini-vivas in advance and giving them access to annotated transcripts before misconduct hearings. The overall aim is to have a fair and balanced approach that considers the complexities of programming assignments and students' perspectives.
Accessibility Support with the ACCESS FrameworkMichael Heron
The ACCESS Framework aims to improve accessibility support by making it more accessible itself. It uses plug-ins to identify usability issues and automatically make corrections to address them. Users provide feedback to reinforce helpful changes. Evaluation found the framework improved performance on mouse tasks and users understood and accepted its approach after using it. Future work focuses on additional input methods, cross-platform support, and community involvement.
ACCESS: A Technical Framework for Adaptive Accessibility SupportMichael Heron
The document describes ACCESS, an open source framework that aims to provide accessibility support for older and less experienced computer users by automatically configuring the operating system based on a user's interactions. The framework uses plugins that monitor user behavior and can make changes like increasing mouse click thresholds. Experimental results found users found the tool beneficial and non-intrusive. Future work includes adding real-time correction and addressing security/trust issues before broader deployment.
This document discusses authorship and collaboration in multiplayer online text-based games (MUDs). It notes that MUDs have no single author and evolve continuously through contributions from many developers and players over long periods of time. Determining authorial intent is difficult as control and direction change hands frequently. The code infrastructure is built and maintained by many, influencing but not dictating the narrative elements added by others. Players also influence the game's direction through feedback and invested time. Thus MUDs frustrate traditional notions of a fixed work with a single author.
This document discusses object inheritance in systems analysis and design. It covers key concepts like inheritance, composition, aggregation, and the relationships between classes. It explains how inheritance allows classes to inherit attributes and behaviors from parent classes, and how child classes can specialize or extend parent classes through overriding and adding new functionality. The document also discusses the differences between single and multiple inheritance and how inheritance is implemented in languages like Java and .NET.
Rendering involves several steps: identifying visible surfaces, projecting surfaces onto the viewing plane, shading surfaces appropriately, and rasterizing. Rendering can be real-time, as in games, or non-real-time, as in movies. Real-time rendering requires tradeoffs between photorealism and speed, while non-real-time rendering can spend more time per frame. Lighting is an important part of rendering, as the interaction of light with surfaces through illumination, reflection, shading, and shadows affects realism.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
A Comprehensive Guide on Implementing Real-World Mobile Testing Strategies fo...kalichargn70th171
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Explore the evolution of programming and software development and design in 2024. Discover emerging trends shaping the future of coding in our insightful analysis."
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Photoshop Tutorial for Beginners (2024 Edition)Explore the evolution of programming and software development and design in 2024. Discover emerging trends shaping the future of coding in our insightful analysis."Here's an overview:Introduction: The Evolution of Programming and Software DevelopmentThe Rise of Artificial Intelligence and Machine Learning in CodingAdopting Low-Code and No-Code PlatformsQuantum Computing: Entering the Software Development MainstreamIntegration of DevOps with Machine Learning: MLOpsAdvancements in Cybersecurity PracticesThe Growth of Edge ComputingEmerging Programming Languages and FrameworksSoftware Development Ethics and AI RegulationSustainability in Software EngineeringThe Future Workforce: Remote and Distributed TeamsConclusion: Adapting to the Changing Software Development LandscapeIntroduction: The Evolution of Programming and Software Development
The importance of developing and designing programming in 2024
Programming design and development represents a vital step in keeping pace with technological advancements and meeting ever-changing market needs. This course is intended for anyone who wants to understand the fundamental importance of software development and design, whether you are a beginner or a professional seeking to update your knowledge.
Course objectives:
1. **Learn about the basics of software development:
- Understanding software development processes and tools.
- Identify the role of programmers and designers in software projects.
2. Understanding the software design process:
- Learn about the principles of good software design.
- Discussing common design patterns such as Object-Oriented Design.
3. The importance of user experience (UX) in modern software:
- Explore how user experience can improve software acceptance and usability.
- Tools and techniques to analyze and improve user experience.
4. Increase efficiency and productivity through modern development tools:
- Access to the latest programming tools and languages used in the industry.
- Study live examples of applications
2. Introduction
• One of the trickiest things in C++ to get your heads around is
the topic of pointers.
• I want to introduce this subject early so it doesn’t become a huge
problem down the line.
• We don’t need to do an awful lot of pointer work at the
moment.
• We’ll need to do more in the future.
• Pointers eventually become second nature.
• Honest
3. Cube Calculator
#include <iostream>
using namespace std;
void calculate_cube (int num) {
num = num * num * num;
}
int main() {
int num = 5;
calculate_cube(num);
cout << "Cube is " << num << endl;
return 1;
}
4. Cube Calculator
• What will the output of this program be?
• We create a variable
• We pass that variable to our function
• We make that variable equal the cube of itself.
• It seems like the answer should be 125…
• … but it won’t be.
• Why?
5. Functions and Variables
• We have spoken about functions in an earlier lecture.
