Monday, August 8, 2011

Introduction to Animation

What Is Animation?

          The word animate comes from the Latin verb animare, meaning “to make alive or to fill with breath.”We can take our most childlike dreams or the wackiest worlds we can imagine and bring them to life. In animation we can completely restructure reality. We take drawings, clay, puppets, or forms on a computer screen, and we make them seem so real that we want to believe they’re alive. Pure fantasy seems at home in animation, but for animation to work, the fantasy world must be so true to itself with its own unbroken rules that we are willing to believe it.

          Even more than most film, animation is visual.While you’re writing, try to keep a movie running inside your head.Visualize what you’re writing.Keep those characters squashing and stretching, running in the air, morphing into monsters at the drop of an anvil! Make the very basis of your idea visual.Tacking visuals onto an idea that isn’t visual won’t work. Use visual humor—sight gags.Watch the old silent comedies, especially those with Charlie Chaplin and Laurel and Hardy.Watch The Three Stooges. Many cartoon writers are also artists, and they begin their thinking by drawing or doodling.The best animation is action, not talking heads. Even though Hanna-Barbera was known for its limited animation, Joe Barbera used to tell his artists that if he saw six frames of storyboard and the characters were still talking, the staff was in trouble. Start the story with action. Animation must be visual!

            Time and space are important elements of animation.The laws of physics don’t apply.A character is squashed flat, and two seconds later he’s as good as new again. He can morph into someone else and do things that a real person couldn’t possibly do. Motion jokes are great! Wile E. Coyote hangs in midair. In animation the audience accepts data quickly.Viewers can register information in just a few frames. Timing is very important in animation, just as it is in comedy.The pace of gags is quick. Normally, there are more pages in an animation script than there are in a comparable, live-action script, partially because everything moves so fast.

             Animation uses extremes—everything is exaggerated. Comedy is taken to its limits. Jokes that seem impossible in live-action are best, although with today’s special effects, there is little that can be done in animation that cannot be done in live-action film as well.



The Production Process

            The production process is slightly different at different studios around the world. Even at a specific animation studio, each producer and director has his or her own preferences. Children’s cartoons are produced differently from prime-time animation because of the huge variation in budget.Television shows are not produced the same way as feature films. Direct-to-videos are something of a hybrid of the two. Independent films are made differently from films made at a large corporation. Shorts for the Internet may be completed by one person on a home computer, and games are something else altogether; 2D animation is produced differently from 3D; each country has its own twist on the process. However, because of the
demands of the medium, there are similarities, and we can generalize. It’s important for writers to understand how animation is produced so they can write animation that is practical and actually works. Therefore, the production process follows in a general way.



The Script

              Usually animation begins with a script. If there is no script, then there is at least some kind of idea in written form—an outline or treatment. In television a one-page written premise is usually submitted for each episode. When a premise is approved, it’s expanded into an outline, and the outline is then expanded into a full script. Some feature films and some of the shorter television cartoons may have no detailed script. Instead, creation takes place primarily during the storyboard process. Writers in the United States receive pay for their outlines and scripts, but premises are submitted on spec in hopes of getting an assignment. Each television series has a story editor who is in charge of this process. The story editor and the writers he hires may be freelancers rather than staff members.The show’s producers or directors in turn hire the story editor.
Producers and directors have approval rights on the finished script. Producer and director are terms with no precise and standard meaning in the United States, and they can be interchangeable or slightly different from studio to studio. Independent producers may deal more with financing and budgets, but producers at the major animation studios may be more directly involved with production. Higher executives at the production company often have script approval rights. Programming executives also have approval rights, as do network censors and any licensing or toy manufacturers that may be involved in the show. If this is a feature, financiers may have approval rights as well.



Recording

             About the time the script is finalized, the project is cast.The actors may be given a separate actor’s script for recording. Sometimes they get character designs or a storyboard if they are ready in time.A voice director will probably direct. If this is a prime-time television project, then the director may hold a table read first, but usually there is no advanced rehearsal. At some studios the writer is welcome to attend the recording session. That is far from standard practice, however, and writers who do attend probably will have little or no input on the recording. Some studios still prefer to record all the actors at once for a television project, as if they were doing a radio play. However, each actor may be recorded separately. This is especially likely if the project is an animated feature. Individual recording sessions make it easier to schedule the actors, work with each actor, move the process along, and fine-tune the timing when it’s edited. Recording the actors together allows for interaction that is impossible to get any other way. Executives with approval rights have to approve casting and the final voice recording.

             The directors usually work with a composer, who may be brought in early for a feature. Hiring might not be done until later in the process if this is a television show, although some directors bring in a composer early for TV as well.


The Storyboard

           Storyboard artists take the script and create the first visualization of the story. Often these boards are still a little rough. In television and direct-to-video projects each major action and major pose is drawn within a frame representing the television screen.The dialogue and action are listed underneath each frame. Usually, an animatic or video of these frames is scanned or filmed from the board when it’s complete. This animatic, which includes any recorded sound, helps the director see the episode in the rough and helps in timing the
cartoon. Executives must approve the final storyboard or animatic.

            The storyboard process may take about a year for a feature.The script or treatment will undergo many changes as the visual development progresses. Artists sometimes work in groups on sequences, or a team of a writer and an artist may work together.The development team pitches sequences in meetings and receives feedback for changes.The director and other executives have final approval. Feature storyboard drawings are cleaned up and made into a flipbook. Finally the drawings are scanned or shot, the recorded and available sound is added, and the material is made into a story reel. Any necessary changes discovered during the making of the animatic or story reel are made on the storyboard. The building of the story reel is an ongoing process throughout production. Later breakdowns, then penciled animation, and finally completed animation will be substituted.This workbook of approved elements is usually scanned and available on staff computers and serves as an ongoing blueprint. For CGI features a 3D workbook shows characters in motion in space as well.



Sunday, May 16, 2010

How to Change Eye Color in Photoshop?

1. To change eye color in pictures using Photoshop, open the software, select the picture and zoom in to the eye.




2. From the PS toolbar, select the Ellipse tool. Point the cursor at the center of the eye while holding down ALT + SHIFT keys and drag to select the eye.



3. From the PS toolbar, select Quick Mask Mode. This will change the entire picture and add a temporary background color isolating the eye which was selected.



4. Now select the Brush tool and choose a "soft brush" option of Soft Round 3 pixel. Read how to use airbrushing in Photoshop.



5. With the Soft Brush tool, brush the missing eyelid to match the natural looking eyes.



6. Zoom in and match the correct arc of the eyelid.



7. Go back to the Quick Mask Mode and click on it. This will bring back the original picture while keeping the eye selected.



8. Create a new layer from the window on the bottom right corner and click on the Color Picker option.



9. Choose the color that you like and press OK.



10. In the new layer, fill the selected color from the PS toolbar. This will fill your selected color covering the selected area.



11. From the menu bar, click on select and choose inverse option.



12. Again go to select option and choose Modify > Feather. This will open the Feather Selection box where you will opt for 5 pixels and click OK.



13. Hit the delete key twice.



14. From the bottom right corner box, click on the arrow next to Normal which will open a list and set the Blending Mode to color.



15. Now go to Image option, select Adjustments > Hue/Saturation. This will open a Hue/Saturation box. Click on the check-box for Colorize and Preview. Here you can change the setting of Hue, Saturation and Lightness, to obtain the color you desire.



16. Play with the variety of colors like blue, green, black, and many more. Select the one you like and press OK.







Changing eye color in Photoshop is not so tough once you know how to use the software. Once you have the basics clear, you can upgrade any picture and make the alterations. Now that you know how to change eye color in Photoshop, why not enrich your old pictures and make them look like new.

Make Your Own Animation

One can easily create a GIF animation with the help of a software called 'Adobe Photoshop'. The image file should be set to 100 x 100 pixels and the resolution at 72 pixels per inch. The mode should be set to RGB color. The 'show layers' option should be chosen from the 'floating palette' of the 'Window' menu. To draw a picture, the stencil tool should be used. A duplicate layer should be selected by clicking on the layer palette's sub-menu arrow. The next step in the process is to click on the eyeball icon present at the bottom of the layer palette on the left side. The image is saved by selecting the 'jump to' option under the file menu, followed by clicking on the 'Adobe Image Ready 2.0' option. The image should be saved when prompted to do so. Animation of the image is done with the help of the 'show animation' option present under the 'Window' menu. Clicking on the 'show animation' option would bring up the 'animation floating palette'. The 'Make Frame from Layers' option which is present under the 'animation palette sub-menu' is used for the purpose of animation. The animation needs to be saved by clicking on the 'Save Optimized As' option.




