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Fixed pixel displays are display technologies such as LCD and plasma that use an unfluctuating matrix of pixels with a set number of pixels in each row and column. With such displays, adjusting (scaling) to different aspect ratios because of different input signals requires complex processing. In contrast, the CRTs electronics architecture "paints" the screen with the required number of pixels horizontally and vertically
https://huggingface.co/datasets/fmars/wiki_stem
Fragment processing is a term in computer graphics referring to a collection of operations applied to fragments generated by the rasterization operation in the rendering pipeline. During the rendering of computer graphics, the rasterization step takes a primitive, described by its vertex coordinates with associated color and texture information, and converts it into a set of fragments. These fragments then undergo a series of processing steps, e
https://huggingface.co/datasets/fmars/wiki_stem
In computer graphics, free-form deformation (FFD) is a geometric technique used to model simple deformations of rigid objects. It is based on the idea of enclosing an object within a cube or another hull object, and transforming the object within the hull as the hull is deformed. Deformation of the hull is based on the concept of so-called hyper-patches, which are three-dimensional analogs of parametric curves such as Bézier curves, B-splines, or NURBs
https://huggingface.co/datasets/fmars/wiki_stem
In real-time computer graphics, geometry instancing is the practice of rendering multiple copies of the same mesh in a scene at once. This technique is primarily used for objects such as trees, grass, or buildings which can be represented as repeated geometry without appearing unduly repetitive, but may also be used for characters. Although vertex data is duplicated across all instanced meshes, each instance may have other differentiating parameters (such as color, or skeletal animation pose) changed in order to reduce the appearance of repetition
https://huggingface.co/datasets/fmars/wiki_stem
Geomipmapping or geometrical mipmapping is a real-time block-based terrain rendering algorithm developed by W. H. de Boer in 2000 that aims to reduce CPU processing time which is a common bottleneck in level of detail approaches to terrain rendering
https://huggingface.co/datasets/fmars/wiki_stem
In the context of data visualization, a glyph is any marker, such as an arrow or similar marking, used to specify part of a visualization. This is a representation to visualize data where the data set is presented as a collection of visual objects. These visual objects are collectively called a glyph
https://huggingface.co/datasets/fmars/wiki_stem
The Greiner-Hormann algorithm is used in computer graphics for polygon clipping. It performs better than the Vatti clipping algorithm, but cannot handle degeneracies. It can process both self-intersecting and non-convex polygons
https://huggingface.co/datasets/fmars/wiki_stem
Humanoid Animation (HAnim) is an approved ISO and IEC standard for humanoid modeling and animation. HAnim defines a specification for defining interchangeable human figures so that those characters can be used across a variety of 3D games and simulation environments. The HAnim Standard was developed in the late 1990s and was significantly influenced by the Jack human modeling system and the research of experts in the graphics, ergonomics, simulation & gaming industry
https://huggingface.co/datasets/fmars/wiki_stem
In 3D computer graphics, the image plane is that plane in the world which is identified with the plane of the display monitor used to view the image that is being rendered. It is also referred to as screen space. If one makes the analogy of taking a photograph to rendering a 3D image, the surface of the film is the image plane
https://huggingface.co/datasets/fmars/wiki_stem
JPIP (JPEG 2000 Interactive Protocol) is a compression streamlining protocol that works with JPEG 2000 to produce an image using the least bandwidth required. It can be very useful for medical and environmental awareness purposes, among others, and many implementations of it are currently being produced, including the HiRISE camera's pictures, among others. JPIP has the capacity to download only the requested part of a picture, saving bandwidth, computer processing on both ends, and time
https://huggingface.co/datasets/fmars/wiki_stem
In scientific visualization, Lagrangian–Eulerian advection is a technique mainly used for the visualization of unsteady flows. The computer graphics generated by the technique can help scientists visualize changes in velocity fields. This technique uses a hybrid Lagrangian and Eulerian specification of the flow field
https://huggingface.co/datasets/fmars/wiki_stem
In 3D computer graphics, a lathed object is a 3D model whose vertex geometry is produced by rotating the points of a spline or other point set around a fixed axis. The lathing may be partial; the amount of rotation is not necessarily a full 360 degrees. The point set providing the initial source data can be thought of as a cross section through the object along a plane containing its axis of radial symmetry
https://huggingface.co/datasets/fmars/wiki_stem
Libart is a free software graphics library of functions for 2D graphics supporting a superset of the PostScript imaging model. Libart was designed to be integrated with graphics, artwork, and illustration programs. It is written in optimized C and is fully compatible with C++
