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During development, Compaq engineers found that Microsoft Flight Simulator would not run because of what subLOGIC's Bruce Artwick described as "a bug in one of Intel's chips", forcing them to make their new computer bug compatible with the IBM PC. At first, few clones other than Compaq's offered truly full compatibility. Jerry Pournelle purchased an IBM PC in mid-1983, "rotten keyboard and all", because he had "four cubic feet of unevaluated software, much of which won't run on anything but an IBM PC. Although a lot of machines claim to be 100 percent IBM PC compatible, I've yet to have one arrive ... Alas, a lot of stuff doesn't run with Eagle, Z-100, Compupro, or anything else we have around here". Columbia Data Products's November 1983 sales brochure stated that during tests with retail-purchased computers in October 1983, its own and Compaq's products were compatible with all tested PC software, while Corona and Eagle's were less compatible. Columbia University reported in January 1984 that Kermit ran without modification on Compaq and Columbia Data Products clones, but not on those from Eagle or Seequa. Other MS-DOS computers also required custom code.
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By December 1983 Future Computing stated that companies like Compaq, Columbia Data Products, and Corona that emphasized IBM PC compatibility had been successful, while non-compatible computers had hurt the reputations of others like TI and DEC despite superior technology. At a San Francisco meeting it warned 200 attendees, from many American and foreign computer companies as well as IBM itself, to "Jump on the IBM PC-compatible bandwagon—quickly, and as compatibly as possible". Future Computing said in February 1984 that some computers were "press-release compatible", exaggerating their actual compatibility with the IBM PC. Many companies were reluctant to have their products' PC compatibility tested. When PC Magazine requested samples from computer manufacturers that claimed to produce compatibles for an April 1984 review, 14 of 31 declined. Corona Data Systems specified that "Our systems run all software that conforms to IBM PC programming standards. And the most popular software does." When a BYTE journalist asked to test Peachtext at the Spring 1983 COMDEX, Corona representatives "hemmed and hawed a bit, but they finally led me ... off in the corner where no one would see it should it fail". The magazine reported that "Their hesitancy was unnecessary. The disk booted up without a problem". Zenith Data Systems was bolder, bragging that its Z-150 ran all applications people brought to test with at the 1984 West Coast Computer Faire.
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Creative Computing in 1985 stated, "we reiterate our standard line regarding the IBM PC compatibles: try the package you want to use before you buy the computer." Companies modified their computers' BIOS to work with newly discovered incompatible applications, and reviewers and users developed stress tests to measure compatibility; by 1984 the ability to operate Lotus 1-2-3 and Flight Simulator became the standard, with compatibles specifically designed to run them.
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IBM believed that some companies such as Eagle, Corona, and Handwell infringed on its copyright, and after Apple Computer, Inc. v. Franklin Computer Corp. successfully forced the clone makers to stop using the BIOS. The Phoenix BIOS in 1984, however, and similar products such as AMI BIOS, permitted computer makers to legally build essentially 100%-compatible clones without having to reverse-engineer the PC BIOS themselves. A September 1985 InfoWorld chart listed seven compatibles with 256 KB RAM, two disk drives, and monochrome monitors for $1,495 to $2,320, while the equivalent IBM PC cost $2,820. The inexpensive Leading Edge Model D is even compatible with IBM proprietary diagnostic software, unlike the Compaq Portable. By 1986 Compute! stated that "clones are generally reliable and about 99 percent compatible", and a 1987 survey in the magazine of the clone industry did not mention software compatibility, stating that "PC by now has come to stand for a computer capable of running programs that are managed by MS-DOS".
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In February 1984 Byte wrote that "IBM's burgeoning influence in the PC community is stifling innovation because so many other companies are mimicking Big Blue", but The Economist stated in November 1983, "The main reason why an IBM standard is not worrying is that it can help competition to flourish".
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By 1983, IBM had about 25% of sales of personal computers between $1,000 and $10,000, and computers with some PC compatibility were another 25%. As the market and competition grew IBM's influence diminished. In November 1985 PC Magazine stated "Now that it has created the market, the market doesn't necessarily need IBM for the machines. It may depend on IBM to set standards and to develop higher-performance machines, but IBM had better conform to existing standards so as to not hurt users". In January 1987, Bruce Webster wrote in Byte of rumors that IBM would introduce proprietary personal computers with a proprietary operating system: "Who cares? If IBM does it, they will most likely just isolate themselves from the largest marketplace, in which they really can't compete anymore anyway". The magazine predicted that in 1987 the market "will complete its transition from an IBM standard to an Intel/MS-DOS/expansion bus standard ... Folks aren't so much concerned about IBM compatibility as they are about Lotus 1-2-3 compatibility". By 1992, Macworld stated that because of clones, "IBM lost control of its own market and became a minor player with its own technology".
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The Economist predicted in 1983 that "IBM will soon be as much a prisoner of its standards as its competitors are", because "Once enough IBM machines have been bought, IBM cannot make sudden changes in their basic design; what might be useful for shedding competitors would shake off even more customers". After IBM announced the OS/2-oriented PS/2 line in early 1987, sales of existing DOS-compatible PC compatibles rose, in part because the proprietary operating system was not available. In 1988, Gartner Group estimated that the public purchased 1.5 clones for every IBM PC. By 1989 Compaq was so influential that industry executives spoke of "Compaq compatible", with observers stating that customers saw the company as IBM's equal or superior.
