A method of programming that makes the unreasonable request that you should know what you wish to program before you start to program it More usually a method of describing a program by referring to something it happens to do
Used to apply to a certain betting structure in "flop" games such as hold'em The typical definition of a structured game is a fixed amount for bets and raises before the flop and on the flop, and then twice that amount on the turn and river Example: a $2-$4 structured hold'em game - bets and raises of $2 before the flop and on the flop; $4 bets and raises on the turn and river