"C++".
C++ is one of the most popular programming languages and its application domains include systems software, application software, device drivers, embedded software, high-performance server and client applications, and entertainment software such as video games. Several groups provide both free and proprietary C++ compiler software, including the GNU Project, Microsoft, Intel and Embarcadero Technologies. C++ has greatly influenced many other popular programming languages, most notably C# and Java.
C++ is also used for hardware design, where the design is initially described in C++, then analyzed, architecturally constrained, and scheduled to create a register-transfer level hardware description language via high-level synthesis.
Standard library
The 1998 ANSI/ISO C++ standard consists of two parts: the core language and the C++ Standard Library; the latter includes most of the Standard Template Library (STL) and a slightly modified version of the C standard library. Many C++ libraries exist that are not part of the standard, and, using linkage specification, libraries can even be written in languages such as BASIC, C, Fortran, or Pascal. Which of these are supported is compiler-dependent.
The C++ standard library incorporates the C standard library with some small modifications to make it optimized with the C++ language. Another large part of the C++ library is based on the STL. This provides such useful tools as containers (for example vectors and lists), iterators to provide these containers with array-like access and algorithms to perform operations such as searching and sorting. Furthermore (multi)maps (associative arrays) and (multi)sets are provided, all of which export compatible interfaces. Therefore it is possible, using templates, to write generic algorithms that work with any container or on any sequence defined by iterators. As in C, the features of the library are accessed by using the #include directive to include a standard header. C++ provides 72 standard headers, of which 17 are deprecated.
The STL was originally a third-party library from HP and later SGI, before its incorporation into the C++ standard. The standard does not refer to it as "STL", as it is merely a part of the standard library, but many people still use that term to distinguish it from the rest of the library (input/output streams, internationalization, diagnostics, the C library subset, etc.).
Most C++ compilers provide an implementation of the C++ standard library, including the STL. Compiler-independent implementations of the STL, such as STLPort, also exist. Other projects also produce various custom implementations of the C++ standard library and the STL with various design goals.
Language features
C++ inherits most of C's syntax. The following is Bjarne Stroustrup's version of the Hello world program that uses the C++ standard library stream facility to write a message to standard output:[12][13]
#include <iostream> int main() { std::cout << "Hello, world!\n"; }
Within functions that define a non-void return type, failure to return a value before control reaches the end of the function results in undefined behaviour (compilers typically provide the means to issue a diagnostic in such a case).[14] The sole exception to this rule is the main function, which implicitly returns a value of zero.[15]
Operators and operator overloading
C++ provides more than 35 operators, covering basic arithmetic, bit manipulation, indirection, comparisons, logical operations and others. Almost all operators can be overloaded for user-defined types, with a few notable exceptions such as member access (. and .*). The rich set of overloadable operators is central to using C++ as a domain-specific language. The overloadable operators are also an essential part of many advanced C++ programming techniques, such as smart pointers. Overloading an operator does not change the precedence of calculations involving the operator, nor does it change the number of operands that the operator uses (any operand may however be ignored by the operator, though it will be evaluated prior to execution). Overloaded "&&" and "||" operators lose their short-circuit evaluation property.
Templates
C++ templates enable generic programming. C++ supports both function and class templates. Templates may be parameterized by types, compile-time constants, and other templates. C++ templates are implemented by instantiation at compile-time. To instantiate a template, compilers substitute specific arguments for a template's parameters to generate a concrete function or class instance. Some substitutions are not possible; these are eliminated by an overload resolution policy described by the phrase "Substitution failure is not an error" (SFINAE). Templates are a powerful tool that can be used for generic programming, template meta-programming, and code optimization, but this power implies a cost. Template use may increase code size, since each template instantiation produces a copy of the template code: one for each set of template arguments. This is in contrast to run-time generics seen in other languages (e.g. Java) where at compile-time the type is erased and a single template body is preserved.
Templates are different from macros: while both of these compile-time language features enable conditional compilation, templates are not restricted to lexical substitution. Templates are aware of the semantics and type system of their companion language, as well as all compile-time type definitions, and can perform high-level operations including programmatic flow control based on evaluation of strictly type-checked parameters. Macros are capable of conditional control over compilation based on predetermined criteria, but cannot instantiate new types, recurse, or perform type evaluation and in effect are limited to pre-compilation text-substitution and text-inclusion/exclusion. In other words, macros can control compilation flow based on pre-defined symbols but cannot, unlike templates, independently instantiate new symbols. Templates are a tool for static polymorphism (see below) and generic programming.
In addition, templates are a compile time mechanism in C++ that is Turing-complete, meaning that any computation expressible by a computer program can be computed, in some form, by a template metaprogram prior to runtime.
In summary, a template is a compile-time parameterized function or class written without knowledge of the specific arguments used to instantiate it. After instantiation, the resulting code is equivalent to code written specifically for the passed arguments. In this manner, templates provide a way to decouple generic, broadly applicable aspects of functions and classes (encoded in templates) from specific aspects (encoded in template parameters) without sacrificing performance due to abstraction.