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After 1987, IBM PC compatibles dominated both the home and business markets of commodity computers, with other notable alternative architectures being used in niche markets, like the Macintosh computers offered by Apple Inc. and used mainly for desktop publishing at the time, the aging 8-bit Commodore 64 which was selling for $150 by this time and became the world's bestselling computer, the 32-bit Commodore Amiga line used for television and video production and the 32-bit Atari ST used by the music industry. However, IBM itself lost the main role in the market for IBM PC compatibles by 1990. A few events in retrospect are important:
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Despite popularity of its ThinkPad set of laptop PC's, IBM finally relinquished its role as a consumer PC manufacturer during April 2005, when it sold its laptop and desktop PC divisions to Lenovo for US$1.75 billion.
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As of October 2007, Hewlett-Packard and Dell had the largest shares of the PC market in North America. They were also successful overseas, with Acer, Lenovo, and Toshiba also notable. Worldwide, a huge number of PCs are "white box" systems assembled by myriad local systems builders. Despite advances of computer technology, the IBM PC compatibles remained very much compatible with the original IBM PC computers, although most of the components implement the compatibility in special backward compatibility modes used only during a system boot. It was often more practical to run old software on a modern system using an emulator rather than relying on these features.
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In 2014 Lenovo acquired IBM's x86-based server business for US$2.1 billion.
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One of the strengths of the PC compatible design is its modular hardware design. End-users could readily upgrade peripherals and, to some degree, processor and memory without modifying the computer's motherboard or replacing the whole computer, as was the case with many of the microcomputers of the time. However, as processor speed and memory width increased, the limits of the original XT/AT bus design were soon reached, particularly when driving graphics video cards. IBM did introduce an upgraded bus in the IBM PS/2 computer that overcame many of the technical limits of the XT/AT bus, but this was rarely used as the basis for IBM compatible computers since it required license payments to IBM both for the PS/2 bus and any prior AT-bus designs produced by the company seeking a license. This was unpopular with hardware manufacturers and several competing bus standards were developed by consortiums, with more agreeable license terms. Various attempts to standardize the interfaces were made, but in practice, many of these attempts were either flawed or ignored. Even so, there were many expansion options, and despite the confusion of its users, the PC compatible design advanced much faster than other competing designs of the time, even if only because of its market dominance.
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During the 1990s, IBM's influence on PC architecture started to decline. "IBM PC compatible" becomes "Standard PC" in 1990s, and later "ACPI PC" in 2000s. An IBM-brand PC became the exception rather than the rule. Instead of placing importance on compatibility with the IBM PC, vendors began to emphasize compatibility with Windows. In 1993, a version of Windows NT was released that could operate on processors other than the x86 set. While it required that applications be recompiled, which most developers did not do, its hardware independence was used for Silicon Graphics x86 workstations–thanks to NT's Hardware abstraction layer , they could operate NT .
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No mass-market personal computer hardware vendor dared to be incompatible with the latest version of Windows, and Microsoft's annual WinHEC conferences provided a setting in which Microsoft could lobby for—and in some cases dictate—the pace and direction of the hardware of the PC industry. Microsoft and Intel had become so important to the ongoing development of PC hardware that industry writers began using the word Wintel to refer to the combined hardware-software system.
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This terminology itself is becoming a misnomer, as Intel has lost absolute control over the direction of x86 hardware development with AMD's AMD64. Additionally, non-Windows operating systems like macOS and Linux have established a presence on the x86 architecture.
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Although the IBM PC was designed for expandability, the designers could not anticipate the hardware developments of the 1980s, nor the size of the industry they would engender. To make things worse, IBM's choice of the Intel 8088 for the CPU introduced several limitations for developing software for the PC compatible platform. For example, the 8088 processor only had a 20-bit memory addressing space. To expand PCs beyond one megabyte, Lotus, Intel, and Microsoft jointly created expanded memory , a bank-switching scheme to allow more memory provided by add-in hardware, and accessed by a set of four 16-kilobyte "windows" inside the 20-bit addressing. Later, Intel CPUs had larger address spaces and could directly address 16 MB or more, causing Microsoft to develop extended memory which did not require additional hardware.
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"Expanded" and "extended" memory have incompatible interfaces, so anyone writing software that used more than one megabyte had to provide for both systems for the greatest compatibility until MS-DOS began including EMM386, which simulated EMS memory using XMS memory. A protected mode OS can also be written for the 80286, but DOS application compatibility was more difficult than expected, not only because most DOS applications accessed the hardware directly, bypassing BIOS routines intended to ensure compatibility, but also that most BIOS requests were made by the first 32 interrupt vectors, which were marked as "reserved" for protected mode processor exceptions by Intel.
