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https://en.wikipedia.org/wiki/Version%207%20Unix | Version 7 Unix, also called Seventh Edition Unix, Version 7 or just V7, was an important early release of the Unix operating system. V7, released in 1979, was the last Bell Laboratories release to see widespread distribution before the commercialization of Unix by AT&T Corporation in the early 1980s. V7 was originally developed for Digital Equipment Corporation's PDP-11 minicomputers and was later ported to other platforms.
Overview
Unix versions from Bell Labs were designated by the edition of the user's manual with which they were accompanied. Released in 1979, the Seventh Edition was preceded by Sixth Edition, which was the first version licensed to commercial users. Development of the Research Unix line continued with the Eighth Edition, which incorporated development from 4.1BSD, through the Tenth Edition, after which the Bell Labs researchers concentrated on developing Plan 9.
V7 was the first readily portable version of Unix. As this was the era of minicomputers, with their many architectural variations, and also the beginning of the market for 16-bit microprocessors, many ports were completed within the first few years of its release. The first Sun workstations (then based on the Motorola 68000) ran a V7 port by UniSoft; the first version of Xenix for the Intel 8086 was derived from V7 and Onyx Systems soon produced a Zilog Z8000 computer running V7. The VAX port of V7, called UNIX/32V, was the direct ancestor of the popular 4BSD family of Unix systems.
The group at the University of Wollongong that had ported V6 to the Interdata 7/32 ported V7 to that machine as well. Interdata sold the port as Edition VII, making it the first commercial UNIX offering.
DEC distributed their own PDP-11 version of V7, called V7M (for modified). V7M, developed by DEC's original Unix Engineering Group (UEG), contained many enhancements to the kernel for the PDP-11 line of computers including significantly improved hardware error recovery and many additional device drivers. UEG evolved into the group that later developed Ultrix.
Reception
Due to its power yet elegant simplicity, many old-time Unix users remember V7 as the pinnacle of Unix development and have dubbed it "the last true Unix", an improvement over all preceding and following Unices. At the time of its release, though, its greatly extended feature set came at the expense of a decrease in performance compared to V6, which was to be corrected largely by the user community.
The number of system calls in Version 7 was only around 50, while later Unix and Unix-like systems continued to add many more:
Released as free software
In 2002, Caldera International released V7 as FOSS under a permissive BSD-like software license.
Bootable images for V7 can still be downloaded today, and can be run on modern hosts using PDP-11 emulators such as SIMH.
An x86 port has been developed by Nordier & Associates.
Paul Allen maintained several publicly accessible historic computer systems, including a PDP-1 |
https://en.wikipedia.org/wiki/Computers%20and%20Typesetting | Computers and Typesetting is a 5-volume set of books by Donald Knuth published in 1986 describing the TeX and Metafont systems for digital typography. Knuth's computers and typesetting project was the result of his frustration with the lack of decent software for the typesetting of mathematical and technical documents. The results of this project include TeX for typesetting, Metafont for font construction and the Computer Modern typefaces that are the default fonts used by TeX. In the series of five books Knuth not only describes the TeX and Metafont languages (volumes A and C), he also describes and documents the source code (in the WEB programming language) of the TeX and Metafont interpreters (volumes B and D), and the source code for the Computer Modern fonts used by TeX (volume E). The book set stands as a tour de force demonstration of literate programming.
The books themselves were typeset in the Computer Modern Roman typeface using TeX; thus, in Knuth's words, they "belong to the class of sets of books that describe precisely their own appearance."
Volumes
The five volumes are published by Addison-Wesley.
Volume A: The TeXbook. Describes the TeX typesetting language. It is by far the most common and available of the set, as the TeX interpreter is widely used for typesetting. It is available in softcover (blue spiral-bound with a built-in flap for a bookmark) and hardcover
Volume B: TeX: The program. A documented listing of the source code of the TeX interpreter The 1986 edition in hardcover is
Volume C: The METAFONTbook. Describes the METAFONT font description language. Hardcover , softcover .
Volume D: Metafont: The program. A documented listing of the source code of the Metafont interpreter. Hardcover , paperback
Volume E: Computer Modern Typefaces. A character-by-character listing (in the Metafont language) of the source code for the Computer Modern typefaces (cmr, cmbx, cmti, etc.) used by TeX. Hardcover: , Softcover:
The set is also available as a hardcover boxed set with the latest editions as of the year 2000.
A jubilee edition of the Volumes A to D was published by Addison-Wesley in February 2021 incorporating all the changes made during the TeX tune-up of 2021. (Volume E remained unchanged from the 2017 edition.)
References
External links
http://www-cs-faculty.stanford.edu/~knuth/abcde.html
1986 non-fiction books
Computer books
TeX
Typesetting software
Handbooks and manuals
Books by Donald Knuth
American non-fiction books |
https://en.wikipedia.org/wiki/Apple%20Mail | Mail is an email client included by Apple Inc. with its operating systems macOS, iOS, iPadOS and watchOS. Mail grew out of NeXTMail, which was originally developed by NeXT as part of its NeXTSTEP operating system, after Apple's acquisition of NeXT in 1997.
The current version of Mail utilizes SMTP for message sending, POP3, Exchange and IMAP for message retrieval and S/MIME for end-to-end message encryption. It is also preconfigured to work with popular email providers, such as Yahoo! Mail, AOL Mail, Gmail, Outlook and iCloud (formerly MobileMe) and it supports Exchange. iOS features a mobile version of Mail with added Exchange ActiveSync (EAS) support, though it notoriously missed the functionality of attaching files to reply emails until the release of iOS 9. EAS is not supported in the macOS version of Apple's Mail app, the main issue being that sent messages will incorrectly be duplicated in the sent messages folder, which then propagates via sync to all other devices including iOS.
Features of Mail include the ability to configure the software to receive all of a user's email accounts in the one list, ability to file emails into folders, ability to search for emails, and ability to automatically append signatures to outgoing emails. It also integrates with the Contacts list, Calendar, Maps and other apps.
History
NeXTMail
Mail was originally developed by NeXT as NeXTMail, the email application for its NeXTSTEP operating system. It supported rich text formatting with images and voice messaging, and MIME emails. It also supported a text-based user interface (TUI) to allow for backwards compatibility.
When Apple began to adapt NeXTSTEP to become Mac OS X, both the operating system and the application went through various stages as it was developed. In a beta version (codenamed "Rhapsody") and various other early pre-releases of Mac OS X, Mail was known as MailViewer. However, with the third developer release of Mac OS X, the application had returned to being known simply as Mail.
First release
Mail was included in all versions of macOS up to and including Mac OS X Panther, which was released on October 24, 2003. It was integrated with other Apple applications such as Address Book, iChat, and iCal. Some of its features that remain in the most recent version of Mail include rules for mailboxes, junk mail filtering and multiple account management.
Mac OS X Tiger (10.4)
In Mac OS X Tiger (version 10.4), Mail version 2 included a proprietary single-message-per-file format (with the filename extension .emlx) to permit indexing by Spotlight. Additional features were:
"Smart mailboxes" that used Spotlight technology to sort mail into folders.
the ability to flag messages with a low, normal or high priority and to use these priorities in mailbox rules and smart mailboxes.
tools for resizing photos before they are sent to avoid oversized email attachments.
the ability to view emailed pictures as a full-screen slideshow.
parental controls to s |
https://en.wikipedia.org/wiki/Calendar%20%28Apple%29 | Calendar is a personal calendar app made by Apple Inc. for its macOS, iOS, iPadOS, and watchOS operating systems. It offers online cloud backup of calendars using Apple's iCloud service, or can synchronize with other calendar services, including Google Calendar and Microsoft Exchange Server.
The macOS version was known as iCal before the release of OS X Mountain Lion in July 2012. Originally released as a free download for Mac OS X v10.2 on September 10, 2002, it was bundled with the operating system as iCal 1.5 with the release of Mac OS X v10.3. iCal was the first calendar application for Mac OS X to offer support for multiple calendars and the ability to intermittently publish/subscribe to calendars on WebDAV servers. Version 2 of iCal was released as part of Mac OS X v10.4, Version 3 as part of Mac OS X v10.5, Version 4 as part of Mac OS X v10.6, Version 5 as part of Mac OS X v10.7, Version 6 as part of OS X v10.8, Version 7 as part of OS X v10.9, Version 8 as part of OS X v10.10 and OS X v10.11, and version 9 as part of macOS v10.12.
Apple licensed the iCal name from Brown Bear Software, who have used it for their iCal application since 1997.
iCal's initial development was quite different from other Apple software: it was designed independently by a small French team working "secretly" in Paris, led by Jean-Marie Hullot, a friend of Steve Jobs. iCal's development has since been transferred to Apple US headquarters in Cupertino.
Features
Calendar tracks events and appointments, allows multiple calendar views (such as calendars for "home", "work", and other calendars that a user can create) to quickly identify conflicts and free time. Users can subscribe to other calendars so they can keep up with friends and colleagues, and other things such as athletic schedules and television programs, as well as set notifications for upcoming events either in the Notification Center, by email, SMS, or pager. Attachments and notes can be added to iCloud Calendar items.
It is integrated with iCloud, so calendars can be shared and synced with other devices, such as other Macs, iPhones, iPads, iPod touch, and PCs over the internet. One can also share calendars via the WebDAV protocol. Google now supports WebDAV for Google Calendar making Calendar easily configurable.
Calendar includes the ability to see travel time and weather at the event's location, with the ability to set an alarm based on the travel time. Different time zones can be selected when entering and editing start and end times. This allows long-distance airplane flight times, for example, to be entered accurately and for that "end" of a visualized time "box" to render accurately on either iOS or macOS when time zone support is turned on in Calendar and the time zone set in Date/Time to the location in question.
Calendar support was added to CarPlay with iOS 13, allowing Siri to display and read out a user's upcoming events while driving.
See also
Calendar and Contacts Server
iCalendar
S |
https://en.wikipedia.org/wiki/PEP | PEP may refer to:
Computing
Packetized Ensemble Protocol, used by Telebit modems
pretty Easy privacy (pEp), encryption project
Python Enhancement Proposal, for the Python programming language
Packet Exchange Protocol in Xerox Network Systems
Performance-enhancing proxy, mechanisms to improve end-to-end TCP performance
Policy Enforcement Point in XACML
Organizations
Political and Economic Planning, a British think tank formed in 1931
Priority Enforcement Program, in US immigration enforcement
Promoting Enduring Peace, a UN organization
Propellants, Explosives, Pyrotechnics, a journal
Provincial Emergency Program (British Columbia), the former name of Ministry of Emergency Management and Climate Readiness
Biology and medicine
Polyestradiol phosphate, an estrogen used to treat prostate cancer
Polymorphic eruption of pregnancy or pruritic urticarial papules and plaques of pregnancy
Post-exposure prophylaxis, preventive medical treatment
post-ERCP pancreatitis, a complication after endoscopic retrograde cholangiopancreatography
Phosphoenolpyruvic acid, a biochemical compound
Physics
Pep reaction, proton–electron–proton reaction
Peak envelope power of a transmitter
Other uses
Pairwise error probability in digital communications
Passaporte Electrónico Português, Portuguese electronic passport
PEP, a studio album by musician Lights
New York Stock Exchange symbol for PepsiCo
Personal equity plan, a former UK account type
Philippine Entertainment Portal, a website operated by GMA New Media
Politically exposed person, a financial classification
Positron-Electron Projects at Stanford Linear Accelerator Center
Post – eCommerce – Parcel, Divisions of Deutsche Post
Primary Entry Point, a station of the US Emergency Alert System
Primate Equilibrium Platform, used in animal experimentation
Progressive except Palestine, a pro-Palestinian political phrase
Prototype Electro-Pneumatic family of trains, British Rail Classes 445 and 446
Pulsed energy projectile, a non-lethal weapon
See also
Pep (disambiguation) |
https://en.wikipedia.org/wiki/C%C4%83ile%20Ferate%20Rom%C3%A2ne | Căile Ferate Române (; abbreviated as the CFR) was the state railway carrier of Romania. As of 2014, the railway network of Romania consists of , of which (37.4%) are electrified. The total track length is , of which (38.5%) are electrified. The CIA World Factbook lists Romania with the 23rd largest railway network in the world. The network is significantly interconnected with other European railway networks, providing pan-European passenger and freight services. CFR as an entity has been operating since 1880, even though the first railway on current Romanian territory was opened in 1854. CFR is divided into four autonomous companies:
CFR Călători, responsible for passenger services;
CFR Marfă, responsible for freight transport;
CFR Infrastructură or CFR S.A., manages the infrastructure on the Romanian railway network; and
Societatea Feroviară de Turism, or SFT, which manages scenic and tourist railways.
CFR is headquartered in Bucharest and has regional divisions centered in Bucharest, Brașov, Cluj-Napoca, Constanța, Craiova, Galați, Iași, and Timișoara. Its International Union of Railways code is 53-CFR.
History
Railways in the nineteenth century
The first railway line on Romania's present-day territory was opened on 20 August 1854 and ran between Oravița in Banat and Baziaș, a port on the Danube. The line, which had a length of , was used solely for the transportation of coal. From 12 January 1855, the line was operated by Imperial Royal Privileged Austrian State Railway Company, the Banat province being at that time part of the Austrian Empire. After several improvements in the following months, the line was opened to passenger traffic from 1 November 1856.
Between 1864 and 1880, several railways were constructed in the area of the Kingdom of Romania. On 1 September 1865, the English company John Trevor-Barkley began construction on the Bucharest–Giurgiu line. Commissioned by the King of Romania, the line was opened to traffic on 26 August 1869. The Bucharest-Giurgiu line was the first railway built on Romanian territory at that time (considering that the Oravița-Baziaș line was part of Austria-Hungary, even though it now lies on Romanian territory).
In September 1866, the Romanian Parliament voted for the construction of a railway, from Vârciorova in the south to Roman in the north, via Ploiești, Bucharest, Buzău, Brăila, Galați, and Tecuci, all important population centres. The price for the construction was at that time 270,000 gold francs per kilometre and was contracted to the German Strousberg consortium. The line was opened in various stages, the first stage (Ploiesti–Bucharest–Galați–Roman) being opened to traffic on 13 September 1872, while the Vârciorova–Ploiești segment was opened some time later, on 9 May 1878. The Vârciorova-Roman line was an important part of Romania's rail infrastructure because it spanned the entire Kingdom and provided an important connection for passengers and freight between several significant |
https://en.wikipedia.org/wiki/Computer%20art%20scene | The computer art scene, or simply artscene, is the community interested and active in the creation of computer-based artwork.
Early computer art
The history of computer art predates the computer art scene for several decades, with the first experiments having taken place in the early 1950s. Devices like plotters and teletypewriters were commonly used instead of video display screens. The earliest precursors to ASCII art can be found in RTTY art, that is, pictures created by amateur radio enthusiasts with teleprinters using the Baudot code.
In the early days of microcomputers, what could be shown on a typical video display screen was limited to plain and simple text, such as that found in the ASCII code set. In the early 1980s, users of IBM PC compatible computers began to experiment with ways of forming simple pictures and designs using only the 255 characters within the Extended ASCII character set, specifically known as code page 437, created by IBM. Modems and networking technology allowed computer users to communicate with each other over bulletin board systems (BBSes); the operators of these BBSes used ASCII art to enhance the aesthetic appearance of their systems. The common user interface or video mode shared by all systems was plain text. As a result, a "scene" of artists arose to fill the need for original art to distinguish one BBS from another.
Evolving technology
At home
At a time when IBM PC compatibles were limited to monochrome graphics or the four preset colors of the Color Graphics Adapter, the Atari 8-bit family had a palette of 128 colors and could display 4-8 of those at once—or many more with custom programming. The Commodore 64 could display 16 fixed colors.
In 1985, the Amiga arrived with the ability to display 640x480 4096-color graphics that could be exported via the NTSC standard. This capability was used by Disney animators in movies such as The Little Mermaid and by TV producers in shows such as SeaQuest and Babylon 5.
Online
As computer technology developed, the American National Standards Institute X3 committee invented a standard method of terminal control using escape sequences called "ANSI X3.64-1979". This protocol allowed for text and cursor positioning as well as defining foreground and background color attributes for the text.
Eventually, text artists began incorporating this new level of flexibility to the existing medium of ASCII art by adding color to their text-based art, or animating their art by manipulating the cursor control codes. This is what is commonly referred to today as "ANSI art" that is used in many scene nfos.
A decade later, the popularity of ANSI art had increased significantly (largely due to the similarly increasing interest in the BBS) and ANSI artists began to form into "groups", not unlike graffiti "crews." The first ANSI group was called Aces of ANSI Art (AAA). Though no official founding date can be established for this group, its earliest surviving tribute packs a |
https://en.wikipedia.org/wiki/Risch%20algorithm | In symbolic computation, the Risch algorithm is a method of indefinite integration used in some computer algebra systems to find antiderivatives. It is named after the American mathematician Robert Henry Risch, a specialist in computer algebra who developed it in 1968.
The algorithm transforms the problem of integration into a problem in algebra. It is based on the form of the function being integrated and on methods for integrating rational functions, radicals, logarithms, and exponential functions. Risch called it a decision procedure, because it is a method for deciding whether a function has an elementary function as an indefinite integral, and if it does, for determining that indefinite integral. However, the algorithm does not always succeed in identifying whether or not the antiderivative of a given function in fact can be expressed in terms of elementary functions.
The complete description of the Risch algorithm takes over 100 pages. The Risch–Norman algorithm is a simpler, faster, but less powerful variant that was developed in 1976 by Arthur Norman.
Some significant progress has been made in computing the logarithmic part of a mixed transcendental-algebraic integral by Brian L. Miller.
Description
The Risch algorithm is used to integrate elementary functions. These are functions obtained by composing exponentials, logarithms, radicals, trigonometric functions, and the four arithmetic operations (). Laplace solved this problem for the case of rational functions, as he showed that the indefinite integral of a rational function is a rational function and a finite number of constant multiples of logarithms of rational functions . The algorithm suggested by Laplace is usually described in calculus textbooks; as a computer program, it was finally implemented in the 1960s.
Liouville formulated the problem that is solved by the Risch algorithm. Liouville proved by analytical means that if there is an elementary solution to the equation then there exist constants and functions and in the field generated by such that the solution is of the form
Risch developed a method that allows one to consider only a finite set of functions of Liouville's form.
The intuition for the Risch algorithm comes from the behavior of the exponential and logarithm functions under differentiation. For the function , where and are differentiable functions, we have
so if were in the result of an indefinite integration, it should be expected to be inside the integral. Also, as
then if were in the result of an integration, then only a few powers of the logarithm should be expected.
Problem examples
Finding an elementary antiderivative is very sensitive to details. For instance, the following algebraic function (posted to sci.math.symbolic by Henri Cohen in 1993) has an elementary antiderivative, as Wolfram Mathematica since version 13 shows (however, Mathematica does not use the Risch algorithm to compute this integral):
namely:
But if the c |
https://en.wikipedia.org/wiki/MIB | MIB may refer to:
Computing
Mebibyte (MiB), a multiple of the unit byte for digital information
Management information base, a computing information repository used by the Simple Network Management Protocol
Modular infotainment platform vehicle infotainment architecture
Man-in-the-browser attack
Fiction
Men in Black (1934 film), a Three Stooges short
Men in Black (franchise)
The Men in Black (comics)
Men in Black (1997 film), based on the comic
Men in Black II, its 2002 sequel
Men in Black 3, its 2012 trilogy closer
Men in Black: International, its 2019 spin-off
Men in Black: The Series, based on the original film
The Man in Black (Lost), the main antagonist in the TV series Lost
The Man in Black (Westworld), the main antagonist in the TV series Westworld
The Medical Inspection Bureau, a fictional organization from the manga series Battle Angel Alita
Places
Minot Air Force Base, IATA code MIB
People
Michael Ian Black (born 1971), American comedian, actor and writer
Organizations
Men in Black (disambiguation), in conspiracy theory, a group of mysterious agents
Manchester Institute of Biotechnology
Meiringen-Innertkirchen-Bahn, a Swiss railway company
MIB Group (formerly Medical Information Bureau), an insurance industry fraud prevention data exchange
MIB School of Management Trieste, an international business school in Trieste, Italy
Motor Insurers' Bureau, a British company which deals with uninsured compensation claims
M.I.B (band), a South Korean music group
Mishap Investigation Board (MIB), an ad hoc NASA board to investigate incidents and mishaps, e.g. the Genesis MIB
Business
MCB Islamic Bank, Pakistani bank
FTSE MIB (Milano Italia Borsa), the main stock market index of the Borsa Italiana
Master of International Business, a postgraduate master's degree
Master of Internet Business, a postgraduate master's degree (e.g. ISDI University)
Science
Mibolerone, a potent synthetic anabolic-androgenic steroid
Motion induced blindness, a visual illusion
2-methylisoborneol, a musty-smelling odorant sometimes found in drinking water and cork taint
2-methylisoborneol synthase, an enzyme
Other
Melayu Islam Beraja, the adopted national philosophy of Brunei
Message in a bottle, a form of communication in which a message is sealed in a container and released
Mint In Box, a collector's abbreviation for an item in mint condition
See also
Man in Black (disambiguation)
Men in Black (disambiguation)
MIB1 |
https://en.wikipedia.org/wiki/Xine | xine is a multimedia playback engine for Unix-like operating systems released under the GNU General Public License. xine is built around a shared library (xine-lib) that supports different frontend player applications. xine uses libraries from other projects such as liba52, libmpeg2, FFmpeg, libmad, FAAD2, and Ogle. xine can also use binary Windows codecs through a wrapper, bundled as the w32codecs, for playback of some media formats that are not handled natively.
History
xine was started in 2000 by Günter Bartsch shortly after LinuxTag. At that time playing DVDs in Linux was described as a tortuous process since one had to manually create audio and video named pipes and start their separated decoder processes.
Günter realized the OMS (Open Media System) or LiViD approach had obvious shortcomings in terms of audio and video synchronization, so xine was born as an experiment trying to get it right. The project evolved into a modern media player multi-threaded architecture.
During xine development, some effort was dedicated to making a clear separation of the player engine (xine-lib) and front-end (xine-ui). Since the 1.0 release (2004-12-25) the API of xine-lib is considered stable and several applications and players rely on it.
Günter left the project in 2003 when he officially announced the new project leaders, Miguel Freitas, Michael Roitzsch, Mike Melanson, and Thibaut Mattern.
Supported media formats
Physical media: CDs, DVDs, Video CDs
Container formats: 3gp, AVI, ASF, FLV, Matroska, MOV (QuickTime), MP4, NUT, Ogg, OGM, RealMedia
Audio formats: AAC, AC3, ALAC, AMR, FLAC, MP3, RealAudio, Shorten, Speex, Vorbis, WMA
Video formats: Cinepak, DV, H.263, H.264/MPEG-4 AVC, HuffYUV, Indeo, MJPEG, MPEG-1, MPEG-2, MPEG-4 ASP, RealVideo, Sorenson, Theora, WMV (partial, including WMV1, WMV2 and WMV3; via FFmpeg)
Video devices: V4L, DVB, PVR
Network protocols: HTTP, TCP, UDP, RTP, SMB, MMS, PNM, RTSP
DVD issues
Since it is not a member of DVD Forum, the xine project is not contractually obliged to insert user operation prohibition such as disallowing fast-forward or skipping during trailers and ads. However, without membership in the Forum, the project also cannot make xine play DVDs encrypted with CSS except by using reverse-engineered code. xine therefore uses the libdvdcss library, which was created by reverse engineering. The legal status of libdvdcss is questionable in several nations; in the United States, for example, the Digital Millennium Copyright Act arguably prohibits reverse-engineering of CSS. Virtually all commercial DVDs are encrypted with CSS.
Other issues
To prevent a screensaver from starting, xine sends a scroll lock key signal to the environment to pretend keyboard interaction took place. This can often lead to issues with other programs running as they receive the scroll lock key as normal input. One example is the Konsole terminal emulator, which changes the behaviour of the arrow keys when scroll lock is used.
Graphi |
https://en.wikipedia.org/wiki/Suse | SUSE, Suse, or Susa may refer to:
Linux
SUSE, an open source software company
SUSE Linux Enterprise, an operating system developed by SUSE for businesses
openSUSE, a community-maintained operating system sponsored by SUSE
SUSE Linux, an operating system that SUSE historically distributed to retail customers
The openSUSE Project, the community project responsible for openSUSE
SUSE Enterprise Storage, Linux-based data storage
Places
Fort Suse, in Iraq
Sus, Azerbaijan
Susa, ancient capital of Elam and the Achaemenid Empire
People
Suse Heinze (born 1920), a German diver |
https://en.wikipedia.org/wiki/A.I.%20Love%20You | is a Japanese manga series by author Ken Akamatsu. The story follows Hitoshi Kōbe, a high school guy who isn't good at anything but programming. He creates a program in particular named Program 30 which is that of a female, and is shocked when she comes to life in the real world due to a lightning storm. Hitoshi names her Saati and teaches her about the real world, while she instructs him on how to properly have a girlfriend. Things get more complex however when two more of Hitoshi's programs come to life, and a hacker goes after Saati's program. A.I. Love You was first serialized through Weekly Shōnen Magazine in 1994, but later moved to Magazine Special where it ended in 1997. The series was collected into nine manga volumes that were also released by Kodansha between 1994 and 1997. Two re-releases followed; however, each time a volume was deducted.
In 2003, Tokyopop acquired the license to release the series in North America. The story's title was changed but Tokyopop tried to keep a pun that had been used in the original Japanese title. Eight English language manga volumes were released between February 3, 2004, and April 12, 2005. The volumes were printed until 2009 when Tokyopop announced that the series would go out of print. The English adaptation was well received, and although reviewers pointed out that Akamatsu's artwork was not at the professional level yet, they praised the story and characters.
Plot
The story centres on Hitoshi Kōbe, a 1st year in high school that is described as quite average, and fails miserably in academic, athletic and social situations.
