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Computer languages
The basic knowledge of programming is not possible without the knowledge of its history.
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Scaling relations for diversity of languages
The distribution of living languages is investigated and scaling relations
are found for the diversity of languages as a function of the country area and
population. These results are compared with data from Ecology and from computer
simulations of fragmentation dynamics where similar scalings appear. The
language size distribution is also studied and shown to display two scaling
regions: (i) one for the largest (in population) languages and (ii) another one
for intermediate-size languages. It is then argued that these two classes of
languages may have distinct growth dynamics, being distributed on the sets of
different fractal dimensions.Comment: 10 pages, 4 figure
A Classification of Scripting Systems for Entertainment and Serious Computer Games
The technology base for modern computer games is usually provided by a game engine. Many game engines have built-in dedicated scripting languages that allow the development of complete games that are built using those engines, as well as extensive modification of existing games through scripting alone. While some of these game engines implement proprietary languages, others use existing scripting systems that have been modified according to the game engine's requirements. Scripting languages generally provide a very high level of abstraction method for syntactically controlling the behaviour of their host applications and different types of scripting system allow different types of modification of their underlying host application. In this paper we propose a simple classification for scripting systems used in computer games for entertainment and serious purposes
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