FingerTips Personalizer Framework (Personalizer Home)

FingerTips Personalizer Framework Glossary

preferences memory

A persistent on-disk storage that keeps a gamer's personalized defaults for game controls and options. The location of preferences memory is fixed for all operating systems where Personalizer is available. The contents of preferences memory is accessible through our open source Application Programming Interface.

library

A set of definitions for configurable items. There are three libraries: library of in-game actions, library of options, and the supporting library of option types. Preferences memory can only contain preferences based on library items. Personalizer initially includes a rich library of options and actions; games and related applications can add to this library as need arises. The location of libraries is fixed for all operating systems where Personalizer is available.

core

Defines information inherent to FingerTips Personalizer Framework. For example, in "core option", "core" emphasizes that the option definition is initially included in FingerTips Personalizer Framework. Compare to custom.

custom

Defines information specific to concrete games. For example, in "custom action", "custom" emphasizes that the action definition is installed by a game. Compare to core.

snapshot

A backup copy of critical Personalizer information (preferences data, libraries, XML Schemas) with a timestamp. Snapshots allow for restoring a corrupt installation to one of the recent valid states.

extraction

Exporting a profile as an external file suitable for integration on other Personalizer-aware systems.

integration

Putting a profile extracted on another Personalizer-aware system into the line of active profiles.

origin

A unique string associated with certain library definitions (see action definition, option definition, option type definition) that identifies the source of these definitions. The source for core definitions is 'Core FingerTips Personalizer Framework Library'. Custom definitions must have their own unique origins.

profile

Container for preferences related to a single game, a certain game genre, or a game series. Contains any number of options, bindings, and sequences. A profile may inherit other profiles (see inheritance.)

binding

An association established between inputs of a peripheral hardware control device (such as keyboard, mouse, joystick, or gamepad), collectively known as control, and an in-game action.

action

Also known as in-game action. Any action initiated by the game player after the game launches.

in-game action

See action.

action name

A unique string identifier that follows the rules set for Personalizer library item names. Name of a core action becomes part of the FingerTips Personalizer nomenclature and should be used in the game setup screens. You must 'unmangle' action names before presenting them to gamers.

action definition

A fragment of a library of actions that defines facets of a single action, such as action name and action argument pattern. Every action definition belongs to an origin.

action class

A metadata property intended for structuring the library of actions. Classifies actions as belonging to various categories of activity in a game. For example, class Motion hosts all the actions related to moving the player character.

action argument

A free-form or regex-constrained string that serves as one of the action parameters. Action argument partially controls the behaviour of an action.

control

A sum of inputs from hardware peripherals such as keyboard, mouse, joystick, and gamepad.

option

An option is a certain game setting that can be enabled, disabled, or assigned a particular value. Certain options let the gamer specify a number of values in the order of decreasing preference. These are known as preference values.

option definition

A fragment of library of options that defines facets of a single option, such as option name and option class. Every option definition belongs to an origin.

option name

A unique string identifier that follows the rules set for Personalizer library item names. Name of a core option becomes part of the FingerTips Personalizer nomenclature and should be used in the game setup screens. You must 'unmangle' option names before presenting them to users.

option class

A metadata property intended for structuring the library of options. Classifies options as belonging to various categories. For example, class Graphics hosts all the options related to visuals.

option type

A set of values that are valid for an option of this type. To define such value sets, FingerTips Personalizer uses [Perl 5-compatible] regular expressions. There are several built-in option types, such as String, Truth, Percentage. Games and related applications can add new option types to the library of option types as need arises.

option type name

A unique string identifier that follows the rules set for Personalizer library item names. Name of a core option type becomes part of the FingerTips Personalizer nomenclature.

option type definition

A fragment of library of option types that defines facets of a single option type, such as option type name and regular expression. Every option type definition belongs to an origin.

sequence

A set of option assignments and action calls executed successively. See also sequence element.

sequence element

Collective term for option assignments and action calls within sequences. Sequences elements are instructions the sequences consist of.

action call

A sequence instruction that executes a single FingerTips Personalizer action.

action execution flow

Defines the execution flow of an action call. Available flows are Standard ("Wait until this action fully executes, then proceed to interpret subsequent sequence elements") and Spawn ("Execute this action in parallel with subsequent sequence elements".)

option assignment

A sequence instruction that changes the value of an option.

inheritance

A way to reuse content of a profile in other profiles. If profile A inherits (or uses) profile B, B's content becomes available in A. Inheritance works by references, no actual copying of data occurs. See also self-inheritance, inheritance loop, and override.

self-inheritance

A situation when a profile references its own contents for inclusion. Self-inheritance is prohibited and the offending reference will be removed or ignored by the system.

inheritance loop

A situation when a profile references its own contents for inclusion, although indirectly. For example, in a hierarchy of profiles where A uses B, B uses M, M uses A, an inheritance loop exists. The system will cut inheritance loops by removing offending references (in this case, profile M will no more reference profile A.

preference value

An option value that the profile's owner considers acceptable. An array of option values constituting an option defines the order of preference. The first value is the most preferred, the last value is the least preferred, but acceptable. The game must set the option to the earliest possible preference value.

override

Redefinition of an option or a binding as a result of inheritance.

grade

A game option with a fixed number of possible values. Grades are compatible with option type Percentage. FingerTips Personalizer rounds Percentage values to accomodate grades.

FingerTips Personalizer Framework (Personalizer Home)