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Video cards suffered from their own incompatibilities. There was no standard interface for using higher-resolution SVGA graphics modes supported by later video cards. Each manufacturer developed their own methods of accessing the screen memory, including different mode numberings and different bank switching arrangements. The latter were used to address large images within a single 64 KB segment of memory. Previously, the VGA standard had used planar video memory arrangements to the same effect, but this did not easily extend to the greater color depths and higher resolutions offered by SVGA adapters. An attempt at creating a standard named VESA BIOS Extensions was made, but not all manufacturers used it.
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When the 386 was introduced, again a protected mode OS could be written for it. This time, DOS compatibility was much easier because of virtual 8086 mode. Unfortunately programs could not switch directly between them, so eventually, some new memory-model APIs were developed, VCPI and DPMI, the latter becoming the most popular.
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Because of the great number of third-party adapters and no standard for them, programming the PC could be difficult. Professional developers would operate a large test-suite of various known-to-be-popular hardware combinations.
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Meanwhile, consumers were overwhelmed by the competing, incompatible standards and many different combinations of hardware on offer. To give them some idea of what sort of PC they would need to operate their software, the Multimedia PC standard was set during 1990. A PC that met the minimum MPC standard could be marketed with the MPC logo, giving consumers an easy-to-understand specification to look for. Software that could operate on the most minimally MPC-compliant PC would be guaranteed to operate on any MPC. The MPC level 2 and MPC level 3 standards were set later, but the term "MPC compliant" never became popular. After MPC level 3 during 1996, no further MPC standards were established.
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By the late 1990s, the success of Microsoft Windows had driven rival commercial operating systems into near-extinction, and had ensured that the "IBM PC compatible" computer was the dominant computing platform. This meant that if a developer made their software only for the Wintel platform, they would still be able to reach the vast majority of computer users. The only major competitor to Windows with more than a few percentage points of market share was Apple Inc.'s Macintosh. The Mac started out billed as "the computer for the rest of us", but high prices and closed architecture drove the Macintosh into an education and desktop publishing niche, from which it only emerged in the mid-2000s. By the mid-1990s the Mac's market share had dwindled to around 5% and introducing a new rival operating system had become too risky a commercial venture. Experience had shown that even if an operating system was technically superior to Windows, it would be a failure in the market . In 1989, Steve Jobs said of his new NeXT system, "It will either be the last new hardware platform to succeed, or the first to fail." Four years later in 1993, NeXT announced it was ending production of the NeXTcube and porting NeXTSTEP to Intel processors.
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Very early on in PC history, some companies introduced their own XT-compatible chipsets. For example, Chips and Technologies introduced their 82C100 XT Controller which integrated and replaced six of the original XT circuits: one 8237 DMA controller, one 8253 interrupt timer, one 8255 parallel interface controller, one 8259 interrupt controller, one 8284 clock generator, and one 8288 bus controller. Similar non-Intel chipsets appeared for the AT-compatibles, for example OPTi's 82C206 or 82C495XLC which were found in many 486 and early Pentium systems. The x86 chipset market was very volatile though. In 1993, VLSI Technology had become the dominant market player only to be virtually wiped out by Intel a year later. Intel has been the uncontested leader ever since. As the "Wintel" platform gained dominance Intel gradually abandoned the practice of licensing its technologies to other chipset makers; in 2010 Intel was involved in litigation related to their refusal to license their processor bus and related technologies to other companies like Nvidia.
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Companies such as AMD and Cyrix developed alternative x86 CPUs that were functionally compatible with Intel's. Towards the end of the 1990s, AMD was taking an increasing share of the CPU market for PCs. AMD even ended up playing a significant role in directing the development of the x86 platform when its Athlon line of processors continued to develop the classic x86 architecture as Intel deviated with its NetBurst architecture for the Pentium 4 CPUs and the IA-64 architecture for the Itanium set of server CPUs. AMD developed AMD64, the first major extension not created by Intel, which Intel later adopted as x86-64. During 2006 Intel began abandoning NetBurst with the release of their set of "Core" processors that represented a development of the earlier Pentium III.
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A major alternative to Wintel domination is the rise of alternative operating systems since the early 2000s, which marked as the start of the post-PC era. This would include both the rapid growth of the smart phone as an alternative to the personal computer; and the increasing prevalence of Linux and Unix-like operating systems in the server farms of large corporations such as Google or Amazon.
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The term "IBM PC compatible" is not commonly used presently because many current mainstream desktop and laptop computers are based on the PC architecture, and IBM no longer makes PCs. The competing hardware architectures have either been discontinued or, like the Amiga, have been relegated to niche, enthusiast markets. In the past, the most successful exception was Apple's Macintosh platform, which used non-Intel processors from its inception. Although Macintosh was initially based on the Motorola 68000 series, then transitioned to the PowerPC architecture, Macintosh computers transitioned to Intel processors beginning in 2006. Until 2020 Macintosh computers shared the same system architecture as their Wintel counterparts and could boot Microsoft Windows without a DOS Compatibility Card. However, with the announcement of the internally developed ARM-based M1 CPU, they are again the exception to IBM compatibility.
