Search Options

Results per page
Sort
Preferred Languages
Advance

Results 1 - 4 of 4 for live (0.17 sec)

  1. doc/go1.17_spec.html

    <p>
    Given the declarations
    </p>
    <pre>
    type Point3D struct { x, y, z float64 }
    type Line struct { p, q Point3D }
    </pre>
    
    <p>
    one may write
    </p>
    
    <pre>
    origin := Point3D{}                            // zero value for Point3D
    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>
    HTML
    - Registered: Tue May 07 11:14:38 GMT 2024
    - Last Modified: Thu Apr 11 20:22:45 GMT 2024
    - 211.6K bytes
    - Viewed (0)
  2. doc/go_mem.html

    </ul>
    <p>
    Some memory operations are <i>read-like</i>, including read, atomic read, mutex lock, and channel receive.
    Other memory operations are <i>write-like</i>, including write, atomic write, mutex unlock, channel send, and channel close.
    Some, such as atomic compare-and-swap, are both read-like and write-like.
    </p>
    
    <p>
    HTML
    - Registered: Tue May 07 11:14:38 GMT 2024
    - Last Modified: Mon Mar 04 15:54:42 GMT 2024
    - 26.6K bytes
    - Viewed (0)
  3. doc/asm.html

    The assembler works on the semi-abstract form, so
    when you see an instruction like <code>MOV</code>
    what the toolchain actually generates for that operation might
    not be a move instruction at all, perhaps a clear or load.
    Or it might correspond exactly to the machine instruction with that name.
    In general, machine-specific operations tend to appear as themselves, while more general concepts like
    memory move and subroutine call and return are more abstract.
    HTML
    - Registered: Tue May 07 11:14:38 GMT 2024
    - Last Modified: Tue Nov 28 19:15:27 GMT 2023
    - 36.3K bytes
    - Viewed (0)
  4. doc/go_spec.html

    <p>
    Given the declarations
    </p>
    <pre>
    type Point3D struct { x, y, z float64 }
    type Line struct { p, q Point3D }
    </pre>
    
    <p>
    one may write
    </p>
    
    <pre>
    origin := Point3D{}                            // zero value for Point3D
    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>
    HTML
    - Registered: Tue May 07 11:14:38 GMT 2024
    - Last Modified: Thu May 02 22:43:51 GMT 2024
    - 279.6K bytes
    - Viewed (0)
Back to top