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Appendix 3 - Glossary
Actor An Actor in ADL is similar to an Actor in a
play, in that the Actor has a script to fol-
low (the lines typed by the player), and
there may be more than one Actor acting at a
time.
Adjective An adjective is a part of speech which
describes a noun. "Red", "green", "big",
and "rusty" are all adjectives.
Argument An argument to an ADL routine is one of the
list of "things" which the routine was told
to operate on. For example, in the routine
call ($plus 20 30 40) the first argument is
20, the second argument is 30, and the third
argument is 40.
Article An article is a part of speech which often
conveys some sense of "definiteness". "The"
is an article, as are "a" and "an". ADL
ignores articles in player sentences, so
their proper use is of little importance.
ASCII ASCII (which stands for American Standard
Code for Information Interchange, as if you
really wanted to know) is a method of
representing characters (such as "a", "b",
"9", etc.) as numbers for the purpose of
computer manipulation. Thus, the ASCII
representation of the letter "A" is 65. The
expression "the ASCII representation of the
number 45308" is often heard. This means
that the number 45308 is represented as the
ASCII string "45308". This is slightly dif-
ferent than the ASCII code of a character.
BNF BNF is a method of representing the syntax
of a language in a concise way. In English,
one may say that "A list is a sequence of
things." In BNF, one may say that "list =
thing *" which means that a list consists of
zero or more things. (This is actually an
extended form of BNF which is more concise
than the original). Other things one may
say include "foo = bar +" which means that
foo consists of one or more bars; "bletch =
[ ack ] gag" which means that a bletch is an
optional ack followed by a gag. Parentheses
may be used for grouping; for example "abcbc
= a ( b c ) *" means that an abcbc is an "a"
followed by zero or more occurrences of the
two-element list "b c".
Buffer See Line Buffer.
Conjunction A conjunction is a part of speech which is
used to join two parts of a sentence
together. Conjunctions include the word
"and", the word "but", and the comma ",".
Container A container is an object which contains
another object, just as in real life.
Daemon A daemon is a routine which is executed
periodically. For example, in real life Joe
Blow goes on a coffee break every 15
minutes. A coffee break could then be con-
sidered a daemon which executes every 15
minutes (and Joe Blow could be considered
lazy). ADL daemons execute once every turn.
Direct Object A direct object is a part of speech on which
the verb is "acting" directly. For example,
in the sentence "Take the food" the word
"food" is the direct object. Direct objects
may consist of more than one word.
Fuse A fuse is similar to a daemon except that
instead of being executed periodically, it
waits a for some time to pass then executes
exactly once. For example, in real life
setting your alarm to go off at six o'clock
in the morning could be considered activat-
ing a fuse.
Global See Variable.
Global Variable See Variable.
Implementor The implementor is the person who wrote the
ADL compiler and ADL interpreter which run
on your computer. Send the implementor lots
of praise and/or money.
Indirect Object An indirect object is a part of speech which
is indirectly acted upon by the verb. For
example, in the sentence "Take the rock from
the stream", "stream" is the indirect object
as it is not directly affected by the verb
"take". Usually an indirect object is pre-
ceded by a preposition. There is one case
where it is not. For example, in the sen-
tence "Give the frog the bait" it is the
bait which is being given. This may seem
confusing but if you rewrite the sentence as
"Give the bait to the frog" it makes more
sense.
Line Buffer A line buffer is an area in the memory of
the computer where the last line which was
typed by a player is stored. Words which
are read by the Parser are read from this
buffer, not directly from the keyboard.
Local Variable See Variable.
Location The location of some specified object is the
object which contains the specified object.
Modifier A modifier is a part of speech which is
essentially the same as an adjective in
function. ADL allows some verbs to act as
modifiers in order to better mimic the
English language.
Noun A noun is a person, place, or thing. A desk
is a noun. America is a noun. Fred Rogers
is a noun. "Noun" and "object" are normally
interchangeable terms. Usually however,
when a reference is made to something being
a "noun" it implies that something is just
one word (as in "desk"), and not two words
(as in "blue streak").
Object See Noun.
Parse Parsing is the process of breaking down an
input string into structured data. For
example, parsing the string "Take the green
brick and the nail from the wall" would
parse into the verb "Take", the direct
objects "green brick" and "nail", the prepo-
sition "from", and the indirect object
"wall".
Player A player is a person who plays a game. Gen-
erally, a player is associated with an Actor
in an ADL scenario.
Preposition A preposition is a part of speech which
often specifies some location (like "under"
or "beside") or some destination (like "in"
or "on"). Prepositions are generally found
before Indirect Objects in sentences, but
occasionally modify Verbs.
Prompt A prompt is some sort of message from the
computer to a human indicating that some
input is expected.
Programmer The programmer (in this documentation, at
least) is the person who created the game
scenario which is compiled and interpreted
by ADL. Send the programmer lots of praise
and/or money too.
Room A room is any object that a player may even-
tually enter.
Routine A routine is a series of instructions to the
computer telling it what to say, what to
move, what to read, and/or where to go.
Scenario A "scenario" is like a scene in a play - it
specifies where Objects are located, what
events might occur, who is present, and what
they may do. A scenario is somewhat more
general than a scene since scenarios contain
rules for generating many possible scenes
whereas scenes are static.
Separator A separator is a part of speech which
separates two sentences. A separator can be
a period ".", the word "then", or the end of
a line.
String A string is a series of characters (letters,
etc.) surrounded by quote marks. "foo bar
bletch" is a string (legal in both the com-
pilation and execution phases of ADL) and
'Hi, there!' is a string (legal only in the
execution phase of ADL).
Stack A stack is like a stack of dishes: you may
put a new dish on top of the stack (this is
known as "pushing") or you may take a dish
from the top of the stack (this is known as
"popping"). You may not take dishes from
the bottom or middle of the stack; likewise,
a computer stack doesn't allow the deletion
of elements in the middle of the stack.
Syntax The syntax of a language is the set of rules
which say how things may be put together in
order to make a valid program in that
language.
User See Player.
Variable A variable is a location in the memory of a
computer in which values may be stored,
changed, and erased. Global variables (or
globals for short) are variables which are
directly accessible by name to all routines
of an ADL program. Local variables (or
locals) are variables which are only
directly accessible by the routine in which
they are named. They are only indirectly
accessible by other routines.
Verb A verb is a part of speech which implies
some action. "Take", "run", "eat", "sleep",
and "hide" are all verbs.