The different methods and techniques mentioned above can be used to make your own animation. One can create cartoon characters and many interesting things by using the various animation techniques.

How to Make Animations?

Many different techniques or methods could be used to create your own animation. One can either use the traditional technique, computer animation or the stop motion technique in creating animation. The following paragraphs provides information about the basic types of animation.





Traditional Technique



The technique was used for many films that were made in the 20th century. In the traditional technique, the first step is to make drawings for the sequences to be presented in the animation. These drawings are photocopied onto acetate sheets. The side of the sheet which is opposite to the line drawings should be filled with the assigned colors. These sheets are then photographed on motion picture films using a rostrum camera.





Computer Animation



The two basic categories of computer animation are 2D and 3D animation. The 2D animation is created either using '2D vector graphics' or '2D bitmap graphics'. Morphing, tweening, interpolated rotoscoping and onion skinning are the techniques used in 2D animation.



The technique known as 'rigging' is used to create 3D animations. Although many other techniques are used to create a 3D animation, rigging is most commonly used. The digital models made for 3D animation are manipulated with the help of an animator. The mesh is given a digital structure to facilitate easy manipulation.





Stop Motion



The stop motion technique too uses the phenomenon of optical illusion to create animations. However, in this method, real world objects are manipulated physically and then photographed one frame at a time. Puppet animation, clay animation, cutout animation are some of the types of stop animation.

12 basic principles of animation

Squash and stretch

The most important principle is "squash and stretch", the purpose of which is to give a sense of weight and flexibility to drawn objects. It can be applied to simple objects, like a bouncing ball, or more complex constructions, like the musculature of a human face. Taken to an extreme point, a figure stretched or squashed to an exaggerated degree can have a comical effect. In realistic animation, however, the most important aspect of this principle is the fact that an object's volume does not change when squashed or stretched. If the length of a ball is stretched vertically, its width (in three dimensions, also its depth) needs to contract correspondingly horizontally.



Anticipation

Anticipation is used to prepare the audience for an action, and to make the action appear more realistic. A dancer jumping off the floor has to bend his knees first; a golfer making a swing has to swing the club back first. The technique can also be used for less physical actions, such as a character looking off-screen to anticipate someone's arrival, or attention focusing on an object that a character is about to pick up.

For special effect, anticipation can also be omitted in cases where it is expected. The resulting sense of anticlimax will produce a feeling of surprise in the viewer, and can often add comedy to a scene. This is often referred to as a 'surprise gag'.



Staging

This principle is akin to staging as it is known in theatre and film. Its purpose is to direct the audience's attention, and make it clear what is of greatest importance in a scene; what is happening, and what is about to happen. Johnston and Thomas defined it as "the presentation of any idea so that it is completely and unmistakably clear", whether that idea is an action, a personality, an expression or a mood. This can be done by various means, such as the placement of a character in the frame, the use of light and shadow, and the angle and position of the camera. The essence of this principle is keeping focus on what is relevant, and avoiding unnecessary detail.



Straight ahead action and pose to pose

These are two different approaches to the actual drawing process. "Straight ahead action" means drawing out a scene frame by frame from beginning to end, while "pose to pose" involves starting with drawing a few, key frames, and then filling in the intervals later. "Straight ahead action" creates a more fluid, dynamic illusion of movement, and is better for producing realistic action sequences. On the other hand, it is hard to maintain proportions, and to create exact, convincing poses along the way. "Pose to pose" works better for dramatic or emotional scenes, where composition and relation to the surroundings are of greater importance. A combination of the two techniques is often used.

Computer animation removes the problems of proportion related to "straight ahead action" drawing; however, "pose to pose" is still used for computer animation, because of the advantages it brings in composition. The use of computers facilitates this method, as computers can fill in the missing sequences in between poses automatically. It is, however, still important to oversee this process, and apply the other principles discussed.



Follow through and overlapping action

These closely related techniques help render movement more realistic, and give the impression that characters follow the laws of physics. "Follow through" means that separate parts of a body will continue moving after the character has stopped. "Overlapping action" is the tendency for parts of the body to move at different rates (an arm will move on different timing of the head and so on). A third technique is "drag", where a character starts to move and parts of him take a few frames to catch up. These parts can be inanimate objects like clothing or the antenna on a car, or parts of the body, such as arms or hair. On the human body, the torso is the core, with arms, legs, head and hair appendices that normally follow the torso's movement. Body parts with much tissue, such as large stomachs and breasts, or the loose skin on a dog, are more prone to independent movement than bonier body parts. Again, exaggerated use of the technique can produce a comical effect, while more realistic animation must time the actions exactly, to produce a convincing result.

Thomas and Johnston also developed the principle of the "moving hold". A character not in movement can be rendered absolutely still; this is often done, particularly to draw attention to the main action. According to Thomas and Johnston, however, this gave a dull and lifeless result, and should be avoided. Even characters sitting still can display some sort of movement, such as the torso moving in and out with breathing.



Slow in and slow out

The movement of the human body, and most other objects, needs time to accelerate and slow down. For this reason, an animation looks more realistic if it has more frames near the beginning and end of a movement, and fewer in the middle. This principle goes for characters moving between two extreme poses, such as sitting down and standing up, but also for inanimate, moving objects, like the bouncing ball in the above illustration.



Arcs

Most human and animal actions occur along an arched trajectory, and animation should reproduce these movements for greater realism. This can apply to a limb moving by rotating a joint, or a thrown object moving along a parabolic trajectory. The exception is mechanical movement, which typically moves in straight lines.



Secondary action

Adding secondary actions to the main action gives a scene more life, and can help to support the main action. A person walking can simultaneously swing his arms or keep them in his pockets, he can speak or whistle or he can express emotions through facial expressions. The important thing about secondary actions is that they emphasize, rather than take attention away from the main action. If the latter is the case, those actions are better left out. In the case of facial expressions, during a dramatic movement these will often go unnoticed. In these cases it is better to include them at the beginning and the end of the movement, rather than during.



Timing

Timing in reality refers to two different concepts: physical timing and theatrical timing. It is essential both to the physical realism, as well as to the storytelling of the animation, that the timing is right. On a purely physical level, correct timing makes objects appear to abide to the laws of physics; for instance, an object's weight decides how it reacts to an impetus, like a push. Theatrical timing is of a less technical nature, and is developed mostly through experience. It can be pure comic timing, or it can be used to convey deep emotions. It can also be a device to communicate aspects of a character's personality.



Exaggeration

Exaggeration is an effect especially useful for animation, as perfect imitation of reality can look static and dull in cartoons. The level of exaggeration depends on whether one seeks realism or a particular style, like a caricature or the style of an artist. The classical definition of exaggeration, employed by Disney, was to remain true to reality, just presenting it in a wilder, more extreme form. Other forms of exaggeration can involve the supernatural or surreal, alterations in the physical features of a character, or elements in the storyline itself. It is important to employ a certain level of restraint when using exaggeration; if a scene contains several elements, there should be a balance in how those elements are exaggerated in relation to each other, to avoid confusing or overawing the viewer.



Solid drawing

The principle of solid — or good — drawing really means that the same principles apply to an animator as to an academic artist. The drawer has to understand the basics of anatomy, composition, weight, balance, light and shadow etc. For the classical animator, this involved taking art classes and doing sketches from life. One thing in particular that Johnston and Thomas warned against was creating "twins": characters whose left and right sides mirrored each other, and looked lifeless. Modern-day computer animators in theory do not need to draw at all, yet their work can still benefit greatly from a basic understanding of these principles.



Appeal

Appeal in a cartoon character corresponds to what would be called charisma in an actor. A character that is appealing is not necessarily sympathetic — villains or monsters can also be appealing — the important thing is that the viewer feels the character is real and interesting. There are several tricks for making a character connect better with the audience; for likable characters a symmetrical or particularly baby-like face tends to be effective.