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The processor speed and memory capacity of modern PCs are many orders of magnitude greater than they were for the original IBM PC and yet backwards compatibility has been largely maintained – a 32-bit operating system released during the 2000s can still operate many of the simpler programs written for the OS of the early 1980s without needing an emulator, though an emulator like DOSBox now has near-native functionality at full speed . Additionally, many modern PCs can still run DOS directly, although special options such as USB legacy mode and SATA-to-PATA emulation may need to be set in the BIOS setup utility. Computers using the UEFI might need to be set at legacy BIOS mode to be able to boot DOS. However, the BIOS/UEFI options in most mass-produced consumer-grade computers are very limited and cannot be configured to truly handle OSes such as the original variants of DOS.
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The spread of the x86-64 architecture has further distanced current computers' and operating systems' internal similarity with the original IBM PC by introducing yet another processor mode with an instruction set modified for 64-bit addressing, but x86-64 capable processors also retain standard x86 compatibility.
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Applications may be bundled with the computer and its system software or published separately and may be coded as proprietary, open-source, or projects. The term "app" usually refers to applications for mobile devices such as phones.
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In information technology, an application , an application program, or application software is a computer program designed to help people perform an activity. Depending on the activity for which it was designed, an application can manipulate text, numbers, audio, graphics, and a combination of these elements. Some application packages focus on a single task, such as word processing; others called integrated software include several applications.
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User-written software tailors systems to meet the user's specific needs. User-written software includes spreadsheet templates, word processor macros, scientific simulations, audio, graphics, and animation scripts. Even email filters are a kind of user software. Users create this software themselves and often overlook how important it is.
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The delineation between system software such as operating systems and application software is not exact, however, and is occasionally the object of controversy. For example, one of the key questions in the United States v. Microsoft Corp. antitrust trial was whether Microsoft's Internet Explorer web browser was part of its Windows operating system or a separate piece of application software. As another example, the GNU/Linux naming controversy is, in part, due to disagreement about the relationship between the Linux kernel and the operating systems built over this kernel. In some types of embedded systems, the application software and the operating system software may be indistinguishable from the user, as in the case of software used to control a VCR, DVD player, or microwave oven. The above definitions may exclude some applications that may exist on some computers in large organizations. For an alternative definition of an app: see Application Portfolio Management.
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The word "application" used as an adjective is not restricted to the "of or on application software" meaning. For example, concepts such as application programming interface , application server, application virtualization, application lifecycle management and portable application apply to all computer programs alike, not just application software.
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Some applications are available in versions for several different platforms; others only work on one and are thus called, for example, a geography application for Microsoft Windows, or an Android application for education, or a Linux game. Sometimes a new and popular application arises that only runs on one platform, increasing the desirability of that platform. This is called a killer application or killer app, coined in the late 1980s. For example, VisiCalc was the first modern spreadsheet software for the Apple II and helped sell the then-new personal computers into offices. For Blackberry it was their email software.
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In recent years, the shortened term "app" has become popular to refer to applications for mobile devices such as smartphones and tablets, the shortened form matching their typically smaller scope compared to applications on PCs. Even more recently, the shortened version is used for desktop application software as well.
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There are many different and alternative ways to classify application software.
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From the legal point of view, application software is mainly classified with a black-box approach, about the rights of its end-users or subscribers .
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Software applications are also classified in respect of the programming language in which the source code is written or executed, and concerning their purpose and outputs.
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Application software is usually distinguished into two main classes: closed source vs open source software applications, and free or proprietary software applications.
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Proprietary software is placed under the exclusive copyright, and a software license grants limited usage rights. The open-closed principle states that software may be "open only for extension, but not for modification". Such applications can only get add-on by third parties.
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Free and open-source software shall be run, distributed, sold, or extended for any purpose, and -being open- shall be modified or reversed in the same way.
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FOSS software applications released under a free license may be perpetual and also royalty-free. Perhaps, the owner, the holder or third-party enforcer of any right are entitled to add exceptions, limitations, time decays or expiring dates to the license terms of use.
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Public-domain software is a type of FOSS, which is royalty-free and - openly or reservedly- can be run, distributed, modified, reversed, republished, or created in derivative works without any copyright attribution and therefore revocation. It can even be sold, but without transferring the public domain property to other single subjects. Public-domain SW can be released under a licensing legal statement, which enforces those terms and conditions for an indefinite duration .
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Since the development and near-universal adoption of the web, an important distinction that has emerged, has been between web applications — written with HTML, JavaScript and other web-native technologies and typically requiring one to be online and running a web browser — and the more traditional native applications written in whatever languages are available for one's particular type of computer. There has been a contentious debate in the computing community regarding web applications replacing native applications for many purposes, especially on mobile devices such as smartphones and tablets. Web apps have indeed greatly increased in popularity for some uses, but the advantages of applications make them unlikely to disappear soon, if ever. Furthermore, the two can be complementary, and even integrated.
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Application software can also be seen as being either horizontal or vertical. Horizontal applications are more popular and widespread, because they are general purpose, for example word processors or databases. Vertical applications are niche products, designed for a particular type of industry or business, or department within an organization. Integrated suites of software will try to handle every specific aspect possible of, for example, manufacturing or banking worker, accounting, or customer service.
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There are many types of application software:
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Applications can also be classified by computing platforms such as a desktop application for a particular operating system, delivery network such as in cloud computing and Web 2.0 applications, or delivery devices such as mobile apps for mobile devices.
