Change Unicode EN SPACE (U+2002) characters to SPACE (U+0020) so that Pandoc-generated LaTeX can compile without Error

This commit is contained in:
Kevin Kennedy 2017-03-19 10:07:40 -04:00
parent 5408dd3e75
commit b9a1ed62e9

View File

@ -19301,138 +19301,138 @@ When is a class a container? ???
A relatively informal definition of terms used in the guidelines A relatively informal definition of terms used in the guidelines
(based of the glossary in [Programming: Principles and Practice using C++](http://www.stroustrup.com/programming.html)) (based of the glossary in [Programming: Principles and Practice using C++](http://www.stroustrup.com/programming.html))
* *abstract class*:a class that cannot be directly used to create objects; often used to define an interface to derived classes. * *abstract class*: a class that cannot be directly used to create objects; often used to define an interface to derived classes.
A class is made abstract by having a pure virtual function or only protected constructors. A class is made abstract by having a pure virtual function or only protected constructors.
* *abstraction*:a description of something that selectively and deliberately ignores (hides) details (e.g., implementation details); selective ignorance. * *abstraction*: a description of something that selectively and deliberately ignores (hides) details (e.g., implementation details); selective ignorance.
* *address*:a value that allows us to find an object in a computer's memory. * *address*: a value that allows us to find an object in a computer's memory.
* *algorithm*:a procedure or formula for solving a problem; a finite series of computational steps to produce a result. * *algorithm*: a procedure or formula for solving a problem; a finite series of computational steps to produce a result.
* *alias*:an alternative way of referring to an object; often a name, pointer, or reference. * *alias*: an alternative way of referring to an object; often a name, pointer, or reference.
* *application*:a program or a collection of programs that is considered an entity by its users. * *application*: a program or a collection of programs that is considered an entity by its users.
* *approximation*:something (e.g., a value or a design) that is close to the perfect or ideal (value or design). * *approximation*: something (e.g., a value or a design) that is close to the perfect or ideal (value or design).
Often an approximation is a result of trade-offs among ideals. Often an approximation is a result of trade-offs among ideals.
* *argument*:a value passed to a function or a template, in which it is accessed through a parameter. * *argument*: a value passed to a function or a template, in which it is accessed through a parameter.
* *array*:a homogeneous sequence of elements, usually numbered, e.g., \[0:max). * *array*: a homogeneous sequence of elements, usually numbered, e.g., \[0:max).
* *assertion*:a statement inserted into a program to state (assert) that something must always be true at this point in the program. * *assertion*: a statement inserted into a program to state (assert) that something must always be true at this point in the program.
* *base class*:a class used as the base of a class hierarchy. Typically a base class has one or more virtual functions. * *base class*: a class used as the base of a class hierarchy. Typically a base class has one or more virtual functions.
* *bit*:the basic unit of information in a computer. A bit can have the value 0 or the value 1. * *bit*: the basic unit of information in a computer. A bit can have the value 0 or the value 1.
* *bug*:an error in a program. * *bug*: an error in a program.
* *byte*:the basic unit of addressing in most computers. Typically, a byte holds 8 bits. * *byte*: the basic unit of addressing in most computers. Typically, a byte holds 8 bits.
* *class*:a user-defined type that may contain data members, function members, and member types. * *class*: a user-defined type that may contain data members, function members, and member types.
* *code*:a program or a part of a program; ambiguously used for both source code and object code. * *code*: a program or a part of a program; ambiguously used for both source code and object code.
* *compiler*:a program that turns source code into object code. * *compiler*: a program that turns source code into object code.
* *complexity*:a hard-to-precisely-define notion or measure of the difficulty of constructing a solution to a problem or of the solution itself. * *complexity*: a hard-to-precisely-define notion or measure of the difficulty of constructing a solution to a problem or of the solution itself.
Sometimes complexity is used to (simply) mean an estimate of the number of operations needed to execute an algorithm. Sometimes complexity is used to (simply) mean an estimate of the number of operations needed to execute an algorithm.
* *computation*:the execution of some code, usually taking some input and producing some output. * *computation*: the execution of some code, usually taking some input and producing some output.
* *concept*: (1) a notion, and idea; (2) a set of requirements, usually for a template argument. * *concept*: (1) a notion, and idea; (2) a set of requirements, usually for a template argument.
