High-pressure areaA high-pressure area, high, or anticyclone, is an area near the surface of a planet where the atmospheric pressure is greater than the pressure in the surrounding regions. Highs are middle-scale meteorological features that result from interplays between the relatively larger-scale dynamics of an entire planet's atmospheric circulation. The strongest high-pressure areas result from masses of cold air which spread out from polar regions into cool neighboring regions. These highs weaken once they extend out over warmer bodies of water.
Wind speedIn meteorology, wind speed, or wind flow speed, is a fundamental atmospheric quantity caused by air moving from high to low pressure, usually due to changes in temperature. Wind speed is now commonly measured with an anemometer. Wind speed affects weather forecasting, aviation and maritime operations, construction projects, growth and metabolism rate of many plant species, and has countless other implications. Wind direction is usually almost parallel to isobars (and not perpendicular, as one might expect), due to Earth's rotation.
Low-pressure areaIn meteorology, a low-pressure area, low area or low is a region where the atmospheric pressure is lower than that of surrounding locations. Low-pressure areas are commonly associated with inclement weather (such as cloudy, windy, with possible rain or storms), while high-pressure areas are associated with lighter winds and clear skies. Winds circle anti-clockwise around lows in the northern hemisphere, and clockwise in the southern hemisphere, due to opposing Coriolis forces.
WindWind is the natural movement of air or other gases relative to a planet's surface. Winds occur on a range of scales, from thunderstorm flows lasting tens of minutes, to local breezes generated by heating of land surfaces and lasting a few hours, to global winds resulting from the difference in absorption of solar energy between the climate zones on Earth. The two main causes of large-scale atmospheric circulation are the differential heating between the equator and the poles, and the rotation of the planet (Coriolis effect).
Pressure gradientIn atmospheric science, the pressure gradient (typically of air but more generally of any fluid) is a physical quantity that describes in which direction and at what rate the pressure increases the most rapidly around a particular location. The pressure gradient is a dimensional quantity expressed in units of pascals per metre (Pa/m). Mathematically, it is the gradient of pressure as a function of position. The negative gradient of pressure is known as the force density.
Prevailing windsIn meteorology, prevailing wind in a region of the Earth's surface is a surface wind that blows predominantly from a particular direction. The dominant winds are the trends in direction of wind with the highest speed over a particular point on the Earth's surface at any given time. A region's prevailing and dominant winds are the result of global patterns of movement in the Earth's atmosphere. In general, winds are predominantly easterly at low latitudes globally.
Thermal windIn atmospheric science, the thermal wind is the vector difference between the geostrophic wind at upper altitudes minus that at lower altitudes in the atmosphere. It is the hypothetical vertical wind shear that would exist if the winds obey geostrophic balance in the horizontal, while pressure obeys hydrostatic balance in the vertical. The combination of these two force balances is called thermal wind balance, a term generalizable also to more complicated horizontal flow balances such as gradient wind balance.
Object lifetimeIn object-oriented programming (OOP), the object lifetime (or life cycle) of an object is the time between an object's creation and its destruction. Rules for object lifetime vary significantly between languages, in some cases between implementations of a given language, and lifetime of a particular object may vary from one run of the program to another. In some cases, object lifetime coincides with variable lifetime of a variable with that object as value (both for static variables and automatic variables), but in general, object lifetime is not tied to the lifetime of any one variable.
Object modelIn computing, object model has two related but distinct meanings: The properties of objects in general in a specific computer programming language, technology, notation or methodology that uses them. Examples are the object models of Java, the Component Object Model (COM), or Object-Modeling Technique (OMT). Such object models are usually defined using concepts such as class, generic function, message, inheritance, polymorphism, and encapsulation.
Texture mappingTexture mapping is a method for mapping a texture on a . Texture here can be high frequency detail, surface texture, or color. The original technique was pioneered by Edwin Catmull in 1974. Texture mapping originally referred to diffuse mapping, a method that simply mapped pixels from a texture to a 3D surface ("wrapping" the image around the object).
