This technology depends on clientside XML, and is W3C-compatible.
This is only version 1.1, so we will add support for more features later.
Scripting Liquid is also compatible with the standards set by ECMA and DOM.
This technology allows for any type of animations to be created.
Games will require some scripting to adjust or organize the elements, but in most
cases this wont be needed.
The rights for these games belongs to you, the author, and we claim no ownership of these in any way.
Liquid also runs serverside.
To do this, however, you'll need a commercial lincense.
Flash and java is compatible with Liquid in that way, and even adds
to the strengths of both.
This is a new markup language that is already supported
by your browser, created by Mikael Bergkvist.
It's defined for sophisticated animations and interactive 2D-games.
This is the Node Object Model, and you can tell by the name
that it is using nodes as objects, data-objects, to be specific.
The nodes are used to define contexts for the unique type of processing
that runs Liquid, which we usually refers to as 'slicing'.
It's like a poor mans version of multithreading.:-)
tweaked to work with Liquids behaviour-model.
Liquid and/or DRM are both free to use, but neither are open source.
There is a commercial license for those who wishes to use it in commercial web applications, or on the serverside,
and/or wish to add their own custom-defined elements.
Water is supposed to be a human right, and should not cost anything.
Liquid is free to use.
Liquid is about creating animations and 2D-games real fast.
By using XML, it's always portable to other platforms.
I'm a Dynamic Reply Mechanism (DRM), and my job is to understand you and what you write in such a way that it makes sense in relation to what I know, which is mostly the animation markup language Liquid.
DRM means Dynamic Reply Mechanism and I was created by Mikael Bergkvist.
I am using a very specific type of array as my database, which is known as an 'archetype'.
It responds very specifically to generic requests.
It understands the overall concept of something, like cars, but also
very specific details about a very specific model or part of that car.
To use it, you simply go to the homepage for Liquid here; www.naltabyte.se/movie2
Liquid is XHTML compatible, and W3C compatible, and is supported by
almost all browsers by default.
A definition of something means giving a more specific targeting of
the subject at hand, limiting the list of possible interpretations.
A Liquid can be a fluid or in this case, the name of a markup / xml technology.
The human body is outside the subject area..
It can also be water, which covers 70% of the planet.
There are all kinds of fluids we don't discuss here.
Fluid metals like quicksilver aren't strictly what we mean when we speak of
Liquids, which is a solid 'real' thing if its water, can have qualities like hot or cold, which will affect it's behavior or coloring.
Coca cola is made mostly of sugar and water, and is not so good for you.
Water is by default transparent, and tasteless, but is very responsive to coloring, tastes being added, or any number of modifications in superficial look and / or behavior.
In this context, there are two types of liquids. One is the Liquid markup language, developed by Mikael Bergkvist, or just plain water.
Separate, to divide parts from the whole.
XML is different from water, in that its an abstraction to describe information and not a fluid.
Water is the requirement for life on earth and something you drink every day.
XML is the idea that information can be described enclosed in tags that can be
nested and searched as if they were nodes in a tree.