https://huggingface.co/datasets/fmars/wiki_stem
Given two surfaces with the same topology, a bijective mapping between them exists. On triangular mesh surfaces, the problem of computing this mapping is called mesh parameterization. The parameter domain is the surface that the mesh is mapped onto
https://huggingface.co/datasets/fmars/wiki_stem
The Micro-DVI port is a proprietary video output port introduced on the original MacBook Air in 2008. It is smaller than the Mini-DVI port used by its MacBook models. To use the port for displaying video on a standard monitor or television, an adapter must be used
https://huggingface.co/datasets/fmars/wiki_stem
In 3D computer graphics, a micropolygon (or μ-polygon) is a polygon that is very small relative to the image being rendered. Commonly, the size of a micropolygon is close to or even less than the area of a pixel. Micropolygons allow a renderer to create a highly detailed image
https://huggingface.co/datasets/fmars/wiki_stem
The Mind's Eye series consists of several art films rendered using computer-generated imagery of varying levels of sophistication, with original music scored note-to-frame. The series was conceived by Steven Churchill of Odyssey Productions in 1989. The initial video was directed, conceptualized, edited and co-produced by Jan Nickman of Miramar Productions and produced by Churchill
https://huggingface.co/datasets/fmars/wiki_stem
Mixed raster content (MRC) is a method for compressing images that contain both binary-compressible text and continuous-tone components, using image segmentation methods to improve the level of compression and the quality of the rendered image. By separating the image into components with different compressibility characteristics, the most efficient and accurate compression algorithm for each component can be applied. MRC-compressed images are typically packaged into a hybrid file format such as DjVu and sometimes PDF
https://huggingface.co/datasets/fmars/wiki_stem
In mathematical morphology and digital image processing, a morphological gradient is the difference between the dilation and the erosion of a given image. It is an image where each pixel value (typically non-negative) indicates the contrast intensity in the close neighborhood of that pixel. It is useful for edge detection and segmentation applications
https://huggingface.co/datasets/fmars/wiki_stem
Newell's Algorithm is a 3D computer graphics procedure for elimination of polygon cycles in the depth sorting required in hidden surface removal. It was proposed in 1972 by brothers Martin Newell and Dick Newell, and Tom Sancha, while all three were working at CADCentre. In the depth sorting phase of hidden surface removal, if two polygons have no overlapping extents or extreme minimum and maximum values in the x, y, and z directions, then they can be easily sorted
https://huggingface.co/datasets/fmars/wiki_stem
In computer graphics, non-uniform rational mesh smooth (NURMS) or subdivision surface technique is typically applied to a low-polygonal mesh to create a high-polygonal smoothed mesh. Usage NURMS are used in commercial 3D packages such as Autodesk 3ds Max to perform mesh smoothing operations. The mesh smooth modifier in 3ds Max operates by applying this algorithm to a low-polygon mesh and creates a high-polygon smoothed mesh
https://huggingface.co/datasets/fmars/wiki_stem
Onion skinning, in 2D computer graphics, is a technique used in creating animated cartoons and editing movies to see several frames at once. This way, the animator or editor can make decisions on how to create or change an image based on the previous image in the sequence. In traditional animation, the individual frames of a movie were initially drawn on thin onionskin paper over a light source
https://huggingface.co/datasets/fmars/wiki_stem
An operational image, also known as operative image, is an image that serves a functional, rather than aesthetic, purpose. Operational images are not intended to be viewed by people as representations of the real world; they are created to be used as instruments in performing some task or operation, often by machine automation. Operational images are used in a wide variety of applications, such as weapons targeting and guidance systems, and assisting surgeons performing robot-assisted surgery
https://huggingface.co/datasets/fmars/wiki_stem
In packed pixel or chunky framebuffer organization, the bits defining each pixel are clustered and stored consecutively. For example, if there are 16 bits per pixel, each pixel is represented in two consecutive (contiguous) 8-bit bytes in the framebuffer. If there are 4 bits per pixel, each framebuffer byte defines two pixels, one in each nibble
https://huggingface.co/datasets/fmars/wiki_stem
In computer graphics, perspective cloning is a general cloning technique in which an object is removed from a picture with elements from other parts. What distinguishes cloning from perspective cloning is that perspective is automatically compensated for. Photoshop version CS2 and the GIMP 2
https://huggingface.co/datasets/fmars/wiki_stem
PGPLOT is a device-independent graphics subroutine library written starting in 1983 by Tim Pearson, a professor at the California Institute of Technology. PGPLOT is written mostly in FORTRAN with a modular output API that allows output to several dozen types of plotting device. PGPLOT has been widely used in the academic and scientific communities, because it provides both low-level (glyph, point, line, and area) plotting primitives and also high-level facilities for drawing graphs