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The operating system itself can be considered application software when performing simple calculating, measuring, rendering, and word processing tasks not used to control hardware via a command-line interface or graphical user interface. This does not include application software bundled within operating systems such as a software calculator or text editor.
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Application software is software that allows users to do user-oriented tasks such as create text documents, play or develop games, create presentations, listen to music, draw pictures, or browse the web. Examples are: computational science software, game engines, search engines, industrial automation, and software as a service applications.
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In the late 1940s, application software was custom-written by computer users to fit their specific hardware and requirements. System software was usually supplied by the manufacturer of the computer hardware and was intended to be used by most or all users of that system.
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Many operating systems come pre-packaged with basic application software. Such software is not considered system software when it can be uninstalled without affecting the functioning of other software. Examples of such software are games and simple editing tools supplied with Microsoft Windows, or software development toolchains supplied with many Linux distributions.
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Some of the grayer areas between system and application software are web browsers integrated deeply into the operating system such as Internet Explorer in some versions of Microsoft Windows, or ChromeOS where the browser functions as the only user interface and the only way to run programs .
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Cloud-based software is another example of systems software, providing services to a software client , not to the user directly. It is developed using system programming methodologies and systems programming languages.
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The operating system , allows the parts of a computer to work together by performing tasks like transferring data between memory and disks or rendering output onto a display device. It provides a platform to run high-level system software and application software.
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A kernel is the core part of the operating system that defines an Application programming interface for applications programs and an interface to device drivers.
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Device drivers and devices firmware, including computer BIOS, provide basic functionality to operate and control the hardware connected to or built into the computer.
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A user interface interact with a computer. It can either be a command-line interface or, since the 1980s, a graphical user interface . This is the part of the operating system the user directly interacts with, it is considered an application and not system software.
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Some organizations use the term systems programmer to describe a job function that is more accurately termed systems administrator. Software tools these employees use are then called system software. This utility software helps to analyze, configure, optimize and maintain the computer, such as virus protection. The term system software can also include software development tools .
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System software of video game consoles
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Digital media platforms, such as YouTube, Vimeo, and Twitch, accounted for viewership rates of 27.9 billion hours in 2020. A contributing factor to its part in what is commonly referred to as the digital revolution can be attributed to the use of interconnectivity.
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Examples of digital media include software, digital images, digital video, video games, web pages and websites, social media, digital data and databases, digital audio such as MP3, electronic documents and electronic books. Digital media often contrasts with print media, such as printed books, newspapers and magazines, and other traditional or analog media, such as photographic film, audio tapes or video tapes.
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Digital media has had a significantly broad and complex impact on society and culture. Combined with the Internet and personal computing, digital media has caused disruptive innovation in publishing, journalism, public relations, entertainment, education, commerce and politics. Digital media has also posed new challenges to copyright and intellectual property laws, fostering an open content movement in which content creators voluntarily give up some or all of their legal rights to their work. The ubiquity of digital media and its effects on society suggest that we are at the start of a new era in industrial history, called the Information Age, perhaps leading to a paperless society in which all media are produced and consumed on computers. However, challenges to a digital transition remain, including outdated copyright laws, censorship, the digital divide, and the spectre of a digital dark age, in which older media becomes inaccessible to new or upgraded information systems. Digital media has a significant, wide-ranging and complex impact on society and culture.
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Digital media platforms like YouTube work through a triple-product business model in which platforms provide information and entertainment to the public often at no cost, while simultaneously capturing their attention, and also collecting user data to sell to advertisers. This business model aims to maximize consumer engagement on the platform.
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Paid media refers to promotional channels that marketers pay to use, including traditional media , online and digital media . This model compels businesses to develop sponsored media then pay social media platforms like Instagram for the right to show such media to customers in the platforms' newsfeeds. These customers become exposed to paid media, sometimes referred to as promoted or sponsored posts.
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refers to digital assets and channels that a company or individual controls and manages. This includes websites, social media profiles for example Facebook etc., blogs, and any other content platforms own and operated by the entity. Entity means the owner or controller of the channel such as business or person managing their online presence
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Earned Media denotes public relations media channels like television, newspapers, blogs, or video sites that do not require direct payment or control by marketers but are included because viewers, readers, or users are interested in them. Free media is essentially online word of mouth, typically in "viral" trends, mentions, shares, retweets, reviews, recommendations, or content from third-party websites. When one's product or service is so good that users cannot help but post it on their social media, they get a lot of "earned media". They win the credibility of the media compared to other forms of credibility, becoming more transparent.
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Codes and information by machines were first conceptualized by Charles Babbage in the early 1800s. Babbage imagined that these codes would give him instructions for his Motor of Difference and Analytical Engine, machines that Babbage had designed to solve the problem of error in calculations. Between 1822 and 1823, the mathematician Ada Lovelace wrote the first instructions for calculating numbers on Babbage engines. Lovelace's instructions are now believed to be the first computer program. Although the machines were designed to perform analysis tasks, Lovelace anticipated the possible social impact of computers and program writing. "For in the distribution and combination of truths and formulas of analysis, which may become easier and more quickly subjected to the mechanical combinations of the engine, the relationships and the nature of many subjects in which science necessarily relates in new subjects, and more deeply researched there are in all extensions of human power or additions to human knowledge, various collateral influences, in addition to the primary and primary object reached." Other old machine readable media include instructions for pianolas and weaving machines.
