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Rule of three. The rule of three (also known as the law of the big three or the big three) is a rule of thumb in C++ (prior to C++11) that claims that if a class defines any of the following then it should probably explicitly define all three: [1] destructor. copy constructor. copy assignment operator. These three functions are special member ...
The rule was popularised by Martin Fowler in Refactoring [1] and attributed to Don Roberts. Duplication is considered a bad practice in programming because it makes the code harder to maintain. When the rule encoded in a replicated piece of code changes, whoever maintains the code will have to change it in all places correctly.
In computer programming, indentation style is a convention, a.k.a. style, governing the indentation of blocks of source code.An indentation style generally involves consistent width of whitespace (indentation size) before each line of a block, so that the lines of code appear to be related, and dictates whether to use space or tab characters for the indentation whitespace.
Producer–consumer problem. In computing, the producer-consumer problem (also known as the bounded-buffer problem) is a family of problems described by Edsger W. Dijkstra since 1965. Dijkstra found the solution for the producer-consumer problem as he worked as a consultant for the Electrologica X1 and X8 computers: "The first use of producer ...
Virtual inheritance is a C++ technique that ensures only one copy of a base class ' s member variables are inherited by grandchild derived classes. Without virtual inheritance, if two classes B and C inherit from a class A, and a class D inherits from both B and C, then D will contain two copies of A ' s member variables: one via B, and one via C.
Programming ethics. This article gives an overview of professional ethics as applied to computer programming and software development, in particular the ethical guidelines that developers are expected to follow and apply when writing programming code (also called source code ), and when they are part of a programmer-customer or employee ...
In computer programming, specifically when using the imperative programming paradigm, an assertion is a predicate (a Boolean-valued function over the state space, usually expressed as a logical proposition using the variables of a program) connected to a point in the program, that always should evaluate to true at that point in code execution ...
C++ classes. A class in C++ is a user-defined type or data structure declared with any of the keywords class, struct or union (the first two are collectively referred to as non-union classes) that has data and functions (also called member variables and member functions) as its members whose access is governed by the three access specifiers ...