frobnitz - ορισμός. Τι είναι το frobnitz
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Τι (ποιος) είναι frobnitz - ορισμός

VIRTUAL MACHINE
Z-Machine; Z-machines; Frotz; Nitfol; Z-code interpreter; InfoTaskForce; Frobnitz; Zmachine; WinFrotz; Zork Implementation Language; Z-machine (interpreter); .z1; .z2; .z3; .z4; .z5; .z6; .z7; .z8; Zilch (software)
  • An implementation of Frotz running on an [[iPhone]], playing ''[[Zork I]]''.

frobnitz         
/frob'nits/, plural "frobnitzem" /frob'nit-zm/ or "frobni" /frob'ni:/ (TMRC) An unspecified physical object, a widget. Also refers to electronic black boxes. This rare form is usually abbreviated to "frotz", or more commonly to frob. Also used are "frobnule" (/frob'n[y]ool/) and "frobule" (/frob'yool/). Starting perhaps in 1979, "frobozz" /fr*-boz'/ (plural: "frobbotzim" /fr*-bot'zm/) has also become very popular, largely through its exposure as a name via Zork. These variants can also be applied to nonphysical objects, such as data structures. Pete Samson, compiler of the original TMRC lexicon, adds,q "Under the TMRC (railway) layout were many storage boxes, managed (in 1958) by David R. Sawyer. Several had fanciful designations written on them, such as "Frobnitz Coil Oil". Perhaps DRS intended Frobnitz to be a proper name, but the name was quickly taken for the thing". This was almost certainly the origin of the term. [Jargon File] (1994-12-16)
frotz         
/frots/ 1. See frobnitz. 2. "mumble frotz": An interjection of mildest disgust. [Jargon File]
Z-machine         
The Z-machine is a virtual machine that was developed by Joel Berez and Marc Blank in 1979 and used by Infocom for its text adventure games. Infocom compiled game code to files containing Z-machine instructions (called story files or Z-code files) and could therefore port its text adventures to a new platform simply by writing a Z-machine implementation for that platform.

Βικιπαίδεια

Z-machine

The Z-machine is a virtual machine that was developed by Joel Berez and Marc Blank in 1979 and used by Infocom for its text adventure games. Infocom compiled game code to files containing Z-machine instructions (called story files or Z-code files) and could therefore port its text adventures to a new platform simply by writing a Z-machine implementation for that platform. With the large number of incompatible home computer systems in use at the time, this was an important advantage over using native code or developing a compiler for each system.