Object (computer science)In computer science, an object can be a variable, a data structure, a function, or a method. As regions of memory, objects contain a value and are referenced by identifiers. In the object-oriented programming paradigm, an object can be a combination of variables, functions, and data structures; in particular in class-based variations of the paradigm, an object refers to a particular instance of a class. In the relational model of database management, an object can be a table or column, or an association between data and a database entity (such as relating a person's age to a specific person).
Object-oriented programmingObject-Oriented Programming (OOP) is a programming paradigm based on the concept of "objects", which can contain data and code. The data is in the form of fields (often known as attributes or properties), and the code is in the form of procedures (often known as methods). A common feature of objects is that procedures (or methods) are attached to them and can access and modify the object's data fields. In this brand of OOP, there is usually a special name such as or used to refer to the current object.
Green buildingGreen building (also known as green construction or sustainable building) refers to both a structure and the application of processes that are environmentally responsible and resource-efficient throughout a building's life-cycle: from planning to design, construction, operation, maintenance, renovation, and demolition. This requires close cooperation of the contractor, the architects, the engineers, and the client at all project stages. The Green Building practice expands and complements the classical building design concerns of economy, utility, durability, and comfort.
Object databaseAn object database or object-oriented database is a database management system in which information is represented in the form of objects as used in object-oriented programming. Object databases are different from relational databases which are table-oriented. A third type, object–relational databases, is a hybrid of both approaches. Object databases have been considered since the early 1980s. Object-oriented database management systems (OODBMSs) also called ODBMS (Object Database Management System) combine database capabilities with object-oriented programming language capabilities.
Programming styleProgramming style, also known as code style, is a set of rules or guidelines used when writing the source code for a computer program. It is often claimed that following a particular programming style will help programmers read and understand source code conforming to the style, and help to avoid introducing errors. A classic work on the subject was The Elements of Programming Style, written in the 1970s, and illustrated with examples from the Fortran and PL/I languages prevalent at the time.
Texture filteringIn computer graphics, texture filtering or texture smoothing is the method used to determine the texture color for a texture mapped pixel, using the colors of nearby texels (pixels of the texture). There are two main categories of texture filtering, magnification filtering and minification filtering. Depending on the situation texture filtering is either a type of reconstruction filter where sparse data is interpolated to fill gaps (magnification), or a type of anti-aliasing (AA), where texture samples exist at a higher frequency than required for the sample frequency needed for texture fill (minification).
Type systemIn computer programming, a type system is a logical system comprising a set of rules that assigns a property called a type (for example, integer, floating point, string) to every "term" (a word, phrase, or other set of symbols). Usually the terms are various constructs of a computer program, such as variables, expressions, functions, or modules. A type system dictates the operations that can be performed on a term. For variables, the type system determines the allowed values of that term.
Indentation styleIn computer programming, an indentation style is a convention governing the indentation of blocks of code to convey program structure. This article largely addresses the free-form languages, such as C and its descendants, but can be (and often is) applied to most other programming languages (especially those in the curly bracket family), where whitespace is otherwise insignificant. Indentation style is only one aspect of programming style. Indentation is not a requirement of most programming languages, where it is used as secondary notation.
Procedural textureIn computer graphics, a procedural texture is a texture created using a mathematical description (i.e. an algorithm) rather than directly stored data. The advantage of this approach is low storage cost, unlimited texture resolution and easy texture mapping. These kinds of textures are often used to model surface or volumetric representations of natural elements such as wood, marble, granite, metal, stone, and others. Usually, the natural look of the rendered result is achieved by the usage of fractal noise and turbulence functions.
Type safetyIn computer science, type safety and type soundness are the extent to which a programming language discourages or prevents type errors. Type safety is sometimes alternatively considered to be a property of facilities of a computer language; that is, some facilities are type-safe and their usage will not result in type errors, while other facilities in the same language may be type-unsafe and a program using them may encounter type errors.