Procedural

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Procedural may refer to:

In computing, procedural generation is a method of creating data algorithmically as opposed to manually, typically though a combination of human-generated assets and algorithms coupled with computer-generated randomness and processing power. In computer graphics, it is commonly used to create textures and 3D models. In video games, it is used to automatically create large amounts of content in a game. Advantages of procedural generation include smaller file sizes, larger amounts of content, and randomness for less predictable gameplay.

Procedural knowledge, also known as imperative knowledge, is the knowledge exercised in the performance of some task. See below for the specific meaning of this term in cognitive psychology and intellectual property law.

Procedural law, adjective law, in some jurisdictions referred to as remedial law, or rules of court comprises the rules by which a court hears and determines what happens in civil, lawsuit, criminal or administrative proceedings. The rules are designed to ensure a fair and consistent application of due process or fundamental justice to all cases that come before a court.

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Class or The Class may refer to:

Logic programming is a type of programming paradigm which is largely based on formal logic. Any program written in a logic programming language is a set of sentences in logical form, expressing facts and rules about some problem domain. Major logic programming language families include Prolog, answer set programming (ASP) and Datalog. In all of these languages, rules are written in the form of clauses:

Procedural programming is a programming paradigm, derived from structured programming, based on the concept of the procedure call. Procedures, also known as routines, subroutines, or functions, simply contain a series of computational steps to be carried out. Any given procedure might be called at any point during a program's execution, including by other procedures or itself. The first major procedural programming languages first appeared circa 1960, including Fortran, ALGOL, COBOL and BASIC. Pascal and C were published closer to the 1970s.

Script may refer to:

Planner is a programming language designed by Carl Hewitt at MIT, and first published in 1969. First, subsets such as Micro-Planner and Pico-Planner were implemented, and then essentially the whole language was implemented as Popler by Julian Davies at the University of Edinburgh in the POP-2 programming language. Derivations such as QA4, Conniver, QLISP and Ether were important tools in artificial intelligence research in the 1970s, which influenced commercial developments such as KEE and ART.

Roguelike subgenre of role-playing video games

Roguelike is a subgenre of role-playing video game characterized by a dungeon crawl through procedurally generated levels, turn-based gameplay, tile-based graphics, and permanent death of the player character. Most roguelikes are based on a high fantasy narrative, reflecting their influence from tabletop role playing games such as Dungeons & Dragons.

A how-to is an informal, often short, video, writing, or description of how to accomplish a specific task. A how-to is usually meant to help non-experts, may leave out details that are only important to experts, and may also be greatly simplified from an overall discussion of the topic.

Programming paradigms are a way to classify programming languages based on their features. Languages can be classified into multiple paradigms.

In computer science, imperative programming is a programming paradigm that uses statements that change a program's state. In much the same way that the imperative mood in natural languages expresses commands, an imperative program consists of commands for the computer to perform. Imperative programming focuses on describing how a program operates.

Software development is the process of conceiving, specifying, designing, programming, documenting, testing, and bug fixing involved in creating and maintaining applications, frameworks, or other software components. Software development is a process of writing and maintaining the source code, but in a broader sense, it includes all that is involved between the conception of the desired software through to the final manifestation of the software, sometimes in a planned and structured process. Therefore, software development may include research, new development, prototyping, modification, reuse, re-engineering, maintenance, or any other activities that result in software products.

Algorithmic composition is the technique of using algorithms to create music.

A knowledge-based system (KBS) is a computer program that reasons and uses a knowledge base to solve complex problems. The term is broad and refers to many different kinds of systems. The one common theme that unites all knowledge based systems is an attempt to represent knowledge explicitly and a reasoning system that allows it to derive new knowledge. Thus, a knowledge-based system has two distinguishing features: a knowledge base and an inference engine.

Profile or profiles may refer to:

Decomposition in computer science, also known as factoring, is breaking a complex problem or system into parts that are easier to conceive, understand, program, and maintain.

A procedural is a cross-genre type of literature, film, or television program involving a sequence of technical detail. A documentary film may be written in a procedural style to heighten narrative interest.

Data facts represented for handling

Data is a set of values of subjects with respect to qualitative or quantitative variables.

Carl Hewitt American mathematician and computer scientist

Carl Eddie Hewitt is an American computer scientist who designed the Planner programming language for automated planning and the actor model of concurrent computation, which have been influential in the development of logic, functional and object-oriented programming. Planner was the first programming language based on procedural plans invoked using pattern-directed invocation from assertions and goals. The actor model influenced the development of the Scheme programming language, the π-calculus, and served as an inspiration for several other programming languages.