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It is estimated that in the year 1986 less than 1% of the world's media storage capacity was digital and in 2007 it was already 94%. The year 2002 is assumed to be the year when human kind was able to store more information in digital than in analog media .
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Though they used machine-readable media, Babbage's engines, player pianos, jacquard looms and many other early calculating machines were themselves analog computers, with physical, mechanical parts. The first truly digital media came into existence with the rise of digital computers. Digital computers use binary code and Boolean logic to store and process information, allowing one machine in one configuration to perform many different tasks. The first modern, programmable, digital computers, the Manchester Mark 1 and the EDSAC, were independently invented between 1948 and 1949. Though different in many ways from modern computers, these machines had digital software controlling their logical operations. They were encoded in binary, a system of ones and zeroes that are combined to make hundreds of characters. The 1s and 0s of binary are the "digits" of digital media.
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While digital media did not come into common use until the late 20th century, the conceptual foundation of digital media is traced to the work of scientist and engineer Vannevar Bush and his celebrated essay "As We May Think", published in The Atlantic Monthly in 1945. Bush envisioned a system of devices that could be used to help scientists, doctors, and historians, among others, to store, analyze and communicate information. Calling this then-imaginary device a "memex", Bush wrote:
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Bush hoped that the creation of this memex would be the work of scientists after World War II. Though the essay predated digital computers by several years, "As We May Think" anticipated the potential social and intellectual benefits of digital media and provided the conceptual framework for digital scholarship, the World Wide Web, wikis and even social media. It was recognized as a significant work even at the time of its publication.
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Since the 1960s, computing power and storage capacity have increased exponentially, largely as a result of MOSFET scaling which enables MOS transistor counts to increase at a rapid pace predicted by Moore's law. Personal computers and smartphones put the ability to access, modify, store and share digital media in the hands of billions of people. Many electronic devices, from digital cameras to drones have the ability to create, transmit and view digital media. Combined with the World Wide Web and the Internet, digital media has transformed 21st century society in a way that is frequently compared to the cultural, economic and social impact of the printing press. The change has been so rapid and so widespread that it has launched an economic transition from an industrial economy to an information-based economy, creating a new period in human history known as the Information Age or the digital revolution.
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The transition has created some uncertainty about definitions. Digital media, new media, multimedia, and similar terms all have a relationship to both the engineering innovations and cultural impact of digital media. The blending of digital media with other media, and with cultural and social factors, is sometimes known as new media or "the new media." Similarly, digital media seems to demand a new set of communications skills, called transliteracy, media literacy, or digital literacy. These skills include not only the ability to read and write—traditional literacy—but the ability to navigate the Internet, evaluate sources, and create digital content. The idea that we are moving toward a fully digital, paperless society is accompanied by the fear that we may soon—or currently—be facing a digital dark age, in which older media are no longer accessible on modern devices or using modern methods of scholarship. Digital media has a significant, wide-ranging and complex effect on society and culture.
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A senior engineer at Motorola named Martin Cooper was the first person to make a phone call on April 3, 1973. He decided the first phone call should be to a rival telecommunications company saying "I'm speaking via a mobile phone". Ten years later, Motorola released the Motorola DynaTAC, the first commercially available mobile phone. In the early 1990s Nokia released the Nokia 1011, the first mass-produced mobile phone. The number of smartphone users has increased dramatically, as has the commercial landscape. While Android and iOS both dominate the smartphone market. A study By Gartner found that in 2016 about 88% of the worldwide smartphones were Android while iOS had a market share of about 12%. About 85% of the mobile market revenue came from mobile games.
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The impact of the digital revolution can also be assessed by exploring the amount of worldwide mobile smart device users there are. This can be split into 2 categories; smart phone users and smart tablet users. Worldwide there are currently 2.32 billion smartphone users across the world. This figure is to exceed 2.87 billion by 2020. Smart tablet users reached a total of 1 billion in 2015, 15% of the world's population.
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The statistics evidence the impact of digital media communications today. What is also of relevance is the fact that the number of smart device users is rising rapidly yet the amount of functional uses increase daily. A smartphone or tablet can be used for hundreds of daily needs. There are currently over 1 million apps on the Apple App store. These are all opportunities for digital marketing efforts. A smartphone user is impacted with digital advertising every second they open their Apple or Android device. This further evidences the digital revolution and the impact of revolution. This has resulted in a total of 13 billion dollars being paid out to the various app developers over the years. This growth has fueled the development of millions of software applications. Most of these apps are able to generate income via in app advertising. Gross revenue for 2020 is projected to be about $189 million.
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Compared with print media, the mass media, and other analog technologies, digital media are easy to copy, store, share and modify. This quality of digital media has led to significant changes in many industries, especially journalism, publishing, education, entertainment, and the music business. The overall effect of these changes is so far-reaching that it is difficult to quantify. For example, in movie-making, the transition from analog film cameras to digital cameras is nearly complete. The transition has economic benefits to Hollywood, making distribution easier and making it possible to add high-quality digital effects to films. At the same time, it has affected the analog special effects, stunt, and animation industries in Hollywood. It has imposed painful costs on small movie theaters, some of which did not or will not survive the transition to digital. The effect of digital media on other media industries is similarly sweeping and complex.