Friday, April 30, 2010

Emoticons List

abnormal (%-w)

Abraham Lincoln =):-)=

alienated ( <> .. <> )

angel 0:-)

angel O:-)

angel with glasses O8-)

angry (:-&

angry >:-< angry :-|| annoyed >:-(

anxious 8-[

anyway <--I-->

aside comment :-Y

ask dumb question <:-)

asleep |-|

asleep |I

astonished :C

astonished :-C

astonished 8-O

atom bomb @==

baby ~:o

back to back ][

bad boy d:- \

bandaid, comfort (::()::) ]

beatup (in a fight) %+{

black eye ?(

black eye ?-(

black eye (angry) ;-(

blowing a kiss :-{}

bored :|

breasts (boobs) ( o )( o )

brain-dead %-6 cat =^..^=

clown *<|:-)

clowning :*)

cold (flu) :~)

cold or flu :-~|

confused :~/

confused %-(

cow 3:o

cowboy <):)

crying ;(

crying :,(

crying :.(

crying :\'

crying :\'(

crying :\'-(

crying T_T

curly hair ~:o)

devil ]:->

devil - happy ]:-)

devil - happy >:-)

devilish <:->

devil wink >-)

devil wink >->

mischievous devil >:->

'lil devil >:)

death 8-#

deja vu :-| :-|

disappointed :-e

disappointed :e

donut (o)

dull :|

dunce <:-|

dunce <:-(

drunk %*}

dozen roses 12x@>--->---

egghead (:|

Elvis 5:-)

Elvis ~:-\

Elvis ~:\

exhausted :-6

eyes popping out of head Q_Q

face to face }{

fasten your seatbelt ===[]===

female O+

female >-

flame (inflammatory message) ~==

flame message ~:-(

flame message - hot ~~:-(

french kiss P*

french kiss :Pd:

Frankenstein [:-|

frown :-(

frustrated }: [

funny :-D

funny, not :/)

furious >>:-<<

furious >-<

giggles ^ ^ ^

glass empty \_/

glass full \~/

graduate (high-school, college) Q:-)

grin (big) =^D

grumpy <:-(

happy :^D

having a hard time :{

hats off to you d :-o

hear no evil :X

heavy metal music \m/

Homer Simpson ( 8(|)

Homer Simpson ~(8^(0)

hug [], ()

hug - insert name in the brackets of the one who is being hugged [[ ]], {{ }}

hugs ((()))

hugs and kisses (( )):**

hung over #-)

hung over %-\

high five ^5

just died X-(

indifferent :-|

infinity 8

In Our Humble Opinion IOHO

In My Humble Opinion IMHO

ironic %-}

good grief! |-{

Kenny-southpark ( ((oo)) )

Kenny (dead) -southpark ( ((xx)) )

kiss *

kiss :*

kiss :-*

kiss (:-*

kiss :-x

kiss :x

kisses =^*

kiss returned :**:

knight +<||-)

Kyle (Southpark) []8 )

laugh (big laugh) |-D

laughing :-D

laughter /\/\/\

licking lips :-9

licking lips :-?

loudmouth :( )

mad >:-<

mad >:0

mad ~ :-(

male O->

male 8-

male :-

marge simpson @@@@:-)

middle finger ,,!,,

monk +<:-|

monkey @(^_^)@

my lips are sealed :-X

my lips are sealed = X

my lips are sealed :-#

no comment {}

no smoking :/i nun +<:-|

Peter Griffin (Family Guy) {8^( 3

pondering :-I

pig :@)

pope +O:-)

puckered up to kiss |-<>

puckered up to kiss :-><

punk =:-)

putting your money where your mouth is :>$

puzzlement :-k

priest +:-)

propellerhead %(|:-)

punched in the nose :+(

raised eyebrow `:-)

religious leader or person +<:-)

robot [:|]

robot [:]

Ronald Reagan 7:^)

rose @}->--

rose, long-stemmed @>--->---

sad : (

sad (:-\

sad : [

sad (very sad) :-<

salute m:-)

Santa Claus *<:-)

sarcasm :-]

screaming :-@

see no evil m-)

see no evil, hear no evil, speak no evil m-), :X, :-m

shocked #:-o

shocked 8-o

shot to death *-)

shouting :-V

silly %-)

sleepy |(

sleepy |-(

smile : )

smile (-:

smile, mischievous :-}

smile, one sided :-j

smile, one sided :-l

smile of happiness or sarcasm :->

smile with moustache :-{)

smile with moustache and beard :-{)}

smiley classic :-)

smiley variation (:-)

smiling blockhead :-]

smirk :-,

smoker :-p~

smoker :-d~

smoking :-Q~

snake ~~~~8}

snake ~~~~~8}

snake =====:}

sniffles :-\'|

snoring |^o

snuffed candle (ends a flame message) -=

speak no evil :-m

sponge bob 8\'B

square head [:-]

sticking out tongue :-f

sticking out tongue :p

sticking out tongue :-p

sticking out tongue :-p

sticking out tongue :-r

surprised = O

surprised :-O

tear :`-(

tear (of happiness) :\'-)

thinking about money $-)

this rocks \m/

to be or not to be 2B|^2B

toilet l,lO

tongue hanging out in disgust,

or a smoker :-Q

tongue in cheek -)

tongue in cheek :-J

tongue in cheek :-?

tongue-tied :-&

unhappy :-c

unsmiley :-t

unsmiley (:-

unsmiley (:-(

unsmiling :-[

US Flag **==

wearing a walkman [:-)

weeping ;-(

what?! :-s

what? :>

what? :@

wide-eyed, wears glasses 8)

wide-eyed, wears glasses 8-)

wide-eyed surprised 8-|

wink ; )

wink with a raspberry ; p

winkey ;-)

winking and laughing ;-D

winky \')

winky \'-)

wizard -=#:-)

wizard 8 :-)

wow! 8-]

worked late %-|

wry smile :-i

wry smile }-)

wry face :-/

yawn :-o

yawn |-O

yuck >=^ p

yuck! 8-p

Sunday, October 11, 2009

Filename Extensions Types

.$$$ :- Temporary file

.001 :- FAX

.1 :- A Unix nroff source file.

.1st :- Text Readme

.2gr :- A file that allows Windows to display text and graphics in standard mode- 286 or 386 computer

.301 :- Fax

.386 :- Swap file; enables computer running in enhanced mode to use Windows with virtual memory

.3ds :- Graphics (3D Studio)

.3gr :- A file that allows Windows to display text and graphics in standard mode- 386, 486, or Pentium computer

.411 :- Sony Mavica Data file

.4th :- Forth (language) source code

.8 :- A86 assembler source code file

.8med :- Amiga OcatMed music

.8svx :- Amiga 8-bit sound

.669 :- 669 MOD Music

.906 :- Calcomp plotter

.!im :- Multimedia image file.

._ad :- Multimedia audio file.

._au :- Multimedia audio file.

._im :- Multimedia image file.

.a :- Assembly Source Code

.a :- Unix library

.a :- Ada (language) source file

.a3l :- MacroMedia Authorware Windows Library

.a4m :- Unpackaged Authorware MacIntosh file

.a4p :- Authorware file packaged without runtime

.a4w :- Unpackaged Authorware Windows file

.aam :- Authorware (Adobe) file

.aas :- Authorware (Adobe) file

.ab8 :- Datafile (ABStat)

.aba :- Address Book file (Palm)

.abf :- Adobe Binary Format

.abk :- AutoBackup (Corel Draw)

.abm :- PhotoPlus Album File

.abr :- Brush (Adobe Photoshop)

.abs :- MPEG sound file

.acd :- Sonic Foundry Acid sound file

.ace :- a compression file format for winace

.acf :- Agent Character File (Microsoft)

.acl :- Keyboard accelerator, Corel Draw

.acm :- Windows system directory file

.acmv :- Drivers for compressing or decompressing audio files, OS/2

.ad :- After Dark Screen Saver

.ada :- Ada source file

.add :- Adapter Driver (OS/2)

.adi :- Graphics (AutoCAD)

.adm :- AfterDark MultiModule

.adn :- Add-in (Lotus 1-2-3)

.adr :- AfterDark Randomizer

.ads :- Specification file type, Ada language

.afi :- Truevisiion bitmap graphic

.afm :- Adobe Font Metrics (Type 1)

.ag4 :- Access G4

.ai :- PostScript

.ai :- Adobe Illustrator subset of .EPS (vector graphics)

.aif :- Audio Interchange File Format or AIFF Sound

.aifc :- AIFF Sound Compressed

.aiff :- AIFF Sound

.air :- Adobe AIR Rich Internet applications

.air :- Flight Simulator Aircraft Performance Info File (Microsoft
Corporation)

.al :- ALAW Sound

.all :- Arts and Letters Library

.all :- General printer data (WordPerfect Win)

