invariants

What are the differences pre condition ,post condition and invariant in computer terminology [closed]

半城伤御伤魂 提交于 2019-11-29 20:11:30
I am reading the book Java Concurrency in Practice and getting a little bit confused with these terms: Pre condition Post condition Invariants Can someone please explain me them (with an example, if it's possible)? You'll have a lot of problems writing Java, especially multi-threaded code, if you can't understand these simple ideas: Pre-conditions are the things that must be true before a method is called. The method tells clients "this is what I expect from you". Post-conditions are the things that must be true after the method is complete. The method tells clients "this is what I promise to

How do you validate an object's internal state?

老子叫甜甜 提交于 2019-11-29 07:03:40
I'm interested in hearing what technique(s) you're using to validate the internal state of an object during an operation that, from it's own point of view, only can fail because of bad internal state or invariant breach. My primary focus is on C++, since in C# the official and prevalent way is to throw an exception, and in C++ there's not just one single way to do this (ok, not really in C# either, I know that). Note that I'm not talking about function parameter validation, but more like class invariant integrity checks. For instance, let's say we want a Printer object to Queue a print job

What is the best way of determining a loop invariant?

老子叫甜甜 提交于 2019-11-28 19:38:47
When using formal aspects to create some code is there a generic method of determining a loop invariant or will it be completely different depending on the problem? It has already been pointed out that one same loop can have several invariants, and that Calculability is against you. It doesn't mean that you cannot try. You are, in fact, looking for an inductive invariant : the word invariant may also be used for a property that is true at each iteration but for which is it not enough to know that it hold at one iteration to deduce that it holds at the next. If I is an inductive invariant, then

What are the differences pre condition ,post condition and invariant in computer terminology [closed]

主宰稳场 提交于 2019-11-28 16:01:12
问题 It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center. Closed 7 years ago . I am reading the book Java Concurrency in Practice and getting a little bit confused with these terms: Pre condition Post condition Invariants Can someone please explain me them (with an example, if it's possible

Simple examples of co and contravariance

纵然是瞬间 提交于 2019-11-28 15:58:56
Could someone provide me simple C# examples of convariance, contravariance, invariance and contra-invariance (if such thing exists). All samples I've seen so far was just casting some object into System.Object . Could someone provide me simple C# examples of convariance, contravariance, invariance and contra-invariance (if such thing exists). I have no idea what "contra-invariance" means. The rest are easy. Here's an example of covariance: void FeedTheAnimals(IEnumerable<Animal> animals) { foreach(Animal animal in animals) animal.Feed(); } ... List<Giraffe> giraffes = ...; FeedTheAnimals

Is it possible to program and check invariants in Haskell?

不想你离开。 提交于 2019-11-28 15:44:50
问题 When I write an algorithm I usually write down invariants in comments. For example, one function might return an ordered list, and the other one expect that a list would be ordered. I'm aware that theorem provers exists, but I have no experience using them. I also believe that smart compiler [sic!] can make use of them to optimize the program. So, is it possible to write down invariants and make compiler check them? 回答1: Well, the answer is yes and no. There's no way to just write an

OpenGL deterministic rendering between GPU vendor

放肆的年华 提交于 2019-11-28 01:04:17
I'm currently programming a scientific imaging application using OpenGL. I would like to know if OpenGL rendering (in term of retrieved pixel from FBO) is supposed to be fully deterministic when my code (C++ / OpenGL and simple GLSL) is executed on different hardware (ATI vs NVidia, various NVidia generations and various OS)? More precisely, I'd need the exact same pixels buffer everytime I run my code on any hardware (that can runs basic GLSL and OpenGL 3.0)... Is that possible? Is there some advice I should consider? If it's not possible, is there a specific brand of video card (perhaps

What is an invariant?

馋奶兔 提交于 2019-11-27 16:53:22
The word seems to get used in a number of contexts. The best I can figure is that they mean a variable that can't change. Isn't that what constants/finals (darn you Java!) are for? An invariant is more "conceptual" than a variable. In general, it's a property of the program state that is always true. A function or method that ensures that the invariant holds is said to maintain the invariant. For instance, a binary search tree might have the invariant that for every node, the key of the node's left child is less than the node's own key. A correctly written insertion function for this tree will

What is the best way of determining a loop invariant?

北慕城南 提交于 2019-11-27 12:26:05
问题 When using formal aspects to create some code is there a generic method of determining a loop invariant or will it be completely different depending on the problem? 回答1: It has already been pointed out that one same loop can have several invariants, and that Calculability is against you. It doesn't mean that you cannot try. You are, in fact, looking for an inductive invariant : the word invariant may also be used for a property that is true at each iteration but for which is it not enough to

OpenGL deterministic rendering between GPU vendor

淺唱寂寞╮ 提交于 2019-11-26 23:28:25
问题 I'm currently programming a scientific imaging application using OpenGL. I would like to know if OpenGL rendering (in term of retrieved pixel from FBO) is supposed to be fully deterministic when my code (C++ / OpenGL and simple GLSL) is executed on different hardware (ATI vs NVidia, various NVidia generations and various OS)? More precisely, I'd need the exact same pixels buffer everytime I run my code on any hardware (that can runs basic GLSL and OpenGL 3.0)... Is that possible? Is there