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Between 2000 and 2015, the print newspaper advertising revenue has fallen from $60 billion to a nearly $20 billion. Even one of the most popular days for papers, Sunday, has seen a 9% circulation decrease the lowest since 1945.
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In journalism, digital media and citizen journalism have led to the loss of thousands of jobs in print media and the bankruptcy of many major newspapers. But the rise of digital journalism has also created thousands of new jobs and specializations. E-books and self-publishing are changing the book industry, and digital textbooks and other media-inclusive curricula are changing primary and secondary education.
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In academia, digital media has led to a new form of scholarship, also called digital scholarship, making open access and open science possible thanks to the low cost of distribution. New fields of study have grown, such as digital humanities and digital history. It has changed the way libraries are used and their role in society. Every major media, communications and academic endeavor is facing a period of transition and uncertainty related to digital media.
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Often time the magazine or publisher have a Digital edition which can be referred to an electronic formatted version identical to the print version. There is a huge benefit to the publisher and cost, as half of traditional publishers' costs come from production, including raw materials, technical processing, and distribution.
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Since 2004, there has been a decrease in newspaper industry employment, with only about 40,000 people working in the workforce currently. Alliance of Audited Media & Publishers information during the 2008 recession, over 10% of print sales are diminished for certain magazines, with a hardship coming from only 75% of the sales advertisements as before. However, in 2018, major newspapers advertising revenue was 35% from digital ads.
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In contrast, mobile versions of newspapers and magazines came in second with a huge growth of 135%. The New York Times has noted a 47% year of year rise in their digital subscriptions. 43% of adults get news often from news websites or social media, compared with 49% for television. Pew Research also asked respondents if they got news from a streaming device on their TV – 9% of U.S. adults said that they do so often.
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Digital media has also allowed individuals to be much more active in content creation. Anyone with access to computers and the Internet can participate in social media and contribute their own writing, art, videos, photography and commentary to the Internet, as well as conduct business online. The dramatic reduction in the costs required to create and share content have led to a democratization of content creation as well as the creation of new types of content, like blogs, memes, and video essays. Some of these activities have also been labelled citizen journalism. This spike in user-created content is due to the development of the internet as well as the way in which users interact with media today. As more users join and use social media sites, the relevance of content creation increases. The release of technologies such mobile devices allow for easier and quicker access to all things media. Many media creation tools that were once available to only a few are now free and easy to use. The cost of devices that can access the Internet is steadily falling, and personal ownership of multiple digital devices is now becoming the standard. These elements have significantly affected political participation. Digital media is seen by many scholars as having a role in Arab Spring, and crackdowns on the use of digital and social media by embattled governments are increasingly common. Many governments restrict access to digital media in some way, either to prevent obscenity or in a broader form of political censorship.
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Over the years YouTube has grown to become a website with user generated media. This content is oftentimes not mediated by any company or agency, leading to a wide array of personalities and opinions online. Over the years, YouTube and other platforms have also shown their monetary gains. In 2020, the top 10 highest earning YouTube content creators each generated over 15 million dollars. Many of these YouTube profiles over the years have a multi camera set up as we would see on TV. Many of these creators also creating their own digital companies as their personalities grow. Personal devices have also seen an increase over the years. Over 1.5 billion users of tablets exist in this world right now and that is expected to slowly grow About 20% of people in the world regularly watch their content using tablets in 2018
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User-generated content raises issues of privacy, credibility, civility and compensation for cultural, intellectual and artistic contributions. The spread of digital media, and the wide range of literacy and communications skills necessary to use it effectively, have deepened the digital divide between those who have access to digital media and those who do not.
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The rising of digital media has made the consumer's audio collection more precise and personalized. It is no longer necessary to purchase an entire album if the consumer is ultimately interested in only a few audio files.
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The rise of streaming services has led to a decrease of cable TV services to about 59%, while streaming services are growing at around 29%, and 9% are still users of the digital antenna. TV Controllers now incorporate designated buttons for streaming platforms. Users are spending an average of 1:55 with digital video each day, and only 1:44 on social networks. 6 out of 10 people report viewing their television shows and news via a streaming service. Platforms such as Netflix have gained attraction due to their adorability, accessibility, and for its original content. Companies such as Netflix have even bought previously cancelled shows such as Designated Survivor, Lucifer, and Arrested Development. As the internet becomes more and more prevalent, more companies are beginning to distribute content through internet only means. Indeed, young people today are increasingly likely to use TikTok over Google, television or newspapers for their news. With the loss of viewers, there is a loss of revenue but not as bad as what would be expected.
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As of 2024 there has also been a wave of those considered too controversial by main-stream media moving over to online platforms such as X to keep spreading their messages. One instance is Tucker Carlson leaving Fox News due to his controversial opinions and moving over to X. This has sparked debate surrounding topics such as free speech and hate speech.
