AEDS2.1 Conceitos Basicos

Total Page:16

File Type:pdf, Size:1020Kb

AEDS2.1 Conceitos Basicos O que é um algoritmo? Aula 1 – Tipo Abstrato de Dados Luiz Chaimowicz e Raquel O. Prates O que é um programa? Livro “Projeto de Algoritmos” Capítulo 1 © R. O. Prates – 2009-1 © R. O. Prates DCC/UFMG DCC/UFMG Algoritmos Programas • Sequência de ações executáveis para a • Um programa é uma formulação concreta solução de um determinado tipo de de um algoritmo abstrato, baseado em problema representações de dados específicas • Exemplo: “Receita de Bolo” • Os programas são feitos em alguma linguagem que pode ser entendida e seguida pelo computador – Linguagem de máquina – Linguagem de alto nível (uso de compilador) • Aqui vamos utilizar a Linguagem C © R. O. Prates © R. O. Prates DCC/UFMG DCC/UFMG Representação de Dados Representação dos dados • Dados podem estar representados Seleção do que representar (estruturados) de diferentes maneiras • Normalmente, a escolha da representação é determinada pelas operações que serão Seleção de como representar utilizadas sobre eles Definição da estrutura de dados • Exemplo: números inteiros – Representação por palitinhos: II + IIII = IIIIII Limitação de representação • Boa para pequenos números (operação simples) – Representação decimal: 1278 + 321 = 1599 • Boa para números maiores (operação complexa) © R. O. Prates © R. O. Prates DCC/UFMG DCC/UFMG Estrutura de Dados Tipos Abstratos de Dados (TADs) • Estruturas de Dados • Agrupa a estrutura de dados juntamente com as – Conjunto de dados que representa uma operações que podem ser feitas sobre esses situação real dados – Abstração da realidade • O TAD encapsula a estrutura de dados. Os • Estruturas de Dados e Algoritmos usuários do TAD só tem acesso a algumas operações disponibilizadas sobre esses dados estão intimamente ligados • Usuário do TAD x Programador do TAD – Usuário só “enxerga” a interface, não a implementação © R. O. Prates © R. O. Prates DCC/UFMG DCC/UFMG Exemplo: Lista de números inteiros Tipos Abstratos de Dados (TADs) • Dessa forma, o usuário pode abstrair da • Operações do TAD – Faz Lista Vazia implementação específica. – Insere número no começo da lista – Remove de uma posição i Implementação por Vetores: 20 13 02 30 • Qualquer modificação nessa Programa usuário do TAD: implementação fica restrita ao TAD int main() { void Insere(int x, Lista L) { Lista L; for(i=0;...) {...} int x; L[0] = x; } x = 20; Implementação por Listas Encadeadas • A escolha de uma representação específica FazListaVazia(L); Insere(x,L); 20 13 02 30 é fortemente influenciada pelas operações ... } void Insere(int x, Lista L) { a serem executadas p = CriaNovaCelula(x); L->primeiro = p; © R. O. Prates © R. O. Prates ... DCC/UFMG DCC/UFMG } Implementação de TADs Estruturas (Structs) em C / C++ • Em linguagens orientadas por objeto (C++, Java) a • Uma estrutura é uma coleção de uma ou mais variáveis, implementação é feita através de classes possivelmente de tipos diferentes, colocadas juntas sob um • Em linguagens estruturadas (C, pascal) a único nome para manipulação conveniente implementação é feita pela definição de tipos juntamente • Por exemplo, para representar um aluno são necessárias com a implementação de funções as informações nome, matrícula, conceito • Como, apesar de “ter aprendido C++”, vocês não viram • Ao invés de criar três variáveis, é possível criar uma única o conceito de orientação por objetos, vamos utilizar os variável contendo três campos. conceitos de C ( Typedef e Structs ) • Em C, usa-se a construção struct para representar esse • Orientação por objetos (classes, etc) vai ser vista em tipo de dado disciplinas posteriores (POO, Prog. Modular) © R. O. Prates © R. O. Prates DCC/UFMG DCC/UFMG Estruturas (Structs) em C / C++ Declaração de Tipos #include <stdio.h> #include <string.h> using namespace std; • Para simplificar, uma estrutura ou mesmo outros tipos de dados podem ser definidos como um struct Aluno { char nome[50]; nome novo tipo int matricula; mat conc char conceito; • Uso da construção typedef }; int main() { typedef struct Aluno{ int