https://huggingface.co/datasets/fmars/wiki_stem
In computer vision, photo-consistency determines whether a given voxel is occupied. A voxel is considered to be photo consistent when its color appears to be similar to all the cameras that can see it. Most voxel coloring or space carving techniques require using photo consistency as a check condition in Image-based modeling and rendering applications
https://huggingface.co/datasets/fmars/wiki_stem
Pixie is a free (open source), photorealistic raytracing renderer for generating photorealistic images, developed by Okan Arikan in the Department of Computer Science at The University of Texas At Austin. It is RenderMan-compliant (meaning it reads conformant RIB, and supports full SL shading language shaders) and is based on the Reyes rendering architecture, but also support raytracing for hidden surface determination. Like the proprietary BMRT, Pixie is popular with students learning the RenderMan Interface, and is a suitable replacement for it
https://huggingface.co/datasets/fmars/wiki_stem
A polygon soup is a set of unorganized polygons, typically triangles, before the application of any structuring operation, such as e. g. octree grouping
https://huggingface.co/datasets/fmars/wiki_stem
In computer-generated imagery and real-time 3D computer graphics, portal rendering is an algorithm for visibility determination. For example, consider a 3D computer game environment, which may contain many polygons, only a few of which may be visible on screen at a given time. By determining which polygons are currently not visible, and not rendering those objects, significant performance improvements can be achieved
https://huggingface.co/datasets/fmars/wiki_stem
Pose space deformation is a computer animation technique which is used to deform a mesh on skeleton-driven animation. Common use of this technique is to deform the shape of a mesh (for example, an arm) according to the angle of the joint (in this case, the elbow) bent. Although the name is commonly called Pose space deformation on many scholarly articles, 3D animation software rarely uses that name
https://huggingface.co/datasets/fmars/wiki_stem
Precomputed Radiance Transfer (PRT) is a computer graphics technique used to render a scene in real time with complex light interactions being precomputed to save time. Radiosity methods can be used to determine the diffuse lighting of the scene, however PRT offers a method to dynamically change the lighting environment. In essence, PRT computes the illumination of a point as a linear combination of incident irradiance
https://huggingface.co/datasets/fmars/wiki_stem
In computer aided engineering (CAE) a preprocessor is a program which provides a graphical user interface (GUI) to define boundary conditions, materials, other physical properties and simulation control settings. This data is used by the subsequent computer simulation. Steps that are followed in Pre-Processing 1> The geometry (physical bounds) of the problem is defined 2> The volume occupied by the fluid is divided into discrete cells (meshing) 3> The physical modeling is defined - E
https://huggingface.co/datasets/fmars/wiki_stem
Pseudo-transparency is a term used for X Window System clients that simulate the appearance of translucency or transparency by manipulating the same pixmap that has been drawn on the root window, or by instructing the X Server that the Background Pixmap should be inherited from the window's parent. Purpose Traditionally, the X Window System has lagged behind other windowing systems in adding purely eye candy or aesthetic features, such as window translucency. This has encouraged developers to develop kludges to overcome this limitation
https://huggingface.co/datasets/fmars/wiki_stem
Relaxation labelling is an image treatment methodology. Its goal is to associate a label to the pixels of a given image or nodes of a given graph. See also Digital image processing References Further reading Marcello Pelillo (1997)
https://huggingface.co/datasets/fmars/wiki_stem
In computer graphics, the render output unit (ROP) or raster operations pipeline is a hardware component in modern graphics processing units (GPUs) and one of the final steps in the rendering process of modern graphics cards. The pixel pipelines take pixel (each pixel is a dimensionless point) and texel information and process it, via specific matrix and vector operations, into a final pixel or depth value; this process is called rasterization. Thus, ROPs control antialiasing, when more than one sample is merged into one pixel
https://huggingface.co/datasets/fmars/wiki_stem
Reverse video (or invert video or inverse video or reverse screen) is a computer display technique whereby the background and text color values are inverted. On older computers, displays were usually designed to display text on a black background by default. For emphasis, the color scheme was swapped to bright background with dark text
https://huggingface.co/datasets/fmars/wiki_stem
In computer graphics, a sample is an intersection of channel and a pixel. The diagram below depicts a 24-bit pixel, consisting of 3 samples for Red, Green, and Blue. In this particular diagram, the Red sample occupies 9 bits, the Green sample occupies 7 bits and the Blue sample occupies 8 bits, totaling 24 bits per pixel
https://huggingface.co/datasets/fmars/wiki_stem