* *concrete class*:class for which objects can be created. * *concrete class*: class for which objects can be created.
* *constant*:a value that cannot be changed (in a given scope); not mutable. * *constant*: a value that cannot be changed (in a given scope); not mutable.
* *constructor*:an operation that initializes ("constructs") an object. * *constructor*: an operation that initializes ("constructs") an object.
Typically a constructor establishes an invariant and often acquires resources needed for an object to be used (which are then typically released by a destructor). Typically a constructor establishes an invariant and often acquires resources needed for an object to be used (which are then typically released by a destructor).
* *container*:an object that holds elements (other objects). * *container*: an object that holds elements (other objects).
* *copy*: an operation that makes two object have values that compare equal. See also move. * *copy*: an operation that makes two object have values that compare equal. See also move.
* *correctness*:a program or a piece of a program is correct if it meets its specification. * *correctness*: a program or a piece of a program is correct if it meets its specification.
Unfortunately, a specification can be incomplete or inconsistent, or can fail to meet users' reasonable expectations. Unfortunately, a specification can be incomplete or inconsistent, or can fail to meet users' reasonable expectations.
Thus, to produce acceptable code, we sometimes have to do more than just follow the formal specification. Thus, to produce acceptable code, we sometimes have to do more than just follow the formal specification.
* *cost*:the expense (e.g., in programmer time, run time, or space) of producing a program or of executing it. * *cost*: the expense (e.g., in programmer time, run time, or space) of producing a program or of executing it.
Ideally, cost should be a function of complexity. Ideally, cost should be a function of complexity.
* *customization point*: ??? * *customization point*: ???
* *data*:values used in a computation. * *data*: values used in a computation.
* *debugging*:the act of searching for and removing errors from a program; usually far less systematic than testing. * *debugging*: the act of searching for and removing errors from a program; usually far less systematic than testing.
* *declaration*:the specification of a name with its type in a program. * *declaration*: the specification of a name with its type in a program.
* *definition*:a declaration of an entity that supplies all information necessary to complete a program using the entity. * *definition*: a declaration of an entity that supplies all information necessary to complete a program using the entity.
Simplified definition: a declaration that allocates memory. Simplified definition: a declaration that allocates memory.
* *derived class*:a class derived from one or more base classes. * *derived class*: a class derived from one or more base classes.
* *design*:an overall description of how a piece of software should operate to meet its specification. * *design*: an overall description of how a piece of software should operate to meet its specification.
* *destructor*:an operation that is implicitly invoked (called) when an object is destroyed (e.g., at the end of a scope). Often, it releases resources. * *destructor*: an operation that is implicitly invoked (called) when an object is destroyed (e.g., at the end of a scope). Often, it releases resources.
* *encapsulation*:protecting something meant to be private (e.g., implementation details) from unauthorized access. * *encapsulation*: protecting something meant to be private (e.g., implementation details) from unauthorized access.
* *error*:a mismatch between reasonable expectations of program behavior (often expressed as a requirement or a users' guide) and what a program actually does. * *error*: a mismatch between reasonable expectations of program behavior (often expressed as a requirement or a users' guide) and what a program actually does.
* *executable*:a program ready to be run (executed) on a computer. * *executable*: a program ready to be run (executed) on a computer.
* *feature creep*:a tendency to add excess functionality to a program "just in case." * *feature creep*: a tendency to add excess functionality to a program "just in case."
* *file*:a container of permanent information in a computer. * *file*: a container of permanent information in a computer.
* *floating-point number*:a computer's approximation of a real number, such as 7.93 and 10.78e-3. * *floating-point number*: a computer's approximation of a real number, such as 7.93 and 10.78e-3.
* *function*:a named unit of code that can be invoked (called) from different parts of a program; a logical unit of computation. * *function*: a named unit of code that can be invoked (called) from different parts of a program; a logical unit of computation.
* *generic programming*:a style of programming focused on the design and efficient implementation of algorithms. * *generic programming*: a style of programming focused on the design and efficient implementation of algorithms.
A generic algorithm will work for all argument types that meet its requirements. In C++, generic programming typically uses templates. A generic algorithm will work for all argument types that meet its requirements. In C++, generic programming typically uses templates.
* *global variable*: technically, a named object in namespace scope. * *global variable*: technically, a named object in namespace scope.