main() { struct Aluno al, aux; Pedro al: string nome; TipoAluno al; 200712 A strcpy(al.nome, "Pedro"); int matricula; Vetor v; al.matricula = 200712; char conceito; al.conceito = 'A'; Pedro } TipoAluno ; ... aux = al; aux: } printf("%s", aux.nome); 200712 A return(0); } typedef int[10] Vetor; © R. O. Prates © R. O. Prates DCC/UFMG DCC/UFMG TADs em C TADs em C • Uma boa técnica de programação é implementar • Para implementar um Tipo Abstrato de Dados em C, usa-se a definição de tipos juntamente os TADs em arquivos separados do programa com a implementação de funções que agem principal sobre aquele tipo • Para isso geralmente separa-se a declaração e a implementação do TAD em dois arquivos: • Como boa regra de programação, evita-se – NomeDoTAD.h : com a declaração acessar o dado diretamente, fazendo o acesso – NomeDoTAD.c : com a implementação só através das funções • O programa ou outros TADs que utilizam o seu – Mas, diferentemente de C++ e Java, não há uma TAD devem dar um #include no arquivo .h forma de proibir o acesso. © R. O. Prates © R. O. Prates DCC/UFMG DCC/UFMG Exemplo ContaBancaria.h // definição do tipo • Implemente um TAD ContaBancaria, com os typedef struct { campos número e saldo onde os clientes podem int numero; double saldo; fazer as seguintes operações: } ContaBancaria; – Iniciar uma conta com um número e saldo inicial // cabeçalho das funções – Depositar um valor void Inicializa (ContaBancaria *, int, double); – Sacar um valor void Deposito (ContaBancaria *, double); void Saque (ContaBancaria *, double); – Imprimir o saldo void Imprime (ContaBancaria); • Faça um pequeno programa para testar o seu TAD © R. O. Prates © R. O. Prates DCC/UFMG DCC/UFMG ContaBancaria.c Main.c #include<stdio.h> #include<stdio.h> #include"Contabancaria.h" #include<stdlib.h> #include "ContaBancaria.h" void Inicializa(ContaBancaria *conta, int numero, double saldo) { conta->numero = numero; int main (void) conta->saldo = saldo; { } ContaBancaria conta1; Inicializa(&conta1, 918556, 300.00); void Deposito (ContaBancaria *conta, double valor) { conta->saldo += valor; printf("\nAntes da movimentacao:\n "); } Imprime(conta1); Deposito(&conta1, 50.00); void Saque (ContaBancaria *conta, double valor) { Saque(&conta1, 70.00); conta->saldo -= valor; printf("\nDepois da movimentacao:\n "); } Imprime (conta1); void Imprime (ContaBancaria conta) { system("PAUSE"); printf("Numero: %d\n", conta.numero); return(0); printf("Saldo: %f\n", conta.saldo); } } © R. O. Prates © R. O. Prates DCC/UFMG DCC/UFMG Exercício 2 Exercício 3 • Implemente um novo TAD Banco que faça uso do TAD Conta Bancária para criar um conjunto de contas bancárias. O tipo do conjunto deve se chamar Contas e deve conter • Implemente um TAD Número Complexo o número de contas existentes e um vetor de contas. • As operações devem ser: – cada número possui os campos real e imaginário – InicializaContas(Contas *cnt) /* Define o número de contas existentes como sendo 0.*/ – Implemente as operações: – CriarNovasContas(Contas *cnt, int n); /* Cria n novas contas no conjunto de contas – solicitando ao usuário o saldo e definindo automaticamente o número da conta. */ • Atribui: atribui valores para os campos – ImprimirContas(Contas *cnt); • Imprime: imprime o número da forma “R + Ci” /* Imprime todas as contas existentes. */ – ZerarSaldoConta(Contas *cnt, int num); • Copia: Copia o valor de um número para outro /* Dado o número num de uma conta, zera seu saldo. */ • Observe que para criar o ZerarSaldoConta você deverá buscar a conta que tem um • Soma: Soma dois números complexos determinado número e retirar todo seu saldo. Para isso você deverá criar no TAD Conta Bancárias duas novas funções: • EhReal: testa se um número é real – VerificaNum (ContaBancaria conta, int num) /* Retorna 1 se a conta tiver o número num, e 0 se não tiver */ – ConsultaSaldo (ContaBancaria conta) /* Retorna o saldo da ContaBancaria Conta */ • Faça um pequeno programa para testar o seu • Explique por que estas funções devem estar no TAD Conta Bancária e não no TAD Banco. TAD © R. O. Prates © R. O. Prates DCC/UFMG DCC/UFMG.
