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An Entity of Type : dbkwik:resource/0VjbubI9NoB0-V01LItR6w==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Objects are anything in the game that can be targeted/selected. For a list of objects in the game, see .

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  • Objects are anything in the game that can be targeted/selected. For a list of objects in the game, see .
  • An object in AutoCAD (called entity in earlier versions), is traditionally a graphic feature like a line, arc, circle, block insertion, or polyline. In later versions of AutoCAD, features that were previoiusly modeled as tables such as layers, blocks, and linetypes, are also modeled as objects.
  • Objects are anything in the game that can be targeted. For a list of objects in the game, see our .
  • An Active Worlds object (or model): * has a filename (limited to 22 characters), an owner, build timestamps (creation and modification), position, and rotation * can have a description and action commands * can be an avatar, camera, mover, particle emitter, or zone volume * is made out of polygons * can be in various file formats (RWX, COB, or DFF)
  • Object is a item that you can add without spending dots.
  • This article is a stub. You can help NWN2Wiki by [ expanding it]. From a NWScript perspective, an object is an integer that represents a particular object in the world -- essentially a pointer to a real object (NWN Lexicon definition).
  • An object in the Toolset is a unique instance of a blueprint of one of the object types that are provided.
  • A JavaScript object is a container of key-value pairs, known as 'maps', 'dictionaries', or 'associative arrays' in other languages. The keys are always strings, and lookups can be performed with the identifier lookup or string lookup operators. The Object is fundamental to Javascript, and is the basis of all other non-primitive types, as well as being vital to JavaScript's object-orientation model. Excluding object representations of primitives, all objects are represented as 'object' by <a href="/mediawiki/Word_operators#typeof" title="Word operators">typeof</a>.
  • An object is different from an element in the sense that they are not composed of multiple particles. There are a number of objects in both Powder Game and Powder Game 2.
  • An object is Examples of objects are: records, blocks, files, programs, video displays, printers, network nodes, etc.
  • Objects are parts of the in-game world, represented by graphic models. Objects are either permanently fixed in place, permanent spawns (such as specific quest objects) or random spawns (such as chests). Spawning objects may disappear after use or death, although they may respawn in the same place later.
  • An object is any build inside Second Life that is made up out of one or more prims linked together. An object can be attached to an avatar and edited in many ways. Land owners can change several options regarding the entry (moving an object) or creation of objects on their parcels. See also auto-return.
  • An object is generally a packet of information that can traverse domains and contexts without losing its properties and attributes. Properties are things that an object has: 1. * Creation time: 08:01, 24 September 2006 (UTC) 2. * Author: CQ 3. * KEY:Name Attributes are things that other objects can use to access or find within its wrapper: 1. * domain (context) 2. * range (allowable contexts) 3. * means (method) 4. * extremes (constraints)
  • おぶじぇくとと読む。さまざまなモノ全般のこと。 一般的にはプリムおよびその集合体を指す。
  • Objects are anything in the game that can be targeted. For a list of objects in the game, see .
  • An Object, for terminology's sake, is a large scale system in it's entirety, rather than a certain piece of it. So if you built a car in OE-Cake, the entire car would be an object, because you wouldn't say "Oh, I was hit by a fender!" you would say "Oh! I was hit by that car!", But if a wheel fell off and rolled over something, there would now be two objects, the car and the wheel.
  • An Object is anything that can be interacted with. A complete list of all the objects can be found at .
  • Objects are parts of the in-game world, represented by graphic models. Objects are either permanently fixed in place, permanent spawns (such as specific quest objects) or random spawns (such as chests). Spawning objects may disappear after use or death, although they may respawn in the same place later. Terrain is a feature of vast scope, not generally classed as an object. Many objects can be used, selected, or targeted. Some objects can be picked up and carried by player characters, becoming inventory items. Objects can be more than one type. The types are property descriptors.
  • Objects as defined in Chip's Challenge are tiles which can move, which are technically limited to Chip, monsters and blocks. Other tiles only move in advanced coding situations such as the Multiple Tank Glitch. Objects run most of Chip's Challenge itself, hitting buttons, removing water and bombs, and performing other menial tasks for Chip (since although Chip is an object, he cannot do some things). Each object has specific rules allowing it certain abilities and writing up its "can"s and "can't"s.
  • The FXS file format describes the motion in the following format. Please add where you can. Comments in italic. Static entries in bold. Variables entries in regular text. Unknowns indicated by X. Explainations below. BeginObjectObjectType ObjectTypeObjectSubType SubTypeObjectDrawMode DrawModeObjectEditSize EditSizeObjectStatusFlag StatusFlagObjectItemFlag ItemFlagObjectSelectionFlag SelectionFlagNumChildren NumberOfChildrenObjectAlias NameOfObjectBeginMotion ...EndMotionBeginObjectSpecificInfo ...EndObjectSpecificInfoEndObject ObjectType The type of object 4: Light 8: Camera 16: Null
  • In its simplest embodiment, an object is an allocated region of storage. An object is sometimes called a member* Since programming languages use variables to access objects, the terms object and variable are often used interchangeably. However, until memory is allocated, an object does not exist. All programming languages present objects. The presence of objects should not be confounded with the concept of object-orientation.
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