Hitoshi has only one thing going for him - his ability to program computers. In fact, he is so good at this he has created programs that can rewrite themselves - Artificial Intelligence, in other words. So far he has created thirty of these programs, and the latest - whom he names Saati ( The Japanese pronunciation of the English word "Thirty" )- is so advanced that conversation with her is indistinguishable from a normal girl.
However, there is still the barrier of Hitoshi being in the physical world and Saati being a program, until one day a freak lightning strike materializes her into the real world, where she becomes the girlfriend of Hitoshi. The series then follows their now not so ordinary lives, as well as other A.I.s of Hitoshi's creation as they attempt to keep Saati's secret while she adapts to the lifestyle of humans.
Release
A.I. Love You was serialized through manga magazine Weekly Shōnen Magazine in 1994 starting in the 18th issue, and going until Issue 40. Publisher Kodansha then switched the manga to Magazine Special where the series ended in 1997. The chapters were collected into nine tankōbon volumes between September 16, 1994 and October 17, 1997. The series was subsequently re-released by Kodansha through KC Deluxe from November, 1999 to June, 2000 this time though with eight volumes. The final re-release took place between November 17, 2004, and June |
https://en.wikipedia.org/wiki/Atari%20XEGS | The Atari XE Video Game System (Atari XEGS) is an industrial redesign of the Atari 65XE home computer and the final model in the Atari 8-bit family. It was released by Atari Corporation in 1987 and marketed as a home video game console alongside the Nintendo Entertainment System, Sega's Master System, and Atari's own Atari 7800. The XEGS is compatible with existing Atari 8-bit family hardware and software. Without keyboard, the system operates as a stand-alone game console. With the keyboard, it boots identically to the Atari XE computers. Atari packaged the XEGS as a basic set consisting of only the console and joystick, and as a deluxe set consisting of the console, keyboard, CX40 joystick, and XG-1 light gun.
The XEGS release was backed by new games, including Barnyard Blaster and Bug Hunt, plus cartridge ports of older games, such as Fight Night (Accolade, 1985), Lode Runner (Broderbund, 1983), Necromancer (Synapse Software, 1982), and Ballblazer (Lucasfilm Games, 1985). Support for the system was dropped in 1992 along with the rest of the 8-bit computer line, the Atari 2600, and the Atari 7800.
Development
In 1984, following the video game crash of 1983 when Atari, Inc. had great financial difficulties as a division of Warner Communications, John J. Anderson of Creative Computing stated that Atari should have released a video game console in 1981 based on its Atari 8-bit family and compatible with that software library. The company instead released the Atari 5200, which is based on the 8-bit computers but is incompatible with their software.
After Jack Tramiel purchased the company, Atari Corporation re-released two game consoles in 1986: the Atari 7800, which had previously been released in a brief test run in 1984; and a lower cost redesign of the Atari 2600.
Atari conceived the console in a plan to increase the company's console market share while improving sales of its 8-bit home computer family which had started with the Atari 400 and 800. Providing a "beginning computer" and "sophisticated game console" in one device, was thought to convince more retailers and software developers to support the platform. Matthew Ratcliff, who had been contributing editor for Antic magazine, recalled that "Atari executives asked the heads of several major toy store chains which product they'd rather sellthe powerful 65XE home computer for about , or a fancy new game system for about . The answer was, 'You can keep the computer, give us that game machine!" In May 1987, Atari's Director of Communications, Neil Harris, updated the online Atari community by outlining this plan, noting that the XEGS was intended to further the 8-bit line by providing mass-merchants with a device that was more appealing to their markets.
The XEGS is a repackaged Atari 65XE home computer, compatible with the existing range of Atari 8-bit computer software and peripherals, and thus can function as a home computer. At a more premium , it co-existed with the Atari 7800 and |
https://en.wikipedia.org/wiki/ISync | iSync is a defunct application developed by Apple Inc., which syncs iCal and Address Book data to SyncML-enabled mobile phones, via Bluetooth or by using a USB connection. It was first released on Jan 2, 2003, with technology licensed from fusionOne. Support for many (pre-October 2007) devices was built-in, with newer devices being supported via manufacturer and third-party iSync Plugins.
History
iSync's first beta was released on September 28, 2002.
In June 2003, The Register reported that an iSync 1.1 bug could lead to contacts without phone numbers being deleted from synced phones. iSync uses port 3004, which could also be blocked if the Mac OS X firewall was enabled.
Before the release of Mac OS X 10.4, iSync also synchronized a user's Safari bookmarks with the now-defunct .Mac subscription service provided by Apple.
Starting with Mac OS X 10.4, much of iSync's original syncing functionality was moved into the Sync Services framework, which developers can use to incorporate synchronization into their own applications. iSync, however, retained responsibility for the setup, configuration and synchronising of supported mobile handsets. Since the release of iTunes 4.8, the user interface for synchronizing iPods had been delegated to iTunes, although conflict-resolution and substantial changes to contact information (>5%) show an iSync panel. Synchronization with MobileMe (previously .Mac) was then the domain of MobileMe Sync, accessible through a System Preferences pane.
iSync was removed from Mac OS X in version 10.7 (Lion). However, since the underlying framework still existed in Lion and 10.8 (Mountain Lion), it was possible to restore the functionality of iSync using a 10.6 (Snow Leopard) installation or backup.
Device compatibility
In 2005, iSync supported iPods, personal digital assistants (PDAs), mobile phones, and other devices; iSync supported phones from Motorola, Nokia, Panasonic, Sony Ericsson, Siemens, and Sendo.
Before the release of iSync, Palm had released its own sync software, Palm Desktop for Mac, which it soon abandoned. Apple created its own software tool, called Palm Conduit, to make iSync compatible with Palm's HotSync protocol. iSync 2.0 directly integrated Palm Conduit. After the 2009 Palm Pre abandoned HotSync, Apple dropped Palm support from iSync 3.1 in Mac OS X Snow Leopard.
BlackBerry OS, Palm OS, and Windows Mobile (Pocket PC) devices were not officially supported by iSync, but could still be synchronized through the use of third-party iSync plug-ins.
Version history
See also
SyncML
References
External links
MacOS-only software made by Apple Inc.
Personal information managers
ITunes
IPod software |
https://en.wikipedia.org/wiki/Apple%20GS/OS | GS/OS is an operating system developed by Apple Computer for its Apple IIGS personal computer. It provides facilities for accessing the file system, controlling input/output devices, loading and running program files, and a system allowing programs to handle interrupts and signals. It uses ProDOS as its primary filing system. GS/OS is a component of Apple IIGS System Software versions 4.0 through 6.0.1, and was the first true 16-bit operating system for the IIGS.
Features
Speed optimization
The advantage of GS/OS over its predecessor, the ProDOS 16 operating system, is that it was written entirely in 16-bit code for the 65816 processor used in the IIGS, rather than primarily in 8-bit 6502 machine code that does not take advantage of the IIGS's unique features. This in turn allows GS/OS to offers vast speed optimizations (loading time, disk access, screen updates) compared with the previous OS, and provided room to incorporate many features of other Apple operating systems, including Apple III Apple SOS, the Macintosh System 5, as well as concepts and features that would later appear in future Macintosh System Software releases (e.g. proportional scrollbars, thermometer progress bars).
New features and enhancements
In addition to continued enhancements to the IIGS Finder and loadable fonts, GS/OS offered plug-in device drivers (modem, printer, etc.), a thermometer progress display, AppleShare support, File System Translators for accessing foreign file formats, disk caching and support for storage devices up to 4 Gigabytes. It also extends the ProDOS file system to provide for resource forks on files similar to those used on the Apple Macintosh, which allows for programs to be written in a more flexible way. The newly included Apple Advanced Disk Utilities and Apple IIGS Installer helped facilitate partitioning, formatting and installing software and drivers with visual ease. A command-line development environment called APW (Apple Programmer's Workshop) is available; much like the Macintosh Programmer's Workshop.
File System Translators
GS/OS includes a facility known as file system translators (FSTs) which allows it to support multiple on-disk file systems in a manner transparent to application programs and to the user, a feature not found in ProDOS or most other microcomputer operating systems at the time. While GS/OS natively uses the ProDOS file system (from which it must be booted), it also fully supports HFS used by Mac OS. Other file system translators include those for MS-DOS, High Sierra/ISO-9660, Apple DOS 3.3, and Pascal, albeit read-only (full read/write support had been planned but never completed).
Releases
Source:
ProDOS 16 (GS/OS predecessor)
1986 – System 1.0 (ProDOS 16 v1.0), System 1.1 (ProDOS 16 v1.1)
1987 – System 2.0 (ProDOS 16 v1.2), System 3.1 (ProDOS 16 v1.3)
1988 – System 3.2 (ProDOS 16 v1.6)
GS/OS
1988 – System 4.0 (GS/OS v2.0)
1989 – System 5.0 (GS/OS v3.0), System 5.0.1 (GS/OS v3.0), System 5.0.2 (GS/OS v3.0)
19 |
https://en.wikipedia.org/wiki/Yum%20%28software%29 | The Yellowdog Updater Modified (YUM) is a free and open-source command-line package-management utility for computers running the Linux operating system using the RPM Package Manager. Though YUM has a command-line interface, several other tools provide graphical user interfaces to YUM functionality.
YUM allows for automatic updates and package and dependency management on RPM-based distributions. Like the Advanced Package Tool (APT) from Debian, YUM works with software repositories (collections of packages), which can be accessed locally or over a network connection.
Under the hood, YUM depends on RPM, which is a packaging standard for digital distribution of software, which automatically uses hashes and digital signatures to verify the authorship and integrity of said software; unlike some app stores, which serve a similar function, neither YUM nor RPM provide built-in support for proprietary restrictions on copying of packages by end-users. YUM is implemented as libraries in the Python programming language, with a small set of programs that provide a command-line interface. GUI-based wrappers such as YUM Extender (yumex) also exist, and has been adopted for Fedora Linux until version 22.
A rewrite of YUM named DNF replaced YUM as the default package manager in Fedora 22. This was required due to Fedora's transition from Python 2 to Python 3, which isn't supported by YUM. DNF also improves on YUM in several ways - improved performance, better resolution of dependency conflicts, and easier integration with other software applications.
History
The original package manager, Yellowdog UPdater (YUP) was developed in 1999-2001 by Dan Burcaw, Bryan Stillwell, Stephen Edie, and Troy Bengegerdes at Terra Soft Solutions (under the leadership of then CEO Goutham Krishna) as a back-end engine for a graphical installer of Yellow Dog Linux.
As a full rewrite of YUP, YUM evolved primarily to update and manage Red Hat Linux systems used at the Duke University Department of Physics by Seth Vidal and Michael Stenner. Vidal continued to contribute to YUM until his death in a Durham, North Carolina bicycle accident on 8 July 2013.
In 2003 Robert G. Brown at Duke published documentation for YUM. Subsequent adopters included Fedora, Rocky Linux, AlmaLinux, CentOS, and many other RPM-based Linux distributions, including Yellow Dog Linux itself, where YUM replaced the original YUP utility — last updated on SourceForge in 2001. By 2005, it was estimated to be in use on over half of the Linux market, and by 2007 YUM was considered the "tool of choice" for RPM-based Linux distributions.
YUM aimed to address both the perceived deficiencies in the old APT-RPM, and restrictions of the Red Hat up2date package management tool. YUM superseded up2date in Red Hat Enterprise Linux 5 and later. Some authors refer to YUM as the Yellowdog Update Manager, or suggest that "Your Update Manager" would be more appropriate. A basic knowledge of YUM is often included as a requireme |
https://en.wikipedia.org/wiki/List%20of%20racket%20sports | Racket sports are games in which players use a racket or paddle to hit a ball or other object. Rackets consist of a handled frame with an open hoop that supports a network of tightly stretched strings. Paddles have a solid face rather than a network of strings, but may be perforated with a pattern of holes, or be covered with some form of textured surface.
Sports that use a netted racket
Badminton
Ball badminton
Battledore and shuttlecock
Crossminton (previously "Speedminton")
Frontenis
Qianball
Racketlon (a series of other racket and paddle sports)
Rackets
Racquetball
Real tennis
Soft tennis
Speed-ball
Squash
Hardball squash
Squash tennis
Stické
Tennis
Tennis polo
Touchtennis
Sports that use a non-netted racket, or paddle
Basque pelota
Beach tennis
Downside ball game
Four wall paddleball
Frescobol
Frescotennis
Jokari
Jombola
Matkot
Miniten
One wall paddleball
Paddle ball
POP tennis
Padel
Paleta Frontón
Pan Pong
Pelota mixteca
Pickleball
Pitton
Platform tennis
Road tennis
Sphairee
Stoolball
Table squash
Table tennis (Ping Pong)
Tamburello
Totem tennis
Paddle Tennis
References
Sport-related lists by sport |
https://en.wikipedia.org/wiki/Jay%20Wright%20Forrester | Jay Wright Forrester (July 14, 1918 – November 16, 2016) was a pioneering American computer engineer, management theorist and systems scientist. He spent his entire career at Massachusetts Institute of Technology, entering as a graduate student in 1939, and eventually retiring in 1989.
During World War II Forrester worked on servomechanisms as a research assistant to Gordon S. Brown. After the war he headed MIT's Whirlwind digital computer project. There he is credited as a co-inventor of magnetic core memory, the predominant form of random-access computer memory during the most explosive years of digital computer development (between 1955 and 1975). It was part of a family of related technologies which bridged the gap between vacuum tubes and semiconductors by exploiting the magnetic properties of materials to perform switching and amplification. His team is also believed to have created the first animation in the history of computer graphics, a "jumping ball" on an oscilloscope.
Later, Forrester was a professor at the MIT Sloan School of Management, where he introduced the Forrester effect describing fluctuations in supply chains. He has been credited as a founder of system dynamics, which deals with the simulation of interactions between objects in dynamic systems. After his initial efforts in industrial simulation, Forrester attempted to simulate urban dynamics and then world dynamics, developing a model with the Club of Rome along the lines of that popularized in Limits to Growth. Today system dynamics is most often applied to research and consulting in organizations and other social systems.
Early days
Forrester was born on a farm near Anselmo, Nebraska, where "his early interest in electricity was spurred, perhaps, by the fact that the ranch had none. While in high school, he built a wind-driven, 12-volt electrical system using old car parts—it gave the ranch its first electric power."
Forrester received his Bachelor of Science in Electrical Engineering in 1939 from the University of Nebraska–Lincoln. He went on to graduate school at the Massachusetts Institute of Technology, where he worked with servomechanism pioneer Gordon S. Brown and gained his master’s in 1945 with a thesis on 'Hydraulic Servomechanism Developments'. In 1949 he was inducted into Eta Kappa Nu (ΗΚΝ) the Electrical & Computer Engineering Honor Society.
Career
Whirlwind projects
During the late 1940s and early 50s, Forrester continued research in electrical and computer engineering at MIT, heading the Whirlwind project. Trying to design an aircraft simulator, the group moved away from an initial analog design to develop a digital computer. The team perfected magnetic-core memory, and developed the "multi-coordinate digital information storage device" (coincident-current system), the forerunner of today's RAM. In 1948-49 the Whirlwind team created the first animation in the history of computer graphics, a "jumping ball" on an oscilloscope. Whirlwind began operatio |
https://en.wikipedia.org/wiki/Beneath%20a%20Steel%20Sky | Beneath a Steel Sky is a 1994 point-and-click adventure game developed by British developer Revolution Software and published by Virgin Interactive Entertainment for MS-DOS and Amiga home computers. It was made available as freewareand with the source code releasedfor PC platforms in 2003. Set in a dystopian cyberpunk future, the player assumes the role of Robert Foster, who was stranded in a wasteland known as "the Gap" as a child and adopted by a group of local Aboriginals, gradually adjusting to his life in the wilderness. After many years, armed security officers arrive, killing the locals and taking Robert back to Union City. He escapes and soon uncovers the corruption which lies at the heart of society.
Originally titled Underworld, the game was a collaboration between game director Charles Cecil and comic book artist Dave Gibbons, and cost £40,000 to make. Cecil was a fan of Gibbons's work and approached with the idea of a video game. The game has a serious tone but features humour-filled dialogue, which came as a result of Cecil's and writer Dave Cummins's goal to find a middle ground between the earnestness of Sierra's and the slapstick comedy of LucasArts's adventure games. It was built using Revolution's Virtual Theatre engine, first used in Revolution's previous and debut release, 1992's Lure of the Temptress.
It received positive reviews at the time of its release and is retrospectively viewed as a cult classic and Revolution's greatest game besides Broken Sword: The Shadow of the Templars. A remastered edition was released for iOS in 2009 as Beneath a Steel Sky Remastered, which also received a positive reception from the gaming press. A sequel was greenlit during the Broken Sword: The Serpent's Curse 2012 Kickstarter campaign, and was announced in March 2019. Entitled Beyond a Steel Sky, it was released on Apple Arcade in June 2020, on Steam in July 2020, and on GOG.com in March 2021.
Gameplay
Beneath a Steel Sky is a 2D adventure game played from a third-person perspective. The player uses a point-and-click interface to interact with the environment and to guide protagonist Robert Foster through the game's world. To solve puzzles and progress in the game, the player collects items that may be combined with one another, used on the environment, or given to non-player characters (NPCs). The protagonist converses with NPCs via dialogue trees to learn about the game's puzzles and plot. Clues and other information are obtained by clicking on items in the inventory and on objects in the environment. Unlike in most adventure games at the time, the protagonist's death is possible, after which the player starts from the last save point. In the remastered iOS version, the point-and-click interface is replaced with a touch user interface, a hint system is added, and hotspots are highlighted.
Synopsis
Background
Beneath a Steel Sky is set at an unknown point in a dystopian future, when the Earth has been significantly damaged by pollut |
https://en.wikipedia.org/wiki/Biometrics | Biometrics are body measurements and calculations related to human characteristics. Biometric authentication (or realistic authentication) is used in computer science as a form of identification and access control. It is also used to identify individuals in groups that are under surveillance.
Biometric identifiers are the distinctive, measurable characteristics used to label and describe individuals. Biometric identifiers are often categorized as physiological characteristics which are related to the shape of the body. Examples include, but are not limited to fingerprint, palm veins, face recognition, DNA, palm print, hand geometry, iris recognition, retina, odor/scent, voice, shape of ears and gait. Behavioral characteristics are related to the pattern of behavior of a person, including but not limited to mouse movement, typing rhythm, gait, signature, behavioral profiling, and voice. Some researchers have coined the term behaviometrics to describe the latter class of biometrics.
More traditional means of access control include token-based identification systems, such as a driver's license or passport, and knowledge-based identification systems, such as a password or personal identification number. Since biometric identifiers are unique to individuals, they are more reliable in verifying identity than token and knowledge-based methods; however, the collection of biometric identifiers raises privacy concerns about the ultimate use of this information.
Biometric functionality
Many different aspects of human physiology, chemistry or behavior can be used for biometric authentication. The selection of a particular biometric for use in a specific application involves a weighting of several factors. Jain et al. (1999) identified seven such factors to be used when assessing the suitability of any trait for use in biometric authentication. Biometric authentication is based upon biometric recognition which is an advanced method of recognising biological and behavioural characteristics of an Individual.
Universality means that every person using a system should possess the trait.
Uniqueness means the trait should be sufficiently different for individuals in the relevant population such that they can be distinguished from one another.
Permanence relates to the manner in which a trait varies over time. More specifically, a trait with good permanence will be reasonably invariant over time with respect to the specific matching algorithm.
Measurability (collectability) relates to the ease of acquisition or measurement of the trait. In addition, acquired data should be in a form that permits subsequent processing and extraction of the relevant feature sets.
Performance relates to the accuracy, speed, and robustness of technology used (see performance section for more details).
Acceptability relates to how well individuals in the relevant population accept the technology such that they are willing to have their biometric trait captured and assessed.
|
https://en.wikipedia.org/wiki/Scribus | Scribus () is free and open-source desktop publishing (DTP) software available for most desktop operating systems. It is designed for layout, typesetting, and preparation of files for professional-quality image-setting equipment. Scribus can also create animated and interactive PDF presentations and forms. Example uses include writing newspapers, brochures, newsletters, posters, and books.
The Scribus 1.4 series are the current stable releases, and the 1.5 series where developments are made available in preparation for the next stable release series, version 1.6.
Scribus is written in Qt and released under the GNU General Public License. There are native versions available for Unix, Linux, BSD, macOS, Haiku, Microsoft Windows, OS/2 (including ArcaOS and eComStation) operating systems.
General feature overview
Scribus supports most major bitmap formats, including TIFF, JPEG, and PSD. Vector drawings can be imported or directly opened for editing. The long list of supported formats includes Encapsulated PostScript, SVG, Adobe Illustrator, and Xfig. Professional type/image-setting features include CMYK colors and ICC color management. It has a built-in scripting engine using Python. It is available in 60 languages.
High-level printing is achieved using its own internal level 3 PostScript driver, including support for font embedding and sub-setting with TrueType, Type 1, and OpenType fonts. The internal driver supports full Level 2 PostScript constructs and a large subset of Level 3 constructs.
PDF support includes transparency, encryption, and a large set of the PDF 1.5 specification including layers (OCG), as well as PDF/X-3, including interactive PDFs form fields, annotations, and bookmarks.
The current file format, called SLA, is XML. Old versions of SLA were based on XML. Text can be imported from OpenDocument (ODT) text documents (such as from LibreOffice Writer), OpenOffice.org XML (OpenOffice.org Writer's SXW files), Microsoft Word's DOC, PDB, and HTML formats (although some limitations apply). ODT files can typically be imported along with their paragraph styles, which are then created in Scribus. HTML tags which modify text, such as bold and italic, are supported. Word and PDB documents are only imported as plain text.
ScribusGenerator is a mail merge-like extension to Scribus.
Forthcoming Scribus 1.6 (by way of Scribus 1.5 development branch)
Scribus 1.5.1 added PDF/X-4 support.
Initially, Scribus did not properly support complex script rendering and so could not be used with Unicode text for languages written in Arabic, Hebrew, Indic, and Southeast Asian writing systems, even though it supported Unicode character encoding. In August 2012, it was announced that a third party had developed a system to support complex Indic scripts. In May 2015 it was announced that the ScribusCTL project had started to improve complex layout by integrating the OpenType text-shaping engine HarfBuzz into the official Scribus 1.5.1svn branch. In July |
https://en.wikipedia.org/wiki/Chess%20as%20mental%20training | There are efforts to use the game of chess as a tool to aid the intellectual development of young people. Chess is significant in cognitive psychology and artificial intelligence (AI) studies, because it represents the domain in which expert performance has been most intensively studied and measured.
New York–based Chess-In-The-Schools, Inc. has been active in the public school system in the city since 1986. It currently reaches more than 30,000 students annually. America's Foundation for Chess has initiated programs in partnership with local school districts in several U.S. cities, including Seattle, San Diego, Philadelphia, and Tampa. The Chess'n Math Association promotes chess at the scholastic level in Canada. Chess for Success is a program for at-risk schools in Oregon. Since 1991, the U.S. Chess Center in Washington, D.C. teaches chess to children, especially those in the inner city, "as a means of improving their academic and social skills."
Research
Research has shown that chess can have a positive impact on meta-cognitive ability and mathematical problem-solving in children, which is why several local governments, schools, and student organizations all over the world are implementing chess programs.
There are a number of experiments that suggest that learning and playing chess aids the mind. The Grandmaster Eugene Torre Chess Institute in the Philippines, the United States Chess Federation's chess research bibliography, and English educational consultant Tony Buzan's Brain Foundation, among others, continuously collect such experimental results. The advent of chess software that automatically record and analyze the moves of each player in each game and can tirelessly play with human players of various levels, further helped in giving new directions to experimental designs on chess as mental training.
History
As early as 1779 Benjamin Franklin, in his article The morals of chess, advocated such a view, saying:
Alfred Binet demonstrated in the late 19th century that good chess players have superior memory and imagination. Adriaan de Groot concurred with Alfred Binet that visual memory and visual perception are important attributors and that problem-solving ability is of paramount importance. Thus, since 1972, at the collegiate level, the University of Texas at Dallas and the University of Maryland, Baltimore County both recruit chessplayer-scholars and run scholastic outreach programs in their respective communities.
References
External links
W. G. Chase, H. A. Simon: Perception in Chess (1973)
USCF Chess Research Bibliography
Hampton University Dean finds chess, business make a smart match
Cognitive training
Mathematical chess problems |
https://en.wikipedia.org/wiki/Educational%20software | Educational software is a term used for any computer software which is made for an educational purpose. It encompasses different ranges from language learning software to classroom management software to reference software. The purpose of all this software is to make some part of education more effective and efficient.
History
1946s–1970s
The use of computer hardware and software in education and training dates to the early 1940s, when American researchers developed flight simulators which used analog computers to generate simulated onboard instrument data. One such system was the type19 synthetic radar trainer, built in 1943. From these early attempts in the WWII era through the mid-1970s, educational software was directly tied to the hardware, on which it ran. Pioneering educational computer systems in this era included the PLATO system (1960), developed at the University of Illinois, and TICCIT (1969). In 1963, IBM had established a partnership with Stanford University's Institute for Mathematical Studies in the Social Sciences (IMSSS), directed by Patrick Suppes, to develop the first comprehensive CAI elementary school curriculum which was implemented on a large scale in schools in both California and Mississippi. In 1967 Computer Curriculum Corporation (CCC, now Pearson Education Technologies) was formed to market to schools the materials developed through the IBM partnership. Early terminals that ran educational systems cost over $10,000, putting them out of reach of most institutions. Some programming languages from this period, p3), and LOGO (1967) can also be considered educational, as they were specifically targeted to students and novice computer users. The PLATO IV system, released in 1972, supported many features which later became standard in educational software running on home computers. Its features included bitmap graphics, primitive sound generation, and support for non-keyboard input devices, including the touchscreen.