Recommended publications
  • List of Different Digital Practices 3
    Categories of Digital Poetics Practices (from the Electronic Literature Collection) http://collection.eliterature.org/1/ (Electronic Literature Collection, Vol 1) http://collection.eliterature.org/2/ (Electronic Literature Collection, Vol 2) Ambient: Work that plays by itself, meant to evoke or engage intermittent attention, as a painting or scrolling feed would; in John Cayley’s words, “a dynamic linguistic wall- hanging.” Such work does not require or particularly invite a focused reading session. Kinetic (Animated): Kinetic work is composed with moving images and/or text but is rarely an actual animated cartoon. Transclusion, Mash-Up, or Appropriation: When the supply text for a piece is not composed by the authors, but rather collected or mined from online or print sources, it is appropriated. The result of appropriation may be a “mashup,” a website or other piece of digital media that uses content from more than one source in a new configuration. Audio: Any work with an audio component, including speech, music, or sound effects. CAVE: An immersive, shared virtual reality environment created using goggles and several pairs of projectors, each pair pointing to the wall of a small room. Chatterbot/Conversational Character: A chatterbot is a computer program designed to simulate a conversation with one or more human users, usually in text. Chatterbots sometimes seem to offer intelligent responses by matching keywords in input, using statistical methods, or building models of conversation topic and emotional state. Early systems such as Eliza and Parry demonstrated that simple programs could be effective in many ways. Chatterbots may also be referred to as talk bots, chat bots, simply “bots,” or chatterboxes.
    [Show full text]
  • The Post Infocom Text Adventure Collection
    The Post Infocom Text Adventure Collection Many of us played and loved the text adventures produced by Infocom in the 1980’s. They were rich in story and puzzles, and contained some excellent writing. In the years since Infocom’s demise in 1989, there have been a lot of good games produced using the Z-Machine - the game format that Infocom was using. This gives us a chance to make these modern-day games run on the computers of the 80’s, like the Commodore 64. I decided to create a collection of Z-machine games for the C64, and this is it. All in all, it’s 31 games, released in 1993-2015. Each game has been put into its own directory, in which is also an empty disk for game saves and a file called AUTOSWAP.LST to make life easier for people using the SD2IEC diskdrive substitute. If you haven’t played text adventures before, or feel that you never got the hang of it, you should read the chapter How to play a text adventure. If you want more of a background on Infocom and the game format they used, you should read the chapter about The Zork Machine at the end of this document. There is also a chapter about the process of porting Z-machine games to the C64 and, finally, a chapter about writing your own games. I created this documentation as a PDF, so that you could easily print it out and keep it nearby if you’re enjoying the collection on a real C64.
    [Show full text]
  • Shaping Stories and Building Worlds on Interactive Fiction Platforms
    Shaping Stories and Building Worlds on Interactive Fiction Platforms The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Mitchell, Alex, and Nick Monfort. "Shaping Stories and Building Worlds on Interactive Fiction Platforms." 2009 Digital Arts and Culture Conference (December 2009). As Published http://simonpenny.net/dac/day2.html Publisher Digital Arts and Culture Version Author's final manuscript Citable link http://hdl.handle.net/1721.1/100288 Terms of Use Article is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use. Shaping Stories and Building Worlds on Interactive Fiction Platforms Alex Mitchell Nick Montfort Communications and New Media Programme Program in Writing & Humanistic Studies National University of Singapore Massachusetts Institute of Technology [email protected] [email protected] ABSTRACT simulates an intricate, systematic world full of robots, made of Adventure game development systems are platforms from the components and functioning together in curious ways. The world developer’s perspective. This paper investigates several subtle model acts in ways that are mechanical and nested, making the differences between these platforms, focusing on two systems for code’s class structure seemingly evident as one plays the game. In interactive fiction development. We consider how these platform contrast, Emily Short’s Savoir-Faire (2002), written in Inform 6 differences may have influenced authors as they developed and of similar complexity, exhibits less obvious inheritance and systems for simulation and storytelling. Through close readings of compartmentalization.
