. . . "Object is a item that you can add without spending dots."@en . "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."@en . . "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. Types of objects: \n* Landscape objects - large objects like towers, buildings, or city walls that provide environment, essentially becoming part of the terrain \n* Fixed device, or fixed object - neither mobile nor spawned. A device can generally be used. \n* Spawned object - not mobile \n* mob, or mobile object - also spawned \n* Location objects - landscape, fixed, or spawned object (possibly mobile as well) that delineate a location of an effect. \n* Lootable object - an object that can be looted and spawns an inventory item \n* NPC, one of the above that is conceptually a character \n* PC, a player character - distinguished from mobs and NPCs by being controlled by a player, not by A.I. \n* Displayable gear - items that appear on the player character graphic model, essentially a modification of the PC object \n* Active Spells and Enchantments 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. Pointers for using objects: Image:Pointer gear on 32x32.png in range to use Image:Pointer gear off 32x32.png out of range See also: \n*"@el . "344.0"^^ . "Object is a item that you can add without spending dots."@en . "Objects are anything in the game that can be targeted/selected. For a list of objects in the game, see ."@en . . "An object in the Toolset is a unique instance of a blueprint of one of the object types that are provided."@en . . "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"@en . . . "Objects are anything in the game that can be targeted. For a list of objects in the game, see our ."@en . . "Objects are anything in the game that can be targeted/selected. For a list of objects in the game, see ."@en . . . "An Active Worlds object (or model): \n* has a filename (limited to 22 characters), an owner, build timestamps (creation and modification), position, and rotation \n* can have a description and action commands \n* can be an avatar, camera, mover, particle emitter, or zone volume \n* is made out of polygons \n* can be in various file formats (RWX, COB, or DFF)"@en . "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."@en . . "An Active Worlds object (or model): \n* has a filename (limited to 22 characters), an owner, build timestamps (creation and modification), position, and rotation \n* can have a description and action commands \n* can be an avatar, camera, mover, particle emitter, or zone volume \n* is made out of polygons \n* can be in various file formats (RWX, COB, or DFF)"@en . . "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 typeof."@en . . . . "function"@en . . . "Object"@nl . "2"^^ . "An Object is anything that can be interacted with. A complete list of all the objects can be found at ."@en . . . "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. In procedural programming, an object may contain data or instructions, but not both. (Instructions may take the form of a procedure or function). In object-oriented programming, an object may be associated with both the data and the instructions that operate on that data. How an object is created varies among language. In prototype-based languages (e.g., JavaScript) an object can be created from nothing, or can be based on an existing object. In class-based languages (e.g., Java), objects are derived from classes, which can be thought of as blueprints for constructing objects."@en . "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."@en . "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. \n* Creation time: 08:01, 24 September 2006 (UTC) 2. \n* Author: CQ 3. \n* KEY:Name Attributes are things that other objects can use to access or find within its wrapper: 1. \n* domain (context) 2. \n* range (allowable contexts) 3. \n* means (method) 4. \n* extremes (constraints)"@en . . "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. Objects can only be created from clone machines, or by advanced glitches, and can only be destroyed by touching destructive obstacles. All destructive obstacles kill Chip unequipped with the correct boot; bombs kill all monsters, and water and fire kill all monsters other than fireballs, walkers, bugs and gliders in special cases. Blocks are only destroyed by water and bombs."@en . "Objects are anything in the game that can be targeted. For a list of objects in the game, see ."@en . . "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 typeof."@en . "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."@en . . "object"@en . . . . . . . "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)."@en . . . . . . "Object"@en . . . . "boolean"@en . . . "Object"@ja . "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."@en . . . . "An object is Examples of objects are: records, blocks, files, programs, video displays, printers, network nodes, etc."@en . . . . . . . . "An object is Examples of objects are: records, blocks, files, programs, video displays, printers, network nodes, etc."@en . "Objects are anything in the game that can be targeted. For a list of objects in the game, see our ."@en . . . "An Object is anything that can be interacted with. A complete list of all the objects can be found at ."@en . . . "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."@en . "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. \n* Creation time: 08:01, 24 September 2006 (UTC) 2. \n* Author: CQ 3. \n* KEY:Name Attributes are things that other objects can use to access or find within its wrapper: 1. \n* domain (context) 2. \n* range (allowable contexts) 3. \n* means (method) 4. \n* extremes (constraints)"@en . . "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."@en . . . . "\u304A\u3076\u3058\u3047\u304F\u3068\u3068\u8AAD\u3080\u3002\u3055\u307E\u3056\u307E\u306A\u30E2\u30CE\u5168\u822C\u306E\u3053\u3068\u3002 \u4E00\u822C\u7684\u306B\u306F\u30D7\u30EA\u30E0\u304A\u3088\u3073\u305D\u306E\u96C6\u5408\u4F53\u3092\u6307\u3059\u3002"@ja . "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."@en . . "\u304A\u3076\u3058\u3047\u304F\u3068\u3068\u8AAD\u3080\u3002\u3055\u307E\u3056\u307E\u306A\u30E2\u30CE\u5168\u822C\u306E\u3053\u3068\u3002 \u4E00\u822C\u7684\u306B\u306F\u30D7\u30EA\u30E0\u304A\u3088\u3073\u305D\u306E\u96C6\u5408\u4F53\u3092\u6307\u3059\u3002"@ja . . . . "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."@en . "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)."@en . . . . "key"@en . "Objects are anything in the game that can be targeted. For a list of objects in the game, see ."@en . "YouTube videos"@en . . . . "Object"@el . . . . . "http://developer.mozilla.org/en/Core_JavaScript_1.5_Guide/Working_with_Objectshttp://developer.mozilla.org/en/Core_JavaScript_1.5_Reference/Global_Objects/Object"@en . "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 SubType The subtype of the object Default: 0 DrawMode The drawing mode for the object. Could be: Facet, ... Default: Facet EditSize Default: 1.000000 1.000000 1.000000 StatusFlag Default: 0 ItemFlag Default: 4 SelectionFlag Flag if the Object is selected (=1) or not (=0) Default: 0 NumberOfChildren The number of the children of the object NameOfObject The name of the object"@en . "An object in the Toolset is a unique instance of a blueprint of one of the object types that are provided."@en . "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."@el . . "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."@en . . "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."@en . . "string"@en . . . . . . "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."@en . .