.alt :- Menu file (WordPerfect Win)

.ana :- underground text format; anarchy genre

.ani :- Animation

.ani :- Animated NeoChrome

.ans :- ANSI text, graphics

.apd :- Aldus Printer Description

.api :- Application Program Interface

.app :- MacroMedia Authorware package

.app :- Add-in application (Symphony)

.app :- Executable application

.arc :- Compressed file using PKARC

.arj :- A PC compressed format found on European sites

.arr :- Amber ARR Image

.art :- First Publisher

.art :- Art file, in draw or paint applications

.as :- ActionScript Source File

.asc :- ASCII text file

.asci :- ASCII Text

.ascii :- ASCII Text

.ascx :- ASP.NET user control file (Microsoft)

.asd :- Autosave file (Word for Windows)

.asf :- Windows Media (Active Streaming File)

.asf :- Screen Font (Lotus 1-2-3)

.asi :- Assembler include file

.asm :- Assembly language source

.asmx :- .NET Web Service file (Microsoft)

.asp :- Active Server Page (Microsoft)

.aspx :- ASP.NET file (Microsoft)

.ast :- Assistant file (Claris Works)

.asx :- Windows Media File

.atm :- Adobe Type Manager

.au :- A sound file format used on Sun Microsystems or other UNIX computers

.avi :- Audio Video Interleaved (AVI movie)

.avs :- Intel video capture format

.b64 :- Base 64, encoding format used by the MIME.

.bad :- Bad file (Oracle)

.bak :- Backup file

.bar :- UNIX BAR Archive

.bas :- BASIC source file

.bat :- Batch job (MS-DOS)

.bay :- DOS batch file

.bbs :- Bulletin Board System

.bcp :- Borland C++ makefile

.bcw :- Borland C++ environment settings

.bfc :- Briefcase document (Windows)

.bfm :- Font metrics - UNIX

.bga :- OS/2 Bitmap

.bib :- Bibliography (ASCII)

.bib :- BibTex

.bin :- Driver

.bin :- A MacBinary II+ encoded file

.binary :- Untyped Binary Data

.bk :- Backup file

.bk :- Faxbook (JetFax)

.bk! :- Backup file (WordPerfect Windows)

.bk$ :- Backup file

.bkf :- Backup file (Microsoft)

.blk :- Temporary file (WordPerfect Windows)

.bm :- Bitmap graphics file

.bmp :- Windows Bitmap

.bnk :- Sim City game file

.boo :- BOO Encoded File

.brx :- Browse Index (multimedia CD-ROMs)

.bst :- BibTex Style

.btm :- Batch file (Norton Utilities)

.bup :- Backup file

.buy :- Movie datafile

.bw :- SGI Image

.c :- C Source file

.c++ :- C++ source

.c00 :- Ventura Print file

.ca :- Cache data (root domain server)

.cab :- Microsoft compressed format

.cal :- Calendar or CALS

.cal :- Spreadsheet (SuperCalc)

.cap :- Caption (Ventura Publisher)

.cas :- Comma-delimted ASCII file

.cbl :- Cobol source file

.cbt :- Computer-Based Training; a tutorial file

.cc :- C++ source code file

.cch :- Corel chart

.ccm :- Lotus cc:Mail

.cct :- Director Shockwave file (Macromedia)

.cda :- CD Audio track

.cdr :- Vector graphics file (Corel Draw)

.cdt :- Corel Draw Data

.cdx :- Visual FoxPro database index

.cel :- Graphics (Autodesk Animator)

.cfb :- Comptons multimedia encyclopedia

.cfg :- Configuration file

.cfl :- Corel Flow

.cfm :- ColdFusion Markup language

.cgi :- Common Gateway Interface (script)

.cgm :- Graphics Meta file

.ch :- Clipper Header file

.chd :- Font Description

.chk :- Checkdisk (CHKDSK) Recovered file

.chk :- Temporary file (WordPerfect Windows)

.chl :- Configuration History Log

.chp :- Chapter file (Ventura)

.chr :- ASCII character file (MegaZeux)

.cif :- Chapter Information File (Ventura)

.cim :- Sim City file

.cit :- Intergraph scanned image

.ckb :- Keyboard mapping (Borland C++)

.cl :- Common LISP source file

.class :- CodeWarrior Class

.class :- Java Class File

.clp :- Windows Clipboard

.clp :- Clip art (Quattro Pro)

.cls :- C++ class definition file

.cmd :- file of commands, OS/2 batch file

.cmf :- Corel MetaFile

.cmf :- FM-music file (Creative Music File)

.cmf :- SoundBlaster file

.cmk :- Card (Card Shop Plus)

.cmp :- LEAD Technologies graphics

.cmv :- Apple Viewer file

.cmv :- CorelMove (animation)

.cmv :- Corel Presentation Exchange Image

.cmv :- Corel PhotoPaint Image

.cnc :- general program data

.cnf :- Configuration file

.cnq :- Compuworks Design Shop

.cnv :- data conversion support (Word for Windows)

.cnv :- Temporary file (WordPerfect Windows)

.cob :- COBOL source code

.cod :- Program compiled code (FORTRAN)

.col :- Spreadsheet (Microsoft Multiplan)

.com :- Command file, excutable, smaller version of .EXE (DOS)

.conf :- Configuration file

.cp :- C++ Source file

.cpe :- Fax Cover document

.cpl :- Code Page (DOS)

.cpl :- Control Panel (Windows)

.cpp :- C++ Source file

.cpr :- Knowledge Access graphics

.cpt :- Compact Pro compressed file

.cpx :- Corel Presentation Exchange compressed file

.cpz :- COMPOZ Music text file

.crd :- Windows Cardfile

.crp :- Encrypted database (dBASE IV)

.crs :- Conversion Resource (WordPerfect)

.crt :- Digital Certificate

.crt :- Oracle terminal settings information

.csc :- Corel Script

.csm :- Precompiled headers (Borland C++)

.css :- Cascading Style Sheet, Cascading StyleSheets

.csv :- Comma Separated Values text file (ASCII)

.csv :- Comma delimited, MS Excel

.ct :- Scitex-CT

.ctl :- Control file

.cty :- City file (SimCity)

.ctx :- Ciphertext file (PGP-RSA)

.cuf :- C Utilities Form (definition)

.cul :- Windows cursor library

.cur :- Windows cursor image

.cut :- Dr. Halo graphics

.cv :- Microsoft CodeView

.cvp :- Cover page (WinFax)

.cvs :- Canvas graphics file

.cwk :- Claris Works

.cws :- Claris Works Template

.cxx :- C++ source file (Zortech)

.dat :- Data file

.db :- Database file

.dbc :- Visual FoxPro database

.dbf :- Database file

.dbf :- FoxBase+ file

.dbg :- Symbolic debugging info (C/C++)

.dbk :- Database backup

.dbm :- Datafile

.dbo :- Compiled Program (dBase IV)

.dbs :- Database (SQL Windows)

.dbs :- Printer description

.dbt :- Database Text

.dbt :- Database memo file

.dbt :- Style Memo (FoxPro)

.dbw :- DataBoss Windows file

.dbx :- DATABEAM graphics

.dca :- IBM text

.dcf :- Disk image file

.dcp :- Data CodePage (OS2)

.dcr :- Shockwave file

.dcs :- Color Separation (CMYK) EPS

.dcs :- Datafile (ACT!)