    [Show full text]
  • TADS-A CFD-Based Turbomachinery and Analysis Design System with GUI Volume I--Method and Results
    j/l _ 7 NASA Contractor Report 198440 ( -_ e/ i" TADS-A CFD-Based Turbomachinery and Analysis Design System With GUI Volume I--Method and Results D.A. Topp, R.A. Myers, and R.A. Delaney Allison Engine Company Indianapolis, Indiana (NASA-CR-198440) TADS: A CFD-BASED TURBOMACHTNERY AND ANALYSTS DESIGN SYSTEM WITH GUT. VOLUME 1: METHOD AND RESULTS Final Report (A1|ison Engine Co.) 121 p G3107 0099810 December 1995 Prepared for Lewis Research Center Under Contract NAS3-25950 National Aeronautics and Space Administration Contents 1 Summary 1 2 Introduction 3 3 Analysis Coupling 7 3.1 Solution Procedure ........................ 7 3.2 Programming Philosophy and Standards ............ 10 3.2.1 File Naming Convention ................. 11 3.2.2 Data Standards ...................... 11 3.2.3 Coordinate Systems .................... 12 3.2.4 Shared Routines and Data ................ 13 3.3 Input Requirements ........................ 13 4 Development of Program Modules 15 4.1 INTIGG .............................. 15 4.2 TIGGC3D ............................. 19 4.3 ADPAC Input Generation .................... 20 4.4 BODYF .............................. 22 4.4.1 Airfoil Thickness Determination ............. 22 4.4.2 Mean Stream Surface Determination .......... 23 4.4.3 Carter's Rule ....................... 26 4.4.4 Mean Stream Surface from MEANSL .......... 26 4.5 ADPA C .............................. 27 4.5.1 Body Force Implementation ............... 27 4.5.2 Verification of Blockage Model .............. 30 4.5.3 Verification of Body Force Formulation ......... 30 4.6 Streamline Finder and Airfoil Slicer ............... 36 4.6.1 RADSL .......................... 36 4.6.2 SLICER .......................... 40 4.7 GRAPE .............................. 40 4.8 RVCQ3D ............................. 44 4.9 Locating the Mean Stream Surface ............... 44 4.9.1 RESTACK ........................
    [Show full text]
  • Z-Machine and Descendants
    Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 Glk! A universal user interface! for interactive fiction! Relatively universal, anyhow. Universal-ish. # 1 Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 Andrew Plotkin [email protected] http://zarfhome.com/ https://github.com/erkyrath @zarfeblong on Twitter Glk, Glulx, Hadean Lands, System’s Twilight, Spider and Web, Capture the Flag with Stuff, Shade, this t-shirt I’m wearing, Seltani, The Dreamhold, Branches and Twigs and Thorns, quite a lot of adventure game reviews, Praser 5, Boodler, A Change in the Weather, an imperfect diagram of the Soul Reaver timeline, Dual Transform, Draco Concordans, and you know how that game Mafia is also called Werewolf? Ok, funny story there — # 2 Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 Zork 1 (Infocom) # 3 GrueFacts™: A grue can eat doughnuts indefinitely. Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 Z-machine and descendants 1979: Z-machine design 1980: Z-machine version 3 (Zork 1) 1985: Z-machine version 4 (A Mind Forever Voyaging) 1987: ITF (first open-source Z-interpreter) 1988: Z-machine version 6 (Zork Zero) 1989: Infocom shuts down 1993: Inform (Curses) 1994: Inform 5 1996: Inform 6 1997: Glk spec 1999: Glulx spec 2006: Inform 7 2008: Parchment (first Javascript Z-interpreter) # 4 GrueFacts™: The first grue to swim around the world was named Amelia Nosewig. Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 XZip (Curses, Graham Nelson) # 5 GrueFacts™: Grues live an average of 67 years, after which they retire to Iceland.
    [Show full text]
  • Something About Interactive Fiction - Once and Future
    Something about Interactive Fiction - Once and Future Log On | New Account Game Browser | Forums | News | | More Searches All Games Something about Interactive Fiction User Actions Once and Future Add a Game Random Game Some libraries in the 1980s recognized that playing interactive fiction Contribute was a legitimate form of reading. Professional literature of the time mentions ways to use IF to attract young readers, reluctant or Moby Stats otherwise. One article by Patrick R. Dewey mentions the benefit of Top Games providing the software needed to create one’s own adventures. Dewey Bottom Games lists four authoring titles (covering five platforms) and notes that Top Contributors authors using the software retained the rights to their games. It’s not Database Stats readily apparent that any of these authors achieved Scott Adams’ level Most Wanted! of success; marketing and distribution would have been obstacles to all but the most committed of authors. New Content Before IF made the transition to the home computer, distribution of New Games games was aided by the ARPANET. The growth of the Internet and New Reviews Internet technologies has had a similar effect for post-commercial IF. Game Updates The Usenet group rec.arts.int-fiction started in August 1987 and New Companies rec.games.int-fiction started in September 1992. The earlier group Company Updates covers the technical side of IF authoring (“Why is this not compling?” Developer Updates and “Verb Taxonomy” are two active threads at the time of this article’s writing). rec.games.int-fiction is more of a discussion/appreciation Other group (e.g., “Infocom's A Mind Forever Voyaging Is An Amazing Game” Submit News Item and “Help with Pantomine [sic]”).The majority of what is being Advertise With Us discussed are post-commercial IF games created by individuals using IF MobyStandards language compilers and interpreters, either for personal amusement, Tips & Tricks contest entries, or even some commercial gain.