1970s–1980s
The arrival of the personal computer, with the Altair 8800 in 1975, changed the field of software in general, with specific implications for educational software. Whereas users prior to 1975 were dependent upon university or government owned mainframe computers with timesharing, users after this shift could create and use software for computers in homes and schools, computers available for less than $2000. By the early 1980s, the availability of personal computers including the Apple II (1977), Commodore PET (1977), VIC-20 (1980), and Commodore 64 (1982) allowed for the creation of companies and nonprofits which specialized in educational software. Broderbund and The Learning Company are key companies from this period, and MECC, the Minnesota Educational Computing Consortium, a key non-profit software developer. These and other companies designed a range of titles for personal computers, with the bulk of the software initially developed for the Apple II.
Categories of educational software
Course |
https://en.wikipedia.org/wiki/Helical%20scan | Helical scan is a method of recording high-frequency signals on magnetic tape. It is used in open-reel video tape recorders, video cassette recorders, digital audio tape recorders, and some computer tape drives.
With this technique, magnetic tape heads are placed on a rotating head drum. This allows the tape heads to move at a high rotational speed or angular velocity. The tape is wrapped tightly around the drum. Either the drum and/or the tape are tilted at an angle to allow the heads in the drum to read the tape diagonally. The drum spins at a high speed relative to the linear motion of the tape. By reading the tape diagonally, the linear speed at which the tape moves through the drum can be much lower than the speed at which the heads read the tape. The high speed allows high frequency signals, such as video, to be recorded practically without the need for high linear or longitudinal tape speeds. The diagonal tracks read or written using this method are known as helical tracks.
There are several types of helical scan. These include:
Alpha wrap (α), in which the tape is wrapped around the drum in a full, 360 degree fashion.
Omega wrap (Ω), in which the tape is wrapped almost fully around the drum similar to the Greek letter Omega. Used in Type C videotape recorders. The tape is wrapped 346 degrees around the drum with 270 degrees used for recording. Because of this, the vertical blanking interval of the video signal is lost and to prevent this a secondary head in a "1 1/2 head" configuration must record the interval when the video head is not reading the tape. A full frame or field of video can be recorded in a single revolution of the drum with a single head creating a single diagonal track on the tape.
C wrap, where the tape is wrapped around the head drum in the shape of a backwards C, used in the Betacam format, uses a wrap of 200 to 300 degrees where 180 to 270 degrees are active or used for recording, similar to the U wrap which is reminiscent of an U laid on its side and is used in the U-matic format. Because the tape is not wrapped around the drum as much as with the omega wrap, two heads creating two diagonal tracks must be used to record a video frame, one field for every track and head.
M wrap, used in VHS and the D-1 (Sony) and D-2 (video) digital videotape formats, wraps the tape around the head drum in a pattern or in a tape path reminiscent of the letter M, around the left and right side of the head drum, 250 to 300 degrees around it where 180 to 270 degrees are active or used for recording, with two heads if 180 degrees are used.
Half wrap, used to denominate any type of wrap where the tape covers approximately 180 degrees, or half of the circumference of the drum. To record a full frame of video it requires at least two video heads, each sharing a video field.
Many helical scan cassette formats such as VHS and Betacam use a head drum with heads that use azimuth recording, in which the heads in the head drum have a ga |
https://en.wikipedia.org/wiki/Communications%20of%20the%20ACM | Communications of the ACM is the monthly journal of the Association for Computing Machinery (ACM). It was established in 1958, with Saul Rosen as its first managing editor. It is sent to all ACM members.
Articles are intended for readers with backgrounds in all areas of computer science and information systems. The focus is on the practical implications of advances in information technology and associated management issues; ACM also publishes a variety of more theoretical journals. The magazine straddles the boundary of a science magazine, trade magazine, and a scientific journal. While the content is subject to peer review, the articles published are often summaries of research that may also be published elsewhere. Material published must be accessible and relevant to a broad readership.
From 1960 onward, CACM also published algorithms, expressed in ALGOL. The collection of algorithms later became known as the Collected Algorithms of the ACM.
According to the Journal Citation Reports, the journal has a 2022 impact factor of 22.7.
See also
Journal of the ACM
References
External links
Computer magazines published in the United States
Monthly magazines published in the United States
Association for Computing Machinery magazines
Computer science journals
Information systems journals
English-language magazines
Magazines established in 1958
Magazines published in New York City |
https://en.wikipedia.org/wiki/Pekka%20Himanen | Pekka Himanen (born 19 October 1973) is a Finnish philosopher.
Professional career
Pekka Himanen studied philosophy (and computer science as a minor) at the University of Helsinki, under professor Esa Saarinen. In 1994, with his thesis on the philosophy of religion, The challenge of Bertrand Russell, he received his Ph.D. in philosophy from the same university, breaking the record as the youngest person to obtain a PhD in Finland, following other record-breaking young PhDs supervised by Saarinen.
He has done research work in Finland (University of Helsinki), the United Kingdom (University of Oxford)), and the United States (Stanford University, University of California, Berkeley). At UC Berkeley, Himanen directed the Berkeley Center for the Information Society, a research group under Berkeley's International Computer Science Institute. The Center was active from September 2002 until 2005 .
Himanen has been a counselor to the president of Finland, Finnish government (including the Ministry of Education) and Finnish parliament, in the field of information society.
He was a Visiting Professor at the Oxford Internet Institute (based at Oxford University) from September 2005 to July 2006.
Himanen had multiple appointments as a fixed-term part-time professor at Helsinki School of Art and Design (now part of Aalto University as Aalto University School of Arts, Design and Architecture) from 2008 until 2014.
Writings
In his book HimEros written as a dialogue, Socrates’ wife Xanthippe relates to the Helsinkian what happened to Socrates in Hades, how Socrates decided to escape from Hades and go to study philosophy at the University of Helsinki, and how he was arrested, sentenced to death and executed as a result of a three-day conversation with the philosophers of the University. Xanthippe also transmits Socrates’ dialogue with the university teachers of philosophy Cyborg (Stephen Hawking), Pope (John Paul II), Unabomber (Theodore Kaczynski) and Madonna (Madonna Ciccone).
In The Hacker Ethic and the Spirit of the Information Age, Himanen is trying to understand the core of informationalism, the post-industrialist paradigm, extending the ideas of Manuel Castells' Information Age. As an alternative to the industrial-capitalist protestant work ethic he proposes a hacker ethic as something like a cyber communitarianism. The structure of the information society is a web, which in contemporary business world manifests itself, for instance, in dynamic outsourcing and even cooperation with one's competitors. The "knots" of such a web get activated according to the needs and opportunities.
Global Dignity
In 2006, he established Global Dignity with Haakon, Crown Prince of Norway and John Hope Bryant. Global Dignity is an independent, non-political organization that promotes the universal right of every human being to lead a dignified life.
Criticism and negative publicity
Two Finnish journalists, Anu Silfverberg and Johanna Vehkoo, published a critical |
https://en.wikipedia.org/wiki/DMS | DMS may refer to:
Science and technology
Computing
Document management system
Digital Media Server, a category within the Digital Living Network Alliance standard
Disk Masher System, compression software for the Amiga computer
Unisys DMS, a Unisys OS 2200 database
Unisys DMSII
Digital Microsystems, Inc., an early microcomputer company
Digital Multiplex System, a telephone exchange system
Dealership management system, for car dealerships
DMS Software Reengineering Toolkit, program transformation tools
DMS-59, a video connector supporting two displays
Chemistry and materials science
Differential mobility spectrometry in ion-mobility spectrometry–mass spectrometry
Dilute magnetic semiconductor, semiconductors with magnetic properties
Dimethyl sulfate, a methylating agent
Dimethyl sulfide, an organosulfur compound
N,N-Dimethylsphingosine
Dimethylstilbestrol, a nonsteroidal estrogen
Other uses in science and technology
Data management and sharing, an abbreviation used by the U.S. National Institutes of Health in connection with a policy on data management plans updated in 2023 (sharing.nih.gov)
Dead man's switch
Degree-Minute-Second, sexagesimal degree divisions
Diagnostic medical sonography, in ultrasound imaging
Distribution management system, of electrical energy
Dynamic message sign, a variable-message traffic sign
Delusional misidentification syndrome - a class of mental delusions, caused by various neurological diseases.
Driver Monitoring System - monitors that the driver of a car is awake and alert
Education
Delft Management Society, a student society of Delft University of Technology, The Netherlands
Post-Graduate Diploma in Management Studies (post-nominal letters D.M.S.)
Dartmouth Medical School
Demonstration Multipurpose School (DMS), Mysore, India
Military
Decoration for Meritorious Services, South Africa until 1987
Distinguished Military Service Medal, Papua New Guinea
Defence Medical Services, UK
Director Medical Services (UK), Army Medical Services
DMS Maritime, providing services to the Australian navy
Defense Message System, in the US Department of Defense
US Navy hull classification symbol for "destroyer minesweeper"
Other uses
Design Manufacture Service, an outsourcing business model
Daimler/Leyland Fleetline London Transport double-decker bus prefix
Diminishing manufacturing sources
See also
DM (disambiguation)
DOMS (disambiguation) |
https://en.wikipedia.org/wiki/Svet%20kompjutera | Svet kompjutera (World of Computers) (Started October 1984) is a computer magazine published in Serbia. It has the highest circulation in the country (e.g. in period from January till February 2002 circulation was 43,000 copies). Svet kompjutera deals with subjects on home, PC computers, tablet computers, smartphones (mobile phones), and video game consoles as well as their use for work and entertainment. Its aim is to inform the readers about the latest events in Serbian and world computer scene and to present products that are interesting for its readers. Its editorial staff sees this as their main task to advise computer users on how to use their hardware and software in the best way.
It is one of the editions of Politika AD, one of the biggest media companies in the Balkans. It is published monthly and can be purchased in all newsstands in Serbia. It can be also found in North Macedonia, Slovenia, Bosnia and Herzegovina, Croatia, Montenegro and many other European countries with a possibility to subscribe to it from anywhere in the world.
The magazine consists of 132 pages, commercial advertisements forming 35% to 40% of the magazine. It is printed in quality full colour offset technology.
Four issues of this magazine were printed with different covers. The October issue of 2004 was printed with three different covers, the October issue of 2006 was printed with two different covers, and the December issue of 2011 and the October issue of 2014 were printed with four different covers.
The editorial staff had been always consisting of young people - the average age being 26 years, while the average age of contributors is 20 years. Its readers are mainly young and middle-aged people, mostly from Serbia and some from ex-Yugoslav countries.
Current (October 2011) Editor-In-Chief of Svet kompjutera is Nenad Vasovic. Current executive editors are Miodrag Kuzmanovic and Tihomir Stancevic.
History
The first issue of the Svet kompjutera was printed in October 1984. Ever since, the magazine has been dealing with small computers, from ZX Spectrum and Commodore 64, via Amiga to today's PCs.
Most people famous in the Serbian (ex Yugoslav), Serbian and Belgrade computer scene have been working for the Svet kompjutera. The first editor-in-chief was Milan Misic, later Politika'''s correspondent from India and Japan, then foreign policy column editor, and former editor-in-chief in the same newspaper. Before settling in another businesses, contributors to the development of the Svet kompjutera were the following individuals: Stanko Popović (working independently in computer business), Stanko Stojiljković (editor in Ekspres daily newspaper), Sergej Marcenko (marketing editor in political weekly magazine NIN), Andrija Kolundžić (working independently in computer business in Tokyo, Japan), Aleksandar Radovanovic (now working at various universities around the world), Voja Antonić, Dragoslav Jovanović (working at the Belgrade University), Jovan Puzovic (worki |
https://en.wikipedia.org/wiki/Where%20on%20Earth%20Is%20Carmen%20Sandiego%3F | Where on Earth Is Carmen Sandiego? is an American live action/animated television series based on the series of computer games. The show was produced by DIC Productions L.P. and originally aired from 1994 to 1999, on Saturday mornings during FOX's Fox Kids Network block. Reruns aired on the Qubo television network from June 9, 2012 (alongside Animal Atlas) to May 26, 2018.
The series won a Daytime Emmy Award for Outstanding Children's Animated Program in 1995, and in the same year was spun-off into a Where in the World-styled video game entitled Carmen Sandiego Junior Detective. Its theme song uses the melody from the chorus "Singt dem großen Bassa Lieder" ("Sing Songs of the Great Pasha") from Mozart's opera Die Entführung aus dem Serail (The Abduction from the Seraglio).
History
Production and broadcast (1994–1999)
The script for every Earth episode had to meet the approval of Broderbund, which created and, at the time, owned the Carmen franchise. Their cause for concern was the level of the violence on other FOX children's shows such as X-Men and Mighty Morphin Power Rangers. Broderbund did not require this of the creators of the World and Time game shows that aired on PBS, presumably since PBS, as the distributor of such shows as Sesame Street, had a long-standing reputation for non-violent educational children's programming. The lead characters of Earth were featured in Carmen Sandiego Junior Detective, released in 1995. The opening theme song for the show is "Singt dem großen Bassa Lieder" from Wolfgang Amadeus Mozart's Die Entführung aus dem Serail, with new lyrics, pop instrumentation, and a backbeat. The Rainbow Animation Group (later renamed Galaxy World, Inc., not to be confused with the Italian studio Rainbow S.p.A.), and Han Yang Productions contributed some animation for this series.
Home media releases
Fox Video originally released the series on VHS through their Fox Kids Video label, which contained two episodes each.
In November 2001, Lions Gate Home Entertainment and Trimark Home Video released two VHS tapes, Carmen's Revenge and Time Traveler, consisting of the show's three-part episodes ("Retribution" and "Labyrinth") in a feature-length format. Time Traveller was also released on DVD, and alongside the "Labyrinth" episode, also came with a demo of Where in the World is Carmen Sandiego? Treasures of Knowledge. A video of the episode "Timing is Everything" was included with some versions of the mentioned game.
In September 2003, Sterling Entertainment released Into the Maelstrom and No Place like Home on VHS and DVD. Into the Maelstrom contained the three part "Retribution" episode, while No Place like Home contained the episode "The Remnants" and the two-part episode "Can You Ever Go Home Again?" The DVD versions contained "When it Rains..." and "Follow My Footprints" as bonus episodes, respectively. NCircle Entertainment reissued both DVDs in 2007.
In June 2006, Shout! Factory and Sony BMG Music Entertainment released |
https://en.wikipedia.org/wiki/The%20O.C. | The O.C. is an American teen drama television series created by Josh Schwartz that originally aired on the Fox network in the United States from August 5, 2003, to February 22, 2007, running a total of four seasons. "O.C." is an initialism of Orange County, the location in Southern California in which the series is set.
The series centers on Ryan Atwood, a troubled and gifted young man from a broken home who is adopted by the wealthy and philanthropic Sandy and Kirsten Cohen. Ryan and his adoptive brother Seth, a socially awkward, quick-witted teenager, deal with life as outsiders in the high-class world of Newport Beach. Ryan and Seth spend much time navigating their relationships with girl-next-door Marissa Cooper, Seth's childhood crush Summer Roberts, and the fast-talking loner Taylor Townsend. Storylines deal with the culture clash between the idealistic Cohen family and the shallow, materialistic, and closed-minded community in which they reside. The series includes elements of postmodernism, and functions as a mixture of melodrama and comedy.
The series premiered with high ratings and was one of the most popular new dramas of the 2003–2004 television season. It was widely referred to as a pop cultural phenomenon and received mostly positive reception from critics. However, ratings declined as the show went on. The low ratings led to its cancellation in early 2007, even after an online petition that gained over 700,000 signatures.
The O.C. has been broadcast in more than fifty countries worldwide. The series has also been released on DVD as well as on iTunes and streaming services Hulu, and Max.
Plot
Season 1 focuses on Ryan Atwood's arrival in Newport Beach to live with Sandy and Kirsten Cohen, who take him in after his mother kicks him out. A major theme of the first season is the culture shock Ryan feels as he adjusts from a life of domestic abuse and poverty to living in a superficial high-class society. He quickly befriends and bonds with Seth Cohen, and begins to have a romantic relationship with Marissa Cooper. Although coming from very different backgrounds, Ryan soon discovers that he deals with similar issues to his new peers, such as self-identity conflict and familial alienation. The relationship between Ryan and Marissa flourishes when he supports her through her parents' divorce. As the show progresses, Ryan takes a very protective role over Marissa, showing Ryan to be a much more stable, controlled person than originally portrayed. Other storylines include Seth's development from a friendless loner to having two romantic options in Summer and Anna, as well as the arrivals of Oliver Trask, a troubled teen who befriends Marissa during their coinciding therapy sessions, and Theresa Diaz, Ryan's close friend and former love interest from his hometown of Chino. Meanwhile, Sandy Cohen frequently comes into conflict with Caleb Nichol, Kirsten's father and a wealthy industrialist who is said to "basically own Newport."
The seco |
https://en.wikipedia.org/wiki/Cross%20compiler | A cross compiler is a compiler capable of creating executable code for a platform other than the one on which the compiler is running. For example, a compiler that runs on a PC but generates code that runs on an Android smartphone is a cross compiler.
A cross compiler is useful to compile code for multiple platforms from one development host. Direct compilation on the target platform might be infeasible, for example on embedded systems with limited computing resources.
Cross compilers are distinct from source-to-source compilers. A cross compiler is for cross-platform software generation of machine code, while a source-to-source compiler translates from one coding language to another in text code. Both are programming tools.
Use
The fundamental use of a cross compiler is to separate the build environment from target environment. This is useful in several situations:
Embedded computers where a device has highly limited resources. For example, a microwave oven will have an extremely small computer to read its keypad and door sensor, provide output to a digital display and speaker, and to control the microwave for cooking food. This computer is generally not powerful enough to run a compiler, a file system, or a development environment.
Compiling for multiple machines. For example, a company may wish to support several different versions of an operating system or to support several different operating systems. By using a cross compiler, a single build environment can be set up to compile for each of these targets.
Compiling on a server farm. Similar to compiling for multiple machines, a complicated build that involves many compile operations can be executed across any machine that is free, regardless of its underlying hardware or the operating system version that it is running.
Bootstrapping to a new platform. When developing software for a new platform, or the emulator of a future platform, one uses a cross compiler to compile necessary tools such as the operating system and a native compiler.
Compiling native code for emulators for older now-obsolete platforms like the Commodore 64 or Apple II by enthusiasts who use cross compilers that run on a current platform (such as Aztec C's MS-DOS 6502 cross compilers running under Windows XP).
Use of virtual machines (such as Java's JVM) resolves some of the reasons for which cross compilers were developed. The virtual machine paradigm allows the same compiler output to be used across multiple target systems, although this is not always ideal because virtual machines are often slower and the compiled program can only be run on computers with that virtual machine.
Typically the hardware architecture differs (e.g. coding a program destined for the MIPS architecture on an x86 computer) but cross-compilation is also usable when only the operating system environment differs, as when compiling a FreeBSD program under Linux, or even just the system library, as when compiling programs with uClibc on |
https://en.wikipedia.org/wiki/Shinya%20Tsukamoto | is a Japanese filmmaker and actor. With a considerable cult following both domestically and abroad, Tsukamoto is best known for his body horror/cyberpunk film Tetsuo: The Iron Man (1989), which is considered the defining film of the Japanese Cyberpunk movement, as well as for its companion pieces Tetsuo II: Body Hammer (1992) and Tetsuo: The Bullet Man (2009).
His other films include Tokyo Fist (1995), Bullet Ballet (1998), A Snake of June (2002), Vital (2004), Kotoko (2011) and Killing (2018).
In addition to starring in almost all his films, Tsukamoto has also appeared as an actor in films by other directors, including Martin Scorsese, Takashi Miike and Hideaki Anno. He has been cited as an influence on popular western filmmakers such as Quentin Tarantino, David Fincher, Darren Aronofsky and The Wachowskis.
Biography
Tsukamoto began making films at age 14, when his father gave him a Super 8 camera. His cinematic influences include David Lynch, David Cronenberg, and Akira Kurosawa. He made a number of films, ranging from 10-minute shorts to 2-hour features, until his first year at college when he temporarily lost interest in filmmaking. Tsukamoto then started up a theatre group, which soon included Kei Fujiwara, Nobu Kanaoka and Tomorowo Taguchi, all of whom would continue to work with Tsukamoto up through the filming of Tetsuo: The Iron Man. One of their theatre productions at this time was The Adventures of Electric Rod Boy. At the end of production, Tsukamoto did not want to waste all the effort they had put into building the set, so he decided to shoot a film version.
Tsukamoto's early films, The Phantom of Regular Size (1986) and The Adventures Of Electric Rod Boy (1987), were short subject science fiction films shot on color 8 mm film that led to his black & white 16 mm feature Tetsuo: The Iron Man. Tsukamoto has stated he has a love-hate relationship with Tokyo, and in the end the characters (Tsukamoto and Taguchi) set out to destroy it. Tetsuo is considered one of the prime examples of Japanese cyberpunk.
Tsukamoto's next film, Hiruko the Goblin, was a more conventional horror film, about demons being unleashed from the gates of hell. He then created a follow-up to Tetsuo, Tetsuo II: Body Hammer (1992), which revisited many of the same themes as the first but with a bigger budget and shot in color on 35 mm film. As a result, the film is often interpreted more as a companion piece than a true sequel. In Body Hammer, the son of a salaryman (Taguchi) is kidnapped by a group of thugs, who then force the man's nascent rage to make him mutate into a gigantic human weapon. Tokyo Fist (1995) again dealt with the idea of rage as a transformative force (similar to David Cronenberg's The Brood [1979]). Here, a meek insurance salesman (Tsukamoto) discovers that an old friend of his, now a semi-professional boxer, may be having an affair with his fiancée. The salesman then enters into a rigorous and self-destructive boxing training program to |
https://en.wikipedia.org/wiki/SRV | SRV may refer to:
Computing
SRV record as used in the Domain Name System
/srv, a directory on Unix-like computer systems
Music
Stevie Ray Vaughan, American blues and blues-rock guitarist (1954–1990)
"S.R.V.", an instrumental track from guitarist Eric Johnson's 1996 album Venus Isle
Government
Statens Räddningsverk, Rescue Services Agency (Sweden)
Vehicles
Cirrus Design SRV, a budget Cirrus SR20 aircraft
Vauxhall SRV, a 1970 concept automobile
Submarine Rescue Vessel
SRV Dominator, a stormchasing automobile
Special Reconnaissance Vehicle of the Irish Army Ranger Wing
Other uses
Safety relief valve
Score Runoff Voting, later named STAR voting
Serenissima Repubblica di Venezia, Italian for the Most Serene Republic of Venice
Simian retrovirus, a betaretrovirus
Social role valorization
Socialist Republic of Vietnam, official name of Vietnam
Stony River, Alaska, airport, US, IATA code |
https://en.wikipedia.org/wiki/XOR%20linked%20list | An XOR linked list is a type of data structure used in computer programming. It takes advantage of the bitwise XOR operation to decrease storage requirements for doubly linked lists.
Description
An ordinary doubly linked list stores addresses of the previous and next list items in each list node, requiring two address fields:
... A B C D E ...
–> next –> next –> next –>
<– prev <– prev <– prev <–
An XOR linked list compresses the same information into one address field by storing the bitwise XOR (here denoted by ⊕) of the address for previous and the address for next in one field:
... A B C D E ...
⇌ A⊕C ⇌ B⊕D ⇌ C⊕E ⇌
More formally:
link(B) = addr(A)⊕addr(C), link(C) = addr(B)⊕addr(D), ...
When traversing the list from left to right: supposing the cursor is at C, the previous item, B, may be XORed with the value in the link field (B⊕D). The address for D will then be obtained and list traversal may resume. The same pattern applies in the other direction.
i.e.
where
link(C) = addr(B)⊕addr(D)
so
addr(D) = addr(B)⊕addr(D) ⊕ addr(B)
addr(D) = addr(B)⊕addr(B) ⊕ addr(D)
since
X⊕X = 0
=> addr(D) = 0 ⊕ addr(D)
since
X⊕0 = X
=> addr(D) = addr(D)
The XOR operation cancels appearing twice in the equation and all we are left with is the .
To start traversing the list in either direction from some point, the address of two consecutive items is required. If the addresses of the two consecutive items are reversed, list traversal will occur in the opposite direction.
Theory of operation
The key is the first operation, and the properties of XOR:
X⊕X = 0
X⊕0 = X
X⊕Y = Y⊕X
(X⊕Y)⊕Z = X⊕(Y⊕Z)
The R2 register always contains the XOR of the address of current item C with the address of the predecessor item P: C⊕P. The Link fields in the records contain the XOR of the left and right successor addresses, say L⊕R. XOR of R2 (C⊕P) with the current link field (L⊕R) yields C⊕P⊕L⊕R.
If the predecessor was L, the P(=L) and L cancel out leaving C⊕R.
If the predecessor had been R, the P(=R) and R cancel, leaving C⊕L.
In each case, the result is the XOR of the current address with the next address. XOR of this with the current address in R1 leaves the next address. R2 is left with the requisite XOR pair of the (now) current address and the predecessor.