.dct :- Database Dictionary

.dct :- Spell check dictionary

.dcx :- Bitmap graphics

.dcx :- PCX Images

.dd :- DiskDoubler compressed file

.ddb :- Bitmap graphics

.ddi :- Disk Doubler Image file

.ddi :- Diskdupe Image file

.ddp :- Device Driver Profile (OS2)

.deb :- Debug script (DOS)

.def :- Definition (C++)

.dem :- Demonstration

.der :- Certificate

.dev :- Device driver file

.dfv :- Printing form (Word)

.dg :- Autotrol graphics

.dgn :- Intergraph graphics

.dgs :- Diagnostics

.dht :- Datafile

.dia :- Diagraph graphics

.dib :- Device-independent bitmap graphics

.dic :- Dictionary (MS Word Custom Dictionary)

.dif :- Database (VisiCalc)

.dif :- Data Interchange Format (spreadsheet)

.dip :- Graphics

.dir :- Directory file (VAX)

.dir :- Movie file (Shockwave)

.dir :- Movie file (Director)

.dis :- Distribution file (VAX)

.dis :- Thesaurus (Corel)

.diz :- BBS Descriptive file

.dkb :- Raytraced graphics

.dld :- Data (Lotus 1-2-3)

.dl :- DL Animation

.dll :- Dynamic Link Library (Windows DLL)

.dll :- Export/import (CorelDRAW)

.dls :- Disklock Setup (Norton)

.dmg :- Disk Image (Mac OS X)

.dmo :- Demo

.dmp :- Dump file

.dms :- Compressed file archive (Diskmasher/Amiga)

.dng :- Digital negative format (open standard)

.doc :- Document (ASCII or MS Word)

.dos :- Network driver

.dos :- Text file for DOS

.dot :- Word for Windows Template

.dot :- Line type definition (CorelDRAW)

.dox :- MultiMate document

.doz :- Description Out Zip

.dp :- Calendar (Daily Planner)

.dpi :- Dots Per Inch (graphics)

.dpr :- Delphi project file (C++)

.dqy :- Excel Database Query

.drs :- Display Resource (WordPerfect)

.drv :- Device driver (printer)

.drw :- Graphics file (Micrografx)

.ds4 :- Designer graphics, version 4

.dsc :- Discard file (Oracle)

.dsd :- Database (DataShaper)

.dsk :- Project desktop file (Borland C++)

.dsf :- Designer graphics, version 6

.dsm :- Digital Sound Module

.dsn :- Design

.dsr :- Driver Resource (WordPerfect)

.dss :- Sound file (Digital Soup)

.dsw :- Desktop Settings (Borland C++)

.dta :- Data file

.dtd :- Document Type Definition (SGML)

.dtf :- Database file (PFS)

.dv :- DV Video

.dvc :- Data (Lotus 1-2-3)

.dvi :- TeX DVI document

.dvi :- Device Independent document

.dvi :- Full-motion video file (Micrografx)

.dvp :- Device Paramater file (AutoCAD)

.dw2 :- Drawing (DesignCAD)

.dwc :- Compressed file archive (DWC)

.dwf :- Drawing Web Format (Autodesk Whip! Viewer and Volo View)

.dwg :- Drawing file (AutoCAD)

.dx :- Text file (DEC)

.dx :- Document Imaging

.dxf :- Drawing Interchange File Format (AutoCAD 3D)

.dxr :- Shockwave Movie

.dyn :- Data (Lotus 1-2-3)

.ebj :- Error checking object file

.ed5 :- EDMICS graphics

.edt :- Default Settings (VAX editor)

.eeb :- Equation Editor button bar (WordPerfect Windows)

.efx :- Fax (Everex)

.ega :- Display font (Ventura Publisher)

.el :- Elisp source file (Emacs lisp)

.elc :- Compiled Elisp code (Emacs lisp)

.elm :- Microsoft Theme

.emf :- Enhanced Metafile

.emf :- E-mail file

.eml :- Electronic Mail (Outlook Express)

.ems :- Enhanced Menu System Config (PC Tools)

.emu :- Terminal emulation data

.enc :- Encoded file (UUENCODE)

.enc :- Music (Encore)

.end :- Arrow-head definition file (CorelDRAW)

.env :- Environment file (WordPerfect Windows)

.eps :- Encapsulated PostScript (vector graphics)

.eps :- Printer font (Ventura Publisher)

.epsf :- Encapsulated PostScript File

.eqn :- Equation (WordPerfect Windows)

.err :- Error Messge/Log

.esh :- Extended Shell batch file

.esi :- Esri plot file

.etx :- SEText

.evt :- Event log

.evy :- Document (WordPerfect Envoy)

.exe :- Executable file (MS-DOS)

.ext :- Extension file (Norton)

.f :- Fortran source file

.f01 :- Fax

.f06-16 :- Screen text font, 6-16 pixels (DOS)

.f77 :- Fortran 77 source file

.f96 :- Frecom FAX96

.faq :- Frequently asked questions

.fax :- Fax file (raster graphics)

.fc :- Dictionary (Harvard Graphics)

.fd :- Fortran Declaration file (Microsoft)

.fdf :- Acrobat Forms Data Format

.fdx :- Force Index

.ffl :- Fast Find File (Microsoft)

.fh3-4 :- Freehand 3-4 (vector graphics)

.fi :- Fortran Interface file

.fif :- Fractal Image format

.fil :- Files list object file (dBASE)

.fil :- Overlay (WordPerfect)

.fit :- File Index Table (WindowsNT)

.fit :- Flexible Image Transport

.fix :- Patch file

.fky :- Macro file (FoxPro)

.flc :- Animation file (Autodesk, FLIC)

.fld :- Thumbnail folder (Hijaak)

.fli :- Animation file (Autodesk)

.flo :- Micrografx FlowCharter

.flr :- Live3D

.flt :- Filter (graphic conversion)

.fm :- Framemaker

.fm :- FileMaker Pro Database

.fm3 :- Spreadsheet (Lotus 1-2-3 v3)

.fm3 :- Device driver (Harvard Graphics)

.fmB :- File Manager Button bar (WordPerfect Windows)

.fmk :- Fortran Makefile

.fmo :- Compiled format file (dBASE)

.fmt :- Format (dBASE)

.fmt :- Screen format

.fnc :- Frogans Network Certificate

.fnt :- Font file

.fO1-02 :- Font file (Borland)

.fog :- Fontographer font

.fon :- Bitmapped Font (Windows)

.fon :- Phone file

.for :- FORTRAN source code

.fot :- Windows TrueType font

.fox :- FoxBase

.fp :- FileMaker Pro

.fp1 :- Flying Pigs

.fp3-5 :- FileMaker v3-5

.fpc :- FoxPro Catalog

.fpt :- FoxPro Memo

.fpx :- FlashPix bitmap

.frf :- Font (FontMonger)

.frm :- Report form file (dBASE, VisualBasic)

.frs :- WordPerfect Graphics Driver

.frt :- Report memo (FoxPro)

.frx :- Report (FoxPro)

.fsl :- Form (Paradox)

.fsx :- Data (Lotus 1-2-3)

.ftm :- Font (Micrografx)

.fts :- Flexible Image Transport

.fw :- Database (Framework)

.fxp :- Compiled format (FoxPro)

.fxs :- Fax Transmit Format (WinFax)

.g4 :- GTX RasterCAD

.gbl :- Global definitions

.gc1 :- Lisp Source code

.gca :- GOCA graphics

.gcd :- Graphics file

.gcf :- Graphing Calculator file

.gdf :- Dictionary file

.ged :- Arts & Letters graphics

.ged :- Graphics Editor

.gem :- GEM Metafile

.gem :- Vector Graphics file (Ventura)

.gen :- Compiled template (dBASE)

.gen :- Generated text (Ventura)

.gep :- Geode

.geo :- VideoScope

.gib :- Graph-in-the-Box Chart

.gif :- Graphics Interchange Format bitmap (CompuServe)

.giw :- Presentation (Graph-in-the-Box)

.gl :- GL Animation

.gly :- Glossary

.gp3 :- CCITT compressed Group 3-4 TIFF file

.gph :- .Graph (Lotus 1-2-3)

.gr2 :- .Screen driver (Windows 3.x)

.gra :- Microsoft Graph

.grn :- Ms-DOS Shell Monitor file

.grf :- Graphic file (Micrografx)

.grp :- Group definition (Windows)

.grp :- Pictures Group

.gs1 :- Presentation

.gsd :- Vector graphics (Professional Draw)

.gsw :- GraphShow Worksheet

.gx1 :- Show Partner graphics

.gxl :- Graphics Library

.gz :- Unix file compuressed by GZIP

.h :- C Header

.h :- C Include file

.h++ :- Header - C++

.ha :- HA Compressed file

.hac :- underground text format; hacking genre

.hcom :- SoundEdit Sound ex SOX

.hdf :- Hierarchical Data File

.hdf :- Help file

.hdr :- Datafile

.hdr :- Message header text

.hdw :- Harvard Draw Vector graphics

.hdx :- Help index (AutoCAD - Zortech C++)

.hed :- HighEdit document

.hel :- Microsoft Hellbender game file

.hex :- Hex dump

.hfi :- HP font info

.hgl :- HP Graphics Language

.hh :- C++ header

.hhh :- Precompiled header

.hhp :- Help Information

.hlb :- Help Library (VAX)

.hlp :- Help file (Windows)

.hlx :- Hyper link extension

.hof :- Hall Of Fame (game scores)

.hp :- C Include file

.hpf :- HP LaserJet fonts

.hpg :- HPGL plotter file vector graphics (AutoCad,Harvard. Graphics)

.hpgl :- HP GL/2

.hpi :- Font information file

.hpj :- Help Project (Visual Basic)

.hpk :- HPACK compressed file

.hpl :- HP Graphics

.hpm :- Emm text (HP NewWave)

.hpp :- C++ header file

.hpp :- C include file

.hqx :- BinHexed Compressed Macintosh file.