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Digital media encompasses numerical networks of interactive systems that link databases, allowing users to navigate from one bit of content or webpage to another. Because of this ease, digital media poses several challenges to the current copyright and intellectual property laws. The ease of creating, modifying, and sharing digital media can influence copyright enforcement challenging and many copyright laws are widely seen as outdated. Under current copyright law, common Internet memes are generally illegal to share in many countries. Legal rights can be unclear for many common Internet activities. These include posting pictures from someone else's social media account, writing fanfiction, or covering and/or using popular songs in content such as YouTube videos. During the last decade, the concepts of fair use and copyright have been applied to different types of online media.
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Copyright challenges are spreading to all parts of digital media. Content creators on platforms such as YouTube follow guidelines set by copyright, IP laws, and the platform's copyright requirements. If these guidelines are not followed, the content may get demonetized, deleted, or sued. The situation can also occur when creators accidentally use audio tracks or background scenes that are under copyright. To avoid or resolve some of these issues, content creators can voluntarily adopt open, or copyleft licenses or they can release their work to the public domain. By doing this, creators are giving up certain legal rights regarding their content. Fair use is a doctrine of the US Copyright Law that allows limited use of copyrighted materials without the need to obtain permission. There are four factors that make up fair use. The first, Purpose, refers to what the content is being used for. The second factor is what copyrighted content is being used. If the content is non-fiction, it is more likely to fall under fair use than if the content is fiction. The third factor is how much of the copyrighted content is in use. Small amounts of copyrighted content are more likely to be considered fair. The last factor is, whether the use of copyrighted content earns money or affect the value of the content.
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Wikipedia uses some of the most common open licenses, Creative Commons licenses, and the GNU Free Documentation License. Open licenses are one aspect of a broad open content movement that advocates for the reduction or removal of copyright restrictions from software, data, and other digital media. To facilitate the collection and consumption of such licensing information and availability status, tools like the Creative Commons Search engine are used mostly for web images, and Unpaywall, or used for scholarly communication.
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Additional software has been developed to restrict access to digital media. Digital rights management is used to lock material. This allows users to apply the media content to specific cases. DRM allows movie producers to rent at a lower price. This restricts the movie rental license length, rather than only selling the movie at full price. Additionally, DRM can prevent unauthorized modification or sharing of media.
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Digital media copyright protection technologies fall under intellectual property protection technology. This is because a series of computer technologies protect the digital content being created and transmitted. The Digital Millennium Copyright Act provides safety to intermediaries that host user content, such as YouTube, from being held liable for copyright infringement so long as they meet all required conditions. The most notable of which is the "notice and take down" policy. The policy requires online intermediaries to remove and/or disable access to the content in question when there are court orders and/or allegations of illegal use of the content on their site. As a result, YouTube has and continues to develop more policies and standards that go far past what the DMCA requires. YouTube has also created an algorithm which continuously scans their cite to make sure all content follows all policies.
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One digital media platform known to have copyright concerns is the short video-sharing app TikTok. TikTok is a social media app that allows users to share short videos up to one minute in length, using a variety of visual effects and audio. According to Loyola University's Chicago School of Law, around 50% of the music used on TikTok is unlicensed. TikTok has several music licensing agreements with various artists and labels, creating a library of fair and legal use of music. However, this does not cover all content for its users. A user could still commit a copyright violation on TikTok. One example is, accidentally having music playing on a stereo in the background or recording a laptop screen playing a song.
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Online magazines or digital magazines are one of the largest targets for copyright issues. According to the Audit Bureau of Circulations report from March 2011, the definition of this medium is when a digital magazine involves the distribution of magazine content by electronic means; it may be a replica. This definition can be considered outdated now that PDF replicas of print magazines are no longer common practice. These days digital magazines refer to magazines specifically created to be interactive digital platforms such as the internet, mobile phones, private networks, iPad, or other devices. The barriers to digital magazine distribution are thus decreasing. However, these platforms are also broadening the scope of where digital magazines can be published; smartphones are an example. Thanks to the improvements in tablets and other personal electronic devices, digital magazines have become much more readable and enticing through the use of graphic art. The evolution of online magazines began to focus on becoming more of a social media and entertainment platform.
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Online piracy has become one of the larger issues that have occurred concerning digital media copyright. The piracy of digital media, such as film and television, directly impacts the copyright party . This action can impact the "health" of the digital media industry. Piracy directly breaks the laws and morals of copyright. Along with piracy, digital media has contributed to the ability to spread false information or fake news. Due to the widespread use of digital media, fake news can receive more notoriety. This notoriety enhances the negative effects fake news creates. As a result, people's health and well-being can directly be affected.
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Documentation is an important part of software engineering. Types of documentation include:
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Requirements documentation is the description of what a particular software does or shall do. It is used throughout development to communicate how the software functions or how it is intended to operate. It is also used as an agreement or as the foundation for agreement on what the software will do. Requirements are produced and consumed by everyone involved in the production of software, including: end users, customers, project managers, sales, marketing, software architects, usability engineers, interaction designers, developers, and testers.
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Requirements come in a variety of styles, notations and formality. Requirements can be goal-like , close to design , and anything in between. They can be specified as statements in natural language, as drawn figures, as detailed mathematical formulas, or as a combination of them all.