In a computer system, any time a new context is created based on some model, it is said that the model has been instantiated. In practice, this instance usually has a data structure in common with other instances, but the values stored in the instances are separate. Changing the values in one instance will then not interfere with the values of some other instance. A computer instance can be software state or hardware which can run a block code, for example a CPU, GPU or a virtual machine.
In computer graphics, a polygonal model can be instantiated in order to be drawn several times in different locations in a scene.
This is a technique that can be used to improve the performance of rendering, since the work needed to display each instance overlaps.
In object-oriented programming (OOP), an instance is a concrete occurrence of any object, existing usually during the runtime of a computer program. Formally, "instance" is synonymous with "object" as they are each a particular value (realization), and these may be called an instance object; "instance" emphasizes the distinct identity of the object. The creation of an instance is called instantiation.
An object may be varied in a number of ways. Each realized variation of that object is an instance of its class. That is, it is a member of a given class that has specified values rather than variables. In a non-programming context, you could think of "dog" as a type and your particular dog as an instance of that class.
In class-based programming, objects are created as instances of classes by subroutines called constructors, and destroyed by destructors. An object is an instance of a class as it can access to all data types(primitive as well as non primitive), and methods etc, of a class. Therefore, objects may be called a class instances or class objects. Object instantiation is known as construction. Not all classes can be instantiated - abstract classes cannot be instantiated, while classes that can be instantiated are called concrete classes.
This page is automatically generated and may contain information that is not correct, complete, up-to-date, or relevant to your search query. The same applies to every other page on this website. Please make sure to verify the information with EPFL's official sources.
This course will present an overview of the nuclear interactions for neutrons on nuclei below a few hundreds of MeV. The aspect of so-called "nuclear data" will be presented from the perspective of ex
L'objectif de ce cours est d'introduire les étudiants à la pensée algorithmique, de les familiariser avec les fondamentaux de l'Informatique et de développer une première compétence en programmation (
The purpose of this MOOC is to offer a complementary capstone project to our existing MOOCs in introduction to programming. This will offer the students the possibility to both stabilize the already a
Le cours suivi propose une introduction aux concepts de base de la programmation orientée objet tels que : encapsulation et abstraction, classes/objets, attributs/méthodes, héritage, polymorphisme, ..
In computer programming, a function or subroutine is a sequence of program instructions that performs a specific task, packaged as a unit. This unit can then be used in programs wherever that particular task should be performed. Functions may be defined within programs, or separately in libraries that can be used by many programs. In different programming languages, a function may be called a routine, subprogram, subroutine, or procedure; in object-oriented programming (OOP), it may be called a method.
Object-Oriented Programming (OOP) is a programming paradigm based on the concept of "objects", which can contain data and code. The data is in the form of fields (often known as attributes or properties), and the code is in the form of procedures (often known as methods). A common feature of objects is that procedures (or methods) are attached to them and can access and modify the object's data fields. In this brand of OOP, there is usually a special name such as or used to refer to the current object.
In computer programming, a variable is an abstract storage location paired with an associated symbolic name, which contains some known or unknown quantity of data or object referred to as a value; or in simpler terms, a variable is a named container for a particular set of bits or type of data (like integer, float, string etc...). A variable can eventually be associated with or identified by a memory address. The variable name is the usual way to reference the stored value, in addition to referring to the variable itself, depending on the context.
The research examines the entanglement of urban rationalities and industrial biopolitics in constructing company towns' identities and spatialities, providing different housing typologies for its workers. An epitome of spatial production under industrial p ...
Weighted flow time is a fundamental and very well-studied objective function in scheduling. In this paper, we study the setting of a single machine with preemptions. The input consists of a set of jobs, characterized by their processing times, release time ...
ASSOC COMPUTING MACHINERY2021
,
The COVID-19 pandemic outbreak is causing a dramatic worsening in the already complicated living conditions of blind and visually impaired individuals. Social distancing is the most effective strategy to limit virus spread, but is extremely difficult for b ...