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a task of simply defining the detail in the 3D models, and using a lot more computing power to render the end result. With lots of people playing ever more 3D role playing games, and partaking in distributed processing projects like SETI, it is easy to produce movies of a quality that is not discernible from the real thing, unless we have insider knowledge... (and releasing less detailed movies every now and then will have us thinking that is the state of the art) Model, View, Controller

This is basically the approach where the programming code is split up in three distinct parts, that have a stable relationship with one another: the Model is the most basic part of the code, which keeps track of the actual program data: if we were to make a Diary program, then this part of the code might consist of diary entries, which in turn might be made up of paragraphs and other, smaller parts. Images would also be stored here. The views on the other hand specify how the data from the model should be presented to the user: one view might give him or her the possibility to edit the data, another might be used to export the data as HTML. Controllers in the end allow the users to manipulate the model and the various views. Where model and viewers may be similar if not completely the same across different computing platforms, the controllers are usually very dependent on the platform used.

Object Action Principle

This is just a smart idea when you are programming in an Object-Oriented fashion: make sure the user will always be able to select which object to use first, and then allow him or her to select the action he or she wants to perform on that object. This way the interface stays simple, and people have little trouble using it. Thus, it is preferable to use right-click and context menus, instead of select the object and then select the acton required from a window menu (here the user choses both the object and the menu, which might confuse things)

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Publication Date: 05-02-2013

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