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AngelScript
AngelScript is an open-source game-oriented compiled scripting language developed by Andreas Jönsson at AngelCode. AngelScript features static typing, object handles (similar to C++ pointers but garbage collected via reference counting), object-orientation, single inheritance, multiple inheritance with interfaces. It allows operators to be registered and overloaded. AngelScript can be used with any C++ IDE, such as NetBeans, Geany, and Eclipse. C and C++ functions can be called within an AngelScript environment. AngelScript's class syntax closely follows C++ classes by design: no proxy functions are required to embed AngelScript in C++ applications, easing the two languages' integration. There are several differences of AngelScript and C++: * AngelScript does not support multiple inheritance. Multiple-inheritance functionality may be achieved with Interfaces. * It is impossible to declare methods or properties outside of the class body. * All methods (including constructo ...
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Scripting Language
In computing, a script is a relatively short and simple set of instructions that typically automation, automate an otherwise manual process. The act of writing a script is called scripting. A scripting language or script language is a programming language that is used for scripting. Originally, scripting was limited to automating an operating system shell and languages were relatively simple. Today, scripting is more pervasive and some languages include modern features that allow them to be used for Application software, application development as well as scripting. Overview A scripting language can be a general purpose language or a domain-specific language for a particular environment. When embedded in an application, it may be called an extension language. A scripting language is sometimes referred to as very high-level programming language if it operates at a high level of abstraction, or as a control language, particularly for job control languages on mainframes. The te ...
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The Dark Descent
''Amnesia: The Dark Descent'' is a 2010 survival horror adventure game developed and published by Frictional Games. It was first released on September 8, 2010, for Microsoft Windows, Mac OS X, and Linux. Later, it was released to PlayStation 4 on November 22, 2016, Xbox One on September 28, 2018, and Nintendo Switch on September 12, 2019 as part of ''The'' ''Amnesia Collection''. The game follows Daniel, who must explore the dark and foreboding Castle Brennenburg, while trying to maintain his sanity by avoiding monsters and unsettling events. ''The Dark Descent'' was followed by '' Amnesia: A Machine for Pigs'' (2013), an indirect sequel developed by The Chinese Room. In 2016, ''Amnesia: The Collection'' was released, a compilation that included ''Amnesia: The Dark Descent'', its expansion ''Amnesia: Justine'' (2011), and ''Amnesia: A Machine for Pigs''. In 2020, the series made a return with '' Amnesia: Rebirth'', developed by Frictional Games, and serving as a direct sequel t ...
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Multi-paradigm
Programming languages can be grouped by the number and types of Programming paradigm, paradigms supported. Paradigm summaries A concise reference for the programming paradigms listed in this article. * Concurrent programming language, Concurrent programming – have language constructs for concurrency, these may involve multi-threading, support for distributed computing, message passing, shared resources (including shared memory), or Futures and promises, futures ** Actor model, Actor programming – concurrent computation with ''actors'' that make local decisions in response to the environment (capable of selfish or competitive behaviour) * Constraint programming – relations between variables are expressed as constraints (or constraint networks), directing allowable solutions (uses constraint satisfaction or simplex algorithm) * Dataflow, Dataflow programming – forced recalculation of formulas when data values change (e.g. spreadsheets) * Declarative programming – describes ...
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Amy (video Game)
''Amy'' is a survival horror stealth video game, released in 2012, developed by VectorCell and published by Lexis Numérique. ''Amy'' depicts the journey of Amy, an autistic child with supernatural powers, and her protector Lana. In a city suffering from a zombie-type infection which Amy is immune to (and can heal Lana from), Lana must stay near her young charge, for frequent healing, while protecting her from the infected, and the Phoenix Foundation who hopes to exploit her. ''Amy'' received negative critical reviews, due to its technical issues, controls, voice-acting, and game design, although a few felt it offered some unique gameplay ideas. Gameplay The player controls Lana, the woman escorting Amy and protecting her as the two attempt to escape their disease-ridden town. They encounter monsters and the military, among other foes, in their attempt to escape. The player is forced to protect Amy from the zombies, often making her hide, to avoid detection. However, Lana starts ...
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Video Game Development
Video game development (sometimes shortened to gamedev) is the process of creating a video game. It is a multidisciplinary practice, involving programming, design, art, audio, user interface, and writing. Each of those may be made up of more specialized skills; art includes 3D modeling of objects, character modeling, animation, visual effects, and so on. Development is supported by project management, production, and quality assurance. Teams can be many hundreds of people, a small group, or even a single person. Development of commercial video games is normally funded by a video game publisher, publisher and can take two to five years to reach completion. Game creation by small, self-funded teams is called indie game, independent development. The technology in a game may be written from scratch or use proprietary software specific to one company. As development has become more complex, it has become common for companies and independent developers alike to use off-the-shelf "engines ...
