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