Topic Review
EINTR
The Unix philosophy, originated by Ken Thompson, is a set of cultural norms and philosophical approaches to minimalist, modular software development. It is based on the experience of leading developers of the Unix operating system. Early Unix developers were important in bringing the concepts of modularity and reusability into software engineering practice, spawning a "software tools" movement. Over time, the leading developers of Unix (and programs that ran on it) established a set of cultural norms for developing software; these norms became as important and influential as the technology of Unix itself, and have been termed the "Unix philosophy." The Unix philosophy emphasizes building simple, compact, clear, modular, and extensible code that can be easily maintained and repurposed by developers other than its creators. The Unix philosophy favors composability as opposed to monolithic design.
  • 408
  • 04 Nov 2022
Topic Review
XEDIT
XEDIT is a visual editor for VM/CMS using block mode IBM 3270 terminals. (Line-mode terminals are also supported.) XEDIT is much more line-oriented than modern PC and Unix editors. For example, XEDIT supports automatic line numbers, and many of the commands operate on blocks of lines. A pair of features allows selective line and column editing. The ALL command, for example, hides all lines not matching the described pattern, and the COL (Column) command allows hiding those columns not specified. Hence changing, for example, the word NO as it appears only in columns 24 thru 28, to YES, and only on lines with the word FLEXIBLE, is doable. Another feature is a command line which allows the user to type arbitrary editor commands. Because IBM 3270 terminals do not transmit data to the computer until certain special keys are pressed [such as , a program function key (PFK), or a program access key (PAK), XEDIT is less interactive than many PC and Unix editors. For example, continuous spell-checking as the user types is problematic.
  • 406
  • 28 Sep 2022
Topic Review
Touhou Hisōtensoku
Touhou Hisōtensoku ~ Chōdokyū Ginyoru no Nazo wo Oe (東方非想天則 ~ 超弩級ギニョルの謎を追え, lit. "Lacking Perception of the Rule of Heaven in the East: Chase the Enigma of the Superdreadnought Guignol") is a versus fighting game in the Touhou Project game series. The game, by Twilight Frontier and Team Shanghai Alice, can be played as a standalone game or as an expansion pack for the previous fighting game Scarlet Weather Rhapsody. In the Touhou Project overall, it is labeled as the 12.3rd Touhou game.
  • 404
  • 06 Oct 2022
Topic Review
Wildcard DNS Record
A wildcard DNS record is a record in a DNS zone that will match requests for non-existent domain names. A wildcard DNS record is specified by using a * as the leftmost label (part) of a domain name, e.g. *.example.com. The exact rules for when a wild card will match are specified in RFC 1034, but the rules are neither intuitive nor clearly specified. This has resulted in incompatible implementations and unexpected results when they are used.
  • 404
  • 20 Oct 2022
Topic Review
Military Simulation
Military simulations, also known informally as war games, are simulations in which theories of warfare can be tested and refined without the need for actual hostilities. Military simulations are seen as a useful way to develop tactical, strategical and doctrinal solutions, but critics argue that the conclusions drawn from such models are inherently flawed, due to the approximate nature of the models used. Many professional analysts object to the term wargames as this is generally taken to be referring to the civilian hobby, thus the preference for the term simulation. Simulations exist in many different forms, with varying degrees of realism. In recent times, the scope of simulations has widened to include not only military but also political and social factors, which are seen as inextricably entwined in a realistic warfare model. Whilst many governments make use of simulation, both individually and collaboratively, little is known about it outside professional circles. Yet modelling is often the means by which governments test and refine their military and political policies.