.hrf :- Graphics file

.hsi :- Graphics file (Handmade Software)

.hst :- History file

.hst :- Host

.ht :- HyperTerminal

.htm :- HyperText

.htm :- DOS filename extension for HTML document

.html :- Hypertext Markup Language

.htx :- Hypertext file

.hum :- underground text format; humor genre

.hwd :- Presentation file (Hollywood)

.hwp :- Hangul Word Processor

.hxx :- C++ header file

.hy1-2 :- Hyphenation algorithms (Ventura)

.hyc :- Hyphenation (WordPerfect)

.hyp :- Hyphenation dictionary

.hyp :- HYPER compressed file archive

.i :- Intermediate file (C++)

.i3 :- Modula 3 Interface

.iax :- Bitmap graphics (IBM)

.ic1-3 :- Atari Image

.ica :- Bitmap graphics (Image Object Content Architecture)

.icb :- Targa bitmap graphics

.icl :- Icon Library

.icm :- Image Colour Matching

.icn :- Icon source file

.ico :- Icon file (Windows)

.icon :- Sun icon and cursor

.id :- Disk identification file

.idd :- Instrument Definition (MIDI)

.ide :- Integrated Development Environment configuration

.ide :- Project (C++)

.idw :- Vector graphics

.idx :- Index

.ief :- IEF Image

.ifd :- Form (JetForm)

.iff :- Interchange File Format (Amiga Image)

.iff :- Image File Format (Sun TAAC)

.ifo :- Graphics objects (ImageForge)

.ifs :- System file (OS/2)

.igf :- Inset Systems graphics (Hijaak)

.iif :- Interchange File (QuickBooks)

.il :- Icon library

.ilbm :- Amiga ILBM Image

.im8 :- Raster graphics (Sun)

.ima :- Vector graphics (Mirage)

.ima :- WinImage compressed format

.image :- DiskCopy Disk Image (Macintosh)

.img :- ImageForge/IconForge file

.img :- Mac disk image

.img :- Bitmap graphics (Ventura)

.img :- High-resolution scanned image file

.img :- GEM bit image/XIMG

.img :- KONTRON Image

.imp :- Spreadsheet (Lotus)

.imq :- Image Presentation

.in3 :- Input device driver (Harvard Graphics)

.inc :- Include file

.ind :- Index (dBASE)

.indd :- Adobe InDesign Document

.indt :- Adobe InDesign template file

.inf :- Information file

.inf :- Information file Type 1 LaserJet font

.inf :- Information file (ASCII)

.inf :- Install script

.ini :- Initialization file

.ini :- Windows INI file

.ink :- Pantone reference file (CorelDRAW)

.ins :- Data (WordPerfect)

.ins :- Installation script

.int :- Borland Interface

.inx :- Index (Foxbase)

.iob :- Imagine file

.ioc :- Organizational chart

.ipl :- Pantone Spot reference palette

.irs :- Resource (WordPerfect)

.isd :- Spell checker dictionary

.iso :- ISO-9660 table

.isu :- Netscape file

.it :- MOD music file format

.itl :- iTools Commands

.iw :- Idlewild screensaver

.iwa :- Text file (IBM)

.iwp :- Text file (Wang)

.ix :- Index file (FrameMaker)

.jar :- Java classes

.jax :- Graphics

.jav :- Java source file

.java :- Java source code

.jbx :- Project file

.jet :- Fax (JetFax)

.jff :- JFIF, JPEG File Interchange Format

.jfif :- JFIF Image

.jif :- JPEG image format

.jpe :- JPEG bitmap file

.jpeg :- JPEG (Joint Photographic Experts Group)

.jpg :- JPEG image file

.jpp :- x-java-print

.js :- JavaScript

.jtf :- JPEG bitmap file

.kar :- MIDI Sound

.kdc :- Kodak Photo-Enhancer

.kfx :- Kofax

.lar :- Liquid Registration

.lasso :- Lasso web format file (Blue World Communications).

.latex :- Latex

.lav :- Liquid Voucher

.lav :- Liquid Secure Voucher

.lbl :- Label description (dBASE)

.lbm :- Deluxe Paint graphics file

.lbm :- Amiga IFF Image

.ldb :- Lock file (Microsoft Access)

.leg :- Legacy document

.lha :- PC/Amiga compression format

.lha :- LHArch Archive

.lhs :- Literate Haskell source file

.lhx :- LHA compression file

.lib :- Library

.lic :- License file (usually shareware)

.log :- Log of installations or usage

.lst :- List

.ltf :- Frogans Short-cut

.lwp :- Lotus Word Pro

.lzh :- LHArc Archive

.lzs :- PC/Amiga compression format

.m1a :- MPEG-1 audiostream

.m1s :- MPEG-1 systemstream

.m1v :- MPEG-1 IPB videostream

.m15 :- MPEG videostream

.m2 :- Modula 2 Source Code

.m2v :- MPEG-2 IPB videostream

.m3 :- Modula 3 Source Code

.m3u :- MP3 PlayLists

.m75 :- MPEG file

.mac :- Mac Paint (PICT picture)

.maf :- Microsoft Access Form

.mak :- Makefile (VisualBasic, etc)

.mam :- Microsoft Access Macro

.map :- Map - linkage editor

.maq :- Microsoft Access Query

.mar :- Microsoft Access Report

.mat :- Microsoft Access Table

.max :- Paperport scanner-generated image file

.mbx :- Message Base (Eudora)

.mcs :- MathCAD format

.mcw :- Microsoft Word for Macintosh

.mdb :- Database file (MS Access)

.mdf :- Microsoft SQL server database file

.mdx :- Multi-index

.me :- READ.ME text file

.med :- Amiga MED Sound

.met :- Metafile format

.meu :- DOS shell menu

.mf :- MetaFont document

.mff :- MIDI file format

.mgf :- Micrografx Draw Font

.mi :- Miscellaneous

.mic :- Microsoft Image Composer

.mid :- MIDI digitized music file

.mif :- FrameMaker MIF

.miff :- ImageMagick file format

.mil :- Group 4

.ml :- ML Source

.mime :- Multipurpose Internet Mail Extension (Message)

.mix :- Microsoft PictureIt!

.ml :- ML Source Code

.mme :- Mime encoded file

.mmf :- Microsoft Mail File

.mmm :- Macromind animation

.mod :- MOD Music file format

.mol :- MDL Molfile

.mov :- Movie file (Apple QuickTime)

.moov :- Movie file (Apple QuickTime)

.moz :- Mozilla Netscape cache file

.mp2 :- MPEG-1 audiostream; MPEG-1 Layer 2

.mp3 :- Sound file; MPEG-1 Layer 3

.mpa :- MPEG-1 audiostream

.mpe :- MPEG Movie file

.mpeg :- MPEG Movie (Moving Pictures Experts Group)

.mpeg4 :- MPEG Movie (high quality, esp for wireless)

.mpg :- Encoded MPEG file

.mpkg :- meta package, a group of .pkg files

.mpm :- MPEG file

.mpnt :- Macintosh MacPaint

.mpp :- Microsoft Project project file

.mpt :- Microsoft Project template file

.mpv :- MPEG file

.mpx :- Microsoft Project export file

.mrk :- Markup (Informative Graphics)

.msg :- Message file

.msi :- Microsoft Installer file

.msn :- Microsoft Network document

.msp :- Microsoft Paint

.mtm :- MultiMOD Music

.mus :- Music file

.mvb :- Microsoft Multimedia Viewer

.mw :- MacWrite II document

.mwii :- MacWrite II document

.mxi :- Extension Information

.mxp :- Extension Package

.mys :- Myst saved game file

.ndx :- Index file (dBASE)

.neo :- Atari NeoChrome

.netopia :- Application Netopia

.net :- Network file

.nfo :- Info Text

.ng :- Norton Guides

.nlm :- NLM program (NetWare)

.note :- WordPerfect Help document

.nsl :- Network Services

.nsp :- Application x-nvo

.nst :- MOD Music

.ntf :- Notes Template File (Lotus Notes)

.oab :- Outlook Address Book (Microsoft)

.oaz :- OAZ Fax

.obd :- Microsoft Office Binder

.obj :- Object (DOS/Windows)

.ocx :- Object Linking and Embedding (OLE)

.oda :- ODA document

.oga :- audio files Xiph.Org

.ogx :- Ogg Vorbis Multiplex Profile (audio) Xiph.Org

.okt :- Oktalyser MOD Music

.olb :- OLE Object Library

.old :- a file that is now obsolete replaced by an upgraded or modified file.