Shader lamps is a computer graphic technique used to change the appearance of physical objects. The still or moving objects are illuminated, using one or more video projectors, by static or animated texture or video stream. The method was invented at University of North Carolina at Chapel Hill by Ramesh Raskar, Greg Welch, Kok-lim Low and Deepak Bandyopadhyay in 1999 [1] as a follow on to Spatial Augmented Reality [2] also invented at University of North Carolina at Chapel Hill in 1998 by Ramesh Raskar, Greg Welch and Henry Fuchs
https://huggingface.co/datasets/fmars/wiki_stem
Shape Modeling International (SMI), also known as International Conference on Shape Modeling and Applications is an annual symposium whose goal is to promote the dissemination of new mathematical theories and novel computational techniques for modeling, simulating, and processing digital shape representations. Initiated in 1997 by Tosyiasu L. Kunii and Bianca Falcidieno, the symposium became an annual event in 2001 after its merge with the Eurographics / ACM SIGGRAPH Workshop on Implicit Surfaces
https://huggingface.co/datasets/fmars/wiki_stem
In scientific visualization skin friction lines are used to visualize flows on 3D-surfaces. They are obtained by calculating the streamlines of a derived vector field on the surface, the wall shear stress. Skin friction arises from the friction of the fluid against the "skin" of the object that is moving through it and forms a vector at each point on the surface
https://huggingface.co/datasets/fmars/wiki_stem
Specularity is the visual appearance of specular reflections. In computer graphics In computer graphics, it means the quantity used in three-dimensional (3D) rendering which represents the amount of reflectivity a surface has. It is a key component in determining the brightness of specular highlights, along with shininess to determine the size of the highlights
https://huggingface.co/datasets/fmars/wiki_stem
In computer graphics, sphere mapping (or spherical environment mapping) is a type of reflection mapping that approximates reflective surfaces by considering the environment to be an infinitely far-away spherical wall. This environment is stored as a texture depicting what a mirrored sphere would look like if it were placed into the environment, using an orthographic projection (as opposed to one with perspective). This texture contains reflective data for the entire environment, except for the spot directly behind the sphere
https://huggingface.co/datasets/fmars/wiki_stem
Spherical harmonic (SH) lighting is a family of real-time rendering techniques that can produce highly realistic shading and shadowing with comparatively little overhead. All SH lighting techniques involve replacing parts of standard lighting equations with spherical functions that have been projected into frequency space using the spherical harmonics as a basis. To take a simple example, a cube map used for environment mapping might be reduced to just nine SH coefficients if preserving high-frequency detail is not a concern
https://huggingface.co/datasets/fmars/wiki_stem
The Stanford bunny is a computer graphics 3D test model developed by Greg Turk and Marc Levoy in 1994 at Stanford University. The model consists of 69,451 triangles, with the data determined by 3D scanning a ceramic figurine of a rabbit. This figurine and others were scanned to test methods of range scanning physical objects
https://huggingface.co/datasets/fmars/wiki_stem
The Stanford dragon is a computer graphics 3D test model created with a Cyberware 3030 Model Shop (MS) Color 3D Scanner at Stanford University. The data for the model was produced in 1996. The dragon consists of data describing 871,414 triangles determined by 3D scanning a real figurine
https://huggingface.co/datasets/fmars/wiki_stem
Stars is a computer graphics effect used by computer games. The effect takes the bright parts of a rendered image of the scene, and then smears them outward in a number of directions. The result is that bright areas have streaks emanating from them
https://huggingface.co/datasets/fmars/wiki_stem
Super LCD (SLCD) is a display technology used by numerous manufacturers for mobile device displays. It is mostly used by HTC, though Super LCD panels are actually produced by S-LCD Corporation. Super LCD differs from a regular LCD in that it does not have an air gap between the outer glass and the display element
https://huggingface.co/datasets/fmars/wiki_stem
In computer graphics, swizzles are a class of operations that transform vectors by rearranging components. Swizzles can also project from a vector of one dimensionality to a vector of another dimensionality, such as taking a three-dimensional vector and creating a two-dimensional or five-dimensional vector using components from the original vector. For example, if A = {1,2,3,4}, where the components are x, y, z, and w respectively, you could compute B = A
https://huggingface.co/datasets/fmars/wiki_stem
Symposium on Geometry Processing (SGP) is an annual symposium hosted by the European Association For Computer Graphics (Eurographics). The goal of the symposium is to present and discuss new research ideas and results in geometry processing. The conference is geared toward the discussion of mathematical foundations and practical algorithms for the processing of complex geometric data sets, ranging from acquisition and editing all the way to animation, transmission and display
https://huggingface.co/datasets/fmars/wiki_stem