    [Show full text]
  • Comparative Programming Languages CM20253
    We have briefly covered many aspects of language design And there are many more factors we could talk about in making choices of language The End There are many languages out there, both general purpose and specialist And there are many more factors we could talk about in making choices of language The End There are many languages out there, both general purpose and specialist We have briefly covered many aspects of language design The End There are many languages out there, both general purpose and specialist We have briefly covered many aspects of language design And there are many more factors we could talk about in making choices of language Often a single project can use several languages, each suited to its part of the project And then the interopability of languages becomes important For example, can you easily join together code written in Java and C? The End Or languages And then the interopability of languages becomes important For example, can you easily join together code written in Java and C? The End Or languages Often a single project can use several languages, each suited to its part of the project For example, can you easily join together code written in Java and C? The End Or languages Often a single project can use several languages, each suited to its part of the project And then the interopability of languages becomes important The End Or languages Often a single project can use several languages, each suited to its part of the project And then the interopability of languages becomes important For example, can you easily
    [Show full text]
  • Learning TADS 3 by Eric Eve (For Version 3.1)
    Learning TADS 3 by Eric Eve (for version 3.1) 2 Table of Contents 1 Introduction.........................................................................8 1.1 The Aim and Purpose of this Manual...........................................................8 1.2 What You Need to Know Before You Start..................................................10 1.3 Feedback and Acknowledgements.............................................................11 2 Map-Making – Rooms..........................................................12 2.1 Rooms..................................................................................................12 2.2 Coding Excursus 1: Defining Objects.........................................................13 2.3 Different Kinds of Room..........................................................................15 2.4 Coding Excursus 2 – Inheritance...............................................................17 2.5 Two Other Properties of Rooms.................................................................18 3 Putting Things on the Map....................................................20 3.1 The Root of All Things.............................................................................20 3.2 Coding Excursus 3 – Methods and Functions...............................................23 3.3 Some Other Kinds of Thing......................................................................24 3.4 Coding Excursus 4 – Assignments and Conditions.......................................27 3.5 Fixtures and Fittings...............................................................................30
    [Show full text]
  • Riddle Machines: the History and Nature of Interactive Fiction
    Riddle Machines: The History and Nature of Interactive Fiction The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Montfort, Nick. "Riddle Machines: The History and Nature of Interactive Fiction." A Companion to Digital Literary Studies, edited by Ray Siemens and Susan Schreibman, John Wiley & Sons Ltd, 2013, 267-282. © 2013 Ray Siemens and Susan Schreibman As Published http://dx.doi.org/10.1002/9781405177504.ch14 Publisher John Wiley & Sons, Ltd Version Author's final manuscript Citable link https://hdl.handle.net/1721.1/129076 Terms of Use Creative Commons Attribution-Noncommercial-Share Alike Detailed Terms http://creativecommons.org/licenses/by-nc-sa/4.0/ Nick Montfort Riddle Machines: The History and Nature of Interactive Fiction 14. Riddle Machines: The History and Nature of Interactive Fiction Nick Montfort Introduction The genre that has also been labeled "text adventure" and "text game" is stereotypically thought to offer dungeons, dragons, and the ability for readers to choose their own adventure. While there may be dragons here, interactive fiction (abbreviated "IF") also offers utopias, revenge plays, horrors, parables, intrigues, and codework, and pieces in this form resound with and rework Gilgamesh, Shakespeare, and Eliot as well as Tolkien. The reader types in phrases to participate in a dialogue with the system, commanding a character with writing. Beneath this surface conversation, and determining what the computer narrates, there is the machinery of a simulated world, capable of drawing the reader into imagining new perspectives and understanding strange systems. Interactive fiction works can be challenging for literary readers, even those interested in other sorts of electronic literature, because of the text-based interface and because of the way in which these works require detailed exploration, mapping, and solution.
