Glossary


Appendix. Glossary

alpha channel

An extra 8 bits per pixel in a bitmap of extra information that specifies how transparent or opaque the pixel is.



array element

One item in an array.



ASCII character set

The set of characters specified for computer use by the American Standard Code for Information Interchange.



attribute

Information in a software object that describes the thing the object represents.



back buffer

The buffer containing the next image to display on the screen.



base address

The starting address of an array or a block of memory.



base class

A class that other classes inherit from.



binary

Numbers in base 2. Binary numbers only use the digits 0 and 1.



bit

A binary 0 or 1.



bitmap

A collection of pixel values, usually stored in a file on a disk, that form a picture.



buffer

A section of a computer's memory that is used for storing data.



bug

A mistake in a program.



byte

A group of 8 bits.



C++

A programming language that resembles English. Most games are written in C++.



central processing unit (cpu)

See microprocessor.



child class

See derived class



closing brace

Another term for the right brace (}).



collision detection

The process of testing to see if a sprite has hit something as it moves.



color depth

The number of bits per pixel.



compiler

A program that translates statements in programming languages such as C++ into binary.



compound logical expressions

A logical expression that contains more than one condition.



condition

A comparison in a logical expression.



constructor

A special class member function that initializes an instance of the class to a known state.



debugger

A software tool that helps find bugs.



default constructor

A constructor with no parameters.



default parameter

A function parameter that is set to a default value.



dereference

Accessing the contents of the location a pointer points to.



derived class

A class that inherits from another class.



destructor

A special class member function that performs cleanup tasks on an instance of the class.



digitized sound

Sound or music recorded in a digital format.



dot product

The multiplying of two vectors to get a scalar.



dynamic music generation

The technique of generating music as a game runs that is synchronized with the action of the game.



exponent

A power by which a number is raised.



frame

One picture drawn on a screen in a series of pictures. The rapid display of frames produces the illusion of animation.



friend function

A function that is not a member of the class in question butthat has access to its private data.



front buffer

The buffer containing the image that is currently displayed on the screen.



function body

The statements or commands contained in a function between the opening and closing braces (the { and } symbols).



gain

The volume of the sound.



game class

A class that LlamaWorks2D uses to represent the game itself.



game engine

Code that does the most common tasks performed by particular types of games. Each type of game requires its own game engine.



gigabyte

A group of 1,000 megabytes.



graphics library

A collection of functions that perform the most common and essential tasks all games need to do.



include statements

C++ 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.



index

A subscript number of an array.



inline member functions

Member functions whose code is defined inside the class itself.



kilobyte

A group of 1,024 bytes.



linked list

A list of objects in which each item in the list contains a pointer to the next item.



linker

A program that converts object code into executable code.



literal string

A string that is typed directly into program code and contained in quote marks.



logical expression

A comparison that uses a logical operator and evaluates to the values true or false.



macro

A special C++ marker you can define that enables the compiler to insert C++ statements into source code.



main() function

The program entry point, which is another way of saying the point at which the program starts running.



megabyte

A group of 1,000 kilobytes.



member data

Data items in a class definition.



message map

A technique for assigning specific functions to handle user input.



microprocessor

The "brain" of a computer. Microprocessors really don't "understand" anything; they just execute binary instructions.



nameless temporary variables

Variables that have no name and are created by calling a class's constructor that are immediately thrown away.



namespace

A name given to a group of related types, functions, and so forth.



object code

An intermediate form between source code and executable code. Object code is in binary.



object-oriented programming

The definition of custom types that represent real or imaginary things in software.



offset

A subscript number of an array.



opening brace

Another term for the left brace ({).



out-of-line member functions

Member functions whose code appears outside of a class definition.



ownership

The responsibility for deleting dynamically allocated objects.



parent class

See base class.



parse

The process of reading input and dividing it into meaningful tokens.



patches

MIDI instrument sound definitions.



pixel

A group of three phosphorus dots on a computer monitor. The group consists of one red dot, one green dot, and one blue dot.



pixel map

See bitmap



pixmap

See bitmap



postincrement

An increment that occurs after the value in the variable being incremented has been used.



posttest loop

A C++ looping statement, such as do-while, that performs its test at the end of the loop.



precision error

An error caused by a floating-point variable not having enough significant digits to provide the required precision.



pretest loop

A C++ looping statement, such as while or for, that performs its test at the beginning of the loop.



program

A set of binary instructions that tell a computer how to do a task.



program entry point

The starting point of a program. In C++, the main() function is the program entry point.



program stack

A special area of memory programs used to store temporary variables in a function and values that are returned from a function.



programming language

A language used to write computer programs. Most programming languages are easier to understand than binary.



prototype

A statement that describes how to use a function. Specifically, it enables parameter and return type checking.



real-time input

Input that reflects the current state of the input devices and is responded to faster than humans can respond.



Redbook audio

CD-quality sound and music.



reference

Passing or returning an actual variable, rather than a copy of the variable.



refresh rate

The 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.



rendering

The drawing or display of graphics on a computer screen.



resolution

The number of pixels on a monitor.



save file

A file containing the player's current progress in the game.



scalar

An integer or floating-point number.



scan line

A row of pixels on a screen.



scope

The portion of a program over which a program element, such as a variable or function, can be seen.



significant digits

The most important digits in a floating-point number. The digits in a floating-point number that most significantly affect the number's value.



software object

A 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 code

Statements written in a programming language such as C++.



source files

Text files containing statements in a programming language such as C++.



stream

A flow of data into or out of a program.



subscript

An array element number.



terabyte

A group of 1,000 gigabytes.



text file

A data file containing text.



texture blending

Blending two or more bitmaps together, possibly with transparency.



token

A meaningful symbol or value, such as an XML tag.



variable

A named spot in memory that holds data.



video adapter

A circuit card to which a computer's monitor is connected.



video mode

The resolution and bit depth of a computer monitor.





Creating Games in C++(c) A Step-by-Step Guide
Creating Games in C++: A Step-by-Step Guide
ISBN: 0735714347
EAN: 2147483647
Year: N/A
Pages: 148

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