A talking tactile tablet or T3 is a graphic tablet with a touch surface that can be used as an input device that uses swell paper to create 3D overlays and connects audio files to parts of the overlays. The device is connected to a computer and run with a programme CD, and has a tactile surface which produces touchable icons that provide audio feedback when they are pressed. It can be used to help visually impaired users to interpret diagrams, charts and maps by producing a tactile, touchable image, and audio feedback
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In scientific visualization a tensor glyph is an object that can visualize all or most of the nine degrees of freedom, such as acceleration, twist, or shear – of a 3 × 3 {\displaystyle 3\times 3} matrix. It is used for tensor field visualization, where a data-matrix is available at every point in the grid. "Glyphs, or icons, depict multiple data values by mapping them onto the shape, size, orientation, and surface appearance of a base geometric primitive
https://huggingface.co/datasets/fmars/wiki_stem
In scientific visualization, texture advection is a family of methods to densely visualize vector fields or flows (like the wind movement of a tornado). Scientists can use the created images and animations to better understand these flows and reason about them. In comparison to techniques that visualise streamlines, streaklines, or timelines, methods of this family don't need any seed points and can produce a whole image at every step
https://huggingface.co/datasets/fmars/wiki_stem
Texture compression is a specialized form of image compression designed for storing texture maps in 3D computer graphics rendering systems. Unlike conventional image compression algorithms, texture compression algorithms are optimized for random access. Tradeoffs In their seminal paper on texture compression, Beers, Agrawala and Chaddha list four features that tend to differentiate texture compression from other image compression techniques
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In computer graphics, texture splatting is a method for combining different textures. It works by applying an alphamap (also called a "weightmap" or a "splat map") to the higher levels, thereby revealing the layers underneath where the alphamap is partially or completely transparent. The term was coined by Crawfis et al
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A triangle fan is a primitive in 3D computer graphics that saves on storage and processing time. It describes a set of connected triangles that share one central vertex (unlike the triangle strip that connects the next vertex point to the last two used vertices to form a triangle), possibly within a triangle mesh. If N is the number of triangles in the fan, the number of vertices describing it is N + 2
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Woogi World was an educational Multiplayer online game created by Children's Way, a non-profit organization that teaches children through various online educational programs, in 2008. Woogi World Woogi World was a yearlong program in which elementary school students could become members of the Woogi World community. Woogi World aimed to teach children appropriate ways to socialize online, as well as skills for real-life situations, using gaming and social networking technology
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Cities: Skylines is a 2015 city-building game developed by Colossal Order and published by Paradox Interactive. The game is a single-player open-ended city-building simulation. Players engage in urban planning by controlling zoning, road placement, taxation, public services, and public transportation of an area
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The Elder Scrolls Online, abbreviated ESO, is a massively multiplayer online role-playing game (MMORPG) developed by ZeniMax Online Studios and published by Bethesda Softworks. It was released for Windows and macOS in April 2014. It is a part of the Elder Scrolls series
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Enter the Gungeon is a 2016 bullet hell roguelike game developed by Dodge Roll and published by Devolver Digital. Set in the firearms-themed Gungeon, gameplay follows four player characters called Gungeoneers as they traverse procedurally generated rooms to find a gun that can "kill the past". The Gungeoneers fight against bullet-shaped enemies, which are fought using both conventional and exotic weapons
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Far Cry Primal is a 2016 action-adventure game developed by Ubisoft Montreal and published by Ubisoft. It is a spin-off to Far Cry 4, and the tenth overall installment in the Far Cry series. Set during prehistoric times, the game follows the story of Takkar, who starts off as an unarmed hunter but will rise to become the leader of a tribe, using his special gift of taming animals
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In programming language theory, parametricity is an abstract uniformity property enjoyed by parametrically polymorphic functions, which captures the intuition that all instances of a polymorphic function act the same way. Idea Consider this example, based on a set X and the type T(X) = [X → X] of functions from X to itself. The higher-order function twiceX : T(X) → T(X) given by twiceX(f) = f ∘ f, is intuitively independent of the set X
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In computer science, particularly in human-computer interaction, presentation semantics specify how a particular piece of a formal language is represented in a distinguished manner accessible to human senses, usually human vision. For example, saying that <bold> .