Features
Two XOR operations suffice to do the traversal from one item to the next, the same instructions sufficing in both cases. Consider a list with items {…B C D…} and with R1 and R2 being registers containing, respectively, the address of the current (say C) list item and a work register containing the XOR of the current address with the previous address (say C⊕D). Cast as System/360 instructions:
X R2,Link R2 <- C⊕D ⊕ B⊕D (i.e. B⊕C, "Link" being the link field
|
https://en.wikipedia.org/wiki/WX | WX may refer to:
Computing
wxWidgets, a GUI widget toolkit
Windows 10, a Microsoft operating system
WeChat (), a Chinese social app
Other uses
WX notation, for Indian languages
Weather (WX in Morse code shorthand)
WX01 - WX10, NOAA Weather Radio channels
County Wexford, Ireland (WX on vehicle plates)
CityJet, an Irish airline (IATA code: WX)
See also
XW (disambiguation)
W (disambiguation)
X (disambiguation) |
https://en.wikipedia.org/wiki/CW | CW may stand for:
Science and technology
centiwatt (cW), one hundredth of a watt
Cω, a programming language
CW complex, a type of topological space
Carrier wave, in radio communications
CodeWarrior, an integrated development environment by Metrowerks
Constructed wetland, a man-made wetland to treat wastewater
Continuous wave, a method of radio transmission (telegraphy) that carries Morse code, and a microwave theory
ClarisWorks, an office suite now known as AppleWorks
Drag coefficient, a measure of air resistance commonly denoted
Contention Window, a network traffic technique
chemical formula of tungsten carbide
Arts and media
Gaming
Castle Wolfenstein, a 1981 video game
Cube World, a video game
Publications
Computerworld, an information technology magazine
The Crimson White, a student-run newspaper of the University of Alabama
Other media
The CW, an American television network/programming service
The CW Plus, a national feed of the network
Creative writing, any writing that goes outside the bounds of normal professional, journalistic, academic, or technical forms of literature
CloverWorks, a Japanese animation studio
Companies
Cable & Wireless plc, a British telecommunications company
Camping World, an outdoor equipment retailer
Colonial Williamsburg
Curtiss-Wright, an engineering company (NYSE: CW)
Military
Chemical warfare, using the toxic properties of chemical substances as weapons
Chemical weapon, munition that uses chemicals formulated to inflict death or harm on humans
Chief warrant officer (when followed by a numerical designation of rank), an officer in a military organisation who is designated an officer by a warrant
Cold War, a state of geopolitical tension following World War II
Places
CW postcode area around Crewe, England
Canada West, an obsolete designation for the western part of Canada
Canada's Wonderland, an amusement park in Vaughan, Ontario, Canada
Cook Islands (FIPS Pub 10-4 and obsolete NATO designation), a self-governing island country in the South Pacific Ocean
County Carlow, in Ireland
Curaçao (ISO 3166-1 alpha-2 country code CW), a Lesser Antilles island in the southern Caribbean Sea and the Dutch Caribbean region
Calw, a city in southern Germany
Other uses
Air Marshall Islands (IATA code CW), an airline based in Majuro, in the Marshall Islands
Calendar week
Christian Worship: A Lutheran Hymnal, a hymnal used by the WELS
Clockwise, motion that proceeds in the same direction as a clock's hands
Common Worship, a liturgy of the Church of England
Conventional wisdom, a description of ideas that are generally accepted as true
Cruiserweight (boxing), a weight class in professional boxing between light heavyweight and heavyweight
Content warning
Culture war
C. W. Anderson (born 1970), professional wrestler
A suffix for the cool-white halophoshate fluorescent lamp phosphor. See here: Fluorescent-Lamp Formats |
https://en.wikipedia.org/wiki/Command%E2%80%93query%20separation | Command-query separation (CQS) is a principle of imperative computer programming. It was devised by Bertrand Meyer as part of his pioneering work on the Eiffel programming language.
It states that every method should either be a command that performs an action, or a query that returns data to the caller, but not both. In other words, asking a question should not change the answer. More formally, methods should return a value only if they are referentially transparent and hence possess no side effects.
Connection with design by contract
Command-query separation is particularly well suited to a design by contract (DbC) methodology, in which the design of a program is expressed as assertions embedded in the source code, describing the state of the program at certain critical times. In DbC, assertions are considered design annotations—not program logic—and as such, their execution should not affect the program state. CQS is beneficial to DbC because any value-returning method (any query) can be called by any assertion without fear of modifying program state.
In theoretical terms, this establishes a measure of sanity, whereby one can reason about a program's state without simultaneously modifying that state. In practical terms, CQS allows all assertion checks to be bypassed in a working system to improve its performance without inadvertently modifying its behaviour. CQS may also prevent the occurrence of certain kinds of heisenbugs.
Broader impact on software engineering
Even beyond the connection with design by contract, CQS is considered by its adherents to have a simplifying effect on a program, making its states (via queries) and state changes (via commands) more comprehensible.
CQS is well-suited to the object-oriented methodology, but can also be applied outside of object-oriented programming. Since the separation of side effects and return values is not inherently object-oriented, CQS can be profitably applied to any programming paradigm that requires reasoning about side effects.
Command Query Responsibility Segregation
Command query responsibility segregation (CQRS) generalises CQS to services, at the architectures level: it applies the CQS principle by using separate Query and Command interfaces and usually data models to retrieve and modify data, respectively.
Other architectural patterns
As we move away from a single representation that we interact with via CRUD, we can easily move to a task-based UI.
CQRS fits well with event-based programming models. It's common to see a CQRS system split into separate services communicating with Event Collaboration. This allows these services to easily take advantage of Event Driven Architecture.
Having separate models raises questions about how hard it is to keep those models consistent, which raises the likelihood of using eventual consistency.
For many domains, much of the logic required is needed when you're updating, so it may make sense to use Eager Read Derivation to simplify your qu |
https://en.wikipedia.org/wiki/Bertrand%20Meyer | Bertrand Meyer (; ; born 21 November 1950) is a French academic, author, and consultant in the field of computer languages. He created the Eiffel programming language and the idea of design by contract.
Education and academic career
Meyer received a master's degree in engineering from the École Polytechnique in Paris, a second master's degree from Stanford University, and a PhD from the Université de Nancy. He had a technical and managerial career for nine years at Électricité de France, and for three years was a member of the faculty of the University of California, Santa Barbara.
From 2001 to 2016, he was professor of software engineering at ETH Zürich, the Swiss Federal Institute of Technology, where he pursued research on building trusted components (reusable software elements) with a guaranteed level of quality. He was Chair of the ETH Computer Science department from 2004 to 2006 and for 13 years (2003–2015) taught the Introduction to Programming course taken by all ETH computer science students, resulting in a widely disseminated programming textbook, Touch of Class (Springer).
He remains Professor emeritus of Software Engineering at ETH Zurich and is currently Professor of Software Engineering and Provost at Constructor Institute (previously Schaffhausen Institute of Technology (SIT)), a new research university in Schaffhausen, Switzerland.
He has held visiting positions at the University of Toulouse (Chair of Excellence, 2015–16), Politecnico di Milano, Innopolis University, Monash University and University of Technology Sydney. He is also active as a consultant (object-oriented system design, architectural reviews, technology assessment), trainer in object technology and other software topics, and conference speaker. For many years Meyer has been active in issues of research and education policy and was the founding president (2006–2011) of Informatics Europe, the association of European computer science departments.
Computer languages
Meyer pursues the ideal of simple, elegant and user-friendly computer languages and is one of the earliest and most vocal proponents of object-oriented programming (OOP). His book Object-Oriented Software Construction is one of the earliest and most comprehensive works presenting the case for OOP. Other books he has written include Eiffel: The Language (a description of the Eiffel language), Object Success (a discussion of object technology for managers), Reusable Software (a discussion of reuse issues and solutions), Introduction to the Theory of Programming Languages, Touch of Class (an introduction to programming and software engineering) and Agile! The Good, the Hype and the Ugly (a tutorial and critical analysis of agile methods). He has authored numerous articles and edited over 60 conference proceedings, many of them in the Springer LNCS (Lecture Notes in Computer Science) series.
He is the initial designer of the Eiffel method and language and has continued to participate in its evolution, a |
https://en.wikipedia.org/wiki/SPARK%20%28programming%20language%29 | SPARK is a formally defined computer programming language based on the Ada programming language, intended for the development of high integrity software used in systems where predictable and highly reliable operation is essential. It facilitates the development of applications that demand safety, security, or business integrity.
Originally, there were three versions of the SPARK language (SPARK83, SPARK95, SPARK2005) based on Ada 83, Ada 95 and Ada 2005 respectively.
A fourth version of the SPARK language, SPARK 2014, based on Ada 2012, was released on April 30, 2014. SPARK 2014 is a complete re-design of the language and supporting verification tools.
The SPARK language consists of a well-defined subset of the Ada language that uses contracts to describe the specification of components in a form that is suitable for both static and dynamic verification.
In SPARK83/95/2005, the contracts are encoded in Ada comments and so are ignored by any standard Ada compiler, but are processed by the SPARK "Examiner" and its associated tools.
SPARK 2014, in contrast, uses Ada 2012's built-in "aspect" syntax to express contracts, bringing them into the core of the language. The main tool for SPARK 2014 (GNATprove) is based on the GNAT/GCC infrastructure, and re-uses almost the entirety of the GNAT Ada 2012 front-end.
Technical overview
SPARK utilises the strengths of Ada while trying to eliminate all its potential ambiguities and insecure constructs. SPARK programs are by design meant to be unambiguous, and their behavior is required to be unaffected by the choice of Ada compiler. These goals are achieved partly by omitting some of Ada's more problematic features (such as unrestricted parallel tasking) and partly by introducing contracts which encode the application designer's intentions and requirements for certain components of a program.
The combination of these approaches allows SPARK to meet its design objectives, which are:
logical soundness
rigorous formal definition
simple semantics
security
expressive power
verifiability
bounded resource (space and time) requirements.
minimal runtime system requirements
Contract examples
Consider the Ada subprogram specification below:
procedure Increment (X : in out Counter_Type);
In pure Ada this might increment the variable X by one or one thousand; or it might set some global counter to X and return the original value of the counter in X; or it might do absolutely nothing with X at all.
With SPARK 2014, contracts are added to the code to provide additional information regarding what a subprogram actually does. For example, we may alter the above specification to say:
procedure Increment (X : in out Counter_Type)
with Global => null,
Depends => (X => X);
This specifies that the Increment procedure does not use (neither update nor read) any global variable and that the only data item used in calculating the new value of X is X itself.
Alternatively, the designer might specify:
p |
https://en.wikipedia.org/wiki/MFC | MFC may refer to:
Companies
Manulife Financial Corporation, a Canadian multinational insurance company
MyFreeCams, an American website providing live webcam performances by models
Computing
Mel-frequency cepstrum, a representation of sounds used in applications such as automatic speech recognition
Memory flow controller, a part of a computer architecture, e.g. in the Cell Broadband Engine
Merged From Current, a term in a development model of FreeBSD
Microsoft Foundation Class Library, a programming library for C++
Michael F. Cowlishaw, a computer scientist with a 'difficult' surname and so widely known by his 'handle', mfc
Multi-Function-Centre, a series of multifunction printers made by Brother Industries
Multi Format Codec, an intellectual property core present within the Samsung Exynos SoCs to offer hardware accelerated encoding and decoding of video formats such as MPEG-2, MPEG-4, H.263, H.264, VC-1 and VP8
Multicast forwarding cache, ip addresses and routes for IGMP and IGMP-proxy
Industry
Mass flow controller, a device that controls gas flow
Melamine faced chipboard, construction material usually used internally for shelving
Micro fibrillated cellulose, a type of nanocellulose
Military
Lockheed Martin Missiles and Fire Control, a business unit
Medical Forces Command, a specialist corps in the Ukrainian Armed Forces
Science
Microbial fuel cell, a bio-electrochemical system that drives a current by mimicking bacterial interactions
Sports
M'lang F.C., an association football club from the Philippines
Macarthur FC, an Australian association football club in the A-League
Macclesfield F.C., an English football club in the Northern Premier League
Makati F.C., an association football youth club from the Philippines
Malaysia Futsal Cup, a sport competition in Malaysia
Maghull F.C., an English football club in the West Cheshire League Division One
Magwe F.C., an association football club from Myanmar
Manawmye F.C., an association football club from Myanmar
Marine F.C., an English football club in the Northern Premier League Premier Division
Maximum Fighting Championship, formerly Mixed Fighting Championship, a Canadian mixed martial arts promotion
Melbourne Football Club, an Australian rules football club in the Australian Football League (AFL)
Mendiola F.C. 1991, an association football club from the Philippines
Meridian F.C., an English football club in the Kent Invicta League
Middlesbrough F.C., an English football club in the Football League Championship
Millwall F.C., an English football club in Football League Championship
Montrose F.C., a Scottish semi-professional football team in the Scottish Football League
Morecambe F.C., an English football club in Football League One
Motherwell F.C., a Scottish professional football club in the Scottish Premier League
Other uses
Machine finished coated paper, a type of coated paper that has a basis weight of 48–80 g/m2
Manual fare collection in transport
Margi |
https://en.wikipedia.org/wiki/GNU%20Mailman | GNU Mailman is a computer software application from the GNU Project for managing electronic mailing lists.
Mailman is coded primarily in Python and currently maintained by Abhilash Raj. Mailman is free software, licensed under the GNU General Public License.
History
A very early version of Mailman was written by John Viega while a graduate student, who then lost his copy of the source in a hard drive crash sometime around 1998. Ken Manheimer at CNRI, who was looking for a replacement for Majordomo, then took over development. When Manheimer left CNRI, Barry Warsaw took over. Mailman 3—the first major new version in over a decade—was released in April 2015.
Features
Mailman runs on most Unix-like systems, including Linux. Since Mailman 3.0 it has required python-3.4 or newer. It works with Unix-style mail servers such as Exim, Postfix, Sendmail and qmail. Features include:
A customizable publicly-accessible web page for each maillist.
Web application for list administration, archiving of messages, spam filtering, etc. Separate interfaces are available for users (for self-administration), moderators (to accept/reject list posts), and administrators.
Support for multiple administrators and moderators for each list.
Per-list privacy features, such as closed-subscriptions, private archives, private membership rosters, and sender-based posting rules.
Integrated bounce detection and automatic handling of bouncing addresses.
Integrated spam filters
Majordomo-style email based commands.
Support for virtual domains.
List archiving. The default archiver provided with Mailman 2 is Pipermail, although other archivers can be used instead. The archiver for Mailman 3 is HyperKitty.
See also
List of mailing list software
Electronic mailing list
References
Further reading
Reviews
Mailing List Management Made Easy
Other resources
List Administrator's Guide
"Mailman – An Extensible Mailing List Manager Using Python"; Ken Manheimer, Barry Warsaw, John Viega; presented at the 7th International Python Conference, Nov 10–13, 1998
"Mailman: The GNU Mailing List Manager"; John Viega, Barry Warsaw, Ken Manheimer; presented at the 12th Usenix Systems Administration Conference (LISA '98), Dec 9, 1998
GNU Mailman chapter in The Architecture of Open Source Applications Volume 2
Barry Warsaw presentation on Mailman 3 at PyCon US 2012
External links
Mailman Documentation
Mailman support mailing lists
GNU Project software
Free software programmed in Python
Free mailing list software
Mailing list software for Linux
1999 software |
https://en.wikipedia.org/wiki/RTV | RTV may refer to:
Broadcasters around the world
Asia
RTV (Bangladeshi TV channel), a satellite television channel
RTV (Indonesian TV network), an Indonesian television network
Rediffusion Television, a former television station in Hong Kong (later known as Asia Television)
Europe
RTV-7, a Dutch television network with programming from the Dutch Caribbean
RTV NH, a public broadcasting station which focuses on news from North Holland, Netherlands
RTV Noord, a radio and television public broadcaster in Groningen, Netherlands
RTV Rijnmond, a public broadcast organization in Rijnmond, Netherlands
RTV Slovenija, a public broadcaster in Slovenia
RTV Utrecht, a regional television and radio broadcaster in Utrecht Province of the Netherlands
Radio Television of Vojvodina, a public broadcaster in Serbia
San Marino RTV, a public broadcaster in the microstate of San Marino
North America
Retro TV, or RTV, a United States television network
Oceania
VTV (Australian TV station), which had the proposed callsign of RTV
Other
Return to vendor
Ritonavir, an antiretroviral drug
RTV silicone, a type of silicone rubber
Room-temperature vulcanization, of silicone rubber |
https://en.wikipedia.org/wiki/James%20Tenney | James Tenney (August 10, 1934 – August 24, 2006) was an American composer and music theorist. He made significant early musical contributions to plunderphonics, sound synthesis, algorithmic composition, process music, spectral music, microtonal music, and tuning systems including extended just intonation. His theoretical writings variously concern musical form, texture, timbre, consonance and dissonance, and harmonic perception.
Biography
James Tenney was born in Silver City, New Mexico, and grew up in Arizona and Colorado. He attended the University of Denver, the Juilliard School of Music, Bennington College (B.A., 1958) and the University of Illinois (M.A., 1961). He studied piano with Eduard Steuermann and composition with Chou Wen-chung, Lionel Nowak, Paul Boepple, Henry Brant, Carl Ruggles, Kenneth Gaburo, John Cage, Harry Partch, and Edgard Varèse. He also studied acoustics, information theory and tape music composition under Lejaren Hiller. In 1961, Tenney completed an influential master's thesis entitled Meta (+) Hodos that made one of the earliest applications, if not the earliest application, of gestalt theory and cognitive science to music. His later writings include "Temporal gestalt perception in music" in the Journal of Music Theory, the chapter "John Cage and the Theory of Harmony" in Writings about John Cage, and the book A History of Consonance and Dissonance, among others.
Tenney's earliest works show the influence of Webern, Ruggles and Varèse, while a gradual assimilation of the ideas of John Cage influenced the development of his music in the 1960s. In 1961 he composed the early plunderphonic composition Collage No.1 (Blue Suede) (for tape) by sampling and manipulating a recording of Elvis Presley. His music from 1961 to 1964 was largely computer music completed at Bell Labs in New Jersey with Max Mathews. As such it constitutes one of the earliest significant bodies of algorithmically composed and computer synthesized music. Examples include Analog #1 (Noise Study) (1961) for tape using computer synthesized noise, and Phases (1963).
Tenney lived in or near New York City throughout the 1960s, where he was actively involved with Fluxus, the Judson Dance Theater, and the ensemble Tone Roads, which he co-founded with Malcolm Goldstein and Philip Corner. He was exceptionally dedicated to the music of American composer Charles Ives, many of whose compositions he conducted; his interpretation of Ives' Concord Sonata for piano was much praised.
Tenney collaborated closely as both musician and actor with his then-partner, the artist Carolee Schneemann (who he met in New York in 1955) until their separation in 1968. With Schneemann he co-starred in Fuses, a 1965 silent film of collaged and painted sequences of lovemaking. Tenney created the sound collages for Schneemann's Viet Flakes, 1965, and Snows, 1970, and performed in the New York City production of Meat Joy, 1964, Schneemann's orgiastic celebration of the expressive body. |
https://en.wikipedia.org/wiki/WinG | In computing, WinG (pronounced Win Gee) is an application programming interface that was designed to provide faster graphics performance on Windows 3.x operating environments, and was initially positioned as a way to help game developers more easily port their DOS games to Microsoft Windows, although it was quickly discontinued in favor of DirectX.
Background
WinG fixed two problems. The first problem that WinG fixed was that Windows 3.x did not support creating Device Contexts (DCs) based on device independent bitmaps, only actual display devices. One major limitation of the Graphics Device Interface (GDI) DCs was that they were write-only. Data, once written, could not be retrieved. The second problem was that all GDI drawing was implemented in the Windows 3.x video drivers. This included the drawing of bitmaps. Obviously performance of such routines varied across drivers.
Alex St. John, one of the creators of DirectX, said in a 2000 interview that,
Microsoft announced WinG at the 1994 Game Developers Conference, demonstrating it with a port by id Software of Doom. WinG was shipped on September 21, 1994. WinG, while interesting, was still fundamentally based on drawing bitmaps in memory and outputting frames after the drawing was done. As a result, WinG was deprecated and DirectX was built. However, Windows NT 3.5 and Windows 95 introduced CreateDIBSection to provide support for creating DCs based on DIBs and video drivers also eventually improved.
Implementation
WinG introduced a new type of DC called a WinGDC, which allowed programmers to both read and write to it directly using device-independent bitmaps (DIBs) with the wingdib.drv driver. Effectively, it gave programmers the ability to do with Windows what they'd been doing without hardware access limitations in DOS for years. Programmers could write DIBs to the WinGDC, yet would still have access to the individual bits of the image data. This meant that fast graphics algorithms could be written to allow fast scrolling, overdraw, dirty rectangles, double buffering, and other animation techniques. WinG also provided much better performance when blitting graphics data to physical graphics device memory. Since WinG used the DIB format, it was possible to mix original GDI API calls and WinG calls.
WinG would also perform a graphics hardware/driver profiling test on the first execution of the program in order to determine the best way to draw DIBs. This test showed a window full of red curved lines, sections of which would wobble as performance was tested. Once WinG had determined the fastest calls that did not cause graphics corruption, a profile would be saved so that the test would not need to be performed again.
Support
WinG out-of-the-box support (i.e. as a separate API to Win32) was dropped in Windows 98 Second Edition (which integrated DirectX 6), as it did nothing but pass through to the Win32 APIs that it was wrapping (including CreateDIBSection). WinG DLLs were sometimes distrib |
https://en.wikipedia.org/wiki/Combinatorial%20game%20theory | Combinatorial game theory is a branch of mathematics and theoretical computer science that typically studies sequential games with perfect information. Study has been largely confined to two-player games that have a position that the players take turns changing in defined ways or moves to achieve a defined winning condition. Combinatorial game theory has not traditionally studied games of chance or those that use imperfect or incomplete information, favoring games that offer perfect information in which the state of the game and the set of available moves is always known by both players. However, as mathematical techniques advance, the types of game that can be mathematically analyzed expands, thus the boundaries of the field are ever changing. Scholars will generally define what they mean by a "game" at the beginning of a paper, and these definitions often vary as they are specific to the game being analyzed and are not meant to represent the entire scope of the field.
Combinatorial games include well-known games such as chess, checkers, and Go, which are regarded as non-trivial, and tic-tac-toe, which is considered trivial, in the sense of being "easy to solve". Some combinatorial games may also have an unbounded playing area, such as infinite chess. In combinatorial game theory, the moves in these and other games are represented as a game tree.
Combinatorial games also include one-player combinatorial puzzles such as Sudoku, and no-player automata, such as Conway's Game of Life, (although in the strictest definition, "games" can be said to require more than one participant, thus the designations of "puzzle" and "automata".)
Game theory in general includes games of chance, games of imperfect knowledge, and games in which players can move simultaneously, and they tend to represent real-life decision making situations.
Combinatorial game theory has a different emphasis than "traditional" or "economic" game theory, which was initially developed to study games with simple combinatorial structure, but with elements of chance (although it also considers sequential moves, see extensive-form game). Essentially, combinatorial game theory has contributed new methods for analyzing game trees, for example using surreal numbers, which are a subclass of all two-player perfect-information games. The type of games studied by combinatorial game theory is also of interest in artificial intelligence, particularly for automated planning and scheduling. In combinatorial game theory there has been less emphasis on refining practical search algorithms (such as the alpha–beta pruning heuristic included in most artificial intelligence textbooks), but more emphasis on descriptive theoretical results (such as measures of game complexity or proofs of optimal solution existence without necessarily specifying an algorithm, such as the strategy-stealing argument).
An important notion in combinatorial game theory is that of the solved game. For example, tic-tac-toe is co |
https://en.wikipedia.org/wiki/SkyTrain | SkyTrain or Skytrain may refer to:
Guided ground transport
City mass transit
SkyTrain (Vancouver), a metropolitan rapid transit network in Vancouver, Canada, that was originally mostly elevated
SkyTrain (Metro Manila), a planned monorail line
BTS Skytrain, an elevated rapid transit system in Bangkok, Thailand
Skytrain, the elevated section of the Sydney Metro Northwest rapid transit line
Accra Skytrain, a proposed automated transit system in Accra, Ghana
Airport people movers
ATL Skytrain, a people-mover at Hartsfield–Jackson Atlanta International Airport
Changi Airport Skytrain, an inter-terminal people-mover system at Singapore Changi Airport
Soekarno–Hatta Airport Skytrain, an inter-terminal people-mover system at Soekarno–Hatta International Airport, Jakarta
Düsseldorf SkyTrain, an automated inter-terminal people mover system at Düsseldorf International Airport
Skytrain (Miami International Airport), a people mover at Miami International Airport
PHX Sky Train, a people-mover system at Phoenix Sky Harbor International Airport
Air transport
Douglas C-47 Skytrain also known as the Dakota, a military transport developed from the Douglas DC-3 airliner
McDonnell Douglas C-9 Skytrain II, a military transport developed from the Douglas DC-9 airliner
Skytrain, a transatlantic service by Laker Airways
Other uses
Sky Train, a 1976 album by Barry Miles
Skytrain Ice Rise, a large ice rise in the Filchner-Ronne ice shelf of Antarctica
See also
Aerotrain (disambiguation)
SkyTran |
https://en.wikipedia.org/wiki/MOV | MOV may refer to:
MOV (x86 instruction), a mnemonic for the copying of data from one location to another in the x86 assembly language
.mov, filename extension for the QuickTime multimedia file format
Metal oxide varistor, an electronic component with a significant non-ohmic current-voltage characteristic
Marconi-Osram Valve, a former British manufacturer of vacuum tubes
The Merchant of Venice, a play by William Shakespeare
MOV (TV channel), a Portuguese television channel operated by ZON Multimédia
Member of the Order of the Volta, one of the highest national awards of Ghana
MOV (album), a 1999 album by R&B group Men of Vizion
Motor-operated valve, a style of valve actuator for controlling flow in pipes
MOV, an abbreviation of mother of vinegar, the colony of yeast and bacteria in a bottle of vinegar
Moranbah Airport, IATA airport code "MOV"
Moshassuck Valley Railroad, reporting mark MOV |
https://en.wikipedia.org/wiki/ARB | ARB, ARb or arb may refer to:
Brands and enterprises
ARB, Inc., predecessor of Primoris Services Corporation
American Research Bureau
Computing
Arb, an interval arithmetic package related to GNU MPFR
OpenGL Architecture Review Board
ARB assembly language, for GPU instructions
Finance, economics, and business
muni arb or municipal bond arbitrage
Arbitrage betting
Government
Administrative Review Board (Labor) of the US Department of Labor
Air Resources Board, California Environmental Protection Agency
Architects Registration Board, UK statutory body
Language
Arb (gesture), hand signals used on financial trading floors
Modern Standard Arabic (ISO 639-3 code)
Military
Administrative Review Board, for prisoners in the Guantánamo Bay detention camps
Air Rescue Boat
Science, engineering, and health care
Accumulative roll bonding of metal sheets
Angiotensin II receptor blocker, a blood pressure medication
ARB Project, for phylogenetic analysis
Arbitrary unit or arb unit
Royal Academies for Science and the Arts of Belgium ()
Sports
ARB (martial art), a Russian martial art
Australian Racing Board for horse racing
Transportation
Ann Arbor station, Amtrak station in Michigan, station code
Ann Arbor Municipal Airport (IATA airport code)
Arbroath railway station, UK (National rail code)
Arth-Rigi-Bahn, a Swiss mountain railway
Other uses
ARB (band), a Japanese rock band
Breton Revolutionary Army (), an illegal organization |
https://en.wikipedia.org/wiki/Metroid%20Prime | Metroid Prime is an action-adventure game developed by Retro Studios and published by Nintendo for the GameCube. Metroid Prime is the fifth main Metroid game and the first to use 3D computer graphics and a first-person perspective. It was released in North America in November 2002, and in Japan and Europe the following year. Along with the Game Boy Advance game Metroid Fusion, Prime marked the return of the Metroid series after an eight-year hiatus following Super Metroid (1994).
