| Appendix. Glossaryalpha channelAn extra 8 bits per pixel in a bitmap of extra information that specifies how transparent or opaque the pixel is.
 
 array elementOne item in an array.
 
 ASCII character setThe set of characters specified for computer use by the American Standard Code for Information Interchange.
 
 attributeInformation in a software object that describes the thing the object represents.
 
 back bufferThe buffer containing the next image to display on the screen.
 
 base addressThe starting address of an array or a block of memory.
 
 base classA class that other classes inherit from.
 
 binaryNumbers in base 2. Binary numbers only use the digits 0 and 1.
 
 bitA binary 0 or 1.
 
 bitmapA collection of pixel values, usually stored in a file on a disk, that form a picture.
 
 bufferA section of a computer's memory that is used for storing data.
 
 bugA mistake in a program.
 
 byteA group of 8 bits.
 
 C++A programming language that resembles English. Most games are written in C++.
 
 central processing unit (cpu)See microprocessor.
 
 child classSee derived class
 
 closing braceAnother term for the right brace (}).
 
 collision detectionThe process of testing to see if a sprite has hit something as it moves.
 
 color depthThe number of bits per pixel.
 
 compilerA program that translates statements in programming languages such as C++ into binary.
 
 compound logical expressionsA logical expression that contains more than one condition.
 
 conditionA comparison in a logical expression.
 
 constructorA special class member function that initializes an instance of the class to a known state.
 
 debuggerA software tool that helps find bugs.
 
 default constructorA constructor with no parameters.
 
 default parameterA function parameter that is set to a default value.
 
 dereferenceAccessing the contents of the location a pointer points to.
 
 derived classA class that inherits from another class.
 
 destructorA special class member function that performs cleanup tasks on an instance of the class.
 
 digitized soundSound or music recorded in a digital format.
 
 dot productThe multiplying of two vectors to get a scalar.
 
 dynamic music generationThe technique of generating music as a game runs that is synchronized with the action of the game.
 
 exponentA power by which a number is raised.
 
 frameOne picture drawn on a screen in a series of pictures. The rapid display of frames produces the illusion of animation.
 
 friend functionA function that is not a member of the class in question butthat has access to its private data.
 
 front bufferThe buffer containing the image that is currently displayed on the screen.
 
 function bodyThe statements or commands contained in a function between the opening and closing braces (the { and } symbols).
 
 gainThe volume of the sound.
 
 game classA class that LlamaWorks2D uses to represent the game itself.
 
 game engineCode that does the most common tasks performed by particular types of games. Each type of game requires its own game engine.
 
 gigabyteA group of 1,000 megabytes.
 
 graphics libraryA collection of functions that perform the most common and essential tasks all games need to do.
 
 include statementsC++ statements that begin with the #include directive, followed by the name of the include file. Use them to read .h files into .h or .cpp files.
 
 indexA subscript number of an array.
 
 inline member functionsMember functions whose code is defined inside the class itself.
 
 kilobyteA group of 1,024 bytes.
 
 linked listA list of objects in which each item in the list contains a pointer to the next item.
 
 linkerA program that converts object code into executable code.
 
 literal stringA string that is typed directly into program code and contained in quote marks.
 
 logical expressionA comparison that uses a logical operator and evaluates to the values true or false.
 
 macroA special C++ marker you can define that enables the compiler to insert C++ statements into source code.
 
 main() functionThe program entry point, which is another way of saying the point at which the program starts running.
 
 megabyteA group of 1,000 kilobytes.
 
 member dataData items in a class definition.
 
 message mapA technique for assigning specific functions to handle user input.
 
 microprocessorThe "brain" of a computer. Microprocessors really don't "understand" anything; they just execute binary instructions.
 
 nameless temporary variablesVariables that have no name and are created by calling a class's constructor that are immediately thrown away.
 
 namespaceA name given to a group of related types, functions, and so forth.
 
 object codeAn intermediate form between source code and executable code. Object code is in binary.
 
 object-oriented programmingThe definition of custom types that represent real or imaginary things in software.
 
 offsetA subscript number of an array.
 
 opening braceAnother term for the left brace ({).
 
 out-of-line member functionsMember functions whose code appears outside of a class definition.
 
 ownershipThe responsibility for deleting dynamically allocated objects.
 
 parent classSee base class.
 
 parseThe process of reading input and dividing it into meaningful tokens.
 
 patchesMIDI instrument sound definitions.
 
 pixelA group of three phosphorus dots on a computer monitor. The group consists of one red dot, one green dot, and one blue dot.
 
 pixel mapSee bitmap
 
 pixmapSee bitmap
 
 postincrementAn increment that occurs after the value in the variable being incremented has been used.
 
 posttest loopA C++ looping statement, such as do-while, that performs its test at the end of the loop.
 
 precision errorAn error caused by a floating-point variable not having enough significant digits to provide the required precision.
 
 pretest loopA C++ looping statement, such as while or for, that performs its test at the beginning of the loop.
 
 programA set of binary instructions that tell a computer how to do a task.
 
 program entry pointThe starting point of a program. In C++, the main() function is the program entry point.
 
 program stackA special area of memory programs used to store temporary variables in a function and values that are returned from a function.
 
 programming languageA language used to write computer programs. Most programming languages are easier to understand than binary.
 
 prototypeA statement that describes how to use a function. Specifically, it enables parameter and return type checking.
 
 real-time inputInput that reflects the current state of the input devices and is responded to faster than humans can respond.
 
 Redbook audioCD-quality sound and music.
 
 referencePassing or returning an actual variable, rather than a copy of the variable.
 
 refresh rateThe amount of time it takes for a color screen's group of three electron guns to hit every pixel on the screen, one after the other.
 
 renderingThe drawing or display of graphics on a computer screen.
 
 resolutionThe number of pixels on a monitor.
 
 save fileA file containing the player's current progress in the game.
 
 scalarAn integer or floating-point number.
 
 scan lineA row of pixels on a screen.
 
 scopeThe portion of a program over which a program element, such as a variable or function, can be seen.
 
 significant digitsThe most important digits in a floating-point number. The digits in a floating-point number that most significantly affect the number's value.
 
 software objectA programmer-defined data type that represents something imaginary or real and that defines a set of operations programs can perform on variables of that type.
 
 source codeStatements written in a programming language such as C++.
 
 source filesText files containing statements in a programming language such as C++.
 
 streamA flow of data into or out of a program.
 
 subscriptAn array element number.
 
 terabyteA group of 1,000 gigabytes.
 
 text fileA data file containing text.
 
 texture blendingBlending two or more bitmaps together, possibly with transparency.
 
 tokenA meaningful symbol or value, such as an XML tag.
 
 variableA named spot in memory that holds data.
 
 video adapterA circuit card to which a computer's monitor is connected.
 
 video modeThe resolution and bit depth of a computer monitor.
 
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