https://huggingface.co/datasets/fmars/wiki_stem
In computer science, program optimization, code optimization, or software optimization, is the process of modifying a software system to make some aspect of it work more efficiently or use fewer resources. In general, a computer program may be optimized so that it executes more rapidly, or to make it capable of operating with less memory storage or other resources, or draw less power. General Although the word "optimization" shares the same root as "optimal", it is rare for the process of optimization to produce a truly optimal system
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Programming paradigms are a way to classify programming languages based on their features. Languages can be classified into multiple paradigms. Some paradigms are concerned mainly with implications for the execution model of the language, such as allowing side effects, or whether the sequence of operations is defined by the execution model
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In computing, a programming language reference or language reference manual is part of the documentation associated with most mainstream programming languages. It is written for users and developers, and describes the basic elements of the language and how to use them in a program. For a command-based language, for example, this will include details of every available command and of the syntax for using it
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In a computer language, a reserved word (also known as a reserved identifier) is a word that cannot be used as an identifier, such as the name of a variable, function, or label – it is "reserved from use". This is a syntactic definition, and a reserved word may have no user-defined meaning. A closely related and often conflated notion is a keyword, which is a word with special meaning in a particular context
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In computer programming, a semipredicate problem occurs when a subroutine intended to return a useful value can fail, but the signalling of failure uses an otherwise valid return value. The problem is that the caller of the subroutine cannot tell what the result means in this case. Example The division operation yields a real number, but fails when the divisor is zero
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In computer programming, a programming language specification (or standard or definition) is a documentation artifact that defines a programming language so that users and implementors can agree on what programs in that language mean. Specifications are typically detailed and formal, and primarily used by implementors, with users referring to them in case of ambiguity; the C++ specification is frequently cited by users, for instance, due to the complexity. Related documentation includes a programming language reference, which is intended expressly for users, and a programming language rationale, which explains why the specification is written as it is; these are typically more informal than a specification
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Toi is an imperative, type-sensitive language that provides the basic functionality of a programming language. The language was designed and developed from the ground-up by Paul Longtine. Written in C, Toi was created with the intent to be an educational experience and serves as a learning tool (or toy, hence the name) for those looking to familiarize themselves with the inner-workings of a programming language
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A programming language is a system of notation for writing computer programs. Most programming languages are text-based formal languages, but they may also be graphical. They are a kind of computer language
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In computer science, the syntax of a computer language is the rules that define the combinations of symbols that are considered to be correctly structured statements or expressions in that language. This applies both to programming languages, where the document represents source code, and to markup languages, where the document represents data. The syntax of a language defines its surface form
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A system programming language is a programming language used for system programming; such languages are designed for writing system software, which usually requires different development approaches when compared with application software. Edsger Dijkstra refers to these languages as machine oriented high order languages, or mohol. General-purpose programming languages tend to focus on generic features to allow programs written in the language to use the same code on different platforms
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Thread safety is a computer programming concept applicable to multi-threaded code. Thread-safe code only manipulates shared data structures in a manner that ensures that all threads behave properly and fulfill their design specifications without unintended interaction. There are various strategies for making thread-safe data structures