Metroid Prime takes place between the original Metroid and Metroid II: Return of Samus. Players control the bounty hunter Samus Aran as she battles the Space Pirates and their biological experiments on the planet Tallon IV. Metroid Prime was a collaboration between Retro in Austin, Texas, and Japanese Nintendo employees, including producers Shigeru Miyamoto and Kensuke Tanabe. Miyamoto suggested the project after visiting Retro's headquarters in 2000. Since exploration takes precedence over combat, Nintendo described the game as a "first-person adventure" rather than a first-person shooter.
Metroid Prime received acclaim and sold more than 2.8 million copies worldwide. It won a number of Game of the Year awards, and is widely regarded by many critics to be one of the greatest video games of all time, remaining one of the highest-rated games on Metacritic.
Metroid Prime was followed by Metroid Prime 2: Echoes (2004) and Metroid Prime 3: Corruption (2007); Metroid Prime 4 was announced in 2017. In 2009, an enhanced version of Metroid Prime was released for the Wii in Japan, and as part of the Metroid Prime: Trilogy compilation internationally. A high-definition remastered version was released on the Nintendo Switch in 2023.
Gameplay
Metroid Prime is a 3D action-adventure game in which players control series protagonist Samus Aran from a first-person perspective, unlike previous games of the Metroid series, with third-person elements used for Morph Ball mode. The gameplay involves solving puzzles to reveal secrets, platform jumping, and shooting foes with the help of a "lock-on" mechanism that allows circle strafing while staying aimed at the enemy.
Samus must travel through the world of Tallon IV searching for twelve Chozo Artifacts that will open the path to the Phazon meteor impact crater, while collecting power-ups that let her reach new areas. The Varia Suit, for example, protects Samus' armor against high temperatures, allowing her to enter volcanic regions. Some items are obtained after boss fights. Items must be collected in a specific order; for example, players cannot access certain areas until they find a certain Beam to open doors, or discover new ordnance with which to beat bosses. Players are incentivized to explore to find upgrades that increase Samus' maximum ammunition and health.
The heads-up display, which simulates the inside of Samus' helmet, features a radar display, a map, ammunition for missiles, a health meter, a danger meter for negotiating |
https://en.wikipedia.org/wiki/Connectix%20Virtual%20Game%20Station | The Virtual Game Station (VGS, code named Bonestorm) was an emulator by Connectix that allows Sony PlayStation games to be played on a desktop computer. It was first released for the Macintosh, in 1999, after being previewed at Macworld/iWorld the same year by Steve Jobs and Phil Schiller. VGS was created by Aaron Giles. The recompiling CPU emulator was written by Eric Traut.
Released at a time when the Sony PlayStation was at its peak of popularity, Virtual Game Station was the first PlayStation emulator, for any platform, that enabled games to run at full speed on modestly powerful computer hardware, and the first that supported the vast majority of PlayStation games. It was advertised as running at full speed on the original 233 MHz iMac G3 system (relying on its built-in ATi graphics hardware), and in some cases it was able to run on 200 MHz 604e systems reasonably well.
The impact of this product changed the available Macintosh game library from a very small, select group to nearly the entire collection of PlayStation games. Graphics could be run full screen, at full speed. Several PlayStation-type hand controllers became available with VGS in mind. The only lacking features were the ability to receive DualShock force-feedback or use light-guns.
VGS was initially released for NTSC based PlayStation games but later versions were made for PAL based games. Like the PS1, the system was region locked, and copied games would not work either, although it didn't take too long for the hacker community to release a "Mod Chipped" version. Versions 1.1 and 1.2 of VGS attempted to make "modding" more difficult but were soon modified as well.
VGS proved to be extremely popular, as it cost less than half the price of a PlayStation and did not require any extra hardware. VGS was later ported to Microsoft Windows. It was slightly less popular there due to competition with other emulators such as bleem!, though it did have better compatibility.
Sony perceived VGS as a threat, and filed a lawsuit against Connectix for copyright infringement. The case was eventually closed in favor of Connectix, but Connectix was unable to sell the software in the meantime because Sony had been awarded a temporary injunction. Soon thereafter, Sony purchased VGS from Connectix and discontinued it. By then, the PlayStation 2 was nearly out and the original PlayStation was at the end of its peak, with people looking toward the next-generation consoles.
References
Further reading
External links
See also
PlayStation
Connectix
Reverse engineering
bleem!
Classic Mac OS emulation software
PlayStation emulators
Proprietary video game console emulators |
https://en.wikipedia.org/wiki/Bitstream%20Vera | Vera is a digital typeface (computer font) superfamily with a liberal license. It was designed by Jim Lyles from the now-defunct Bitstream Inc. type foundry, and it is closely based on Bitstream Prima, for which Lyles was also responsible. It is a TrueType font with full hinting instructions, which improve its rendering quality on low-resolution devices such as computer monitors. The font has also been repackaged as a Type 1 PostScript font, called Bera, for LaTeX users.
Vera consists of serif, sans-serif, and monospace fonts. The Bitstream Vera Sans Mono typeface in particular is suitable for technical work, as it clearly distinguishes "l" (lowercase L) from "1" (one) and "I" (uppercase i), and "0" (zero) from "O" (uppercase o), in similar fashion as Verdana and Tahoma fonts.
Bitstream Vera Sans is also the default font used by the Python library Matplotlib to produce plots.
Unicode coverage
Bitstream Vera itself covers Basic Latin and Latin 1-Supplement letters. It comprises only 300 glyphs.
Licensing and expansion
Bitstream Vera was released in 2003 with generous licensing terms and minimal restrictions that are nearly identical to those found in the Open Font License, which was not formalized until two years later. The main restrictions were a prohibition on reselling the fonts as a standalone product (though selling as part of a software package is acceptable), and that any derivative fonts not be distributed under the name "Vera" or use the Bitstream trademark.
The DejaVu fonts are a prominent expansion of the Bitstream Vera fonts.
See also
Bitstream Cyberbit
Bitstream Speedo Fonts
DejaVu fonts
List of typefaces
Menlo (typeface)
TITUS Cyberbit Basic
References
External links
(Previously hosted at gnome.org -- but page no longer exists.)
Official download page
Bitstream Vera derivatives at DejaVu fonts
Hack is a derivative of Bitstream Vera Mono
Typefaces and fonts introduced in 2002
Humanist sans-serif typefaces
Monospaced typefaces
Open-source typefaces
Typefaces designed by Jim Lyles
Unified serif and sans-serif typeface families |
https://en.wikipedia.org/wiki/Computer%20Space | Computer Space is a space combat arcade video game released in 1971. Created by Nolan Bushnell and Ted Dabney in partnership as Syzygy Engineering, it was the first arcade video game as well as the first commercially available video game. Computer Space is a derivative of the 1962 computer game Spacewar!, which is possibly the first video game to spread to multiple computer installations. It features a rocket controlled by the player engaged in a missile battle with a pair of hardware-controlled flying saucers set against a starfield background. The goal is to score more hits than the enemy spaceships within a set time period, which awards a free round of gameplay. The game is enclosed in a custom fiberglass cabinet, which Bushnell designed to look futuristic.
Bushnell and Dabney designed the game in 1970–71 to be a coin-operated version of Spacewar!. After the pair were unable to find a way to economically run the game on a minicomputer such as the Data General Nova, they hit upon the idea of instead replacing the central computer with custom-designed hardware created to run just that game. While they were working on an early proof of concept, Bushnell found a manufacturer for the game in Nutting Associates. Working in partnership with Nutting, the pair completed the game and ran their first location test in August 1971, a few months prior to the display of a similar prototype called Galaxy Game, also based on Spacewar!. It was first shown to industry press and distributors at the annual Music Operators of America (MOA) Expo in October. With encouraging initial interest, though mixed responses from distributors, Nutting ordered an initial production run of 1,500 units, anticipating a hit game.
While the game was successful and validated Syzygy's belief in the future of arcade video games, selling over 1,000 cabinets by mid-1972 and ultimately 1,300–1,500 units, it was not the runaway success that Nutting had hoped for. The game spawned one clone game, Star Trek (1972), and Nutting produced a two-player version of Computer Space in 1973 without involvement from Bushnell and Dabney. The pair left Nutting in June 1972 and incorporated Syzygy as Atari, launching the successful Pong (1972) as their next arcade game. Computer Spaces release marked the ending of the early history of video games and the start of the commercial video game industry.
Background
At the beginning of the 1970s, video games existed almost entirely as novelties passed around by programmers and technicians with access to computers, primarily at research institutions and large companies. One of these games was Spacewar!, created in 1962 for the Digital Equipment Corporation (DEC) PDP-1 by Steve Russell and others in the programming community at the Massachusetts Institute of Technology. This two-player game has the players engage in a dogfight between two spaceships while maneuvering on a two-dimensional plane in the gravity well of a star, set against the backdrop of a starfi |
https://en.wikipedia.org/wiki/Vodafone%20Romania | Vodafone Romania S.A. is a Romanian mobile phone network operator. It launched in April 1997 as the first GSM network in Romania.
Before acquisition by Vodafone, it was known as Connex, after which it was rebranded Connex-Vodafone and in April 2006, the Connex name was dropped, the operator being simply known as Vodafone Romania, aligning itself with the global Vodafone brand.
Vodafone Romania is a wholly owned subsidiary of Vodafone Group plc, and is the seventh-largest Vodafone subsidiary in the world by number of subscribers. Vodafone became the majority stakeholder after it brought 79% of Mobifon's shares from Canadian company Telesystems International Wireless, which had been the previous majority shareholder. Furthermore, it recently acquired 5% of Mobifon's shares from Canadian Entrepreneur Elani Grobler.
The operator is the main competitor of Orange for the 22.8 million active mobile telephony users in Romania. Connex, the ancestor of Vodafone Romania, held the largest number of subscribers, except the year 2000, until September 2004, when Orange edged ahead.
The motto of Vodafone is Trăiește fiecare clipă (rendered in English by the company as Make the most of now, a more accurate translation would be "Live every moment"). Previous mottos were: Tu faci viitorul (You create the future) and Viitorul sună bine (The future sounds good).
Brands of Vodafone
Vodafone Romania (and Connex before it) used numerous others brands. They include:
Xnet – an internet service provider, offering free unlimited dial-up for Connex mobile phone subscribers between 2000 and 2003. The brand is no longer used.
myX – Romania's first mobile portal. Also used by the company for a short-lived venture in the fashion industry. The portal has been relabeled as Vodafone Live.
myBanking – Mobile Banking service
myDomain – domain name service
homemade.ro – video sharing website
History
1998: SMS services introduced
1999: Xnet Internet service introduced; High Speed Circuit Switched Data (HSCSD) technology introduced; mobile phones running on Connex donated to ambulance service of Oradea (first Romanian company to do so)
2000: WAP mobile Internet services launched
2001: myX, Romania's first mobile portal launched; SMS services such as dating, ringtones and logos are introduced; GPRS service launched
2002: GPRS prepaid introduced; first company in Europe to introduce World Wide Number (WWN) facilities; mobile banking introduced in cooperation with Banca Comerciala Romana (BCR).
2003: myBanking introduced – a service in collaboration with Raiffeisen Bank, for customers to pay Connex bills and do banking automatically
2003: Connex Meeting Call introduced.
2005: 3G services based on W-CDMA introduced, giving way to video telephony and broadband internet via mobile phone.
2005: In partnership with RIM, Connex launches the second BlackBerry service in Romania.
2005: Liliana Solomon is named CEO of Connex.
1 November 2005: The name of the operator is changed |
https://en.wikipedia.org/wiki/DMX512 | DMX512 is a standard for digital communication networks that are commonly used to control lighting and effects. It was originally intended as a standardized method for controlling stage lighting dimmers, which, prior to DMX512, had employed various incompatible proprietary protocols. It quickly became the primary method for linking controllers (such as a lighting console) to dimmers and special effects devices such as fog machines and intelligent lights.
DMX512 has also expanded to uses in non-theatrical interior and architectural lighting, at scales ranging from strings of Christmas lights to electronic billboards and stadium or arena concerts. It can now be used to control almost anything, reflecting its popularity in all types of venues.
DMX512 uses a unidirectional EIA-485 (RS-485) differential signaling at its physical layer, in conjunction with a variable-size, packet-based communication protocol. DMX512 does not include automatic error checking and correction, and therefore is not an appropriate control for hazardous applications, such as pyrotechnics or movement of theatrical rigging. However, it is still used for such applications. False triggering may be caused by electromagnetic interference, static electricity discharges, improper cable termination, excessively long cables, or poor quality cables.
History
Developed by the Engineering Commission of United States Institute for Theatre Technology (USITT), the DMX512 standard (for Digital Multiplex with 512 pieces of information) was created in 1986, with subsequent revisions in 1990 leading to USITT DMX512/1990.
DMX512-A
In 1998 the Entertainment Services and Technology Association (ESTA) began a revision process to develop the standard as an ANSI standard. The resulting revised standard, known officially as "Entertainment Technology—USITT DMX512-A—Asynchronous Serial Digital Data Transmission Standard for Controlling Lighting Equipment and Accessories", was approved by the American National Standards Institute (ANSI) in November 2004. It was revised again in 2008, and is the current standard known as "E1.11 – 2008, USITT DMX512-A", or just "DMX512-A".
Network topology
A DMX512 network employs a multi-drop bus topology with nodes strung together in what is commonly called a daisy chain. A network consists of a single DMX512 controller – which is the master of the network — and one or more slave devices. For example, a lighting console is frequently employed as the controller for a network of slave devices such as dimmers, fog machines and intelligent lights.
Each slave device has a DMX512 "IN" connector and usually an "OUT" (or "THRU") connector as well. The controller, which usually has only an OUT connector, is connected via a DMX512 cable to the IN connector of the first slave. A second cable then links the OUT or THRU connector of the first slave to the IN connector of the next slave in the chain, and so on. For example, the block diagram below shows a simple network |
https://en.wikipedia.org/wiki/Powerline | Powerline may refer to:
Technology
Overhead power line, used for electric power transmission
Power-line communication, a computer networking technology
Powerline, a status line plugin for vim and other application; see Private Use Areas
Music and media
Powerline (magazine), an American music magazine and website
Power Line, a political blog
"Power Lines", a 2016 single by TIGRESS
"Power Lines", a 2012 song by Reks from Straight, No Chaser
Powerline, a fictional singer in the A Goofy Movie musical
Sport
Powerlines F.C., South African soccer club |
https://en.wikipedia.org/wiki/Mac%20OS%20X%20Panther | Mac OS X Panther (version 10.3) is the fourth major release of macOS, Apple's desktop and server operating system. It followed Mac OS X Jaguar and preceded Mac OS X Tiger. It was released on October 24, 2003, with the retail price of US$129 for a single user and US$199 for a five user, family license.
The main features of Panther included a refined Aqua theme, Exposé, Fast user switching, and a new Finder. Panther also included Safari as its default browser, as a change from Internet Explorer in Jaguar.
System requirements
Panther's system requirements are:
PowerPC G3, G4, or G5 processor (at least 233 MHz)
Built-in USB
At least 128 MB of RAM (256 MB recommended, minimum of 96 MB supported unofficially)
At least 1.5 GB of available hard disk space
CD drive
Internet access requires a compatible service provider; iDisk requires a .Mac account
Video conferencing requires:
333 MHz or faster PowerPC G3, G4, or G5 processor
Broadband internet access (100 kbit/s or faster)
Compatible FireWire DV camera or web camera
Because a New World ROM was required for Mac OS X Panther, certain older computers (such as beige Power Mac G3s and 'Wall Street' PowerBook G3s) were unable to run Panther by default. Third-party software (such as XPostFacto) can, however, override checks made during the install process; otherwise, installation or upgrades from Jaguar fails on these older machines.
Panther still fully supported the Classic environment for running older Mac OS 9 applications, but made Classic application windows double-buffered, interfering with some applications written to draw directly to screen.
New and changed features
End-user features
Apple advertised that Mac OS X Panther had over 150 new features, including:
Finder: Updated with a brushed-metal interface, a new live search engine, customizable Sidebar, secure deletion, colored labels (resurrected from classic Mac OS) in the filesystem and Zip support built in. The Finder icon was also changed.
Fast user switching: Allows a user to remain logged in while another user logs in, and quickly switch among several sessions.
Exposé: Helps the user manage windows by showing them all as thumbnails.
TextEdit: TextEdit now is also compatible with Microsoft Word (.doc) documents.
Xcode developer tools: Faster compile times with gcc 3.3.
Preview: Increased speed of PDF rendering.
QuickTime: Now supports the Pixlet high-definition video codec.
New applications in Panther
Font Book: A font manager which simplifies viewing character maps, and adding new fonts that can be used systemwide. The app also allows the user to organize fonts into collections.
FileVault: On-the-fly encryption and decryption of a user's home folder.
iChat AV: The new version of iChat. Now with built-in audio- and video conferencing.
X11: Compatibility for applications based on the X Window System, commonly used for UNIX applications, is available through an optional install, found in the install disk. Mac OS X Panther is the first macOS |
https://en.wikipedia.org/wiki/RSA%20SecurID | RSA SecurID, formerly referred to as SecurID, is a mechanism developed by RSA for performing two-factor authentication for a user to a network resource.
Description
The RSA SecurID authentication mechanism consists of a "token"—either hardware (e.g. a key fob) or software (a soft token)—which is assigned to a computer user and which creates an authentication code at fixed intervals (usually 60 seconds) using a built-in clock and the card's factory-encoded almost random key (known as the "seed"). The seed is different for each token, and is loaded into the corresponding RSA SecurID server (RSA Authentication Manager, formerly ACE/Server) as the tokens are purchased. On-demand tokens are also available, which provide a tokencode via email or SMS delivery, eliminating the need to provision a token to the user.
The token hardware is designed to be tamper-resistant to deter reverse engineering. When software implementations of the same algorithm ("software tokens") appeared on the market, public code had been developed by the security community allowing a user to emulate RSA SecurID in software, but only if they have access to a current RSA SecurID code, and the original 64-bit RSA SecurID seed file introduced to the server. Later, the 128-bit RSA SecurID algorithm was published as part of an open source library. In the RSA SecurID authentication scheme, the seed record is the secret key used to generate one-time passwords. Newer versions also feature a USB connector, which allows the token to be used as a smart card-like device for securely storing certificates.
A user authenticating to a network resource—say, a dial-in server or a firewall—needs to enter both a personal identification number and the number being displayed at that moment on their RSA SecurID token. Though increasingly rare, some systems using RSA SecurID disregard PIN implementation altogether, and rely on password/RSA SecurID code combinations. The server, which also has a real-time clock and a database of valid cards with the associated seed records, authenticates a user by computing what number the token is supposed to be showing at that moment in time and checking this against what the user entered.
On older versions of SecurID, a "duress PIN" may be used—an alternate code which creates a security event log showing that a user was forced to enter their PIN, while still providing transparent authentication. Using the duress PIN would allow one successful authentication, after which the token will automatically be disabled. The "duress PIN" feature has been deprecated and is not available on currently supported versions.
While the RSA SecurID system adds a layer of security to a network, difficulty can occur if the authentication server's clock becomes out of sync with the clock built into the authentication tokens. Normal token clock drift is accounted for automatically by the server by adjusting a stored "drift" value over time. If the out of sync condition is not a resul |
https://en.wikipedia.org/wiki/I486%20OverDrive | Intel's i486 OverDrive processors are a category of various Intel 80486s that were produced with the designated purpose of being used to upgrade personal computers. The OverDrives typically possessed qualities different from 'standard' i486s with the same speed steppings. Those included built-in voltage regulators, different pin-outs, write-back cache instead of write-through cache, built-in heatsinks, and fanless operation — features that made them more able to work where an ordinary edition of a particular model would not.
Each 486 Overdrive typically came in two versions, ODP and ODPR variants. The ODPR chips had 168 pins and functioned as complete swap-out replacements for existing chips, whereas the ODP chips had an extra 169th pin, and were used for inserting into a special 'Overdrive' (Socket 1) socket on some 486 boards, which would disable the existing CPU without needing to remove it (in case that the existing CPU is surface-mounted). ODP chips will not work in Pre-Socket 1 486 boards due to the extra pin. The ODP and ODPR labeling can be found in the CPU's model number(i.e.: DX2ODPR66).
Models
Models available included:
20 MHz FSB, 40 MHz core
25 MHz FSB, 50 MHz core
33 MHz FSB, 66 MHz core
25 MHz FSB, 75 MHz core
33 MHz FSB, 100 MHz core
Two P54 core Pentium-based CPUs were released for 238-pin Socket 2/Socket 3-based systems, for more information, see Pentium OverDrive
See also
RapidCAD
I486 OverDrive
Coprocessors |
https://en.wikipedia.org/wiki/List%20of%20Bilbao%20metro%20stations | This is a list of the stations of the metro system of Bilbao, Basque Country, Spain. For further information on the network, see the Metro Bilbao page.
The system is one line in the city centre (Ariz - San Ignazio) which splits into two branches northwest of downtown.
Common stations
Terminal stations in bold
Etxebarri - terminus station for Line 1 and link between the two lines.
Bolueta - link with EuskoTren to Bermeo and Donostia.
Basarrate
Santutxu
Zazpikaleak/Casco Viejo - link with EuskoTren to Deusto and Lezama.
Abando - link with the tram and Cercanías, Bilbao-Abando station.
Moyua
Indautxu
Santimami/San Mamés - link with the tram, Cercanías and the bus station.
Deustu
Sarriko
San Ignazio - link between lines 1 and 2.
Line One
Terminal stations in bold
Etxebarri - Plentzia
Lutxana
Erandio
Astrabudua
Leioa
Lamiako
Areeta
Gobela
Neguri
Aiboa
Algorta
Bidezabal
Ibarbengoa
Berango
Larrabasterra
Sopela
Urduliz
Plentzia
Line Two
Terminal stations in bold
Basauri - Kabiezes
Basauri (before the common line)
Ariz (before the common line)
Gurutzeta/Cruces
Ansio
Barakaldo
Bagatza
Urbinaga
Sestao
Abatxolo
Portugalete
Peñota
Santurtzi
Mamariga shuttle
Kabiezes
Line Three
See also
Metro Bilbao
External links
Metro Bilbao
Bilbao
Bilbao metro
Bilbao |
https://en.wikipedia.org/wiki/Teledildonics | Teledildonics (also known as cyberdildonics) is the name coined for virtual sex encounters using networked electronic sex toys to mimic and extend human sexual interaction. The term became known after technology critic and writer Howard Rheingold used it in his 1991 book Virtual Reality. In the publication, Rheingold made futuristic conclusions and summaries surrounding technology and used the term 'teledildonics' to refer to remote sexual activity using technology. Nowadays, the term is commonly used to describe remote sex (or, at least, remote mutual masturbation), where tactile sensations are communicated over a remote connection between the participants. The term can also refer to the integration of telepresence with sexual activity that these interfaces make possible and can be used in conjunction or interchangeably with sex-technology. The term has also been used less accurately (since there's no "tele-" element) to refer to robotic sex, i.e., computer-controlled sex toys that aim to substitute for or improve upon sex with a human partner. Nowadays, it is commonly used to refer to Bluetooth-enabled sex toys.
Background
Teledildonics is commonly used to describe Bluetooth-enabled sex toys, many of which have entered the market in the last decade. As well as being open to a remote connection for control, some toys can also be connected with corresponding devices to deliver synchronized movements between couples and remote partners. Teledildonics have also been used within the adult industry to create 'immersive' webcam shows, whereby users control the vibrations of the webcammers sex toy. Some media outlets have reported on 'teldildonic' technology used by long-distance couples in order to maintain sexual relations.
As well as offering remote functions, many teledildonic toys can be synchronized with pornography movies. Synchronization of porn with teledildonic or Bluetooth toys actions are controlled by means of a previously-written script. A report in 2008 suggested that teledildonics, along with text and email and webcams, can be used to "wind each other up to fever pitch during the working day" as a prelude to sex with a human during the evening hours. New technologies can help people establish "emotional connections" via the web. Indeed, teledildonics technology has already been integrated with adult online webcam services and certain sex toys, such as OhMiBod, Lovense, and We-Vibe. One Dutch manufacturer, KIIROO, offers a two-way connection between both female and male sex toys.
History
The term was coined as early as 1975 by Ted Nelson in his book Computer Lib/Dream Machines. The idea of virtual sex has been prominent in literature, fiction and popular culture, and promoters of these devices have claimed since the 1980s they are the "next big thing" in cybersex technology. At the time Howard Rhinegold started using this term in 1990s, there were already many enthusiasts seeking to explore the power of technology, sex and intimacy. |
https://en.wikipedia.org/wiki/QRL | QRL is a three letter acronym that can stand for several things:
Quantum Resistant Ledger, a blockchain solution utilizing Post-Quantum Cryptography (PQC)
The Queen's Royal Lancers, an armoured regiment of the British Army
Queensland Rugby League, the governing body of rugby league football in the Australian state of Queensland
QRL, one of the Q codes used in radiocommunication, meaning "I am busy"
A QR Code with a URL (web site address) encoded within it |
https://en.wikipedia.org/wiki/GNUnet | GNUnet is a software framework for decentralized, peer-to-peer networking and an official GNU package. The framework offers link encryption, peer discovery, resource allocation, communication over many transports (such as TCP, UDP, HTTP, HTTPS, WLAN and Bluetooth) and various basic peer-to-peer algorithms for routing, multicast and network size estimation.