  • 401
  • 29 Sep 2022
Topic Review
Archy
Archy is a software system whose user interface introduced a different approach for interacting with computers with respect to traditional graphical user interfaces. Designed by human-computer interface expert Jef Raskin, it embodies his ideas and established results about human-centered design described in his book The Humane Interface. These ideas include content persistence, modelessness, a nucleus with commands instead of applications, navigation using incremental text search, and a zooming user interface (ZUI). The system was being implemented at the Raskin Center for Humane Interfaces under Raskin's leadership. Since his death in February 2005 the project was continued by his team, which later shifted focus to the Ubiquity extension for the Firefox browser. Archy in large part builds on Raskin's earlier work with the Apple Macintosh, Canon Cat, SwyftWare, and Ken Perlin's Pad ZUI system. It can be described as a combination of Canon Cat's text processing functions with a modern ZUI. Archy is more radically different from established systems than are Sun Microsystems' Project Looking Glass and Microsoft Research's "Task Gallery" prototype. While these systems build upon the WIMP desktop paradigm, Archy has been compared as similar to the Emacs text editor, although its design begins from a clean slate. Archy used to be called The Humane Environment ("THE"). On January 1, 2005, Raskin announced the new name, and that Archy would be further developed by the non-profit Raskin Center for Humane Interfaces. The name "Archy" is a play on the Center's acronym, R-CHI. It is also an allusion to Don Marquis' archy and mehitabel poetry. Jef Raskin jokingly stated: "Yes, we named our software after a bug" (a cockroach), further playing with the meaning of bugs in software.
  • 401
  • 24 Oct 2022
Topic Review
Commutation Theorem
In mathematics, a commutation theorem explicitly identifies the commutant of a specific von Neumann algebra acting on a Hilbert space in the presence of a trace. The first such result was proved by Francis Joseph Murray and John von Neumann in the 1930s and applies to the von Neumann algebra generated by a discrete group or by the dynamical system associated with a measurable transformation preserving a probability measure. Another important application is in the theory of unitary representations of unimodular locally compact groups, where the theory has been applied to the regular representation and other closely related representations. In particular this framework led to an abstract version of the Plancherel theorem for unimodular locally compact groups due to Irving Segal and Forrest Stinespring and an abstract Plancherel theorem for spherical functions associated with a Gelfand pair due to Roger Godement. Their work was put in final form in the 1950s by Jacques Dixmier as part of the theory of Hilbert algebras. It was not until the late 1960s, prompted partly by results in algebraic quantum field theory and quantum statistical mechanics due to the school of Rudolf Haag, that the more general non-tracial Tomita–Takesaki theory was developed, heralding a new era in the theory of von Neumann algebras.
  • 400
  • 18 Oct 2022
Topic Review
Virtual Reality Technologies Supporting Screening Oculomotor Problems
Oculomotor dysfunctions (OMDs) are problems relating to coordination and accuracy of eye movements for processing visual information. Eye-tracking (ET) technologies show great promise in the identification of OMDs. Virtual Reality (VR) and ET technologies emerged in the field of vision science, integrating built-in eye trackers into head-mounted displays (HMDs). Therefore, today, VR has the potential to be an effective tool in complementing the treatment of a variety of vision disorders requiring ET technologies for identification or treatment, e.g., treating amblyopia and convergence insufficiency.
  • 400
  • 25 Jul 2023
Topic Review
Veronese Bellringing Art
Veronese bellringing art is a style of ringing church bells that developed around Verona, Italy from the eighteenth century. The bells are rung full circle (mouth uppermost to mouth uppermost), being held up by a rope and wheel until a note is required.
  • 399
  • 07 Nov 2022
Topic Review
Blockchain Technology and E-Government
The field of electronic government (e-government) is gaining prominence in contemporary society, as it has a significant influence on the wider populace within the context of a technologically advanced world. E-government makes use of information and communication technologies (ICTs) at various levels and domains within government agencies and the public sector. ICT reduces manual labour, potential fraud points, errors, and process lapses. The Internet’s quick accessibility and the widespread adoption of modern technologies and disciplines, such as big data, the Internet of Things, machine learning, and artificial intelligence, have accelerated the need for e-government.
  • 399
  • 07 Aug 2023
Topic Review
MimoLive
mimoLive is a live video production software developed and published by Boinx Software International GmbH, a German software company that specializes in applications for macOS and iOS. First launched in 2016, mimolive is the successor of BoinxTV first launched in 2008. It is geared towards professional video live switching and broadcasting software.
