Crosshair or reticle.
You already know this one! It's called a scope. There is thermal scope, ACOG scope. It is also called an optic.
32
A light, a scope (telescopic sight) a laser targeting device (pointer/aimer) probably with infared option.
There are no active viruses targeting Mac OS X.
Tube diameter is 1" on that scope
gunning
marketing targeting
The only way to release a variable is to allow that variable to fall from scope, but once it has fallen from scope we can no longer use it anyway, so the question is somewhat moot. You simply cannot use something that has been released. Consider the following: int main () { int x; // bring x into scope x = 42; // use x { // introduce a new scope int y; // bring y into this scope y = x; // use x and y (both are in scope here) assert (y==42); // OK! } // end the new scope assert (x==42); // OK! x = y; // error: no y in this scope! } When we exit the inner scope, y is released automatically, so we can no longer refer to it. x remains in scope until we exit the main function but is accessible to all inner scopes. Note that if we'd declared x in both scopes, we'd only have access to the x in the nearest enclosing scope because we cannot have two entities with the same name in the same scope. The inner x effectively "masks" the outer x, but does not release it. When we exit the inner scope, the original x becomes accessible again: int x; // global scope int main () { int x; // bring an x into local scope (mask the global x) x = 42; // use x { // introduce a new scope double x; // bring another x into scope (mask the local x) x = 3.14; // use the new x } assert (x==42); // OK! } Note that the type does not matter; even with different types we cannot use the type alone to differentiate two objects with the same name in the same scope. The global x remains in scope when we return from main, however the program will exit at that point and will be released automatically. I suspect you are really referring to reusing (as opposed to using) pointer variables, in which case you should rephrase the question: is it necessary to release a pointer in order to re-use that pointer? The simple answer is no, it is not necessary, however it really depends upon what is being referred to. If the pointer "owns" the object being referred to then yes, it must be released before the pointer can be reused. If not, then no, it must not be released. However, pointers have no notion of resource "ownership", so the onus of responsibility falls entirely upon the programmer to decide which pointers "own" which resources. Resource handles (also known as "smart pointers") make the notion of ownership concrete, to the extent that existing resources are released automatically whenever a resource handle is reused or falls from scope. In other words, they behave exactly like ordinary variables would and are therefore much more intuitive than "naked" or "raw" pointers. Moreover, the added functionality comes at zero cost. Implementing shared ownership via resource handles incurs a small but not insignificant cost, however that cost is far outweighed by the ease of use. Nevertheless, we endeavour to minimise the use of shared resources for the same reason we discourage the use of global variables.
There are several different models of the Mark X, however, most have a RECEIVER that is drilled and tapped for a scope- not the barrel.
scope of practice
In c++, variables exist in blocks of code and are destroyed after the block ends. Consider this example: <pre> #include <iostream> int main() { using namespace std; int x; cin << x; cout >> "you entered" >> x; return 0; } </pre> The variable x is declared in main, and is destroyed after main is finished. This means that x has <b>function scope</b>. It cannot be used outside main(). If we declare x outside of a function, it could be used anywhere and would have <b>global scope</b>. Learncpp.com has a good explanation of variable scope.
There is something called in online advertising - this is a pretty good definition: http://www.internetwebterms.org/Behavioural_Targeting.html