* *handle*: a class that allows access to another through a member pointer or reference. See also resource, copy, move. * *handle*: a class that allows access to another through a member pointer or reference. See also resource, copy, move.
* *header*:a file containing declarations used to share interfaces between parts of a program. * *header*: a file containing declarations used to share interfaces between parts of a program.
* *hiding*:the act of preventing a piece of information from being directly seen or accessed. * *hiding*: the act of preventing a piece of information from being directly seen or accessed.
For example, a name from a nested (inner) scope can prevent that same name from an outer (enclosing) scope from being directly used. For example, a name from a nested (inner) scope can prevent that same name from an outer (enclosing) scope from being directly used.
* *ideal*:the perfect version of something we are striving for. Usually we have to make trade-offs and settle for an approximation. * *ideal*: the perfect version of something we are striving for. Usually we have to make trade-offs and settle for an approximation.
* *implementation*:(1) the act of writing and testing code; (2) the code that implements a program. * *implementation*: (1) the act of writing and testing code; (2) the code that implements a program.
* *infinite loop*:a loop where the termination condition never becomes true. See iteration. * *infinite loop*: a loop where the termination condition never becomes true. See iteration.
* *infinite recursion*:a recursion that doesn't end until the machine runs out of memory to hold the calls. * *infinite recursion*: a recursion that doesn't end until the machine runs out of memory to hold the calls.
In reality, such recursion is never infinite but is terminated by some hardware error. In reality, such recursion is never infinite but is terminated by some hardware error.
* *information hiding*:the act of separating interface and implementation, thus hiding implementation details not meant for the user's attention and providing an abstraction. * *information hiding*: the act of separating interface and implementation, thus hiding implementation details not meant for the user's attention and providing an abstraction.
* *initialize*:giving an object its first (initial) value. * *initialize*: giving an object its first (initial) value.
* *input*:values used by a computation (e.g., function arguments and characters typed on a keyboard). * *input*: values used by a computation (e.g., function arguments and characters typed on a keyboard).
* *integer*:a whole number, such as 42 and -99. * *integer*: a whole number, such as 42 and -99.
* *interface*:a declaration or a set of declarations specifying how a piece of code (such as a function or a class) can be called. * *interface*: a declaration or a set of declarations specifying how a piece of code (such as a function or a class) can be called.
* *invariant*:something that must be always true at a given point (or points) of a program; typically used to describe the state (set of values) of an object or the state of a loop before entry into the repeated statement. * *invariant*: something that must be always true at a given point (or points) of a program; typically used to describe the state (set of values) of an object or the state of a loop before entry into the repeated statement.
* *iteration*:the act of repeatedly executing a piece of code; see recursion. * *iteration*: the act of repeatedly executing a piece of code; see recursion.
* *iterator*:an object that identifies an element of a sequence. * *iterator*: an object that identifies an element of a sequence.
* *library*:a collection of types, functions, classes, etc. implementing a set of facilities (abstractions) meant to be potentially used as part of more that one program. * *library*: a collection of types, functions, classes, etc. implementing a set of facilities (abstractions) meant to be potentially used as part of more that one program.
* *lifetime*:the time from the initialization of an object until it becomes unusable (goes out of scope, is deleted, or the program terminates). * *lifetime*: the time from the initialization of an object until it becomes unusable (goes out of scope, is deleted, or the program terminates).
* *linker*:a program that combines object code files and libraries into an executable program. * *linker*: a program that combines object code files and libraries into an executable program.
* *literal*:a notation that directly specifies a value, such as 12 specifying the integer value "twelve." * *literal*: a notation that directly specifies a value, such as 12 specifying the integer value "twelve."
* *loop*:a piece of code executed repeatedly; in C++, typically a for-statement or a while-statement. * *loop*: a piece of code executed repeatedly; in C++, typically a for-statement or a while-statement.
* *move*: an operation that transfers a value from one object to another leaving behind a value representing "empty." See also copy. * *move*: an operation that transfers a value from one object to another leaving behind a value representing "empty." See also copy.
* *mutable*:changeable; the opposite of immutable, constant, and invariable. * *mutable*: changeable; the opposite of immutable, constant, and invariable.
* *object*:(1) an initialized region of memory of a known type which holds a value of that type; (2) a region of memory. * *object*: (1) an initialized region of memory of a known type which holds a value of that type; (2) a region of memory.
