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\label{sec:glossary}

\begin{description}
\item[Gizmo] The fundamental atomic game object.  Gizmos are
  first-class, meaning that everything on the game board, including
  the ball, is a gizmo, and all gizmos are treated identically by the
  game system.
\item[Squark] The sound made by the collision of two gizmos.
\item[Tick] The process of updating all gizmos in a board for some
  time period.
\item[Zero-knowledge system] A component of \Gizmoball that uses other
  components, but has only a weak coupling because it deduces
  information about the other components at run-time.\footnote{Almost,
    but not quite, entirely unlike a zero-knowledge cryptosystem}
\item[Frobber] A component of the editor that is displayed around the
  selected gizmo that allows its properties to be intuitively set.
  For example, the rotation frobber, when clicked, rotates the current
  gizmo.
\item[Frobnicate] To use the frobber menu of a gizmo.
\item[Frobber menu]\footnote{Patent pending} A menu similar in design
  to a pie menu, but persistent and containing frobbers.  A frobber
  menu has a fairly small maximum radius to make it possible to select
  other gizmos while the menu is visible.  The frobbers are rearranged
  if necessary to avoid the edge of the board.
\item[Interaction mode] A method of interaction between the user and
  \Gizmoball.  Either playing or editing.
\item[Renderer] The part of the system responsible for displaying the
  game board to the user and mediating user interaction with the game
  board.  These are designed to be easily replaceable if a different
  look and feel is desired.
\item[Drawer] A component of a renderer that is responsible for
  drawing some component (such as a particular gizmo type) of the game
  board.
\end{description}