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Virtual Function
In object-oriented programming such as is often used in C++ and Object Pascal, a virtual function or virtual method is an inheritable and overridable function or method that is dispatched dynamically. Virtual functions are an important part of (runtime) polymorphism in object-oriented programming (OOP). They allow for the execution of target functions that were not precisely identified at compile time. Most programming languages, such as JavaScript, PHP and Python, treat all methods as virtual by default and do not provide a modifier to change this behavior. However, some languages provide modifiers to prevent methods from being overridden by derived classes (such as the ''final'' and ''private'' keywords in Java and PHP). Purpose The concept of the virtual function solves the following problem: In object-oriented programming, when a derived class inherits from a base class, an object of the derived class may be referred to via a pointer or reference of the base cla ...
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Destructor (computer Programming)
In object-oriented programming, a destructor (sometimes abbreviated dtor) is a method which is invoked mechanically just before the memory of the object is released. It can happen either when its lifetime is bound to scope and the execution leaves the scope, when it is embedded in another object whose lifetime ends, or when it was allocated dynamically and is released explicitly. Its main purpose is to free the resources (memory allocations, open files or sockets, database connections, resource locks, etc.) which were acquired by the object during its life and/or deregister from other entities which may keep references to it. Destructors are necessary in resource acquisition is initialization (RAII). With most kinds of automatic garbage collection algorithms, the releasing of memory may happen a long time after the object becomes unreachable, making destructors unsuitable for time-critical purposes. In these languages, the freeing of resources is done through an lexical const ...
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Constructor (object-oriented Programming)
In class-based, object-oriented programming, a constructor (abbreviation: ctor) is a special type of function called to create an object. It prepares the new object for use, often accepting arguments that the constructor uses to set required member variables. A constructor resembles an instance method, but it differs from a method in that it has no explicit return type, it is not implicitly inherited and it usually has different rules for scope modifiers. Constructors often have the same name as the declaring class. They have the task of initializing the object's data members and of establishing the invariant of the class, failing if the invariant is invalid. A properly written constructor leaves the resulting object in a ''valid'' state. Immutable objects must be initialized in a constructor. Most languages allow overloading the constructor in that there can be more than one constructor for a class, with differing parameters. Some languages take consideration of some sp ...
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Property (programming)
A property, in some object-oriented programming languages, is a special sort of class member, intermediate in functionality between a field (or data member) and a method. The syntax for reading and writing of properties is like for fields, but property reads and writes are (usually) translated to ' getter' and ' setter' method calls. The field-like syntax is easier to read and write than many method calls, yet the interposition of method calls "under the hood" allows for data validation, active updating (e.g., of GUI elements), or implementation of what may be called " read-only fields". Support in languages Programming languages that support properties include ActionScript 3, C#, D, Delphi/ Free Pascal, eC, F#, Kotlin, JavaScript, Objective-C 2.0, Python, Scala, Swift, Lua, and Visual Basic. Some object-oriented languages, such as Java and C++, do not support properties, requiring the programmer to define a pair of '' accessor'' and '' mutator'' methods instead. ...
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Method (computer Programming)
A method in object-oriented programming (OOP) is a procedure associated with an object, and generally also a message. An object consists of ''state data'' and ''behavior''; these compose an ''interface'', which specifies how the object may be used. A method is a behavior of an object parametrized by a user. Data is represented as properties of the object, and behaviors are represented as methods. For example, a Window object could have methods such as open and close, while its state (whether it is open or closed at any given point in time) would be a property. In class-based programming, methods are defined within a class, and objects are instances of a given class. One of the most important capabilities that a method provides is '' method overriding'' - the same name (e.g., area) can be used for multiple different kinds of classes. This allows the sending objects to invoke behaviors and to delegate the implementation of those behaviors to the receiving object. A method in ...
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Don Schechter
Don, don or DON and variants may refer to: Places *Don (river), a river in European Russia *Don River (other), several other rivers with the name *Don, Benin, a town in Benin *Don, Dang, a village and hill station in Dang district, Gujarat, India * Don, Nord, a ''commune'' of the Nord ''département'' in northern France *Don, Tasmania, a small village on the Don River, located just outside Devonport, Tasmania *Don, Trentino, a commune in Trentino, Italy *Don, West Virginia, a community in the United States *Don Republic, a temporary state in 1918–1920 *Don Jail, a jail in Toronto, Canada *DON, Chapman code for County Donegal, Ireland People and characters Role or title *Don (honorific), a Spanish, Portuguese, and Italian title, given as a mark of respect *Don (academia), a fellow or tutor of a college or university in the U.K. and elsewhere *Don, a crime boss, especially in the Mafia People with the name *Don (given name), a short form of the masculine given name Dona ...
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C++ Classes
A class in C++ is a user-defined type or data structure declared with any of the keywords class, struct or union (the first two are collectively referred to as non-union classes) that has data and functions (also called member variables and member functions) as its members whose access is governed by the three access specifiers ''private'', ''protected'' or ''public''. By default access to members of a C++ class declared with the keyword class is ''private''. The private members are not accessible outside the class; they can be accessed only through member functions of the class. The public members form an interface to the class and are accessible outside the class. Instances of a class data type are known as objects and can contain member variables, constants, member functions, and overloaded operators defined by the programmer. Differences between a struct and a class in C++ In C++, a class defined with the class keyword has private members and base classes by default. ...
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