    [Show full text]
  • Order Jo 6190.12D
    U.S. DEPARTMENT OF TRANSPORTATION FEDERAL AVIATION ADMINISTRATION ORDER Air Traffic Organization Policy JO 6190.12D Effective Date: 03/04/2011 SUBJ: Maintenance of the Automated Radar Terminal System Expansion (ARTS IIIE) 1. Purpose of This Change. This handbook provides updates as directed by Order 6000.15F, General Maintenance Handbook for NAS Facilities, guidance and prescribes technical standards, tolerances, and procedures applicable to the maintenance and inspection of the Automated Radar Terminal System Expansion (ARTS IIIE), Radar Terminal Display Sub-System (RTDS), ARTS Color Display (ACD) Sub-System and Radar Gateway (RGW) System. It also provides information on special methods and techniques that will enable maintenance personnel to achieve optimum performance from the equipment. This information augments information available in instruction books and other handbooks, and complements the latest edition of Order 6000.15, General Maintenance Handbook for NAS Facilities. 2. Audience. This directive is distributed to selected Technical Operations Services (TOS) offices having the following facilities/equipment: ARTS IIIE. 3. Where Can I Find This Change? This change is available on the MyFAA employee Web site at https://employees.faa.gov/tools_resources/orders_notices/. An electronic version of this Order is available on the Intranet site located at http://nasdoc.faa.gov/ under the System heading: ARTS; System A3E. 4. Explanation of Changes. This Change adds periodic Maintenance and Certification procedures for ADS-B Service and System Track Display Mode (STDM) operations. 5. Distribution. This directive is distributed to selected offices and services within Washington headquarters, regional Technical Operations divisions, William J. Hughes Technical Center, Mike Monroney Aeronautical Center, and Technical Operations Field Offices having the following facilities/equipment: ARTS IIIE.
    [Show full text]
  • If You Are Using the TADS 3 Workbench, Select New Project
    GETTING STARTED IN TADS 3 (version 3.1) A Beginner's Guide By ERIC EVE 2 CONTENTS CONTENTS ............................................................................................................................................ 2 PREFACE ............................................................................................................................................... 4 CHAPTER ONE - INTRODUCTION .................................................................................................. 5 1. GENERAL INTRODUCTION ................................................................................................................. 5 2. CREATING YOUR FIRST TADS 3 PROJECT ........................................................................................ 7 a. Installing the TADS 3 Author’s Kit ............................................................................................. 7 b. Creating the new project ............................................................................................................. 7 c. Running your game ................................................................................................................... 10 3. PROGRAMMING PROLEGOMENA ..................................................................................................... 11 a. Overview of Basic Concepts ...................................................................................................... 11 b. Objects .....................................................................................................................................
    [Show full text]
  • Interactive Fiction Development: Quest and Squiffy
    LEADING IF DEVELOPMENT TOOLS Twine 2 (Choice) Twine is arguably the most accessible application with high potential if the creator is willing to dig deep into it. It has its own easy-to-use language(s) that makes creation of the story fairly simple but allows the use of HTML, CSS, and Java script that broaden the possibilities and difficulty significantly. Though the application can be used within the online web- site, all content is saved locally only. Inform 7 (Parser) Inform 7 has been around for a long time in software years (circa 1993) and is the head honcho of parser game development. If you are looking to create your own parser game, Inform is a great place to start. TADS 3 (Parser) Text Adventure Development System, or TADS, has been around for about as long as Inform and is a popular alternative. Many Parser developers have familiarity with one or the other. TADS has a bit steeper learning curve than Inform. Honorable Mention Dev Tools Quest or Squiffy (Parser or Choice) The website textadventures.co.uk has two tools DABbLE BOX available for interactive fiction development: Quest and Squiffy. Quest is similar to Inform and TADS for creating parser games. Squiffy is similar to Twine for creating choice-based games, but with a less streamlined interface and a smaller community. Dbb ChoiceScript (Choice) B Choice of Games LLC sells games, but it also offers ChoiceScript for free. See choiceofgames.com /make-your-own-games/choicescript-intro. CONTACT THE DABBLE BOX MAKERSPACE BASICS ADRIFT (Parser) ecpubliclibrary.info/dabble • [email protected] Promotes itself as the lightest “programming re- Interactive quired” parser development software available.
    [Show full text]