C++ is one of the most popular programming languages and its application domains include systems software, application software, device drivers, embedded software, high-performance server and client applications, and entertainment software such as video games. Several groups provide both free and proprietary C++ compiler software, including the GNU Project, Microsoft, Intel and Embarcadero Technologies. C++ has greatly influenced many other popular programming languages, most notably C# and Java.
C++ is also used for hardware design, where the design is initially described in C++, then analyzed, architecturally constrained, and scheduled to create a register-transfer level hardware description language via high-level synthesis.
Standard library
The 1998 ANSI/ISO C++ standard consists of two parts: the core language and the C++ Standard Library; the latter includes most of the Standard Template Library (STL) and a slightly modified version of the C standard library. Many C++ libraries exist that are not part of the standard, and, using linkage specification, libraries can even be written in languages such as BASIC, C, Fortran, or Pascal. Which of these are supported is compiler-dependent.
The C++ standard library incorporates the C standard library with some small modifications to make it optimized with the C++ language. Another large part of the C++ library is based on the STL. This provides such useful tools as containers (for example vectors and lists), iterators to provide these containers with array-like access and algorithms to perform operations such as searching and sorting. Furthermore (multi)maps (associative arrays) and (multi)sets are provided, all of which export compatible interfaces. Therefore it is possible, using templates, to write generic algorithms that work with any container or on any sequence defined by iterators. As in C, the features of the library are accessed by using the #include directive to include a standard header. C++ provides 72 standard headers, of which 17 are deprecated.
The STL was originally a third-party library from HP and later SGI, before its incorporation into the C++ standard. The standard does not refer to it as "STL", as it is merely a part of the standard library, but many people still use that term to distinguish it from the rest of the library (input/output streams, internationalization, diagnostics, the C library subset, etc.).
Most C++ compilers provide an implementation of the C++ standard library, including the STL. Compiler-independent implementations of the STL, such as STLPort, also exist. Other projects also produce various custom implementations of the C++ standard library and the STL with various design goals.
Language features
C++ inherits most of C's syntax. The following is Bjarne Stroustrup's version of the Hello world program that uses the C++ standard library stream facility to write a message to standard output:[12][13]
#include <iostream> int main() { std::cout << "Hello, world!\n"; }
Within functions that define a non-void return type, failure to return a value before control reaches the end of the function results in undefined behaviour (compilers typically provide the means to issue a diagnostic in such a case).[14] The sole exception to this rule is the main function, which implicitly returns a value of zero.[15]
Operators and operator overloading
C++ provides more than 35 operators, covering basic arithmetic, bit manipulation, indirection, comparisons, logical operations and others. Almost all operators can be overloaded for user-defined types, with a few notable exceptions such as member access (. and .*). The rich set of overloadable operators is central to using C++ as a domain-specific language. The overloadable operators are also an essential part of many advanced C++ programming techniques, such as smart pointers. Overloading an operator does not change the precedence of calculations involving the operator, nor does it change the number of operands that the operator uses (any operand may however be ignored by the operator, though it will be evaluated prior to execution). Overloaded "&&" and "||" operators lose their short-circuit evaluation property.
Templates
C++ templates enable generic programming. C++ supports both function and class templates. Templates may be parameterized by types, compile-time constants, and other templates. C++ templates are implemented by instantiation at compile-time. To instantiate a template, compilers substitute specific arguments for a template's parameters to generate a concrete function or class instance. Some substitutions are not possible; these are eliminated by an overload resolution policy described by the phrase "Substitution failure is not an error" (SFINAE). Templates are a powerful tool that can be used for generic programming, template meta-programming, and code optimization, but this power implies a cost. Template use may increase code size, since each template instantiation produces a copy of the template code: one for each set of template arguments. This is in contrast to run-time generics seen in other languages (e.g. Java) where at compile-time the type is erased and a single template body is preserved.
Templates are different from macros: while both of these compile-time language features enable conditional compilation, templates are not restricted to lexical substitution. Templates are aware of the semantics and type system of their companion language, as well as all compile-time type definitions, and can perform high-level operations including programmatic flow control based on evaluation of strictly type-checked parameters. Macros are capable of conditional control over compilation based on predetermined criteria, but cannot instantiate new types, recurse, or perform type evaluation and in effect are limited to pre-compilation text-substitution and text-inclusion/exclusion. In other words, macros can control compilation flow based on pre-defined symbols but cannot, unlike templates, independently instantiate new symbols. Templates are a tool for static polymorphism (see below) and generic programming.
In addition, templates are a compile time mechanism in C++ that is Turing-complete, meaning that any computation expressible by a computer program can be computed, in some form, by a template metaprogram prior to runtime.
In summary, a template is a compile-time parameterized function or class written without knowledge of the specific arguments used to instantiate it. After instantiation, the resulting code is equivalent to code written specifically for the passed arguments. In this manner, templates provide a way to decouple generic, broadly applicable aspects of functions and classes (encoded in templates) from specific aspects (encoded in template parameters) without sacrificing performance due to abstraction.
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