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Procedural programming is a programming paradigm, classified as imperative programming, [1] that involves implementing the behavior of a computer program as procedures (a.k.a. functions, subroutines) that call each other. The resulting program is a series of steps that forms a hierarchy of calls to its constituent procedures.
A procedural program is composed of one or more units or modules, either user coded or provided in a code library; each module is composed of one or more procedures, also called a function, routine, subroutine, or method, depending on the language. Examples of procedural languages include:
The term "procedural rhetoric" was developed by Ian Bogost in his book Persuasive Games: The Expressive Power of Videogames. [3] Bogost defines procedural rhetoric as "the art of persuasion through rule-based representations and interactions, rather than the spoken word, writing, images, or moving pictures" [4] and "the art of using processes persuasively."
Procedural knowledge (i.e., knowledge-how) is different from descriptive knowledge (i.e., knowledge-that) in that it can be directly applied to a task. [2] [4] For instance, the procedural knowledge one uses to solve problems differs from the declarative knowledge one possesses about problem solving because this knowledge is formed by doing.
The procedures get (for reading) and put (for writing) move the buffer variable to the next element. Read is introduced such that read(f, x) is the same as x := f^; get(f);. Write is introduced such that write(f, x) is the same as f^ := x; put(f); The type text is predefined as file of char. While the buffer variable could be used for ...
Procedural programming is a type of imperative programming in which the program is built from one or more procedures (also termed subroutines or functions). The terms are often used as synonyms, but the use of procedures has a dramatic effect on how imperative programs appear and how they are constructed.
The general formula for a police procedural involves the commission or discovery of a crime at the beginning of the episode, the ensuing investigation, and the arrest or conviction of a perpetrator at the end of the episode. Modern examples of this genre are the Law & Order, CSI & NCIS franchises. House is an example of a non-crime-related ...
For example, SpeedTree is a middleware package that procedurally generates trees which can be used to quickly populate a forest. [1] Whereas most games use this technique to create a static environment for the final product, some employ procedural generation as a game mechanic , such as to create new environments for the player to explore.