* *object code*:output from a compiler intended as input for a linker (for the linker to produce executable code). * *object code*: output from a compiler intended as input for a linker (for the linker to produce executable code).
* *object file*:a file containing object code. * *object file*: a file containing object code.
* *object-oriented programming*:(OOP) a style of programming focused on the design and use of classes and class hierarchies. * *object-oriented programming*: (OOP) a style of programming focused on the design and use of classes and class hierarchies.
* *operation*:something that can perform some action, such as a function and an operator. * *operation*: something that can perform some action, such as a function and an operator.
* *output*:values produced by a computation (e.g., a function result or lines of characters written on a screen). * *output*: values produced by a computation (e.g., a function result or lines of characters written on a screen).
* *overflow*:producing a value that cannot be stored in its intended target. * *overflow*: producing a value that cannot be stored in its intended target.
* *overload*:defining two functions or operators with the same name but different argument (operand) types. * *overload*: defining two functions or operators with the same name but different argument (operand) types.
* *override*:defining a function in a derived class with the same name and argument types as a virtual function in the base class, thus making the function callable through the interface defined by the base class. * *override*: defining a function in a derived class with the same name and argument types as a virtual function in the base class, thus making the function callable through the interface defined by the base class.
* *owner*: an object responsible for releasing a resource. * *owner*: an object responsible for releasing a resource.
* *paradigm*:a somewhat pretentious term for design or programming style; often used with the (erroneous) implication that there exists a paradigm that is superior to all others. * *paradigm*: a somewhat pretentious term for design or programming style; often used with the (erroneous) implication that there exists a paradigm that is superior to all others.
* *parameter*:a declaration of an explicit input to a function or a template. When called, a function can access the arguments passed through the names of its parameters. * *parameter*: a declaration of an explicit input to a function or a template. When called, a function can access the arguments passed through the names of its parameters.
* *pointer*:(1) a value used to identify a typed object in memory; (2) a variable holding such a value. * *pointer*: (1) a value used to identify a typed object in memory; (2) a variable holding such a value.
* *post-condition*:a condition that must hold upon exit from a piece of code, such as a function or a loop. * *post-condition*: a condition that must hold upon exit from a piece of code, such as a function or a loop.
* *pre-condition*:a condition that must hold upon entry into a piece of code, such as a function or a loop. * *pre-condition*: a condition that must hold upon entry into a piece of code, such as a function or a loop.
* *program*:code (possibly with associated data) that is sufficiently complete to be executed by a computer. * *program*: code (possibly with associated data) that is sufficiently complete to be executed by a computer.
* *programming*:the art of expressing solutions to problems as code. * *programming*: the art of expressing solutions to problems as code.
* *programming language*:a language for expressing programs. * *programming language*: a language for expressing programs.
* *pseudo code*:a description of a computation written in an informal notation rather than a programming language. * *pseudo code*: a description of a computation written in an informal notation rather than a programming language.
* *pure virtual function*:a virtual function that must be overridden in a derived class. * *pure virtual function*: a virtual function that must be overridden in a derived class.
* *RAII*: ("Resource Acquisition Is Initialization")a basic technique for resource management based on scopes. * *RAII*: ("Resource Acquisition Is Initialization") a basic technique for resource management based on scopes.
* *range*:a sequence of values that can be described by a start point and an end point. For example, \[0:5) means the values 0, 1, 2, 3, and 4. * *range*: a sequence of values that can be described by a start point and an end point. For example, \[0:5) means the values 0, 1, 2, 3, and 4.
* *recursion*:the act of a function calling itself; see also iteration. * *recursion*: the act of a function calling itself; see also iteration.
* *reference*:(1) a value describing the location of a typed value in memory; (2) a variable holding such a value. * *reference*: (1) a value describing the location of a typed value in memory; (2) a variable holding such a value.
* *regular expression*:a notation for patterns in character strings. * *regular expression*: a notation for patterns in character strings.
* *requirement*:(1) a description of the desired behavior of a program or part of a program; (2) a description of the assumptions a function or template makes of its arguments. * *requirement*: (1) a description of the desired behavior of a program or part of a program; (2) a description of the assumptions a function or template makes of its arguments.
* *resource*:something that is acquired and must later be released, such as a file handle, a lock, or memory. See also handle, owner. * *resource*: something that is acquired and must later be released, such as a file handle, a lock, or memory. See also handle, owner.
