what is a static function ?static function can access only static data.explain?
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Static function is the function that can be called directly without having to instantiate an object. For example in java, you can call static function just like this:\n\n'ClassA.staticMethod()'\n\nwhereby staticMethod() was declared 'static'.\n\nYou do not have to instantiate an object before using a static method. \n\nStatic function can only access static data because since static function can be used without having to instantiate an object, the data that it accesses has to be readily and statically available. In other words, if a data / field is not declared 'static', it won't be available until an object is instantiated. And if this data is not available until an object is instantiated, then when a static function tries to access a non-static data, it won't be available to the function. Thus, it is a rule that static function can only access static data.\n\nHope it helps.
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something that is static is not moving. For examle I am static when I am in my chair. Um.. Static Friction is the force of friction applied to an object when it has no velocity relative to whatever it is sitting on.\n\nVelocity dx/dt. Um... its speed but it includes direction! \n\nTotal Pressure, depends in what terms you are look at. Pressure is just Force/Area. Then you have pressure from a gas and then a liquid and then internal pressure.... all sorts of fun stuff!
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The difference between static and dynamic IP is that a static IP is one that never changes. Dynamic IP is an IP that changes everytime the DHCP server re-authenticates, or in other words reassigns an IP.
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Generally if you have a static variable as part of a class declaration, it means that the variable is shared across all instances of the class.\n\nclass A\n{\n  static int i = 1;\n}\n\nA a;\nASSERT( a.i == 1 )\na.i = 5;\nA aa;\nASSERT( aa.i == 5 )\n\nIn C and C++, if you declare a static variable that is not part of a class, it means that it can only be referenced in that specific source file and no others.
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Static RAM and Dynamic RAM
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method is like a function if you familiar with c or c++.\nMethod is called like a function the same way you did in c or c++\nMethod in class is a method which associates with its data and other members like functions, objects, etc.\n\nWhile object method is a method which is invoked or called by the object as a referrence. It can also calls a method from another class, depending on your hierarchy, where the other class must either be on top(base class) or same level or at the bottom as long as it has the linkage. To do this, u must use a polymorphism technique (which mostly learn at the institute).\n\nPlease refer to the reference book for this --I'm out of my memory for this!! I've been graduated for a long time ago:)\nBut if you have a technical problem to be solved, you can ask me.\nThis is my email:-> k_mz79@yahoo.com
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dont know if this could help, i have no idea myself\n   bytesAvailable : uint \n[read-only] The number of bytes of data available for reading from the current position in the byte array to the end of the array. ByteArray \n   constructor : Object \nA reference to the class object or constructor function for a given object instance. Object \n    defaultObjectEncoding : uint \n[static] Denotes the default object encoding for the ByteArray class to use for a new ByteArray instance. ByteArray \n    endian : String \nChanges or reads the byte order for the data; either "bigEndian" or "littleEndian". ByteArray \n    length : uint \nThe length of the ByteArray object, in bytes. ByteArray \n    objectEncoding : uint \nUsed to determine whether the ActionScript 3.0, ActionScript 2.0, or ActionScript 1.0 format should be used when writing to, or reading from, a ByteArray instance. ByteArray \n    position : uint \nMoves, or returns the current position, in bytes, of the file pointer into the ByteArray object. ByteArray \n   prototype : Object \n[static] A reference to the prototype object of a class or function object. Object \n\nPublic Methods\n Hide Inherited Public Methods \n Show Inherited Public Methods \n  Method Defined by \n    ByteArray()\nCreates a ByteArray instance representing a packed array of bytes, so that you can use the methods and properties in this class to optimize your data storage and stream. ByteArray \n    compress():void \nCompresses the byte array using zlib compression. ByteArray \n   hasOwnProperty(name:String):Boolean \nIndicates whether an object has a specified property defined. Object \n   isPrototypeOf(theClass:Object):Boolean \nIndicates whether an instance of the Object class is in the prototype chain of the object specified as the parameter. Object \n   propertyIsEnumerable(name:String):Boolean \nIndicates whether the specified property exists and is enumerable. Object \n    readBoolean():Boolean \nReads a Boolean value from the byte stream. ByteArray \n    readByte():int \nReads a signed byte from the byte stream. ByteArray \n    readBytes(bytes:ByteArray, offset:uint = 0, length:uint = 0):void \nReads the number of data bytes, specified by the length parameter, from the byte stream. ByteArray \n    readDouble():Number \nReads an IEEE 754 double-precision (64-bit) floating-point number from the byte stream. ByteArray \n    readFloat():Number \nReads an IEEE 754 single-precision (32-bit) floating-point number from the byte stream. ByteArray \n    readInt():int \nReads a signed 32-bit integer from the byte stream. ByteArray \n    readMultiByte(length:uint, charSet:String):String \nReads a multibyte string of specified length from the byte stream using the specified character set. ByteArray \n    readObject():* \nReads an object from the byte array, encoded in AMF serialized format. ByteArray \n    readShort():int \nReads a signed 16-bit integer from the byte stream. ByteArray \n    readUnsignedByte():uint \nReads an unsigned byte from the byte stream. ByteArray \n    readUnsignedInt():uint \nReads an unsigned 32-bit integer from the byte stream. ByteArray \n    readUnsignedShort():uint \nReads an unsigned 16-bit integer from the byte stream. ByteArray \n    readUTF():String \nReads a UTF-8 string from the byte stream. ByteArray \n    readUTFBytes(length:uint):String \nReads a sequence of UTF-8 bytes specified by the length parameter from the byte stream and returns a string. ByteArray \n   setPropertyIsEnumerable(name:String, isEnum:Boolean = true):void \nSets the availability of a dynamic property for loop operations. Object \n    toString():String \nConverts the byte array to a string. ByteArray \n    uncompress():void \nDecompresses the byte array. ByteArray \n   valueOf():Object \nReturns the primitive value of the specified object. Object \n    writeBoolean(value:Boolean):void \nWrites a Boolean value. ByteArray \n    writeByte(value:int):void \nWrites a byte to the byte strea
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Singleton classes have only one instance of the class. They are accessed like StaticFactory classes, i.e. SingletonClass.instance(). This commonality of syntax allows a StaticFactory class to be converted to a Singleton and vice versa during refactoring. A Singleton class has the following properties: \n\nThe class must be final \n\nThe class must have a single, private, no argument, constructor that throws IllegalStateException if it is called more than once \n\nIf the class is serializable then it should have a readResolve method that returns the 'singleton' \n\nThe class can't be clonable \n\nThe class must have a method called instance (see below for more details) \n\nThis instance method must: \n\nAlways return the same object \n\nHave no arguments \n\nBe static \n\nHave either package or public access \n\nThe advantages of singletons are well documented in Joshua Block, Effective Java, "Item 2: Enforce the singleton property with a private constructor", pp 10. Note: Joshua Block uses either a static field called INSTANCE or a static method called getInstance, as noted above this design of a singleton uses a static method called instance to be compatible with factory classes. \n\nIf a class is definitely a singleton with no chance of ever becoming a factory then consider using a NoInstance class instead. If you want a limited numer of instances use enum (enum is in Java 1.5).
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The prototype of the function is sort of the defenition of what the function should look like\n\nexample:\n//Function Prototype\nint funct1 (int, char) \n\nThe above is the prototype of funct1 and it tells us that this function takes two variables of int and char type and returns a variable of type int back to the caller.\n\nTo call the function you need to do\n\nint hold, a;\nchar b;\nhold = funct(a, b)\n\nIf the function has no return type just do\nfunct(a,b)
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this is pointer to invoking object in Javascript.\nSo you're passing current object for update to a function in your code. \nThere are also some alternate ways (document.form.xxx) to reference to current object, but this is simple and to the point when you just want to change the object from where you're making method invocation.
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It sounds like a function that was expecting two or more parameters, was only passed one.\n\nfunctionx(x,y)\n\nwas only passed 1 parameter:\n\nfunctionx(x)\n\nFind the function and give it what it needs!\n\nGood luck.
