G Glossary

Term Definition
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[1] Gul A Agha. 1985. Actors: A model of concurrent computation in distributed systems. Massachusetts Inst of Tech Cambridge Artificial Intelligence Lab.

[2] Tomas Akenine-Möller, Eric Haines, and Naty Hoffman. 2019. Real-time rendering. Crc Press.

[3] Henry Baker and Carl Hewitt. 1977. Laws for communicating parallel processes. (1977).

[4] Alberto Brandolini. 2013. Introducing event storming. Available at: goo. gl/GMzzDv [Last accessed: 8 July 2017] (2013).

[5] Frank Buschmann, Regine Meunier, Hans Rohnert, Peter Sommerlad, and Michael Stal. 2008. Pattern-oriented software architecture: A system of patterns. John Wiley & Sons.

[6] William D Clinger. 1981. Foundations of actor semantics. (1981).

[7] Bruce Powel Douglass. 2003. Real-time design patterns: Robust scalable architecture for real-time systems. Addison-Wesley Professional.

[8] Herbert Dowalil. 2018. Grundlagen des modularen softwareentwurfs: Der bau langlebiger mikro- und makro-architekturen wie microservices und soa 2.0. Hanser Verlag, München.

[9] David Eberly. 2006. 3D game engine design: A practical approach to real-time computer graphics. CRC Press.

[10] Eric Evans. 2004. Domain-driven design: Tackling complexity in the heart of software. Addison-Wesley Professional.

[11] Christopher A Fuchs. 2002. Quantum mechanics as quantum information (and only a little more). arXiv preprint quant-ph/0205039 (2002).

[12] Seth Gilbert and Nancy Lynch. 2002. Brewer’s conjecture and the feasibility of consistent, available, partition-tolerant web services. SIGACT News 33, 2 (June 2002), 51–59. DOI:https://doi.org/10.1145/564585.564601

[13] Jason Gregory. 2018. Game engine architecture. crc Press.

[14] Irene Greif. 1975. Semantics of communicating parallel processes. PhD thesis. Massachusetts Institute of Technology.

[15] Donald Hearn, M Pauline Baker, and others. 2004. Computer graphics with opengl. Upper Saddle River, NJ: Pearson Prentice Hall,

[16] Maurice Herlihy and Nir Shavit. 2011. The art of multiprocessor programming. Morgan Kaufmann.

[17] Carl Hewitt. 2006. What is commitment? Physical, organizational, and social (revised). In International workshop on coordination, organizations, institutions, and norms in agent systems, Springer, 293–307.

[18] Carl Hewitt. 2010. Actor model of computation: Scalable robust information systems. arXiv preprint arXiv:1008.1459 (2010).

[19] C Hewitt, P Bishop, and R Steiger. 1973. A universal modular actor formalism for artificial intelligence. IJCAI3. In Proceedings of the 3rd international joint conference on artificial intelligence, 235–245.

[20] Gregor Hohpe and Bobby Woolf. 2004. Enterprise integration patterns: Designing, building, and deploying messaging solutions. Addison-Wesley Professional.

[21] Shaw Mary and Garlan David. 1996. Software architecture: Perspectives on an emerging discipline. Prentice-Hall (1996).

[22] Mike McShaffry. 2014. Game coding complete. Nelson Education.

[23] Christiane Metzner, Leonardo Cortez, and Doritza Chacı́n. 2005. Using a blackboard architecture in a web application. Issues in Informing Science & Information Technology 2, (2005).

[24] Bertrand Meyer. 1988. Object-oriented software construction. Prentice hall New York.

[25] Matt Pharr, Wenzel Jakob, and Greg Humphreys. 2016. Physically based rendering: From theory to implementation. Morgan Kaufmann.

[26] Carlo Rovelli. 1996. Relational quantum mechanics. International Journal of Theoretical Physics 35, 8 (1996), 1637–1678.

[27] Dave Shreiner, Graham Sellers, John Kessenich, and Bill Licea-Kane. 2013. OpenGL programming guide: The official guide to learning opengl, version 4.3. Addison-Wesley.

[28] Herb Sutter. 2005. The free lunch is over: A fundamental turn toward concurrency in software. Dr. Dobb’s journal 30, 3 (2005), 202–210.

[29] Joey de Vries. 2015. Learn opengl. Licensed under CC BY 4, (2015).