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In computer programming, a trait is a concept used in programming languages which represents a set of methods that can be used to extend the functionality of a class. Rationale In object-oriented programming, behavior is sometimes shared between classes which are not related to each other. For example, many unrelated classes may have methods to serialize objects to JSON
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In computer science, type safety and type soundness are the extent to which a programming language discourages or prevents type errors. Type safety is sometimes alternatively considered to be a property of facilities of a computer language; that is, some facilities are type-safe and their usage will not result in type errors, while other facilities in the same language may be type-unsafe and a program using them may encounter type errors. The behaviors classified as type errors by a given programming language are usually those that result from attempts to perform operations on values that are not of the appropriate data type, e
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Visual modeling is the graphic representation of objects and systems of interest using graphical languages. Visual modeling is a way for experts and novices to have a common understanding of otherwise complicated ideas. By using visual models complex ideas are not held to human limitations, allowing for greater complexity without a loss of comprehension
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Apache Groovy is a Java-syntax-compatible object-oriented programming language for the Java platform. It is both a static and dynamic language with features similar to those of Python, Ruby, and Smalltalk. It can be used as both a programming language and a scripting language for the Java Platform, is compiled to Java virtual machine (JVM) bytecode, and interoperates seamlessly with other Java code and libraries
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APL (named after the book A Programming Language) is a programming language developed in the 1960s by Kenneth E. Iverson. Its central datatype is the multidimensional array
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AspectJ is an aspect-oriented programming (AOP) extension created at PARC for the Java programming language. It is available in Eclipse Foundation open-source projects, both stand-alone and integrated into Eclipse. AspectJ has become a widely used de facto standard for AOP by emphasizing simplicity and usability for end users
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B is a programming language developed at Bell Labs circa 1969 by Ken Thompson and Dennis Ritchie. B was derived from BCPL, and its name may possibly be a contraction of BCPL. Thompson's coworker Dennis Ritchie speculated that the name might be based on Bon, an earlier, but unrelated, programming language that Thompson designed for use on Multics
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BASIC (Beginners' All-purpose Symbolic Instruction Code) is a family of general-purpose, high-level programming languages designed for ease of use. The original version was created by John G. Kemeny and Thomas E
https://huggingface.co/datasets/fmars/wiki_stem
BLISS is a system programming language developed at Carnegie Mellon University (CMU) by W. A. Wulf, D
https://huggingface.co/datasets/fmars/wiki_stem
Cameleon is a free and open source graphical language for functional programming, released under an MIT License. Cameleon language is a graphical data flow language following a two-scale paradigm. It allows an easy up-scale, that is, the integration of any library writing in C++ into the data flow language
https://huggingface.co/datasets/fmars/wiki_stem
Charm is a computer programming language devised in the early 1990s with similarities to the RTL/2, Pascal and C languages in addition to containing some unique features of its own. The Charm language is defined by a context-free grammar amenable to being processed by recursive descent parser as described in seminal books on compiler design. A set of Charm tools including a compiler, assembler and linker was made available for Acorn's RISC OS platform
https://huggingface.co/datasets/fmars/wiki_stem
An esoteric programming language (sometimes shortened to esolang) is a programming language designed to test the boundaries of computer programming language design, as a proof of concept, as software art, as a hacking interface to another language (particularly functional programming or procedural programming languages), or as a joke. The use of the word esoteric distinguishes them from languages that working developers use to write software. The creators of most esolangs do not intend them to be used for mainstream programming, although some esoteric features, such as visuospatial syntax, have inspired practical applications in the arts
https://huggingface.co/datasets/fmars/wiki_stem
Clipper is an xBase compiler that implements a variant of the xBase computer programming language. It is used to create or extend software programs that originally operated primarily under MS-DOS. Although it is a powerful general-purpose programming language, it was primarily used to create database/business programs
https://huggingface.co/datasets/fmars/wiki_stem
