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Blitz BASIC
Blitz BASIC is the programming language dialect of the first Blitz compilers, devised by New Zealand-based developer Mark Sibly. Being derived from BASIC, Blitz syntax was designed to be easy to pick up for beginners first learning to program. The languages are game-programming oriented but are often found general-purpose enough to be used for most types of application. The Blitz language evolved as new products were released, with recent incarnations offering support for more advanced programming techniques such as object-orientation and multithreading. This led to the languages losing their BASIC moniker in later years. History The first iteration of the Blitz language was created for the Amiga platform and published by the Australian firm Memory and Storage Technology. Returning to New Zealand, Blitz BASIC 2 was published several years later (around 1993 according this press release ) by Acid Software (a local Amiga game publisher). Since then, Blitz compilers have been rel ...
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Blitz Research
Blitz Research Ltd is an Auckland, New Zealand-based company which currently produces three BASIC based programming languages. Founded in 2000 by Mark Sibly, the company's first product was the now obsolete Blitz BASIC 2D, a PC version of the Amiga Blitz Basic. It was released the same year as the company's foundation. In 2001, Blitz3D was released. This allowed programmers to create 3D games and applications in Blitz Basic using DirectX. In 2003, Blitz Basic 2D was rendered obsolete by the more recent BlitzPlus. BlitzPlus built on the foundations of Blitz Basic 2D and also allowed programmers to create true Microsoft Windows programs as well as games. In December 2004, Blitz Research released the BlitzMax programming language for Mac OS X, Windows, and Linux. Unlike all the other Blitz programming languages, BlitzMax can use either OpenGL or DirectX. In 2011, Blitz Research released the programing language Monkey along with Monkey X, a game engine producing C++, C#, Java, J ...
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Graphical User Interface
The GUI ( "UI" by itself is still usually pronounced . or ), graphical user interface, is a form of user interface that allows User (computing), users to Human–computer interaction, interact with electronic devices through graphical icon (computing), icons and audio indicator such as primary notation, instead of text-based user interface, text-based UIs, typed command labels or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of CLIs (command-line interfaces), which require commands to be typed on a computer keyboard. The actions in a GUI are usually performed through Direct manipulation interface, direct manipulation of the graphical elements. Beyond computers, GUIs are used in many handheld mobile devices such as MP3 players, portable media players, gaming devices, smartphones and smaller household, office and Distributed control system, industrial controls. The term ''GUI'' tends not to be applied to other lower-display resolution User ...
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Cross-platform
In computing, cross-platform software (also called multi-platform software, platform-agnostic software, or platform-independent software) is computer software that is designed to work in several computing platforms. Some cross-platform software requires a separate build for each platform, but some can be directly run on any platform without special preparation, being written in an interpreted language or compiled to portable bytecode for which the interpreters or run-time packages are common or standard components of all supported platforms. For example, a cross-platform application may run on Microsoft Windows, Linux, and macOS. Cross-platform software may run on many platforms, or as few as two. Some frameworks for cross-platform development are Codename One, Kivy, Qt, Flutter, NativeScript, Xamarin, Phonegap, Ionic, and React Native. Platforms ''Platform'' can refer to the type of processor (CPU) or other hardware on which an operating system (OS) or applicatio ...
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ASCII
ASCII ( ), abbreviated from American Standard Code for Information Interchange, is a character encoding standard for electronic communication. ASCII codes represent text in computers, telecommunications equipment, and other devices. Because of technical limitations of computer systems at the time it was invented, ASCII has just 128 code points, of which only 95 are , which severely limited its scope. All modern computer systems instead use Unicode, which has millions of code points, but the first 128 of these are the same as the ASCII set. The Internet Assigned Numbers Authority (IANA) prefers the name US-ASCII for this character encoding. ASCII is one of the IEEE milestones. Overview ASCII was developed from telegraph code. Its first commercial use was as a seven-bit teleprinter code promoted by Bell data services. Work on the ASCII standard began in May 1961, with the first meeting of the American Standards Association's (ASA) (now the American National Standards I ...
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UCS-2
The Universal Coded Character Set (UCS, Unicode) is a standard set of characters defined by the international standard ISO/IEC 10646, ''Information technology — Universal Coded Character Set (UCS)'' (plus amendments to that standard), which is the basis of many character encodings, improving as characters from previously unrepresented typing systems are added. The UCS has over 1.1 million possible code points available for use/allocation, but only the first 65,536, which is the Basic Multilingual Plane (BMP), had entered into common use before 2000. This situation began changing when the People's Republic of China (PRC) ruled in 2006 that all software sold in its jurisdiction would have to support GB 18030. This required software intended for sale in the PRC to move beyond the BMP. The system deliberately leaves many code points not assigned to characters, even in the BMP. It does this to allow for future expansion or to minimise conflicts with other encoding forms. The ...
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OpenGL
OpenGL (Open Graphics Library) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering. Silicon Graphics, Inc. (SGI) began developing OpenGL in 1991 and released it on June 30, 1992; applications use it extensively in the fields of computer-aided design (CAD), virtual reality, scientific visualization, information visualization, flight simulation, and video games. Since 2006, OpenGL has been managed by the non-profit technology consortium Khronos Group. Design The OpenGL specification describes an abstract API for drawing 2D and 3D graphics. Although it is possible for the API to be implemented entirely in software, it is designed to be implemented mostly or entirely in hardware. The API is defined as a set of functions which may be called by the client program, alongside a set of ...
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