GNUnet's basic network topology is that of a mesh network. GNUnet includes a distributed hash table (DHT) which is a randomized variant of Kademlia that can still efficiently route in small-world networks. GNUnet offers a "F2F topology" option for restricting connections to only the users' trusted friends. The users' friends' own friends (and so on) can then indirectly exchange files with the users' computer, never using its IP address directly.
GNUnet uses Uniform resource identifiers (not approved by IANA, although an application has been made). GNUnet URIs consist of two major parts: the module and the module specific identifier. A GNUnet URI is of form gnunet://module/identifier where module is the module name and identifier is a module specific string.
The primary codebase is written in C, but there are bindings in other languages to produce an API for developing extensions in those languages. GNUnet is part of the GNU Project. It has gained interest in the hacker community after the PRISM revelations.
GNUnet consists of several subsystems, of which essential ones are Transport and Core subsystems. Transport subsystem provides insecure link-layer communications, while Core provides peer discovery and encryption. On top of the core subsystem various applications are built.
GNUnet includes various P2P applications in the main distribution of the framework, including filesharing, chat and VPN; additionally, a few external projects (such as secushare) are also extending the GNUnet infrastructure.
GNUnet is unrelated to the older Gnutella P2P protocol. Gnutella is not an official GNU project, while GNUnet is.
Transport
Originally, GNUnet used UDP for underlying transport. Now GNUnet transport subsystem provides multiple options, such as TCP and SMTP.
The communication port, officially registered at IANA, is 2086 (tcp + udp).
Trust system
GNUnet provides trust system based on an excess-based economic model. The idea of employing an economic system is taken from the MojoNation network.
GNUnet network has no trusted entities so it is impossible to maintain a global reputation. Instead, each peer maintains its own trust for each of its local links.
When resources, such as bandwidth and CPU time, are in excess, the peer provides them to all requesting neighbors without reducing trust or otherwise charging them. When a node is under stress it drops requests from its neighbor nodes having lower internal trust value. However, when the peer has less resources than enough to fulfill everyone's requests, it denies requests of those neighbors that it trusts less and charges others by reduci |
https://en.wikipedia.org/wiki/BA%20Connect | BA Connect was a wholly-owned subsidiary airline of British Airways. It was headquartered in Didsbury, Manchester, England, it operated a network of domestic and European services from a number of airports in the United Kingdom on behalf of British Airways. The airline operated as a low-cost carrier, with food sold via a 'buy on board' programme (except for flights to London City Airport).
On 3 November 2006 British Airways announced the sale of BA Connect to Flybe. It formally transferred to Flybe on 25 March 2007.
History
The company was incorporated on 26 January 1970 as Brymon Aviation Limited which operated as Brymon Airways. On 30 July 1993 the company was renamed Brymon Airways Limited to reflect the operating name.
The company was purchased by British Airways in 1993 and on 28 March 2002 it was merged with British Regional Airlines and was renamed British Airways Citiexpress Ltd operating as BA CitiExpress.
British Airways Citiexpress is recognised for pioneering and attaining CAA approval for the print-at-home boarding pass, one of the first self-service tools of the digital era.
The regional operations of British Airways at Birmingham and Manchester, and the operations of the former CityFlyer Express, were integrated into the new airline later in 2002.
On 1 February 2006 the airline was renamed BA Connect Limited operating as BA Connect and operations moved to a low-cost carrier model, with food sold via a 'buy on board' programme (except for flights to London City Airport). However, allocated seating and a baggage valet service were still available, while lounge access, tier points and BA Miles remained unaffected for those in the Executive Club. Operationally the new service came into effect on 26 March 2006.
BA Connect handled most of British Airways' domestic and European services that do not serve London Heathrow or Gatwick airports. It had hubs in Birmingham, Bristol, London City, Manchester and Southampton. From these locations the carrier operated services to several northwest European destinations and also to Glasgow, Edinburgh and Aberdeen. A few services also operated from Gatwick. In total, BA Connect flew from 17 airports in the UK and Ireland on 63 routes to major or central regional airports.
On 3 November 2006, British Airways chief executive said that he had reached an agreement for Flybe to purchase BA Connect. BA would ensure that Flybe has sufficient funding in order to achieve its growth targets and the transition out of current BA Connect fleet. In return BA would acquire a 15% stake in the new business. The acquisition (which did not include BA Connect routes to London City or from Manchester to New York) would significantly increase the Flybe route network in both the UK and continental Europe, making Flybe the largest regional airline in Europe. Retention of the London City routes would result in BA retaining the RJ100 aircraft for these domestic and European services.
BA had to pay Flybe a sum of |
https://en.wikipedia.org/wiki/Dedicated%20line | In computer networks and telecommunications, a dedicated line is a communications cable or other facility dedicated to a specific application, in contrast with a shared resource such as the telephone network or the Internet. It is a communication path between two points.
In practice, such services may not be provided by a single, discrete, end-to-end cable, but they do provide guarantees of constant bandwidth availability and near-constant latency, properties that cannot be guaranteed for more public systems. Such properties add a considerable premium to the price charged.
As more general-purpose systems have improved, dedicated lines have been steadily replaced by intranets and the public Internet, but they are still useful for time-critical, high-bandwidth applications such as video transmission.
Some institutions such as NPR and other news agencies have large numbers of private lines with people that they frequently interview, (often government agencies) though these are being phased out in favor of VoIP systems.
See also
Asynchronous Transfer Mode
Frame Relay
T-carrier
Compare Leased Line
E-carrier
Leased line
Private line
Ringdown
Resource reservation protocol
Communication circuits |
https://en.wikipedia.org/wiki/Computer-supported%20cooperative%20work | Computer-supported cooperative work (CSCW) is the study of how people utilize technology collaboratively, often towards a shared goal. CSCW addresses how computer systems can support collaborative activity and coordination. More specifically, the field of CSCW seeks to analyze and draw connections between currently understood human psychological and social behaviors and available collaborative tools, or groupware. Often the goal of CSCW is to help promote and utilize technology in a collaborative way, and help create new tools to succeed in that goal. These parallels allow CSCW research to inform future design patterns or assist in the development of entirely new tools.
History
The origins of CSCW as a field are intertwined with the rise and subsequent fall of office automation as response to some of the criticisms, particularly the failure to address the impact human psychological and social behaviors can have. Greif and Cashman created the term CSCW to help employees seeking to further their work with technology. A few years later, in 1987, Dr. Charles Findley presented the concept of Collaborative Learning-Work. Computer-supported cooperative work is an interdisciplinary research area of growing interest which relates workstations to digitally advanced networking systems. The first technologies were economically feasible, but their interoperability was lacking which makes understanding a well-tailored supporting system difficult. Due to global markets, more organizations are being pushed to decentralize their corporate systems. When faced with the complexities of today's business issues, a significant effort must be made to improve manufacturing systems' efficiency, improve product quality, and reduce time to market.
The idea of CSCW or computer-supported cooperative work has become useful over the years since its inception and most especially in the ongoing crisis of the COVID-19 pandemic. The measures to mitigate the virus’ spread have led to firm closures and increased the rates of remote working and learning. People now share a common workspace, hold virtual meetings, see and hear each other's movements and voices in a common virtual workspace with a group-centered design. Only when advanced and generic methods are combined does a CSCW framework seem complete to the consumer. For decades, CSCW studies have been proposed using a variety of technologies to promote collaborative work, ranging from shared data services to video-mediated networks for synchronous operations. Among the various domains of CSCW, the Audio/Video Conference Module (AVM) has become useful in enabling audiovisual communication via the online applications used to discuss and undertake work operations such as Zoom and EzTalks.
Central concerns and concepts
CSCW is a design-oriented academic field that is interdisciplinary in nature and brings together librarians, economists, organizational theorists, educators, social psychologists, sociologists, anthropologists and |
https://en.wikipedia.org/wiki/SEAL%20%28cipher%29 | In cryptography, SEAL (Software-Optimized Encryption Algorithm) is a stream cipher optimised for machines with a 32-bit word size and plenty of RAM with a reported performance of around 4 cycles per byte. SEAL is actually a pseudorandom function family in that it can easily generate arbitrary portions of the keystream without having to start from the beginning. This makes it particularly well suited for applications like encrypting hard drives.
The first version was published by Phillip Rogaway and Don Coppersmith in 1994. The current version, published in 1997, is 3.0. SEAL, covered by two patents in the United States, both of which are assigned to IBM.
References
"Software-efficient pseudorandom function and the use thereof for encryption"
"Computer readable device implementing a software-efficient pseudorandom function encryption"
Stream ciphers |
https://en.wikipedia.org/wiki/Avinash%20Kak | Avinash C. Kak (born 1944) is a professor of Electrical and Computer Engineering at Purdue University who has conducted pioneering research in several areas of information processing. His most noteworthy contributions deal with algorithms, languages, and systems related to networks (including sensor networks), robotics, and computer vision. Born in Srinagar, Kashmir, he did his Bachelors in BE at University of Madras and Phd in Indian Institute of Technology Delhi. He joined the faculty of Purdue University in 1971.
His brother is the computer scientist Subhash Kak and sister the literary theorist Jaishree Odin.
Robotics and computer vision
His contributions include the 3D-POLY, which is the fastest algorithm for recognizing 3D objects in depth maps
In 1992, Kosaka and Kak published FINALE, which is considered to be a computationally efficient and highly robust approach to vision-based navigation by indoor mobile robots. In 2003, a group of researchers that included Kak developed a tool for content-based image retrieval that was demonstrated by clinical trials to improve the performance of radiologists. This remains the only clinically evaluated system for content-based image retrieval for radiologists. His book Digital Picture Processing, co-authored with Azriel Rosenfeld, is also considered a classic and has been one of the most widely referenced sources in literature dealing with digital image processing and computer vision.
Kak is not a believer in Strong AI as evidenced by his provocative/amusing essay Why Robots Will Never Have Sex. This essay a rejoinder to those who believe that robots/computers will someday take over the world.
Image reconstruction algorithms
The SART algorithm (Simultaneous Algebraic Reconstruction Technique) proposed by Andersen and Kak in 1984 has had a major impact in CT imaging applications where the projection data is limited. As a measure of its popularity, researchers have proposed various extensions to
SART: OS-SART, FA-SART, VW-OS-SART, SARTF, etc. Researchers have also studied how SART can best be implemented on different parallel processing architectures. SART and its proposed extensions are used in emission CT in nuclear medicine, dynamic CT, and holographic tomography, and other reconstruction applications. Convergence of the SART algorithm was theoretically established in 2004 by Jiang and Wang. His book Principles of Computerized Tomographic Imaging, now re-published as a classic in applied mathematics by SIAM (Society of Industrial and Applied Mathematics), is widely used in courses dealing with modern medical imaging. It is one of the most frequently cited books in the literature on image reconstruction.
Software engineering and open source
The three books written by Kak in the course of his 17-year-long Objects Trilogy Project cover object-oriented programming, object-oriented scripting, and object-oriented design. The first of these, Programming with Objects, presents a comparative approa |
https://en.wikipedia.org/wiki/DragonFly%20BSD | DragonFly BSD is a free and open-source Unix-like operating system forked from FreeBSD 4.8. Matthew Dillon, an Amiga developer in the late 1980s and early 1990s and FreeBSD developer between 1994 and 2003, began working on DragonFly BSD in June 2003 and announced it on the FreeBSD mailing lists on 16 July 2003.
Dillon started DragonFly in the belief that the techniques adopted for threading and symmetric multiprocessing in FreeBSD 5 would lead to poor performance and maintenance problems. He sought to correct these anticipated problems within the FreeBSD project. Due to conflicts with other FreeBSD developers over the implementation of his ideas, his ability to directly change the codebase was eventually revoked. Despite this, the DragonFly BSD and FreeBSD projects still work together, sharing bug fixes, driver updates, and other improvements.
Intended as the logical continuation of the FreeBSD 4.x series, DragonFly has diverged significantly from FreeBSD, implementing lightweight kernel threads (LWKT), an in-kernel message passing system, and the HAMMER file system. Many design concepts were influenced by AmigaOS.
System design
Kernel
The kernel messaging subsystem being developed is similar to those found in microkernels such as Mach, though it is less complex by design. DragonFly's messaging subsystem has the ability to act in either a synchronous or asynchronous fashion, and attempts to use this capability to achieve the best performance possible in any given situation.
According to developer Matthew Dillon, progress is being made to provide both device input/output (I/O) and virtual file system (VFS) messaging capabilities that will enable the remainder of the project goals to be met. The new infrastructure will allow many parts of the kernel to be migrated out into userspace; here they will be more easily debugged as they will be smaller, isolated programs, instead of being small parts entwined in a larger chunk of code. Additionally, the migration of select kernel code into userspace has the benefit of making the system more robust; if a userspace driver crashes, it will not crash the kernel.
System calls are being split into userland and kernel versions and being encapsulated into messages. This will help reduce the size and complexity of the kernel by moving variants of standard system calls into a userland compatibility layer, and help maintain forwards and backwards compatibility between DragonFly versions. Linux and other Unix-like OS compatibility code is being migrated out similarly.
Threading
As support for multiple instruction set architectures complicates symmetric multiprocessing (SMP) support, DragonFly BSD now limits its support to the x86-64 platform. DragonFly originally ran on the x86 architecture, however as of version 4.0 it is no longer supported. Since version 1.10, DragonFly supports 1:1 userland threading (one kernel thread per userland thread), which is regarded as a relatively simple solution that is also e |
https://en.wikipedia.org/wiki/Bilinear | Bilinear may refer to:
Bilinear sampling (also called "bilinear filtering"), a method in computer graphics for choosing the color of a texture
Bilinear form, a type of mathematical function from a vector space to the underlying field
Bilinear interpolation, an extension of linear interpolation for interpolating functions of two variables on a rectilinear 2D grid
Bilinear map, a type of mathematical function between vector spaces
Bilinear transform, a method of transforming from the S to Z domain in control theory and signal processing
Bilinear transformation (disambiguation) |
https://en.wikipedia.org/wiki/ImageWriter | The ImageWriter is a product line of dot matrix printers formerly manufactured by Apple Computer, Inc., and designed then to be compatible with their entire line of computers. There were three different models introduced over time, which were popular mostly among Apple II and Macintosh owners.
Original ImageWriter
The first ImageWriter is a serial-based dot matrix printer introduced by Apple Computer in late 1983.
The printer was essentially a re-packaged 9-pin dot matrix printer from C. Itoh Electronics (model C. Itoh 8510, with a modified ROM and pinout), released the same year. It was introduced as a replacement for the earlier parallel-based Apple Dot Matrix Printer/DMP (also a C. Itoh model) and, while primarily intended for the Apple II, worked across Apple's entire computer product line. The ImageWriter could produce images as well as text, up to a resolution of 144 DPI and a speed of about 120 CPS (characters per second). In text mode, the printer was logic-seeking, meaning it would print with the head moving in both directions while it would print only in one direction for graphics and Near Letter Quality. The ImageWriter was also supported by the original Macintosh computer, the Macintosh 128K. Apple wanted a graphical printer for the Mac, and had introduced the ImageWriter primarily to support the new machine. This permitted it to produce WYSIWYG output from the screen of the computer, which was an important aspect for promoting the concept of the GUI and, later, desktop publishing. The ImageWriter could be supported by Microsoft Windows-based PC's by using the included C. Itoh 8510 compatible driver.
The ImageWriter was succeeded by the ImageWriter II in late 1985.
A wider version of the ImageWriter, sold as ImageWriter 15", was introduced in January 1984. It allowed printing to 12" wide as well as to 15" wide paper. This version of ImageWriter remained in production for more than a year after the ImageWriter II was introduced. Production was eventually discontinued in January 1987.
Accessories
In 1984 Thunderware introduced the ThunderScan, an optical scanner that was installed in place of the ImageWriter ribbon cartridge. With support for the Apple II and the Mac, the ThunderScan provided low cost grayscale scanning with moderate resolution and speed.
ImageWriter II
The ImageWriter II is a serial based dot matrix printer that was manufactured by Apple Computer, which supported its entire computer product line when it was released in September 1985. It had several optional add-ons available, including: a plug-in network card, buffer memory card, and motorized sheet feeder. It also supported color printing with an appropriate ribbon. The codename for the ImageWriter II was "Express"
Compute! reported in 1989 that many believed that the ImageWriter II was inferior to its predecessor. The magazine stated that the first ImageWriter was sturdier, handled paper better, and had better print in most cases.
Features
The ImageWriter |
https://en.wikipedia.org/wiki/AppleWorks | AppleWorks was an integrated office suite containing a word processor, database, and spreadsheet. It was developed by Rupert Lissner for Apple Computer, originally for the Apple II platform and launched in 1984. Many enhancements for AppleWorks were created, the most popular being the TimeOut series from Beagle Bros which extended the life of the Apple II version of AppleWorks. Appleworks was later reworked for the Macintosh platform.
AppleWorksGS was developed for the Apple IIGS using the graphical desktop interface instead of the text based filecard interface of the Apple II. AppleWorksGS was slow & buggy and a planned version 2.0 never materialized. Beagle Bros created a BeagleWorks program that was eventually sold to the Apple subsidiary Claris. ClarisWorks for Macintosh (1991), and Windows (1993) became a popular program and saw rapid development. Those applications do not share any code with the 8-bit Apple II original. Apple absorbed Claris and the name ClarisWorks was changed to AppleWorks. It was bundled with all consumer-level Macintoshes sold by Apple until its discontinuation. As of 2007, AppleWorks had not been updated in several years and was unable to run on the Intel processors shipping in new Macs. On August 15, 2007, Apple announced AppleWorks had reached end-of-life status, and would no longer be sold. Apple instead promoted its recently launched iWork suite as a replacement, which contains word processing, spreadsheet, and presentation applications with capabilities similar to AppleWorks, but is not directly compatible with AppleWorks file formats.
History
AppleWorks (Apple II, 1984–1991)
Developed by Rupert Lissner, the original AppleWorks is one of the first integrated office suites for personal computers, featuring a word processor, spreadsheet, and database merged into a single program. It was released in 1984 as a demonstration product for the new 128k models of the Apple II line.
In 1982, Apple published Lissner's Quick File, a database program that closely resembled what would become the AppleWorks database module, on both the Apple III and Apple II. Apple favored Apple Pascal at the time, so Lissner initially wrote Quick File in that language at Apple's request. Lissner preferred coding in assembly language, however, and soon rewrote Quick File in assembly on his Apple III and, by summer of 1983, he had added word processor and spreadsheet modules as well. Apple initially purchased the rights to distribute both the Apple III and Apple II versions of the program. However, Apple decided to drop support for the Apple III and sold the rights for the Apple III version to Haba Systems, who marketed it as III E-Z Pieces and released it shortly before Apple released AppleWorks. The two products shared the same file formats.
All three AppleWorks programs have the same user interface and exchange data through a common clipboard. Previous Apple II application programs had mainly been designed with the older II/II+ line i |
https://en.wikipedia.org/wiki/Is-a | In knowledge representation and ontology components, including for object-oriented programming and design, is-a (also written as is_a or is a) is a subsumptive relationship between abstractions (e.g., types, classes), wherein one class A is a subclass of another class B (and so B is a superclass of A).
In other words, type A is a subtype of type B when A's specification implies B's specification. That is, any object (or class) that satisfies A's specification also satisfies B's specification, because B's specification is weaker.
For example, a cat 'is a' animal, but not vice versa. All cats are animals, but not all animals are cats.
Behaviour that are is relevant to all animals is defined on an animal class, whereas behaviour that is relevant only for cats is defined in a cat class. By defining the cat class as 'extending' the animal class, all cats 'inherit' the behaviour defined for animals, without the need to explicitly code that behaviour for cats.
Related concepts
The is-a relationship is to be contrasted with the has-a (has_a or has a) relationship between types (classes); confusing the relations has-a and is-a is a common error when designing a model (e.g., a computer program) of the real-world relationship between an object and its subordinate. The is-a relationship may also be contrasted with the instance-of relationship between objects (instances) and types (classes): see Type–token distinction.
To summarize the relations, there are:
hyperonym–hyponym (supertype/superclass–subtype/subclass) relations between types (classes) defining a taxonomic hierarchy, where
for a subsumption relation: a hyponym (subtype, subclass) has a type-of (is-a) relationship with its hyperonym (supertype, superclass);
holonym–meronym (whole/entity/container–part/constituent/member) relations between types (classes) defining a possessive hierarchy, where
for an aggregation (i.e. without ownership) relation:
a holonym (whole) has a has-a relationship with its meronym (part),
for a composition (i.e. with ownership) relation:
a meronym (constituent) has a part-of relationship with its holonym (entity),
for a containment relation:
a meronym (member) has a member-of relationship with its holonym (container);
concept–object (type–token) relations between types (classes) and objects (instances), where
a token (object) has an instance-of relationship with its type (class).
Examples of subtyping
Subtyping enables a given type to be substituted for another type or abstraction. Subtyping is said to establish an is-a relationship between the subtype and some existing abstraction, either implicitly or explicitly, depending on language support. The relationship can be expressed explicitly via inheritance in languages that support inheritance as a subtyping mechanism.
C++
The following C++ code establishes an explicit inheritance relationship between classes B and A, where B is both a subclass and a subtype of A, and can be used as an A wherever a B is |
https://en.wikipedia.org/wiki/Indentation%20style | In computer programming, an indentation style is a convention governing the indentation of blocks of code to convey program structure. This article largely addresses the free-form languages, such as C and its descendants, but can be (and often is) applied to most other programming languages (especially those in the curly bracket family), where whitespace is otherwise insignificant. Indentation style is only one aspect of programming style.
Indentation is not a requirement of most programming languages, where it is used as secondary notation. Rather, indenting helps better convey the structure of a program to human readers. Especially, it is used to clarify the link between control flow constructs such as conditions or loops, and code contained within and outside of them. However, some languages (such as Python and occam) use indentation to determine the structure instead of using braces or keywords; this is termed the off-side rule. In such languages, indentation is meaningful to the compiler or interpreter; it is more than only a clarity or style issue.
This article uses the term brackets to refer to parentheses, and the term braces to refer to curly brackets.
Brace placement in compound statements
The main difference between indentation styles lies in the placing of the braces of the compound statement ({...}) that often follows a control statement (if, while, for...). The table below shows this placement for the style of statements discussed in this article; function declaration style is another case. The style for brace placement in statements may differ from the style for brace placement of a function definition. For consistency, the indentation depth has been kept constant at 4 spaces, regardless of the preferred indentation depth of each style.
Tabs, spaces, and size of indentations
The displayed width for tabs can be set to arbitrary values in most programming editors, including Notepad++ (MS-Windows), TextEdit (MacOS/X), Emacs (Unix), vi (Unix), and nano (Unix). In addition, these editors can be configured to generate a mix of tabs and spaces or to convert between tabs and spaces, to match specific indentation schemes. In Unix, the tab width can also be set in pagers, such as less, and converted on the fly by filters, such as expand/unexpand.
Unix editors default to positioning tabs at intervals of eight columns, while Macintosh and MS-Windows environments defaulted to four columns. This difference causes source code misalignment, when indentation that mixes tabs and spaces is displayed under a configuration that displays tabs differently from the author's configuration.
There is ongoing debate amongst programmers about the choice between hard tabs and spaces. Many early programmers used tab characters to indent, for ease of typing and to save on source file size. Some programmers, such as Jamie Zawinski, state that using spaces instead of tabs increases cross-platform portability. Others, such as the writers of the WordPress |
https://en.wikipedia.org/wiki/IBM%20System/38 | The System/38 is a discontinued minicomputer and midrange computer manufactured and sold by
IBM. The system was announced in 1978. The System/38 has 48-bit addressing, which was unique for the time, and a novel integrated database system. It was oriented toward a multi-user system environment. At the time, the typical system handled from a dozen to several dozen terminals. Although the System/38 failed to displace the systems it was intended to replace, its architecture served as the basis of the much more successful IBM AS/400.
History
The System/38 was introduced on October 24, 1978 and delivered in 1980. Developed under the code-name "Pacific", it was made commercially available in August 1979. The system offered a number of innovative features, and was designed by a number of engineers including Frank Soltis and Glenn Henry. The architecture shared many similarities with the design of the failed IBM Future Systems project, including the single-level store, the use of microcode to implement operating system functionality, and the Machine Interface abstraction. It had been developed over eight years by IBM's laboratory in Rochester, Minnesota. The president of IBM's General Systems Division (GSD) said at the time: "The System/38 is the largest program we've ever introduced in GSD and it is one of the top three or four largest programs ever introduced in IBM."
The system was designed as a follow-on for the System/3, but it is not compatible with those computers. The predecessors to the System/38 include the System/3 (1969), System/32 (1975), and System/34 (1977). In 1983 the System/36 was released as a low-end business computer for users who found the System/38 too expensive for their needs. The System/38 was succeeded by the IBM AS/400 midrange computer family in 1988, which originally used a processor architecture similar to the System/38, before adopting PowerPC-based processors in 1995.
Hardware characteristics
The IBM 5381 System Unit contains processor, main memory, disk storage, a diskette magazine drive, and a system console with keyboard and a display. 5381 was available in Model 100 and Model 200.
The IBM 5382 System Unit is physically identical to 5381, but with more powerful processors, more memory, and more disk storage. 5382 was available in Models 300, 400, 500, 600, and 700.
Users typically interacted with the system through IBM 5250 series terminals. In 1984, IBM added the ability to attach graphics-oriented terminals that previously required a mainframe.
