Smalltalk-80: the language and its implementation
Smalltalk-80: the language and its implementation
CLU reference manual
The C programming language
An Alternative to the Use of Patterns in String Processing
ACM Transactions on Programming Languages and Systems (TOPLAS)
ACM Transactions on Programming Languages and Systems (TOPLAS)
Communications of the ACM
ICON Programmng Language
FLAIR - user interface dialog design tool
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
The device model of interaction
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
User Software Engineering and the design of interactive systems
ICSE '81 Proceedings of the 5th international conference on Software engineering
BASIC Zgrass—a sophisticated graphics language for the Bally Home Library Computer
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
Digital video display systems and dynamic graphics
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
Using a command language as a high-level programming language
ICSE '76 Proceedings of the 2nd international conference on Software engineering
Why a Lisp-based command language?
ACM SIGPLAN Notices
The SNOBOL 4 programming language
The SNOBOL 4 programming language
GRASS3, a language for interactive graphics
AFIPS '81 Proceedings of the May 4-7, 1981, national computer conference
VISION II: a dynamic raster-scan display
AFIPS '81 Proceedings of the May 4-7, 1981, national computer conference
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As technology advances, graphics displays are becoming more powerful and less expensive, making interactive graphics increasingly popular as a method of man-machine communication. Often, nonprogrammers play a principal role in the design and implementation of applications involving graphics. Because interactive graphics require such a high level of feedback with both human and hardware, traditional programming languages are not well suited for the graphics environment. This paper describes CGRASS, a portable, general-purpose programming language, and how it is used for prototyping videogames. The design rationale for a game-prototyping system is given, followed by an overview of the CGRASS language with emphasis placed on features particularly helpful for user interface design and modeling. We show examples of tools implemented for different hardware architectures and targeted for users of varying backgrounds.