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TypeRacer
''TypeRacer'' is a multiplayer online game, multiplayer online browser game, browser-based typing game. In ''TypeRacer'', players complete typing tests of various texts as fast as possible, competing against themselves or with other users online. It was launched in March 2008. History ''TypeRacer'' was created by programmer Alex Epshteyn, using the OpenSocial API, application programming interface (API) and the Google Web Toolkit."Featured Projects on Google Code: TypeRacer"
July 08, 2008. Retrieved November 1, 2010.
Epshteyn is a former intern at Google and graduate of the University of Massachusetts Amherst with a Master's degree in computer science.
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TypeRacer End-Game Screenshot
''TypeRacer'' is a multiplayer online game, multiplayer online browser game, browser-based typing game. In ''TypeRacer'', players complete typing tests of various texts as fast as possible, competing against themselves or with other users online. It was launched in March 2008. History ''TypeRacer'' was created by programmer Alex Epshteyn, using the OpenSocial API, application programming interface (API) and the Google Web Toolkit."Featured Projects on Google Code: TypeRacer"
July 08, 2008. Retrieved November 1, 2010.
Epshteyn is a former intern at Google and graduate of the University of Massachusetts Amherst with a Master's degree in computer science.
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Typing
Typing is the process of writing or inputting text by pressing keys on a typewriter, computer keyboard, mobile phone or calculator. It can be distinguished from other means of text input, such as handwriting and speech recognition. Text can be in the form of letters, numbers and other symbols. The world's first typist was Lillian Sholes from Wisconsin in the US, the daughter of Christopher Sholes, who invented the first practical typewriter. User interface features such as spell checker and autocomplete serve to facilitate and speed up typing and to prevent or correct errors the typist may make. Techniques Hunt and peck Hunt and peck (''two-fingered typing'') is a common form of typing in which the typist presses each key individually. Instead of relying on the memorized position of keys, the typist must find each key by sight. Although good accuracy may be achieved, the use of this method may also prevent the typist from being able to see what has been typed without gl ...
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Multiplayer Online Game
A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system (couch co-op), on different computing systems via a local area network, or via a wide area network, most commonly the Internet (e.g. ''World of Warcraft'', ''Call of Duty'', ''DayZ''). Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games. History Non-networked Some of the earliest video games were two-player games, including early sports games (such as 1958's ''Tennis For Two'' and 1972's ''Pong''), earl ...
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Mavis Beacon Teaches Typing
''Mavis Beacon Teaches Typing'' is an application software program designed to teach touch typing. History The typing program was initially released in late 1987 by The Software Toolworks and has been published regularly ever since. The first version written for MS-DOS was created by Norm Worthington, Walt Bilofsky, and Mike Duffy. Editions of Mavis Beacon are currently published by Encore Software (hybrid Mac and Windows) and Software MacKiev (macOS only) and are available throughout the retail sales world. An early version supported both QWERTY and the alternative Dvorak Simplified Keyboard layout. Later versions supported only QWERTY until the 2011 Ultimate Mac Edition from Software MacKiev which returned full Dvorak keyboard lessons to the product. Earlier versions were made for Apple II, Commodore 64, Atari 8-bit family (version 1 only), Apple IIGS, Atari ST, Mac OS, Microsoft Windows, Palm OS (version 16), and Amiga. The current Windows and Mac versions are published ...
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Capitalization
Capitalization (American English) or capitalisation (British English) is writing a word with its first letter as a capital letter (uppercase letter) and the remaining letters in lower case, in writing systems with a case distinction. The term also may refer to the choice of the casing applied to text. Conventional writing systems (orthographies) for different languages have different conventions for capitalization, for example, the capitalization of titles. Conventions also vary, to a lesser extent, between different style guides. In addition to the Latin script, capitalization also affects the Armenian, Cyrillic, Georgian and Greek alphabets. The full rules of capitalization in English are complicated. The rules have also changed over time, generally to capitalize fewer words. The conventions used in an 18th-century document will be unfamiliar to a modern reader; for instance, many common nouns were capitalized. The systematic use of capitalized and uncapitalized words in run ...