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A "protoype" is a statement that simply tells the program the format of a function call.\n\nLet's say that you create a function that adds up two doubles:\n\ndouble Add (double A, double B)\n{\n   return A + B;\n}\n\nNow in the header file associated with this function you would insert a function prototype:\n\ndouble Add (double A, double B);\n\nwhich you will notice looks very much like the function declaration itself.\n\nWhy do you need to do this? It is simple actually. If you were to call the function "Add" in another file, this other file does not know what types the parameters are, and what type the return value is. In order for the compiler to do its job, it needs to know this information.\n\nSo you simply "#include" the header file with the prototype, and the prototype does not actually perform anything other than telling the compiler that the function has two parameters, both of type double, and that the function returns a double.\n\nHope this helps!
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A function, or algorithm, or subprocedure, or method if your talking about Object Oriented Programming. There are a lot of different names for it, but it's basically the same thing.
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"this" is a reference to the current class or object. It's frequently used in that way:\n\nclass Foo {\n    int x;\n\n    void setX(int x) {\n          this.x = x;\n    }\n}\n\nThis way you can access the field x though it's overridden by the use of the identifier x as a function parameter.
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The Singleton is a useful Design Pattern for allowing only one instance of your class, it's purpose is to control object creation, limiting the number to one but allowing the flexibility to create more objects if the situation changes. Since there is only one Singleton instance, any instance fields of a Singleton will occur only once per class, just like static fields.\n\nOften in designing a system, we want to control how an object is used, and prevent others (ourselves included) from making copies of it or creating new instances. For example, a central configuration object that stores setup information should have one and one only instance - a global copy accessible from any part of the application, including any threads that are running. Creating a new configuration object and using it would be fairly useless, as other parts of the application might be looking at the old configuration object, and changes to application settings wouldn't always be acted upon. I'm sure you can think of a other situations where a singleton would be useful - perhaps you've even used one before without giving it a name. It's a common enough design criteria (not used everyday, but you'll come across it from time to time). The singleton pattern can be applied in any language.
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void anyfun(void);\nvoid anyfun();\n\nTechnically, the above are the same. The compiler will assume an empty parameter list to mean (void). Thus, the above are the same. Style-wise, the latter of the two is preferred for C++ programming.\n\nvoid anyfun(void);\nanyfun();\n\nThe compiler will assume you want to have no parameters, but it will also *assume* you will return a value of type "int". The compiler will have to do something for the return since you did not specify a type, and it chooses int as the return type for the function. This is just not good style and should be avoided in all cases.\n\nvoid anyfun(void);\nanyfun(void);\n\nAgain, the compiler is going to respect your (void) parameter list, but will supply the default "int" return type. This should be avoided in all cases. It is always good style and proper programming practice to *always* specify the return type of a function, especially if you don't intend to reutrn anything.\n\nYour first function declaration:\n\nvoid anyfun(void);\n\nis the best style and most commonly accepted style-wise. Always specify the return type of a function. Parameters are optional and () is proper style in C++ if you don't have parameters.
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By using "Call by Reference", we can modify values that passsed to a function. If we use "Call by Value", we can not modify value of parameters, because actually we just modify values that stored in stack, not in the memory.\n\nHere is the example. In the main program, we pass a variabel contains number 1, and functions try to change it. Excuse me, my English is bad.\n\nvoid test_one(int a) {\n  a = 2;\n};\n\nvoid test_two(int *a) {\n  *a = 2;\n};\n\n// C++\nvoid test_three(int &a) {\n  a = 2;\n};\n\nvoid main(void) {\n  int a;\n\n  a = 1;\n  test_one(a);\n  printf("%d&#92;n", a);  // Result: 1;\n\n  a = 1;\n  test_two(&a);\n  printf("%d&#92;n", a);  // Result: 2;\n\n  a = 1;\n  test_three(a);\n  printf("%d&#92;n", a);  // Result: 2;\n};\n\n"&" sign means: Address of this variable in memory.\n"*" sign means: Address that pointed by this memory address.\n\nThe best way to understand this, is by examine the Assembly Code of this program. You can use Turbo Debugger or just DEBUG.COM.\n\nIf you think my answer is the best answer, would you please do rate mine? Thank you.\n\nGreetings from Tangerang, Indonesia.