• And how we can provide information to functions by passing
parameters.
• When we do this, what we pass into the function is a copy of
the data we have.
• So we really have two versions of the same data in the program at
any one time.
6. Functions and Variables
• In our calculate_cube function, we are working with a copy of
num.
• We are never directly manipulating the value of num itself.
• This is known as passing by value.
• We pass the value of a variable, not the variable itself.
• Every variable in C++ is stored in the computer’s memory.
• Sometimes we want to be able to get to that memory location.
• We want to pass things by reference.
7. Pointers
• Here is where the pointer enters our discussion.
• It points to a memory location.
• Pointers come with two new syntax elements to learn.
• & which is the reference operator
• * which is the dereference operator.
• We use these to swap between the memory location and the
value of a memory location.
8. Reference Operator
• The & symbol is our reference operator.
• You can think of it as meaning ‘the address of’
• We can use this to say ‘I want to send a memory location into
this function’:
int main() {
int num = 5;
calculate_cube(&num);
cout << "Cube is " << num << endl;
return 1;
}
9. Dereference Operator
• * is the dereference operator
• Think of it as ‘the value of’
• We also use this to indicate that a variable is going to be a
pointer.
• When we accept the parameter we are given, we want to be
able to indicate we are working with a pointer.
• We need to change our function a little to accommodate that:
10. Our Program With Pointers
#include <iostream>
using namespace std;
void calculate_cube (int *num) {
*num = *num * *num * *num;
}
int main() {
int num = 5;
calculate_cube(&num);
cout << "Cube is " << num << endl;
return 1;
}
11. How Do They Work?
• Every variable takes up a certain amount of memory.
• This varies from type to type.
• Each variable has a memory address.
• That’s how the computer knows where to find it in memory.
• A pointer is a location in memory that contains the memory
address of another location.
• This is known as indirection.
12. Alternative Syntax
#include <iostream>
using namespace std;
void calculate_square (int &num) {
num = num * num;
}
int main() {
int num = 5;
int num2 = 10;
calculate_square (num2);
cout << "Square is " << num2 << endl;
return 1;
}
13. Do We Want Them?
• Yes and no.
• They are invaluable for doing certain things.
• They are overly complex for many requirements.
• Far better method in most cases to avoid the use of pointers
and make use of return values.
• This is not possible in all situations.
• When in doubt, try to think of a way to avoid using a pointer.
14. Why Use Pointers?
• Very efficient.
• Copying values, especially things like objects, is very costly.
• More on this in a later lecture.
• Permits functions that return more than one value.
• Canonical example of this is a function that swaps the contents of
two variables.
• Resolves some issues of data persistance.
• Introduces others along the way…
15. Why Not Use Pointers?
• Additional complexity of code.
• Code that uses pointers is almost always more complex.
• Easy to make mistakes.
• Pointers let you work with the live ammo of memory addresses.
• You can easily manipulate the memory location rather than the
memory contents.
• Permits unintended side effects.
• Largely negates the issue of scope.
16. Alas…
• Sometimes, we have to use pointers.
• Because C++ is built around the assumption we will be.
• We’ll see them used relatively freely when we talk about
objects in a couple of weeks.
• For various reasons, passing by value is not really appropriate for
dealing with objects.
17. Pointer Notation
• When we want to represent pointers in diagram form, we use
the notation below.
• This is a simple representation.
• We don’t worry about memory locations
• Just the relationship between variables.
*ptr Var
18. Pointers Example 1
int main() {
int *yPtr, *zPtr;
int y, z;
y = 10;
z = 5;
zPtr = &z;
yPtr = &y;
cout << "Y is " << y << endl;
cout << "yPtr is " << yPtr<< endl;
cout << "Z is " << z<< endl;
cout << "zPtr is " << zPtr<< endl;
return 1;
}
19. Pointers Example 2
int main() {
int *yPtr, *zPtr;
int y, z;
y = 10;
z = 5;
zPtr = &z;
yPtr = &y;
cout << "Y is " << &y << endl;
cout << "yPtr is " << *yPtr<< endl;
cout << "Z is " << &z << endl;
cout << "zPtr is " << *zPtr<< endl;
return 1;
}
20. Pointers Example 3
int main() {
int *yPtr, *zPtr;
int y, z;
y = 10;
z = 5;
zPtr = &z;
yPtr = zPtr;
*zPtr = 20;
cout << "yPtr is " << *yPtr<< endl;
cout << "zPtr is " << *zPtr<< endl;
return 1;
}
21. When Working With Pointers
• Always be clear of the relationship between variables.
• Draw diagrams if needed
• Always be sure of where your pointers are actually pointing.
• Remember, the * means ‘the value of my current memory
location’
• Be wary of side effects
• Very easy to introduce!
22. Summary
• C++ has pointers.
• Don’t sweat it too much just now…
• They are extremely powerful
• They let you do things you couldn’t really otherwise do.
• They are extremely dangerous.
• It’s very easy to lose control of your program by using them.
• Be wary!