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Spelling
Spelling is a set of conventions that regulate the way of using graphemes (writing system) to represent a language in its written form. In other words, spelling is the rendering of speech sound (phoneme) into writing (grapheme). Spelling is one of the elements of orthography, and highly standardized spelling is a prescriptive element. Spellings originated as transcriptions of the sounds of spoken language according to the alphabetic principle. They remain largely reflective of the sounds, although fully phonemic spelling is an ideal that most languages' orthographies only approximate, some more closely than others. This is true for various reasons, including that pronunciation changes over time in all languages, yet spellings as visual norms may resist change. In addition, words from other languages may be adopted without being adapted to the spelling system, and different meanings of a word or homophones may be deliberately spelled in different ways to differentiate them visu ...
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Error
An error (from the Latin ''error'', meaning "wandering") is an action which is inaccurate or incorrect. In some usages, an error is synonymous with a mistake. The etymology derives from the Latin term 'errare', meaning 'to stray'. In statistics, "error" refers to the difference between the value which has been computed and the correct value. An error could result in failure or in a deviation from the intended performance or behavior. Human behavior One reference differentiates between "error" and "mistake" as follows: In human behavior the norms or expectations for behavior or its consequences can be derived from the intention of the actor or from the expectations of other individuals or from a social grouping or from social norms. (See deviance.) Gaffes and faux pas can be labels for certain instances of this kind of error. More serious departures from social norms carry labels such as misbehavior and labels from the legal system, such as misdemeanor and crime. Departures ...
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Accuracy And Precision
Accuracy and precision are two measures of ''observational error''. ''Accuracy'' is how close a given set of measurements ( observations or readings) are to their ''true value'', while ''precision'' is how close the measurements are to each other. In other words, ''precision'' is a description of '' random errors'', a measure of statistical variability. ''Accuracy'' has two definitions: # More commonly, it is a description of only '' systematic errors'', a measure of statistical bias of a given measure of central tendency; low accuracy causes a difference between a result and a true value; ISO calls this ''trueness''. # Alternatively, ISO defines accuracy as describing a combination of both types of observational error (random and systematic), so high accuracy requires both high precision and high trueness. In the first, more common definition of "accuracy" above, the concept is independent of "precision", so a particular set of data can be said to be accurate, precise, both, ...
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Hyperlink
In computing, a hyperlink, or simply a link, is a digital reference to data that the user can follow or be guided by clicking or tapping. A hyperlink points to a whole document or to a specific element within a document. Hypertext is text with hyperlinks. The text that is linked from is known as anchor text. A software system that is used for viewing and creating hypertext is a ''hypertext system'', and to create a hyperlink is ''to hyperlink'' (or simply ''to link''). A user following hyperlinks is said to ''navigate'' or ''browse'' the hypertext. The document containing a hyperlink is known as its source document. For example, in an online reference work such as Wikipedia or Google, many words and terms in the text are hyperlinked to definitions of those terms. Hyperlinks are often used to implement reference mechanisms such as tables of contents, footnotes, bibliographies, indexes, letters, and glossaries. In some hypertext, hyperlinks can be bidirectional: they can be ...
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Score (game)
In games, score refers to an abstract quantity associated with a player or team. Score is usually measured in the abstract unit of points (except in game shows, where scores often are instead measured in units of currency), and events in the game can raise or lower the score of different parties. Most games with score use it as a quantitative indicator of success in the game, and in competitive games, a goal is often made of attaining a better score than one's opponents in order to win. Video games In video games that feature scoring, points are usually an optional, side component of gaming. Players may achieve points through normal gameplay, but their score will often not have an immediate relevance to the game itself. Instead, playing to beat a "high score" set by the game program, another player or oneself becomes an extra challenge, adding replay value. In modern gaming, the presence of a score is not as ubiquitous as it was in the past. During the era of arcade games, w ...
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