.ole :- OLE object (Object Linking and Embedding)

.onx :- Onyx Graphics Postershop

.ori :- Original

.otf :- OpenType Font

.out :- Output file

.ovl :- Program overlay file (DOS/Windows)

.ovr :- Overlay module

.p :- Pascal source code file

.p10 :- Tektronix Plot10

.pac :- Atari STAD Image

.pab :- Personal Address Book (Microsoft Outlook)

.pak :- Quake game data

.pak :- PAK compressed file archive

.pal :- Paintbrush palette

.pan :- Printer-specific file

.pas :- Pascal program file

.pat :- Pattern (Corel Draw)

.pat :- Hatch patterns (AutoCAD)

.pb1 :- Document (First Publisher)

.pba :- Powerbasic BASIC source code

.pbd :- PowerBuilder runtime/compiled file

.pbi :- Powerbasic include file

.pbl :- Powerbasic library

.pbl :- PowerBuilder source code

.pbk :- Microsoft Phonebook

.pbm :- Portable Bitmap

.pbo :- Profiler Binary Output

.pbt :- Profiler Binary Table

.pc1-2-3 :- Atari Degas Image

.pcd :- Bitmap graphics file (Photo CD format)

.pcl :- HP LaserJet

.pcm :- HP LaserJet cartridge information

.pcs :- PICS animation

.pct :- Apple Macintosh QuickDraw/PICT bitmap graphics format

.pct :- PC Paint

.pcw :- PC Write

.pcx :- PC Paintbrush

.pcx :- Graphics file (ZSoft format)

.pdb :- Palm database

.pdd :- Photo Deluxe Document (Adobe)

.pdf :- Portable Document Format (Acrobat)

.pdg :- PrintShop Deluxe

.pdv :- PC Paintbrush printer driver

.pfa :- Type 1 font (ASCII)

.pfb :- Type 1 font (encrypted)

.pfm :- Postscript Font Metrics; Windows Type 1 font metrics

.pgl :- HPGL 7475A plotter (vector graphics)

.pgm :- Portable Gray Map (bitmap)

.phtml :- HTML document with preprocessing instructions (PPIs)

.pic :- Picture file (Macintosh PICT)

.pict :- Picture file (Macintosh PICT)

.pif :- Program Informaton file

.pit :- PackIt (Mac compression)

.pix :- Inset Systems graphics

.pjx :- Project file (Visual FoxPro)

.pkg :- AppleLink Package compression format

.pl :- Perl Source Code

.plt :- Plotter drawing, HP GL/2

.pm :- Bitmap From XV

.pm :- Page Layout file (PageMaker)

.pm3-4-5 :- Page Layout file (PageMaker v3,v4,v5)

.png :- Portable Network Graphic (bitmap)

.png :- Paint Shop Pro Browser

.pntg :- MacPaint Graphic

.pov :- Persistence Of Vision raytracer

.ppa :- PowerPoint Add-in (Microsoft)

.ppd :- Printer Description File

.ppd :- PostScript Printer Description

.ppm :- Portable Pixelmap

.ppp :- PagePlus document

.pps :- PowerPoint Slideshow

.ppt :- PowerPoint Presentation

.ppx :- PagePlus template

.prc :- Palm Resource Code (Application)

.prd :- Printer driver file (MS Word)

.prg :- Procedure or program file

.prj :- Project file

.prn :- Printer Output file (temporary)

.prn :- PostScript file

.prs :- Printer file (WordPerfect)

.prt :- Formatted text

.ps :- PostScript (Page description file)

.psd :- Photoshop file

.pst :- MS Outlook personal folder

.pt4-5 :- PageMaker Template

.pub :- Publication (Ventura, MS)

.pwd :- Pocket Word document (Microsoft)

.pwz :- PowerPoint Wizard (Microsoft)

.pxl :- Pocket Excel (Microsoft)

.pxr :- Pixar Image

.qbw :- QuickBooks - Windows

.qbb :- QuickBooks backup file

.qdk :- Quarterdeck Qemm

.qdv :- QDV Image

.qlb :- Quick Library

.qlc :- ATM font information

.qry :- Microsoft Query

.qt :- QuickTime movie

.qtm :- QuickTime movie

.qxd :- QuarkXPress document

.qxl :- QuarkXPress Library file

.qxt :- QuarkXPress Template

.r8l :- LaserJet landscape font

.r8p :- LaserJet portrait font

.ra :- RealAudio Player - sound or multimedia file

.ram :- RealAudio Player

.rm :- RealAudio Player

.rar :- WinRAR compressed file

.ras :- Raster graphics (Sun)

.raw :- Raw Image file (bitmap)

.rc :- run commands (Unix)

.readme :- Text Readme

.rec :- Windows Recorder macro file

.reg :- Registration file

.rep :- Report file


.rft :- RFT-DCA - Revisable-Form Text (RFT), part of IBM's Document Content
Architecture (DCA)

.rgb :- RGB image (SGI- Silicon Graphics) - Red Green Blue

.rgba :- RGB image (SGI)

.ria :- Alpharel Group IV raster graphics

.rib :- Renderman 3D Data

.ric :- Roch FaxNet

.rif :- Painter bitmap

.riff :- Resource Interchange File Format (graphic/multimedia)

.rla :- Wavefront raster image

.rlc :- CAD Overlay ESP (Image Systems)

.rle :- Run Length Encoded (compressed bitmap file)

.rmi :- RIFF MIDI file

.rme :- Text Readme

.rmp :- Niku Portfolio Manager

.rnd :- AutoShade format

.rnl :- GTX Runlength raster graphics

.rpl :- Replica file

.rpt :- Report file

.rsc :- Resource file

.rsrc :- Resource file

.rtf :- Rich Text Format

.rtx :- Rich Text Format

.rwv :- Niku Portfolio Manage

.s :- Assembly language file (Unix)

.s3m :- ScreamTracker 3 MOD music file

.sam :- AmiPro file

.sam :- Symantec Anti-Virus

.sav :- Saved file (games etc)

.sbp :- IBM Storyboard graphics

.sc :- Source Code (Paradox)

.scc :- MSX Picture

.scg :- ColoRIX

.sci :- ColoRIX

.scp :- ColoRIX

.scr :- ColoRIX

.scm :- ScreenCam Movie

.scp :- Dial-up networking script

.scr :- AutoCAD Script File Extension

.scr :- Screensaver (Windows)

.scr :- Screen Layout (dBASE)

.scrn :- StartupScreen Format Graphic

.sct :- Screen Capture Text (Lotus)

.scu :- ColoRIX

.sdl :- SmartDraw Library

.sea :- Self-Extracting Archive (Stuffit or Compact Pro)

.seg :- Segment (of a compressed file saved in segments)

.sep :- TIFF bitmap

.set :- Setup parameters

.sf :- IRCAM Sound

.sf2 :- SoundBank file

.sfl :- LaserJet landscape font

.sgi :- SGI Image; Silicon Graphics IRIS Graphic File (Silicon Graphics, Inc.)

.sfp :- LaserJet portrait font

.sfs :- PCL 5 scalable font

.sha :- UNIX shell archive

.shar :- UNIX shell archive

.shp :- Printmaster Icon Library

.shtml :- HTML file with embedded server-side includes (SSI)

.si :- SoftImage image file

.sig :- Signature file

.sit :- StuffIt Archive (Macintosh)

.sithqx :- BinHexed StuffIt Archive (Macintosh)

.six :- SIXEL Image

.sld :- Slide format file (AutoCAD)

.slk :- Symbolic Link (SYLK) spreadsheet

.smi :- self-mounting Disk Copy compressed image

.snd :- Sound file

.snm :- Netscape mail

.spc :- Atari Spectrum 512

.spd :- Speedo scalable font

.spl :- FutureSplash Player file

.sqb :- SyQuest Backup

.sr :- Sun Raster Image

.src :- Used with .INI files for configuration settings

.sty :- Style sheet file (Ventura)

.sun :- Sun Raster Image

.sup :- Startup Screen

.svx :- Amiga 8SVX IFF sound

.swd :- Schoolwide Database file

.swf :- Shockwave Flash file

.swp :- Swap - temporary file

.syd :- Sysedit backup file

.syk :- SYLK spreadsheet format

.sylk :- SYLK spreadsheet format

.sys :- System file

.tal :- Adobe Type Align

.tar :- Tape ARchive (UNIX)

.tar.gz :- Combined filename extension for a file that has been archived using
tar and then gzipped.