Processing unit
The system includes a central processing unit with 512K, 768K, 1024K, 1280K, or 1536K bytes of main storage. The processor is implemented across twenty-nine Schottky TTL LSI chips mounted on a 10x15" circuit board. It includes a memory management unit supporting demand paging, used by the system software to implement a single-level store architecture.
The System/38 CPU features a 48-bit address space, which was selected as a compromise between 64-bit add |
https://en.wikipedia.org/wiki/Frank%20Soltis | Frank Gerald Soltis (born 1940), is an American computer scientist. He joined IBM Rochester in 1969, and is most well known for his contributions to the System/38 and IBM AS/400 architectures, in particular - the design of the single-level store used in those platforms, and the RS64 processor architecture. He retired from IBM in 2008 upon the merger of the System i and System p product lines into IBM Power Systems. Prior to his retirement, he held the title of Chief Scientist at IBM.
Career
In 1968, Soltis completed his PhD in electrical engineering from Iowa State University. His PhD dissertation was titled "Automatic Allocation of Digital Computer Storage Resources for Time-sharing".
In November 1968, he took a position with IBM in Rochester, Minnesota. Soltis led the design of the "Amazon" instruction set architecture, an extended version of the 64-bit PowerPC architecture; the Amazon architecture is implemented by the RS64, POWER4, and POWER5 processors used in the IBM iSeries and pSeries computers.
In the 1990s and early 2000s, in addition to his IBM responsibilities, Soltis served as an adjunct professor of electrical engineering at the University of Minnesota where he taught graduate courses on high performance computer design.
Soltis retired from IBM on December 31, 2008 after 40 years with the company.
In February 2009, Vision Solutions announced that Soltis had joined their Technology Advisory Board.
Soltis' By Design column appears in iPro Developer magazine.
His books include Inside the AS/400 and Fortress Rochester, The Inside Story of the IBM iSeries.
Books
Soltis, Frank G. (1997). Inside the AS/400, Duke Press.
Soltis, Frank G. (2001). Fortress Rochester: the Inside Story of the IBM iSeries, NEWS/400 Books.
References
American computer scientists
IBM employees
Living people
1940 births |
https://en.wikipedia.org/wiki/Data%20strobe%20encoding | Data strobe encoding (or D/S encoding) is an encoding scheme for transmitting data in digital circuits.
It uses two signal lines (e.g. wires in a cable or traces on a printed circuit board), Data and Strobe. These have the property that either Data or Strobe changes its logical value in one clock cycle, but never both. More precisely data is transmitted as-is and strobe changes its state if and only if data stays constant between two data bits.
This allows for easy clock recovery with a good jitter tolerance by XORing the two signal line values.
There is an equivalent way to specify the relationship between Data and Strobe.
For even-numbered Data bits, Strobe is the opposite of Data.
For odd-numbered Data bits, Strobe is the same as Data.
From this definition it is more obvious that the XOR of Data and Strobe will yield a clock signal. Also, it specifies the simplest means of generating the Strobe signal for a given Data stream.
Data strobe encoding originated in IEEE 1355 Standard and is used on the signal lines in SpaceWire and the IEEE 1394 (also known as FireWire 400) system.
Gray code is another code that always changes one logical value, but never more than one.
References
Line codes |
https://en.wikipedia.org/wiki/Dark%20fibre | A dark fibre or unlit fibre is an unused optical fibre, available for use in fibre-optic communication. Dark fibre may be leased from a network service provider.
Dark fibre originally referred to the potential network capacity of telecommunication infrastructure. Because the marginal cost of installing additional fibre optic cables is very low once a trench has been dug or conduit laid, a great excess of fibre was installed in the US during the telecom boom of the late 1990s and early 2000s. This excess capacity was later referred to as dark fibre following the dot-com crash of the early 2000s that briefly reduced demand for high-speed data transmission.
These unused fibre optic cables later created a new market for unique private services that could not be accommodated on lit fibre cables (i.e., cables used in traditional long-distance communication).
Motivations
Much of the cost of installing cables is in the civil engineering work required. This includes planning and routing, obtaining permissions, creating ducts and channels for the cables, and finally installation and connection. This work usually accounts for most of the cost of developing fibre networks. For example, in Amsterdam's citywide installation of a fibre network, roughly 80% of the costs involved were labour, with only 10% being fibre. It therefore makes sense to plan for, and install, significantly more fibre than is needed for current demand, to provide for future expansion and provide for network redundancy in case any of the cables fail. Many fibre-optic cable owners such as railroads and power utilities have always included additional fibres with the intention to lease these to other carriers.
During the dot-com bubble, a large number of telephone companies built optical-fibre networks, each with the business plan of cornering the market in telecommunications by providing a network with sufficient capacity to take all existing and forecast traffic for the entire region served. This was based on the assumption that telecoms traffic, particularly data traffic, would continue to grow exponentially for the foreseeable future. The advent of wavelength-division multiplexing reduced the demand for fibre by increasing the capacity of a single fibre by a factor of as much as 100. According to Gerry Butters, the former head of Lucent's Optical Networking Group at Bell Labs, the amount of data that could be carried by an optical fibre was doubling every nine months at the time. This progress in the ability to carry data over fibre reduced the need for more fibres. As a result, the wholesale price for data communications collapsed and a number of these companies filed for bankruptcy protection. Global Crossing and Worldcom are two high-profile examples in the United States.
Similar to the Railway Mania, the misfortune of one market sector became the good fortune of another, and this overcapacity created a new telecommunications sector.
Market
For many years incumbent local exch |
https://en.wikipedia.org/wiki/NCO | NCO may refer to:
NCO Group, an international corporation
National Children's Orchestra of Great Britain
Net capital outflow, an economic metric
NetCDF Operators, software
Network-centric operations, a theory of war in the information age
Non-commissioned officer, a category of military rank
Numerically controlled oscillator, a digital signal generator
Nuova Camorra Organizzata, a defunct Italian criminal organization
Isocyanate, a functional group of atoms –N=C=O
Indian National Congress (Organisation), a former Political Party in India formally referred as NCO by the Election Commission of India.
Nevada–California–Oregon Railway, a defunct railway in the western United States |
https://en.wikipedia.org/wiki/DDR2 | DDR2 or DDRII may refer to:
DDR2 SDRAM, the computer memory technology
Dance Dance Revolution 2ndMix, a 1999 video game
Dance Dance Revolution II, a 2011 video game
DDR2 (gene), a human gene |
https://en.wikipedia.org/wiki/BSS | BSS may stand for:
Computing and telecommunications
.bss ("Block Started by Symbol"), in compilers and linkers
Base station subsystem, in mobile telephone networks
Basic Service Set, the basic building block of a wireless local area network (WLAN)
Boeing Satellite Systems, see Boeing Satellite Development Center
Blum–Shub–Smale machine, a model of computation
Broadcasting Satellite Service, in television
Broadcasting System of San-in, Japanese TV station broadcast
Business support system, components used by Telecom Service Providers
Entertainment
Best Selling Secrets, a sitcom
BSS 01, a dedicated first-generation home video game console
Brain Salad Surgery, a 1973 Emerson, Lake & Palmer album
Brave Saint Saturn, an American Christian rock band
Broken Social Scene, a Canadian indie rock band
Buraka Som Sistema, an electronic dance music project from Portugal
Beyond Scared Straight, an A&E television series based on the 1978 film Scared Straight!
British Strong Style, a professional wrestling group
BooSeokSoon, a sub-unit of the K-pop group Seventeen, comprising members Hoshi, DK, and Seungkwan
BSS Jane Seymour, a video game
Media
Bangladesh Sangbad Sangstha, the official news agency of Bangladesh
Budavári Schönherz Stúdió, an online television and radio station of BUTE
Medicine
Bismuth subsalicylate, the active ingredient in several medications
Bernard–Soulier syndrome, a bleeding disorder
Bristol stool scale, a medical aid designed to classify the form of human faeces
Balanced salt solution
British Sleep Society, a charity that represents sleep health and sleep medicine
Organizations
Bevara Sverige Svenskt, a Swedish racist movement
Biciklisticki Savez Srbije, the cycling federation of Serbia
Botanical Society of Scotland, the national learning society for botanists of Scotland
Schools
Bayridge Secondary School, Canada
Bayview Secondary School, Canada
Beaconhouse School System, Pakistan
Bishop Strachan School, Canada
Blessed Sacrament School (disambiguation)
Bramalea Secondary School, Canada
Brighton Secondary School, Australia
Bombay Scottish School, Mahim, India
Other uses
Bally Sports South, American regional sports network owned and operated by Bally Sports
British Supersport Championship
Bachelor of Social Science, an academic degree in social science awarded by a university
Bang senseless, a gene of Drosophila melanogaster
Basic Surgical Skills, a mandatory 3-day practical course provided by the Royal College of Surgeons for all trainee surgeons in the UK and Ireland
Baudhayana Shrauta Sutra, a Hindu text
Blind signal separation, a method for the separation of a set of signals in math and statistics
Blue Shirts Society, a Fascist clique and secret police or para-military force in the Republic of China between 1931 and 1938
Broad Street railway station (England)
Broad Street Subway, alternative name for the Broad Street Line, a rapid transit line in Philadelphia
BSS Industrial, a Bri |
https://en.wikipedia.org/wiki/Alan%20Miller%20%28game%20designer%29 | Alan Miller is an American video game designer who was the co-founder of the video game company Activision.
Career
Miller studied electrical engineering and computer science at the University of California, Berkeley, graduating in 1973.
Miller joined Atari, Inc. in February 1977 and was one of the first four Atari 2600 game designers. His 2600 titles include Surround, Hangman and Basketball. With others, he co-authored the operating system for the Atari 400/800 computers in late 1978 and early 1979. His last game for Atari, Basketball, was one of the first ROM games for the Atari computers. Miller did not work on any Atari 2600 cartridges during his last year with Atari.
In late 1979, Miller left Atari with three other programmers, David Crane, Larry Kaplan and Bob Whitehead. They were disillusioned and disappointed with Atari's refusal to give them screen credit for any of the games they worked on. With music industry executive, Jim Levy, they formed Activision, the first independent video game developer and publisher. Activision rapidly grew to US$159 million in revenue in 1983, its third year of sales. Miller acted as Vice President of Product Development and designed several of the company's first games. Among his games designed while with Activision are Checkers, Tennis, Ice Hockey, Starmaster and Robot Tank. Miller experimented with implementing a 3D display for the game Checkers but due to technical limitations of both the Atari 2600 and television sets of the era, the idea was dropped.
Miller and Whitehead thought that diversification to other platforms, such as the home computers like the Commodore 64, was essential for success. Activision was resistant to this idea, so he and Whitehead left Activision in 1984 and together formed the game publisher Accolade. While with his new company, he designed only one game, Law of the West for the Commodore 64. Miller started as Vice President of Product Development but in a few years rose to chairman and CEO.
After ten years at Accolade, Miller left in 1994. Accolade hit hard times and in 1999 was purchased by Infogrames, which later changed its subsidiaries' names to Atari, Atari Europe, Atari Australia, and Atari Japan respectively.
In September 2001, Miller rejoined David Crane at Crane's company, Skyworks Technologies, a leading developer of custom branded online games (advergames) for Fortune 100 companies, where he served as Vice President of Business Development for four years.
Click Health
In 1997, Miller co-founded Click Health, a pioneering publisher of health education games for children with asthma and diabetes. The games were made available for Nintendo consoles and IBM PCs. Miller served as chairman and CEO. Clinical trials of the company's games demonstrated significant effectiveness. In a clinical trial with pediatric diabetes patients at Stanford University Medical Center and Kaiser Permanente, children who played the company's diabetes game, Packy and Marlon, experienced a |
https://en.wikipedia.org/wiki/Source%20lines%20of%20code | Source lines of code (SLOC), also known as lines of code (LOC), is a software metric used to measure the size of a computer program by counting the number of lines in the text of the program's source code. SLOC is typically used to predict the amount of effort that will be required to develop a program, as well as to estimate programming productivity or maintainability once the software is produced.
Measurement methods
Many useful comparisons involve only the order of magnitude of lines of code in a project. Using lines of code to compare a 10,000-line project to a 100,000-line project is far more useful than when comparing a 20,000-line project with a 21,000-line project. While it is debatable exactly how to measure lines of code, discrepancies of an order of magnitude can be clear indicators of software complexity or man-hours.
There are two major types of SLOC measures: physical SLOC (LOC) and logical SLOC (LLOC). Specific definitions of these two measures vary, but the most common definition of physical SLOC is a count of lines in the text of the program's source code excluding comment lines.
Logical SLOC attempts to measure the number of executable "statements", but their specific definitions are tied to specific computer languages (one simple logical SLOC measure for C-like programming languages is the number of statement-terminating semicolons). It is much easier to create tools that measure physical SLOC, and physical SLOC definitions are easier to explain. However, physical SLOC measures are more sensitive to logically irrelevant formatting and style conventions than logical SLOC. However, SLOC measures are often stated without giving their definition, and logical SLOC can often be significantly different from physical SLOC.
Consider this snippet of C code as an example of the ambiguity encountered when determining SLOC:
for (i = 0; i < 100; i++) printf("hello"); /* How many lines of code is this? */
In this example we have:
1 physical line of code (LOC),
2 logical lines of code (LLOC) (for statement and printf statement),
1 comment line.
Depending on the programmer and coding standards, the above "line" of code could be written on many separate lines:
/* Now how many lines of code is this? */
for (i = 0; i < 100; i++)
{
printf("hello");
}
In this example we have:
4 physical lines of code (LOC): is placing braces work to be estimated?
2 logical lines of code (LLOC): what about all the work writing non-statement lines?
1 comment line: tools must account for all code and comments regardless of comment placement.
Even the "logical" and "physical" SLOC values can have a large number of varying definitions. Robert E. Park (while at the Software Engineering Institute) and others developed a framework for defining SLOC values, to enable people to carefully explain and define the SLOC measure used in a project. For example, most software systems reuse code, and determining which (if any) reused code to include is important when |
https://en.wikipedia.org/wiki/Carl%20Sassenrath | Carl Sassenrath (born 1957 in California) is an architect of operating systems and computer languages. He brought multitasking to personal computers in 1985 with the creation of the Amiga Computer operating system kernel, and he is the designer of the REBOL computer language, REBOL/IOS collaboration environment, the Safeworlds AltME private messaging system, and other products. Carl is currently a Principal Engineer at Roku, Inc.
Background
Carl Sassenrath was born in 1957 to Charles and Carolyn Sassenrath in California. His father was a chemical engineer involved in research and development related to petroleum refining, paper production, and air pollution control systems.
In the late 1960s his family relocated from the San Francisco Bay Area to the small town of Eureka, California. From his early childhood Sassenrath was actively involved in electronics, amateur radio, photography, and filmmaking. When he was 13, Sassenrath began working for KEET, a PBS public broadcasting television station. A year later he became a cameraman for KVIQ (American Broadcasting Company affiliate then) and worked his way up to being technical director and director for news, commercials, and local programming.
In 1980 Sassenrath graduated from the University of California, Davis with a B.S. in EECS (electrical engineering and computer science). During his studies he became interested in operating systems, parallel processing, programming languages, and neurophysiology. He was a teaching assistant for graduate computer language courses and a research assistant in neuroscience and behavioral biology. His uncle, Dr. Julius Sassenrath, headed the educational psychology department at UC Davis, and his aunt, Dr. Ethel Sassenrath, was one of the original researchers of THC at the California National Primate Research Center.
Career
Hewlett-Packard
During his final year at the university, Sassenrath joined Hewlett-Packard's Computer Systems Division as a member of the Multi-Programming Executive (MPE) file system design group for HP 3000 computers. His task was to implement a compiler for a new type of control language called Outqueue—a challenge because the language was both descriptive and procedural. A year later, Sassenrath became a member of the MPE-IV OS kernel team and later part of the HPE kernel group.
While at HP Sassenrath became interested in minimizing the high complexity found in most operating systems of that time and set out to formulate his own concepts of a microkernel-based OS. He proposed them to HP, but found the large company complacent to the "smaller OS" ideas.
In late 1981 and early 1982, Sassenrath took an academic leave to do atmospheric physics research for National Science Foundation at Amundsen–Scott South Pole Station. Upon returning, Sassenrath reached an agreement with HP to pursue independent research into new areas of computing, including graphical user interfaces and remote procedure call methods of distributed computing.
Later in |
https://en.wikipedia.org/wiki/Open%20Mind%20Common%20Sense | Open Mind Common Sense (OMCS) is an artificial intelligence project based at the Massachusetts Institute of Technology (MIT) Media Lab whose goal is to build and utilize a large commonsense knowledge base from the contributions of many thousands of people across the Web. It has been active from 1999 to 2016.
Since its founding, it has accumulated more than a million English facts from over 15,000 contributors in addition to knowledge bases in other languages. Much of OMCS's software is built on three interconnected representations: the natural language corpus that people interact with directly, a semantic network built from this corpus called ConceptNet, and a matrix-based representation of ConceptNet called AnalogySpace that can infer new knowledge using dimensionality reduction. The knowledge collected by Open Mind Common Sense has enabled research projects at MIT and elsewhere.
History
The project was the brainchild of Marvin Minsky, Push Singh, Catherine Havasi, and others. Development work began in September 1999, and the project opened to the Internet a year later. Havasi described it in her dissertation as "an attempt to ... harness some of the distributed human computing power of the Internet, an idea which was then only in its early stages." The original OMCS was influenced by the website Everything2 and its predecessor, and presents a minimalist interface that is inspired by Google.
Push Singh would have become a professor at the MIT Media Lab and lead the Common Sense Computing group in 2007, but committed suicide on February 28, 2006.
The project is currently run by the Digital Intuition Group at the MIT Media Lab under Catherine Havasi.
Database and website
There are many different types of knowledge in OMCS. Some statements convey relationships between objects or events, expressed as simple phrases of natural language: some examples include "A coat is used for keeping warm", "The sun is very hot", and "The last thing you do when you cook dinner is wash your dishes". The database also contains information on the emotional content of situations, in such statements as "Spending time with friends causes happiness" and "Getting into a car wreck makes one angry". OMCS contains information on people's desires and goals, both large and small, such as "People want to be
respected" and "People want good coffee".
Originally, these statements could be entered into the Web site as unconstrained sentences of text, which had to be parsed later. The current version of the Web site collects knowledge only using more structured fill-in-the-blank templates. OMCS also makes use of data collected by the Game With a Purpose "Verbosity".
In its native form, the OMCS database is simply a collection of these short sentences that convey some common knowledge. In order to use this knowledge computationally, it has to be transformed into a more structured representation.
ConceptNet
ConceptNet is a semantic network based on the information in the |
https://en.wikipedia.org/wiki/XDR | XDR may refer to:
XDR (audio) or eXtended Dynamic Range, a quality-control system for pre-recorded audio cassettes
XDR (video game), for the Sega Mega Drive
XDR DRAM, a type of computer memory
XDR Schema, a discontinued schema language for XML documents
External Data Representation, a data interoperability format
Extensively drug-resistant, a category of multiple drug resistance
Special drawing rights, a monetary unit of the International Monetary Fund (ISO 4217 currency code XDR)
Extended detection and response, a cyber security technology that monitors and mitigates cyber security threats |
https://en.wikipedia.org/wiki/Dynamic%20positioning | Dynamic positioning (DP) is a computer-controlled system to automatically maintain a vessel's position and heading by using its own propellers and thrusters. Position reference sensors, combined with wind sensors, motion sensors and gyrocompasses, provide information to the computer pertaining to the vessel's position and the magnitude and direction of environmental forces affecting its position. Examples of vessel types that employ DP include ships and semi-submersible mobile offshore drilling units (MODU), oceanographic research vessels, cable layer ships and cruise ships.
The computer program contains a mathematical model of the vessel that includes information pertaining to the wind and current drag of the vessel and the location of the thrusters. This knowledge, combined with the sensor information, allows the computer to calculate the required steering angle and thruster output for each thruster. This allows operations at sea where mooring or anchoring is not feasible due to deep water, congestion on the sea bottom (pipelines, templates) or other problems.
Dynamic positioning may either be absolute in that the position is locked to a fixed point over the bottom, or relative to a moving object like another ship or an underwater vehicle. One may also position the ship at a favorable angle towards wind, waves and current, called weathervaning.
Dynamic positioning is used by much of the offshore oil industry, for example in the North Sea, Persian Gulf, Gulf of Mexico, West Africa, and off the coast of Brazil. There are currently more than 1800 DP ships.
History
Dynamic positioning began in the 1960s for offshore drilling. With drilling moving into ever deeper waters, Jack-up barges could not be used any more, and anchoring in deep water was not economical.
As part of Project Mohole, in 1961 the drillship Cuss 1 was fitted with four steerable propellers. The Mohole project was attempting to drill to the Moho, which required a solution for deep water drilling. It was possible to keep the ship in position above a well off La Jolla, California, at a depth of 948 meters.
After this, off the coast of Guadalupe, Mexico, five holes were drilled, the deepest at 183 m (601 ft) below the sea floor in 3,500 m (11,700 ft) of water, while maintaining a position within a radius of 180 meters. The ship's position was determined by radar ranging to buoys and sonar ranging from subsea beacons.
Whereas the Cuss 1 was kept in position manually, later in the same year Shell launched the drilling ship Eureka that had an analogue control system interfaced with a taut wire, making it the first true DP ship.
While the first DP ships had analogue controllers and lacked redundancy, since then vast improvements have been made. Besides that, DP nowadays is not only used in the oil industry, but also on various other types of ships. In addition, DP is not limited to maintaining a fixed position any more. One of the possibilities is sailing an exact track, useful for |
https://en.wikipedia.org/wiki/Transact-SQL | Transact-SQL (T-SQL) is Microsoft's and Sybase's proprietary extension to the SQL (Structured Query Language) used to interact with relational databases. T-SQL expands on the SQL standard to include procedural programming, local variables, various support functions for string processing, date processing, mathematics, etc. and changes to the DELETE and UPDATE statements.
Transact-SQL is central to using Microsoft SQL Server. All applications that communicate with an instance of SQL Server do so by sending Transact-SQL statements to the server, regardless of the user interface of the application.
Stored procedures in SQL Server are executable server-side routines. The advantage of stored procedures is the ability to pass parameters.
Variables
Transact-SQL provides the following statements to declare and set local variables: DECLARE, SET and SELECT.
DECLARE @var1 NVARCHAR(30);
SET @var1 = 'Some Name';
SELECT @var1 = Name
FROM Sales.Store
WHERE CustomerID = 100;
Flow control
Keywords for flow control in Transact-SQL include BEGIN and END, BREAK, CONTINUE, GOTO, IF and ELSE, RETURN, WAITFOR, and WHILE.
IF and ELSE allow conditional execution. This batch statement will print "It is the weekend" if the current date is a weekend day, or "It is a weekday" if the current date is a weekday. (Note: This code assumes that Sunday is configured as the first day of the week in the @@DATEFIRST setting.)
IF DATEPART(dw, GETDATE()) = 7 OR DATEPART(dw, GETDATE()) = 1
PRINT 'It is the weekend.';
ELSE
PRINT 'It is a weekday.';
BEGIN and END mark a block of statements. If more than one statement is to be controlled by the conditional in the example above, we can use BEGIN and END like this:
IF DATEPART(dw, GETDATE()) = 7 OR DATEPART(dw, GETDATE()) = 1
BEGIN
PRINT 'It is the weekend.';
PRINT 'Get some rest on the weekend!';
END;
ELSE
BEGIN
PRINT 'It is a weekday.';
PRINT 'Get to work on a weekday!';
END;
WAITFOR will wait for a given amount of time, or until a particular time of day. The statement can be used for delays or to block execution until the set time.
RETURN is used to immediately return from a stored procedure or function.
BREAK ends the enclosing WHILE loop, while CONTINUE causes the next iteration of the loop to execute. An example of a WHILE loop is given below.
DECLARE @i INT;
SET @i = 0;
WHILE @i < 5
BEGIN
PRINT 'Hello world.';
SET @i = @i + 1;
END;
Changes to DELETE and UPDATE statements
In Transact-SQL, both the DELETE and UPDATE statements are enhanced to enable data from another table to be used in the operation, without needing a subquery:
DELETE accepts joined tables in the FROM clause, similarly to SELECT. When this is done, the name or alias of which table in the join is to be deleted from is placed between DELETE and FROM.
UPDATE allows a FROM clause to be added. The table to be updated can be either joined in the FROM clause and referenced by alias, or referenced only at the start of the statement |
https://en.wikipedia.org/wiki/Adaptive%20Server%20Enterprise | SAP ASE (Adaptive Server Enterprise), originally known as Sybase SQL Server, and also commonly known as Sybase DB or Sybase ASE, is a relational model database server developed by Sybase Corporation, which later became part of SAP SE. ASE was developed for the Unix operating system, and is also available for Microsoft Windows.
In 1988, Sybase, Microsoft and Ashton-Tate began development of a version of SQL Server for OS/2, but Ashton-Tate later left the group and Microsoft went on to port the system to Windows NT. When the agreement expired in 1993, Microsoft purchased a license for the source code and began to sell this product as Microsoft SQL Server. MS SQL Server and Sybase SQL Server share many features and syntax peculiarities.
History
Bob Epstein left Britton Lee, Inc. to help found Sybase and carried a lot of the ideas from the hardware database with him, reasoning that standard hardware such as Intel, Motorola and Sun 32 and 64 bit processors running database software could advance much more rapidly than specialist hardware.
Originally developed for Unix operating system platforms in 1987, Sybase Corporation's primary relational database management system product was initially marketed under the name Sybase SQL Server. In 1988, SQL Server for OS/2 was co-developed for the PC by Sybase, Microsoft, and Ashton-Tate. Ashton-Tate divested its interest and Microsoft became the lead partner after porting SQL Server to Windows NT. Microsoft and Sybase sold and supported the product through version 4.2.1.
The key feature that made SQL Server attractive from the start was its high performance due to shared log writes, clustered indexes and a small memory footprint per user. As a result of these and other design features it performed well "out of the box".