* *rounding*:conversion of a value to the mathematically nearest value of a less precise type. * *rounding*: conversion of a value to the mathematically nearest value of a less precise type.
* *RTTI*: Run-Time Type Information. ??? * *RTTI*: Run-Time Type Information. ???
* *scope*:the region of program text (source code) in which a name can be referred to. * *scope*: the region of program text (source code) in which a name can be referred to.
* *sequence*:elements that can be visited in a linear order. * *sequence*: elements that can be visited in a linear order.
* *software*:a collection of pieces of code and associated data; often used interchangeably with program. * *software*: a collection of pieces of code and associated data; often used interchangeably with program.
* *source code*:code as produced by a programmer and (in principle) readable by other programmers. * *source code*: code as produced by a programmer and (in principle) readable by other programmers.
* *source file*:a file containing source code. * *source file*: a file containing source code.
* *specification*:a description of what a piece of code should do. * *specification*: a description of what a piece of code should do.
* *standard*:an officially agreed upon definition of something, such as a programming language. * *standard*: an officially agreed upon definition of something, such as a programming language.
* *state*:a set of values. * *state*: a set of values.
* *STL*: the containers, iterators, and algorithms part of the standard library. * *STL*: the containers, iterators, and algorithms part of the standard library.
* *string*:a sequence of characters. * *string*: a sequence of characters.
* *style*:a set of techniques for programming leading to a consistent use of language features; sometimes used in a very restricted sense to refer just to low-level rules for naming and appearance of code. * *style*: a set of techniques for programming leading to a consistent use of language features; sometimes used in a very restricted sense to refer just to low-level rules for naming and appearance of code.
* *subtype*:derived type; a type that has all the properties of a type and possibly more. * *subtype*: derived type; a type that has all the properties of a type and possibly more.
* *supertype*:base type; a type that has a subset of the properties of a type. * *supertype*: base type; a type that has a subset of the properties of a type.
* *system*:(1) a program or a set of programs for performing a task on a computer; (2) a shorthand for "operating system", that is, the fundamental execution environment and tools for a computer. * *system*: (1) a program or a set of programs for performing a task on a computer; (2) a shorthand for "operating system", that is, the fundamental execution environment and tools for a computer.
* *template*:a class or a function parameterized by one or more types or (compile-time) values; the basic C++ language construct supporting generic programming. * *template*: a class or a function parameterized by one or more types or (compile-time) values; the basic C++ language construct supporting generic programming.
* *testing*:a systematic search for errors in a program. * *testing*: a systematic search for errors in a program.
* *trade-off*:the result of balancing several design and implementation criteria. * *trade-off*: the result of balancing several design and implementation criteria.
* *truncation*:loss of information in a conversion from a type into another that cannot exactly represent the value to be converted. * *truncation*: loss of information in a conversion from a type into another that cannot exactly represent the value to be converted.
* *type*:something that defines a set of possible values and a set of operations for an object. * *type*: something that defines a set of possible values and a set of operations for an object.
* *uninitialized*:the (undefined) state of an object before it is initialized. * *uninitialized*: the (undefined) state of an object before it is initialized.
* *unit*:(1) a standard measure that gives meaning to a value (e.g., km for a distance); (2) a distinguished (e.g., named) part of a larger whole. * *unit*: (1) a standard measure that gives meaning to a value (e.g., km for a distance); (2) a distinguished (e.g., named) part of a larger whole.
* *use case*:a specific (typically simple) use of a program meant to test its functionality and demonstrate its purpose. * *use case*: a specific (typically simple) use of a program meant to test its functionality and demonstrate its purpose.
* *value*:a set of bits in memory interpreted according to a type. * *value*: a set of bits in memory interpreted according to a type.
* *variable*:a named object of a given type; contains a value unless uninitialized. * *variable*: a named object of a given type; contains a value unless uninitialized.
* *virtual function*:a member function that can be overridden in a derived class. * *virtual function*: a member function that can be overridden in a derived class.
* *word*:a basic unit of memory in a computer, often the unit used to hold an integer. * *word*: a basic unit of memory in a computer, often the unit used to hold an integer.
# <a name="S-unclassified"></a>To-do: Unclassified proto-rules # <a name="S-unclassified"></a>To-do: Unclassified proto-rules