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Boxing (computer programming)

In computer science, boxing (a.k.a. wrapping) is the transformation of placing a primitive type within an object so that the value can be used as a reference. Unboxing is the reverse transformation of extracting the primitive value from its wrapper object. Autoboxing is the term for automatically applying boxing and/or unboxing transformations as needed.

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Boxing

16 related topics

Type helpers

5 related topics

Boxing in Rust

3 related topics

Autoboxing

1 related topics

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Boxing

Autoboxing

Boxing in Rust

Type helpers

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Boxing (computer programming)

Nodes34
Edges33
Triples9
Avg. degree1.94
Density0.058824
Components1

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Important terminology

object value primitive java reference type boxing boxed unboxing types automatically one j2se objects compiler code alinkedlist integer automatic references

Entity relationships Subject–Predicate–Object triples

SubjectPredicateObjectConfidenceSrc
runtime efficiencyinstance ofBoxingBoxing's most prominent use is in Java where there is a distinction between reference and value types for reasons0.80text
syntaxinstance ofBoxingBoxing's most prominent use is in Java where there is a distinction between reference and value types for reasons0.80text
semantic issuesinstance ofBoxingBoxing's most prominent use is in Java where there is a distinction between reference and value types for reasons0.80text
the default Java HotSpot garbage collector can more efficiently collect short-lived objectsinstance ofmodern garbage collectors0.80text
so if the boxed objects are short-livedinstance ofmodern garbage collectors0.80text
the performance impact may not be severe.In some languagesinstance ofmodern garbage collectors0.80text
there is a direct equivalence between an unboxed primitive typeinstance ofmodern garbage collectors0.80text
a reference to an immutableinstance ofmodern garbage collectors0.80text
boxed object typeinstance ofmodern garbage collectors0.80text

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