Sybase released SQL Server 4.2 in 1992. This release included internationalization and localization and support for symmetric multiprocessing systems.
In 1993, the co-development licensing agreement between Microsoft and Sybase ended, and the companies parted ways after an amicable solution was reached. Sybase wanted to develop on the Intel Unix platform and Microsoft wanted Windows specific solutions. As part of the agreement Sybase released the System 10 codeline to Microsoft and Microsoft gave up exclusive rights to Intel platforms. Both continuing to independently develop their respective versions of SQL Server. Sybase released Sybase SQL Server 10.0, which was part of the System 10 product family, which also included Back-up Server ( a very high performance parallel backup process), Replication Server ( to provide replicate sites), Navigation Server ( a shared nothing parallel server), Open Client/Server APIs, SQL Monitor, SA Companion and OmniSQL Gateway. Microsoft continued on with Microsoft SQL Server.
Sybase provides native low-level programming interfaces to its database server which uses a protocol called Tabular Data Stream. Prior to version 10, DBLIB (DataBase LIBrary) was |
https://en.wikipedia.org/wiki/List%20of%20countries%20by%20rail%20transport%20network%20size | This list of countries by rail transport network size based on International Union of Railways data ranks countries by length of rail lines worked at end of year updated with other reliable sources. These figures also include urban/suburban mass-transport systems, as well as lines which are not used for passenger services.
List
Notes
Countries currently without a rail network
Countries which formerly had railways
Countries which never had railways
– Bermuda Railway operated 1931 to 1948 (a dependency rather than a country)
Railways of the World contains a wealth of information, listed country by country.
Definition
For the purposes of this page 'railway' has been defined as a fixed route laid with rails along which 'wagons' can be transported. Movement of those 'wagons' may be person, animal or locomotive powered. Items transported in those 'wagons' may be materials or persons. Temporary lines, laid for a specific purpose then removed, have not been considered. Examples of 'temporary' would include construction projects and supply lines during conflicts. In most cases 'temporary' lines were in countries which also had 'permanent' lines so the distinction is not important, except when considering historical peak extent. Railway track considers the basics.
Country is determined by reference to United Nations membership status. This is the List of sovereign states. Refer also to ISO 3166 Codes for the representation of names of countries and their subdivisions – Part 1: Country codes. This defines codes for the names of countries, dependent territories, and special areas of geographical interest. ISO 3166-1 numeric – three-digit country codes which are identical to those developed and maintained by the United Nations Statistics Division.
See also
List of countries by rail usage
Rail transport by country
References
Primary source
UIC data
Citations
Transport network size
Rail transport network size |
https://en.wikipedia.org/wiki/DOCSIS | Data Over Cable Service Interface Specification (DOCSIS) is an international telecommunications standard that permits the addition of high-bandwidth data transfer to an existing cable television (CATV) system. It is used by many cable television operators to provide cable Internet access over their existing hybrid fiber-coaxial (HFC) infrastructure.
DOCSIS was originally developed by CableLabs and contributing companies, including Arris, BigBand Networks, Broadcom, Cisco, Comcast, Conexant, Correlant, Cox, Harmonic, Intel, Motorola, Netgear, Terayon, Time Warner Cable, and Texas Instruments.
Versions
Released in March 1997, DOCSIS 1.0 included functional elements from preceding proprietary cable modems.
Released in April 1999, DOCSIS 1.1 standardized quality of service (QoS) mechanisms that were outlined in DOCSIS 1.0.
(abbreviated D2)
Released in December 2001, DOCSIS 2.0 enhanced upstream data rates in response to increased demand for symmetric services such as IP telephony.
(abbreviated D3)
Released in August 2006, DOCSIS 3.0 significantly increased data rates (both upstream and downstream) and introduced support for Internet Protocol version 6 (IPv6).
First released in October 2013, and subsequently updated several times, the DOCSIS 3.1 suite of specifications support capacities of up to 10 Gbit/s downstream and 1 Gbit/s upstream using 4096 QAM. The new specifications eliminated 6 MHz and 8 MHz wide channel spacing and instead use narrower (25 kHz or 50 kHz wide) orthogonal frequency-division multiplexing (OFDM) subcarriers; these can be bonded inside a block spectrum that could end up being about 200 MHz wide. DOCSIS 3.1 technology also includes power-management features that will enable the cable industry to reduce its energy usage, and the DOCSIS-PIE algorithm to reduce bufferbloat. In the United States, broadband provider Comcast announced in February 2016 that several cities within its footprint will have DOCSIS 3.1 availability before the end of the year. At the end of 2016, Mediacom announced it would become the first major U.S. cable company to fully transition to the DOCSIS 3.1 platform.
Improves DOCSIS 3.1 to use the full spectrum of the cable plant (0 MHz to ~1.8 GHz) at the same time in both upstream and downstream directions. This technology enables multi-gigabit symmetrical services while retaining backward compatibility with DOCSIS 3.1. CableLabs released the full specification in October 2017. Previously branded as DOCSIS 3.1 Full Duplex, these technologies have been rebranded as part of DOCSIS 4.0.
Comparison
In 1994, 802.14 was chartered to develop a media access control over an HFC. In 1995, Multimedia Cable Network System (MCNS) was formed. The original partners were TCI, Time Warner Cable, Comcast, and Cox. Later, Continental Cable and Rogers joined the group. In June 1996, SCTE formed the Data Standards Subcommittee to begin work on establishing national standards for high-speed data over cable pl |
https://en.wikipedia.org/wiki/Telephone%20number%20mapping | Telephone number mapping is a system of unifying the international telephone number system of the public switched telephone network with the Internet addressing and identification name spaces. Internationally, telephone numbers are systematically organized by the E.164 standard, while the Internet uses the Domain Name System (DNS) for linking domain names to IP addresses and other resource information. Telephone number mapping systems provide facilities to determine applicable Internet communications servers responsible for servicing a given telephone number using DNS queries.
The most prominent facility for telephone number mapping is the E.164 number to URI mapping (ENUM) standard. It uses special DNS record types to translate a telephone number into a Uniform Resource Identifier (URI) or IP address that can be used in Internet communications.
Rationale
Being able to dial telephone numbers the way customers have come to expect is considered crucial for the convergence of classic telephone service (PSTN) and Internet telephony (Voice over IP, VoIP), and for the development of new IP multimedia services. The problem of a single universal personal identifier for multiple communication services can be solved with different approaches. One simple approach is the Electronic Number Mapping System (ENUM), developed by the IETF, using existing E.164 telephone numbers, protocols and infrastructure to indirectly access different services available under a single personal identifier. ENUM also permits connecting the IP world to the telephone system in a seamless manner.
System details
For an ENUM subscriber to be able to activate and use the ENUM service, it needs to obtain three elements from a Registrar:
A personal Uniform Resource Identifier (URI) to be used on the IP part of the network, as explained below.
One E.164 regular personal telephone number associated with the personal URI, to be used on the PSTN part of the network.
Authority to write their call forwarding/termination preferences in the NAPTR record accessible via the personal URI.
This works as follows: (1) the Registrar provides the Subscriber (or Registrant) with a domain name, the URI, that will be used for accessing a DNS server to fetch a NAPTR record, (2) a personal E.164 telephone number (the ENUM number). The URI domain name of (1) is biunivocally associated (one-to-one mapped) to the subscriber E.164 ENUM number of (2). Finally (3) the NAPTR record corresponding to the subscriber URI contains the subscriber call forwarding/termination preferences.
Therefore, if a calling party being at the PSTN network dials a called party ENUM number by touch typing the E.164 called party number, the number will be translated at the ENUM gateway into the corresponding URI. This URI will be used for looking-up and fetching the NAPTR record obtaining the called party wishes about how the call should be forwarded or terminated (either on IP or on PSTN terminations) – the so-called access inform |
https://en.wikipedia.org/wiki/Network%20utility | Network utilities are software utilities designed to analyze and configure various aspects of computer networks. The majority of them originated on Unix systems, but several later ports to other operating systems exist.
The most common tools (found on most operating systems) include:
, ping a host to check connectivity (reports packet loss and latency, uses ICMP).
shows the series of successive systems a packet goes through en route to its destination on a network. It works by sending packets with sequential TTLs which generate ICMP TTL-exceeded messages from the hosts the packet passes through.
, used to query a DNS server for DNS data (deprecated on Unix systems in favour of and ; the preferred tool on Microsoft Windows systems).
vnStat, useful command to monitor network traffic from the console. vnstat allows to keep the traffic information in a log system to be analyzed by third party tools.
Other network utilities include:
, displays network connections (both incoming and outgoing), routing tables, and a number of network interface and network protocol statistics. It is used for finding problems in the network and to determine the amount of traffic on the network as a performance measurement.
, which sprays numerous packets in the direction of a host and reports results
allows local or remote configuration of network devices, Microsoft Windows
Some usages of network configuration tools also serve to display and diagnose networks, for example:
(on Linux)
(on Unix)
(on Windows)
can display an IP routing table
Main network utilities
List of the most useful network commands
References
Network performance
Utility software types
Further reading
Optimal Iterative Method for Network Utility Maximization with Intertemporal Constraints
Utility and governmental services
Responsive Webdesign (in German) |
https://en.wikipedia.org/wiki/Guybrush%20Threepwood | Guybrush Ulysses Threepwood is a fictional character who serves as the main protagonist of the Monkey Island series of computer adventure games by LucasArts. He is a pirate who adventures throughout the Caribbean in search of fame and treasure alongside his love interest and later wife, Elaine Marley, often thwarting the plans of the undead pirate LeChuck in the process. Though a "mighty pirate" by his own account, he is a rather clumsy and disorganized protagonist throughout the series. It is a running joke throughout the games for characters to garble Guybrush Threepwood's unusual name, either deliberately or accidentally. In all voiced appearances, Guybrush has been portrayed by actor Dominic Armato.
Name
The origin of the name "Guybrush" comes in part from Deluxe Paint, the tool used by the artists to create the character sprite. Since the character had no name at this point, the file was simply called "". When the file was saved, Steve Purcell, the artist responsible for the sprite, added "" to the filename, indicating that it was the Deluxe Paint "brush file" for the "Guy" sprite. The file name was then "guybrush.bbm", so the developers eventually just started referring to this unnamed 'Guy' as "Guybrush". Guybrush's surname "Threepwood" was decided upon in a company contest and is derived from P. G. Wodehouse's family of characters including Galahad Threepwood and Freddie Threepwood (with whom he shares similar characteristics). "Threepwood" is also rumoured to have been the name of Dave Grossman's RPG character.
Incarnations
Guybrush's age is not defined in the game, though he may be seventeen years old in The Secret of Monkey Island; in the second game, Monkey Island 2: LeChuck's Revenge, while obtaining fake identification (a library card) in the Phatt City library, a slip of the tongue ("nine....errr, twenty one") suggests that he may be nineteen.
He is twenty years old in The Curse of Monkey Island as he proves to Dinghy Dog when he tries to guess Guybrush's age and Guybrush proves it with his SCUMM Actors Guild Membership Card, although, in Tales of Monkey Island, Elaine states it was three years between Monkey Island 2 and 3 (she was in a poxed rage during this statement, and that Stan mentioned it was three months). Escape from Monkey Island takes place three months after Curse, following Guybrush and Elaine's honeymoon, while it is stated in-game that Tales of Monkey Island takes place roughly ten years since Guybrush became a pirate, making him 27–28 years old. However, Guybrush often lies about his age, for example telling the librarian that he was 21 in the aforementioned Phatt library in LeChuck's Revenge.
Appearances
Monkey Island series
Guybrush is introduced in The Secret of Monkey Island, where he travels to Mêlée Island in hopes of becoming a pirate. Over the course of his journey, he falls in love with the island's governor, Elaine Marley, and works with her to destroy the ghost pirate LeChuck. In Monkey Island 2: Le |
https://en.wikipedia.org/wiki/Root%20certificate | In cryptography and computer security, a root certificate is a public key certificate that identifies a root certificate authority (CA). Root certificates are self-signed (and it is possible for a certificate to have multiple trust paths, say if the certificate was issued by a root that was cross-signed) and form the basis of an X.509-based public key infrastructure (PKI). Either it has matched Authority Key Identifier with Subject Key Identifier, in some cases there is no Authority Key identifier, then Issuer string should match with Subject string (). For instance, the PKIs supporting HTTPS for secure web browsing and electronic signature schemes depend on a set of root certificates.
A certificate authority can issue multiple certificates in the form of a tree structure. A root certificate is the top-most certificate of the tree, the private key which is used to "sign" other certificates. All certificates signed by the root certificate, with the "CA" field set to true, inherit the trustworthiness of the root certificate—a signature by a root certificate is somewhat analogous to "notarizing" identity in the physical world. Such a certificate is called an intermediate certificate or subordinate CA certificate. Certificates further down the tree also depend on the trustworthiness of the intermediates.
The root certificate is usually made trustworthy by some mechanism other than a certificate, such as by secure physical distribution. For example, some of the best-known root certificates are distributed in operating systems by their manufacturers. Microsoft distributes root certificates belonging to members of the Microsoft Root Certificate Program to Windows desktops and Windows Phone 8. Apple distributes root certificates belonging to members of its own root program.
Incidents of root certificate misuse
DigiNotar hack of 2011
In 2011, the Dutch certificate authority DigiNotar suffered a security breach. This led to the issuing of various fraudulent certificates, which was among others abused to target Iranian Gmail users. The trust in DigiNotar certificates was retracted and the operational management of the company was taken over by the Dutch government.
China Internet Network Information Center (CNNIC) Issuance of Fake Certificates
In 2009, an employee of the China Internet Network Information Center (CNNIC) applied to Mozilla to add CNNIC to Mozilla's root certificate list and was approved. Later, Microsoft also added CNNIC to the root certificate list of Windows.
In 2015, many users chose not to trust the digital certificates issued by CNNIC because an intermediate CA issued by CNNIC was found to have issued fake certificates for Google domain names and raised concerns about CNNIC's abuse of certificate issuing power.
On April 2, 2015, Google announced that it no longer recognized the electronic certificate issued by CNNIC. on April 4, following Google, Mozilla also announced that it no longer recognized the electronic certificate is |
https://en.wikipedia.org/wiki/Haunted%20Castle%20%282001%20film%29 | Haunted Castle is a 2001 Belgian/American animated horror film in IMAX theaters. The film is rated PG and is computer-animated with 3D effects.
Written by Kurt Frey and directed by co-writer Ben Stassen, the film plays out very much like many modern video games, and can be divided into two types of segments: those in which the audience is seeing through the eyes of the main character, and those in which a scene plays out where the main character is actually in the shot.
Plot
A young, aspiring American musician and singer named Johnny has been notified by a British law firm that his mother, an aging rock star whom Johnny hasn't seen or heard from since he was 3 years old, has died in a helicopter accident. Johnny has been willed her castle and all of her property and money, but he must visit the actual estate, located in England, to claim these things. As he drives up to the castle, a lightning bolt hits a grave on the castle grounds, and a glowing sphere emerges.
As Johnny enters the building, he walks through a hall with several suits of armor. The suits come alive and begin attacking him when suddenly a demonic entity speeds in, destroys the suits and beckons Johnny further into the castle. Johnny stumbles on a room of instruments levitating and playing on themselves, and then walks into a great hall with an orb embedded into the ground that begins projecting the image of Johnny's mother. (This segues into a rather lengthy musical number in which this holographic image (Baertsoen) sings an operatic number while the cameras circle around her. The song is named 'Lane Navachi' from Lunascape's album 'Reflecting Seylence').
Suddenly, a demonic face appears in the fire. It is the Devil (referred to as "Mr. D"), who explains to Johnny that his mother sold her soul for her fame. Part of the agreement was that the devil could "not touch" Johnny, but now that she has died, Mr. D offers Johnny a similar agreement. Johnny declines, but is enticed to explore the castle further. He enters a cathedral-like room, whose floor begins to descend. Soon, Johnny is in Hell proper. At this point, the film begins to take a very dark and gothic turn, as Johnny's tour guide, Mr. D's chief lieutenant Mephisto, guides him through the sections of Hell where musicians who have sold their souls are violently tortured. Mephisto reveals that there was a time when luring people to Hell with fame in music was unsuccessful - until the invention of Rock and Roll.
Johnny is taken on a roller coaster ride through Hell, but as he proceeds, the glowing sphere - revealed to be the spirit of his mother - appears before him every now and then, warning him of the danger awaiting him should he give in to the Devil's offer. Eventually, Johnny is sidetracked into a decrepit opera hall, where the worst of tortures are taking place. Mephisto reveals to Johnny that Mr. D once had a romance with an opera singer, who broke his heart, and now Mr. D has a particularly violent aversion for ope |
https://en.wikipedia.org/wiki/Lov%20Grover | Lov Kumar Grover (born 1961) is an Indian-American computer scientist. He is the originator of the Grover database search algorithm used in quantum computing. Grover's 1996 algorithm won renown as the second major algorithm proposed for quantum computing (after Shor's 1994 algorithm), and in 2017 was finally implemented in a scalable physical quantum system. Grover's algorithm has been the subject of numerous popular science articles.
Grover received his bachelor's degree from the Indian Institute of Technology, Delhi in 1981 and his PhD in Electrical engineering from Stanford University in 1985. In 1984, he went to Bell Laboratories. He worked as a visiting professor at Cornell University from 1987 to 1994. He retired in 2008 becoming an independent researcher.
Publications
Grover L.K.: A fast quantum mechanical algorithm for database search, Proceedings, 28th Annual ACM Symposium on the Theory of Computing, (May 1996) p. 212
Grover L.K.: From Schrödinger's equation to quantum search algorithm, American Journal of Physics, 69(7): 769–777, 2001. Pedagogical review of the algorithm and its history.
Grover L.K.: Quantum Computing: How the weird logic of the subatomic world could make it possible for machines to calculate millions of times faster than they do today The Sciences, July/August 1999, pp. 24–30.
What's a Quantum Phone Book?, Lov Grover, Lucent Technologies
References
Living people
Theoretical computer scientists
Indian computer scientists
American computer scientists
Scientists at Bell Labs
1961 births
IIT Delhi alumni
Quantum information scientists
Indian emigrants to the United States |
https://en.wikipedia.org/wiki/Perl%20DBI | In computing, the Perl DBI (Perl Database Interface) offers a standardized way for programmers using the Perl programming language to embed database communication within their programs. The latest DBI module for Perl from CPAN can run on a range of operating systems.
History
In September 1992, Buzz Moschetti, creator of interperl, observed that several bespoke compiled extensions of perl (at the time, perl version 4 or more commonly perl4) featuring connectivity to popular SQL-based databases had emerged, namely Interbase, Informix, Oracle, and Sybase. He
engaged the authors of these bespoke versions with the idea of creating a common interface layer to the databases separate from the specifics of the underlying implementations. Tim Bunce took the lead and began specifying what would become the DBI module in 1994 upon the release of perl5 which eliminated the need for bespoke compilation in favor of dynamic, invocation time loading of libraries (modules). the Perl community maintains DBI as a CPAN module in accordance with the open-source model. DBD (DataBase Driver) modules serve as plug-ins to DBI, allowing programmers to use near-database-independent SQL code in their applications. Programmers can also use the DBI and DBD modules indirectly using one of the object-relational mappers available for Perl, such as DBIx::Class, for more database-independent code with no need to write SQL.
Features
The DBI and DBD Perl packages allow Perl programmers to access many database environments in a standard way. The system implements each supported database environment as a DBD driver, in much the same way that hardware devices from multiple vendors can operate with different CPU platforms. Prospective DBD users can download DBD implementations from the Internet. DBD implementations exist for proprietary products such as IBM Db2, Microsoft SQL Server, Oracle and for free-software databases such as SQLite, PostgreSQL, Firebird and MySQL.
Similar projects
PHP 5 has a similar interface called PHP Data Objects (PDO). Java's Java Database Connectivity (JDBC) is also similar.
References
External links
DBI module documentation on MetaCPAN
DBD drivers on MetaCPAN
Perl modules |
https://en.wikipedia.org/wiki/Power%20outage | A power outage (also called a powercut, a power out, a power failure, a power blackout, a power loss, or a blackout) is the loss of the electrical power network supply to an end user.
There are many causes of power failures in an electricity network. Examples of these causes include faults at power stations, damage to electric transmission lines, substations or other parts of the distribution system, a short circuit, cascading failure, fuse or circuit breaker operation.
Power failures are particularly critical at sites where the environment and public safety are at risk. Institutions such as hospitals, sewage treatment plants, and mines will usually have backup power sources such as standby generators, which will automatically start up when electrical power is lost. Other critical systems, such as telecommunication, are also required to have emergency power. The battery room of a telephone exchange usually has arrays of lead–acid batteries for backup and also a socket for connecting a generator during extended periods of outage.
During a power outage, there is a disruption in the supply of electricity, resulting in a loss of power to homes, businesses, and other facilities. Power outages can occur for various reasons, including severe weather conditions (such as storms, hurricanes, or snowstorms), equipment failure, grid overload, or planned maintenance.
When a power outage occurs, the affected area experiences a loss of electrical power, which can have several consequences. These may include:
1. Loss of lighting: Without electricity, lights in homes, buildings, and streets go out, resulting in darkness.
2. Disruption of appliances and electronics: Power outages can cause appliances, computers, televisions, and other electronic devices to shut down or malfunction.
3. Loss of heating or cooling: In areas where electricity powers heating or cooling systems, a power outage can result in a loss of temperature control, making the environment uncomfortable.
4. Impact on communication: Power outages can disrupt communication systems, including landline phones, mobile networks, and internet services.
5. Interruption of essential services: Power outages can affect critical services such as hospitals, emergency services, water supply, and transportation systems, leading to potential safety risks.
6. Food spoilage: During a prolonged power outage, refrigerators and freezers may lose power, causing food to spoil.
To address power outages, utility companies work to restore electricity as quickly as possible. This may involve repairing damaged equipment, rerouting power, or bringing in backup generators. In some cases, power outages can last for a short duration, while in others, it may take hours or even days to restore power, depending on the severity of the issue and the resources available.
Types
Power outages are categorized into three different phenomena, relating to the duration and effect of the outage:
A transient fault is a loss of po |
https://en.wikipedia.org/wiki/Red%20Hat%20Network | Red Hat Network (abbreviated to RHN) is a family of systems-management services operated by Red Hat. RHN makes updates, patches, and bug fixes of packages included within Red Hat Linux and Red Hat Enterprise Linux available to subscribers. Other available features include the deployment of custom content to, and the provisioning, configuration, reporting, monitoring of client systems.
Users of these operating systems can then invoke the up2date or yum program to download and install updates from RHN. The updates portion of RHN is akin to other types of automatic system maintenance tools such as Microsoft Update for Microsoft Windows operating systems. The system requires a subscription to allow access to updates.
On June 18, 2008, Red Hat CEO Jim Whitehurst announced plans for the RHN Satellite software to be open-sourced following the Fedora/RHEL model.
Subsequently, project Spacewalk was launched.
Architecture
In the basic subscription model the information about a managed host is stored on Red Hat's servers, and updates get downloaded directly from those servers as well. For an organization that manages multiple machines this is inefficient bandwidth-wise. Red Hat offers a proxy server (Red Hat Network Proxy) that once installed at a site allows machines to securely download updates locally. Advanced lifecycle management; provisioning features, like bare metal PXE boot provisioning; and monitoring features (e.g. centralized CPU and disk usage) cannot be done over the Internet to the hosted RHN servers. These features require a RHN Satellite Server running locally. the RHN Proxy Server costs $2,500 annually, and the RHN Satellite Server costs $13,500 annually, which includes the license for the embedded Oracle Database.
History
References
External links
Red Hat Network (login to the hosted RHN application)
RHN Satellite
Project Spacewalk
Network |
https://en.wikipedia.org/wiki/Windows%20Update | Windows Update is a Microsoft service for the Windows 9x and Windows NT families of the Microsoft Windows operating system, which automates downloading and installing Microsoft Windows software updates over the Internet. The service delivers software updates for Windows, as well as the various Microsoft antivirus products, including Windows Defender and Microsoft Security Essentials. Since its inception, Microsoft has introduced two extensions of the service: Microsoft Update and Windows Update for Business. The former expands the core service to include other Microsoft products, such as Microsoft Office and Microsoft Expression Studio. The latter is available to business editions of Windows 10 and permits postponing updates or receiving updates only after they have undergone rigorous testing.
As the service has evolved over the years, so has its client software. For a decade, the primary client component of the service was the Windows Update web app that could only be run on Internet Explorer. Starting with Windows Vista, the primary client component became Windows Update Agent, an integral component of the operating system.
The service provides several kinds of updates. Security updates or critical updates mitigate vulnerabilities against security exploits against Microsoft Windows. Cumulative updates are updates that bundle multiple updates, both new and previously released updates. Cumulative updates were introduced with Windows 10 and have been backported to Windows 7 and Windows 8.1.
Microsoft routinely releases updates on the second Tuesday of each month (known as the Patch Tuesday), but can provide them whenever a new update is urgently required to prevent a newly discovered or prevalent exploit. System administrators can configure Windows Update to install critical updates for Microsoft Windows automatically, so long as the computer has an Internet connection.
In Windows 10 and Windows 11, the use of Windows Update is mandatory, however, the software agreement states that users may stop receiving updates on their device by disconnecting their device from the Internet.
Clients
Windows Update web app
Windows Update was introduced as a web app with the launch of Windows 98 and offered additional desktop themes, games, device driver updates, and optional components such as NetMeeting. Windows 95 and Windows NT 4.0 were retroactively given the ability to access the Windows Update website and download updates designed for those operating systems, starting with the release of Internet Explorer 4. The initial focus of Windows Update was free add-ons and new technologies for Windows. Security fixes for Outlook Express, Internet Explorer and other programs appeared later, as did access to beta versions of upcoming Microsoft software, e.g. Internet Explorer 5. Fixes to Windows 98 to resolve the Year 2000 problem were distributed using Windows Update in December 1998. Microsoft attributed the sales success of Windows 98 in part to Windows Upd |
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