.tar.z :- Combined filename extension for a file that has been archived using
tar and then zipped.

.targa :- Truevision Archive

.taz :- Compressed Tape Archive

.taz :- Another way of writing .tar.z

.tbk :- Asymetrix Toolbook

.tdf :- Typeface definition (Speedo)

.tex :- TeX or LaTex document

.texi :- TeX document

.texinf :- TeX document

.text :- ASCII Text

.tfm :- Font metrics (Intellifont)

.tga :- TARGA graphics file

.tga :- Truevision Image

.tgz :- Gnu ZIPped Taped Archive (same as .tar.z and .tar.gz)

.thn :- Thumbnail

.tif :- Tagged Image File format (graphics)

.tiff :- Tagged Image File Format (graphics)

.tlb :- OLE Type Library

.tmp :- Temporary file

.tny :- Atari TINY Bitmap

.toc :- Table Of Contents file

.tps :- Topspeed data file

.trm :- Terminal settings

.tsv :- Tab Separated Values File

.ttc :- TrueType Compressed -font file

.ttf :- TrueType Font file

.tx8 :- 8-bit MS-DOS text file

.txt :- ASCII Text file

.ul :- µlaw Sound

.url :- URL Bookmark

.usb :- Universal Serial Bus

.usl :- LaserJet landscape font

.usp :- LaserJet portrait font

.uu :- UUEncode compressed file

.uud :- UUEncode file

.uue :- UUEncode file

.vbp :- Visual Basic Project

.vbs :- Visual Basic Script

.vbx :- Visual Basic Extension

.vcd :- Video CD (Compact Disc)

.vda :- Targa bitmap

.vff :- DESR VFF Greyscale Image

.vga :- OS/2 Bitmap

.vgr :- Chapter file (Ventura)

.vid :- Multimedia image file

.vir :- Underground text format; virus genre

.viff :- Khoros Visualization image file

.vlb :- Ventura Library

.voc :- Sound file

.vp :- Ventura Publisher file

.vsd :- Microsoft Visio Drawing

.vst :- Targa bitmap

.vue :- Relational View (dBASE)

.vxd :- Virtual Device Driver

.w51 :- WordPerfect PC 5.1 document

.wab :- Windows Address Book

.wav :- Windows WAV Sound file

.wbk :- Microsoft Word Backup

.wdb :- Microsoft Works Database

.wid :- Ventura width table

.win :- Windows backup file

.wiz :- Microsoft Word Wizard

.wk1 :- Lotus 1-2-3, up to 2.01

.wk4 :- Lotus 1-2-3 version 4

.wkq :- Quattro spreadsheet

.wks :- Spreadsheet (Lotus 1-2-3, MS Works)

.wlr :- VRML file

.wmf :- Windows Metafile

.wp :- WordPerfect PC document

.wp4-6 :- WordPerfect PC document

.wpd :- WordPerfect Document

.wpd :- Windows Printer Description

.wpg :- WordPerfect Graphic

.wpm :- WordPerfect Macro

.wps :- Word processor file (MS Works)

.wpt :- WordPerfect Template

.wri :- MSWrite Windows file

.wrk :- Symphony spreadsheet

.ws1-7 :- WordStar for Windows 1-7

.wve :- PSION Sound

.wvl :- Wavelet compressed bitmap

.x :- AVS X image file

.x10-11 :- X-Windows Dump

.xar :- Corel Xara drawing

.xbm :- X-Windows Bitmap

.xfx :- JetFax

.xif :- Xerox Image Format

.xl :- Excel Spreadsheet

.xlc :- Excel Chart

.xlk :- Excel backup

.xlm :- Excel macro

.xls :- Excel Spreadsheet

.xlt :- Excel Template

.xlw :- Excel Workspace

.xm :- FastTracker MOD music format

.xpm :- X-Windows Pixelmap

.xwd :- X-Windows Dump

.xwo :- X-Windows System window dump image

.xxe :- Xxencoded file

.yal :- Arts & Letters click art

.Z :- UNIX Compress Archive

.z :- UNIX GZIP Archive

.zip :- PZIP (PC ZIP) compressed archive file

.zoo :- Zoo Archive

.zts :- Z-Term Script

Saturday, October 10, 2009

programming languages list

  LANGUAGES

1.  ActionScript 3.0

       USE : Web, client-side

2.   Ada

       USE : Application, Embedded, System & Realtime

3.   ALGOL 58

       USE : Application

4.   ALGOL 60

       USE : Application

5.   ALGOL 68

       USE : Application

6.   APL

       USE : Application, Data processing

7.   Assembly language

       USE : General

8.   AutoHotkey

       USE : Highly domain-specific, GUI automation

9.   AutoIt

       USE : Highly domain-specific, GUI automation

10. BASIC

       USE : Application, Education

11. BeanShell

       USE : Application, Scripting

12. BLISS

       USE : System

13. BlitzMax

       USE : Application, Game

14. Boo

       USE : Application

15. C

       USE : System

16. C++

       USE : Application; System

17. C#

       USE : Application

18. Clean

       USE : General

19. Clojure

       USE : General

20. COBOL

       USE : Application, Business

21. ColdFusion (CFML)

       USE : Web Development

22. Common Lisp

       USE : General

23. Curl

       USE

24. D

       USE : Application; System

25. Dylan

       USE : Application

26. Eiffel

       USE : Application

27. Erlang

       USE : Application, Distributed & Telecom

28. Factor

       USE

29. FP

       USE

30. F#

       USE : Application

31. Forth

       USE : General

32. FORTRAN

       USE : Application, scientific & engineering

33. Game Maker Language

       USE : Application, games

34. GraphTalk

       USE

35. Groovy

       USE : Application, Web

36. Haskell

       USE : Application

37. HyperNext

       USE : Application, Education

38. Io

       USE : Application, Host-driven Scripting

39. J

       USE :  Data processing

40. JADE

       USE : Application, Distributed

41. Java

       USE : Application, Web

42. JavaScript

       USE : Web, client-side

43. Joy

       USE : research

44. LabVIEW ("G")

       USE :  Application, industrial instrumentation & automation

45. Lua

       USE : Embedded scripting, Application

46. Mathematica

       USE : Highly domain-specific, Math

47. MATLAB M-code

       USE : Highly domain-specific, Math

48. Modula-2

       USE : Application; System

49. Modula-3

       USE : Application

50. Mythryl

       USE : Application, Scripting

51. Oberon

      USE : Application; System

52. Objective-C

      USE : Application

53. Objective Caml

      USE : Application

54. Object Pascal (Delphi)

      USE :  Application

55. Occam

      USE : General

56. Oxygene

      USE : Application

57. Oz

      USE : Education

58. Pascal

      USE : Application, Education

59. Pawn

      USE : Embedded, Host-driven Scripting

60. Perl

      USE : Application, Text processing, Scripting, Web

61. PHP

      USE : Web, server-side

62. PL/I

      USE : Application, COBOL's and Fortran's original domain

63. Prolog

      USE :  Application, Artificial intelligence

64. Python

      USE : Application, Scripting, Web

65. REALbasic

      USE : Application

66. REBOL

      USE : Distributed computing

67. RPG

      USE : Application

68. Ruby

      USE : Application, Scripting, Web

69. S

      USE : Application, Statistics

70. S-Lang

      USE : Application, Scripting, Numerical

71. Scala

      USE : Application, distributed computing

72. Scheme

      USE : General, Education

73. Simula

      USE : General, Education

74. Smalltalk

      USE : Application, Education

75. SNOBOL

      USE : Text processing

76. Standard ML

      USE : Application

77. Tcl

      USE : Application, Scripting

78. Visual Basic

      USE : Application, Education

79. Visual Basic .NET

      USE : Application, Education

80. Visual Prolog

      USE : Application

81. Windows PowerShell

      USE : Administration

82. XL

      USE :