Summary
In computer science, a pointer is an object in many programming languages that stores a memory address. This can be that of another value located in computer memory, or in some cases, that of memory-mapped computer hardware. A pointer references a location in memory, and obtaining the value stored at that location is known as dereferencing the pointer. As an analogy, a page number in a book's index could be considered a pointer to the corresponding page; dereferencing such a pointer would be done by flipping to the page with the given page number and reading the text found on that page. The actual format and content of a pointer variable is dependent on the underlying computer architecture. Using pointers significantly improves performance for repetitive operations, like traversing iterable data structures (e.g. strings, lookup tables, control tables and tree structures). In particular, it is often much cheaper in time and space to copy and dereference pointers than it is to copy and access the data to which the pointers point. Pointers are also used to hold the addresses of entry points for called subroutines in procedural programming and for run-time linking to dynamic link libraries (DLLs). In object-oriented programming, pointers to functions are used for binding methods, often using virtual method tables. A pointer is a simple, more concrete implementation of the more abstract reference data type. Several languages, especially low-level languages, support some type of pointer, although some have more restrictions on their use than others. While "pointer" has been used to refer to references in general, it more properly applies to data structures whose interface explicitly allows the pointer to be manipulated (arithmetically via ) as a memory address, as opposed to a magic cookie or capability which does not allow such. Because pointers allow both protected and unprotected access to memory addresses, there are risks associated with using them, particularly in the latter case.
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