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Results 1 - 3 of 3 for arcking (0.22 sec)

  1. doc/go_mem.html

    *p /= 2
    *p += i
    </pre>
    
    <p>
    If <code>i</code> and <code>*p</code> start equal to 2,
    the original code does <code>*p = 3</code>,
    so a racing thread can read only 2 or 3 from <code>*p</code>.
    The rewritten code does <code>*p = 1</code> and then <code>*p = 3</code>,
    allowing a racing thread to read 1 as well.
    </p>
    
    <p>
    Note that all these optimizations are permitted in C/C++ compilers:
    HTML
    - Registered: Tue Apr 30 11:13:12 GMT 2024
    - Last Modified: Mon Mar 04 15:54:42 GMT 2024
    - 26.6K bytes
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  2. doc/go_spec.html

    line := Line{origin, Point3D{y: -4, z: 12.3}}  // zero value for line.q.x
    </pre>
    
    <p>
    For array and slice literals the following rules apply:
    </p>
    <ul>
    	<li>Each element has an associated integer index marking
    	    its position in the array.
    	</li>
    	<li>An element with a key uses the key as its index. The
    	    key must be a non-negative constant
    	    <a href="#Representability">representable</a> by
    HTML
    - Registered: Tue Apr 30 11:13:12 GMT 2024
    - Last Modified: Fri Apr 26 00:39:16 GMT 2024
    - 279.6K bytes
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  3. doc/go1.17_spec.html

    line := Line{origin, Point3D{y: -4, z: 12.3}}  // zero value for line.q.x
    </pre>
    
    <p>
    For array and slice literals the following rules apply:
    </p>
    <ul>
    	<li>Each element has an associated integer index marking
    	    its position in the array.
    	</li>
    	<li>An element with a key uses the key as its index. The
    	    key must be a non-negative constant
    	    <a href="#Representability">representable</a> by
    HTML
    - Registered: Tue Apr 30 11:13:12 GMT 2024
    - Last Modified: Thu Apr 11 20:22:45 GMT 2024
    - 211.6K bytes
    - Viewed (0)
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