Concordion is a specification by example framework originally developed by David Peterson, and now maintained by a team of contributors, led by Nigel Charman. Inspired by the Fit Framework, David states the following aims were behind Concordion: Improved readability of documents More "opinionated" (scripting is actively discouraged) Easier to use How it works Concordion specifications are written in Markdown, HTML or Excel and then instrumented with special links, attributes or comments respectively. When the corresponding test fixture class is run, Concordion interprets the instrumentation to execute the test
https://huggingface.co/datasets/fmars/wiki_stem
Crystal is a high-level general-purpose, object-oriented programming language, designed and developed by Ary Borenszweig, Juan Wajnerman, Brian Cardiff and more than 400 contributors. With syntax inspired by the language Ruby, it is a compiled language with static type-checking, but specifying the types of variables or method arguments is generally unneeded. Types are resolved by an advanced global type inference algorithm
https://huggingface.co/datasets/fmars/wiki_stem
D, also known as dlang, is a multi-paradigm system programming language created by Walter Bright at Digital Mars and released in 2001. Andrei Alexandrescu joined the design and development effort in 2007. Though it originated as a re-engineering of C++, D is a profoundly different language —features of D can be considered streamlined and expanded-upon ideas from C++, however D also draws inspiration from other high-level programming languages, notably Java, Python, Ruby, C#, and Eiffel
https://huggingface.co/datasets/fmars/wiki_stem
DOPE, short for Dartmouth Oversimplified Programming Experiment, was a simple programming language designed by John Kemény in 1962 to offer students a transition from flow-charting to programming the LGP-30. Lessons learned from implementing DOPE were subsequently applied to the invention and development of BASIC. Description Each statement was designed to correspond to a flowchart operation and consisted of a numeric line number, an operation, and the required operands: 7 + A B C 10 SIN X Z The final variable specified the destination for the computation
https://huggingface.co/datasets/fmars/wiki_stem
A deductive language is a computer programming language in which the program is a collection of predicates ('facts') and rules that connect them. Such a language is used to create knowledge based systems or expert systems which can deduce answers to problem sets by applying the rules to the facts they have been given. An example of a deductive language is Prolog, or its database-query cousin, Datalog
https://huggingface.co/datasets/fmars/wiki_stem
DIBOL or Dianabol is a anabolic steroid, procedural, extensive nutrition that was designed for use in [Fitness and Bodybuilding]] (F&B) muscle development. It was developed from 1970 to 1993. DBOL has an ability similar to ANAVAR and Clenbuterol, along with BCD arithmetic
https://huggingface.co/datasets/fmars/wiki_stem
E is an object-oriented programming language for secure distributed computing, created by Mark S. Miller, Dan Bornstein, Douglas Crockford, Chip Morningstar and others at Electric Communities in 1997. E is mainly descended from the concurrent language Joule and from Original-E, a set of extensions to Java for secure distributed programming
https://huggingface.co/datasets/fmars/wiki_stem
ELAN is an interpreted educational programming language for learning and teaching systematic programming. It was developed in 1974 by C. H
https://huggingface.co/datasets/fmars/wiki_stem
An embedded style language is a kind of computer language whose commands appear intermixed with those of a base language. Such languages can either have their own syntax, which is translated into that of the base language, or can provide an API with which to invoke the behaviors of the language. Embedded domain-specific languages are common examples of embedded style languages that rely upon translation
https://huggingface.co/datasets/fmars/wiki_stem
EXAPT ("EXtended Subset of APT") is a production oriented programming language to generate NC programs with control information for machining tools and enables to consider production-related issues of various machining processes. EXAPT has developed historically regarding industrial requirements. Through the years software solutions for the manufacturing industry were created which today form a broad scalable portfolio with future-oriented products and services
https://huggingface.co/datasets/fmars/wiki_stem
F is a modular, compiled, numeric programming language, designed for scientific programming and scientific computation. F was developed as a modern Fortran, thus making it a subset of Fortran 95. It combines both numerical and data abstraction features from these languages
https://huggingface.co/datasets/fmars/wiki_stem
Factor is a stack-oriented programming language created by Slava Pestov. Factor is dynamically typed and has automatic memory management, as well as powerful metaprogramming features. The language has a single implementation featuring a self-hosted optimizing compiler and an interactive development environment
https://huggingface.co/datasets/fmars/wiki_stem
Flow chart language (FCL) is a simple imperative programming language designed for the purposes of explaining fundamental concepts of program analysis and specialization, in particular, partial evaluation. The language was first presented in 1989 by Carsten K. Gomard and Neil D
https://huggingface.co/datasets/fmars/wiki_stem