  • 397
  • 16 Nov 2022
Topic Review
Characterizations of the Category of Topological Spaces
In mathematics, a topological space is usually defined in terms of open sets. However, there are many equivalent characterizations of the category of topological spaces. Each of these definitions provides a new way of thinking about topological concepts, and many of these have led to further lines of inquiry and generalisation.
  • 396
  • 19 Oct 2022
Topic Review
Computer (Job Description)
The term "computer", in use from the early 17th century (the first known written reference dates from 1613), meant "one who computes": a person performing mathematical calculations, before electronic computers became commercially available. Alan Turing described the "human computer" as someone who is "supposed to be following fixed rules; he has no authority to deviate from them in any detail." Teams of people, often women from the late nineteenth century onwards, were used to undertake long and often tedious calculations; the work was divided so that this could be done in parallel. The same calculations were frequently performed independently by separate teams to check the correctness of the results. Since the end of the 20th century, the term "human computer" has also been applied to individuals with prodigious powers of mental arithmetic, also known as mental calculators.
  • 396
  • 01 Nov 2022
Topic Review
Neural Network for Dense Non-Rigid Structure from Motion
Non-rigid Structure from Motion (NRSFM) is a significant research direction in computer vision that aims to estimate the 3D shape of non-rigid objects from videos.
  • 396
  • 24 Oct 2023
Topic Review
Interactive Visualization
Interactive visualization or interactive visualisation is a branch of graphic visualization in computer science that involves studying how humans interact with computers to create graphic illustrations of information and how this process can be made more efficient. For a visualization to be considered interactive it must satisfy two criteria: One particular type of interactive visualization is virtual reality (VR), where the visual representation of information is presented using an immersive display device such as a stereo projector (see stereoscopy). VR is also characterized by the use of a spatial metaphor, where some aspect of the information is represented in three dimensions so that humans can explore the information as if it were present (where instead it was remote), sized appropriately (where instead it was on a much smaller or larger scale than humans can sense directly), or had shape (where instead it might be completely abstract). Another type of interactive visualization is collaborative visualization, in which multiple people interact with the same computer visualization to communicate their ideas to each other or to explore information cooperatively. Frequently, collaborative visualization is used when people are physically separated. Using several networked computers, the same visualization can be presented to each person simultaneously. The people then make annotations to the visualization as well as communicate via audio (i.e., telephone), video (i.e., a video-conference), or text (i.e., IRC) messages.
  • 394
  • 25 Nov 2022
Topic Review
Rayman Activity Centre
Rayman is a franchise of platform video games, published by Ubisoft. Since the release of the original Rayman, conceived by Michel Ancel in 1995, the series has produced a total of 45 games across multiple platforms. The series is set in a fantastical, magical world which features a wide range of environments that are very often based on certain themes, such as "the Eraser Plains", a landscape made entirely of stationery. The core games of the series are platformers, but there are several spin-off titles in other genres. The protagonist is the eponymous Rayman, a magical being renowned for his courage and determination who, with the help of his friends, must save his world from various villains.
  • 393
  • 22 Nov 2022
Topic Review
CLARIN
CLARIN is a European research network working in the field of archiving and processing of language-related resources in the humanities and social sciences. CLARIN is an acronym for Common Language Resources and Technology Infrastructure. CLARIN is a community of scholars of various disciplines and a network of institutions. The scholars use CLARIN as a forum for joined developments and exchange of resources. They also exchange information on standards and procedures for long time archiving of research data. The institutions of CLARIN offer services in the same field. On the European level, CLARIN is an independent body operating under European law as a European Research Infrastructure Community (ERIC). CLARIN ERIC represents the CLARIN community in the public and coordinates individual efforts in the field. CLARIN is listed in the Registry of Research Data Repositories re3data.org. For published literature on CLARIN, see (and please cite!) the following publications:
  • 392
  • 18 Oct 2022
Topic Review
Sturm-Liouville Theory
In mathematics and its applications, a classical Sturm–Liouville equation, named after Jacques Charles François Sturm (1803–1855) and Joseph Liouville (1809–1882), is a real second-order linear differential equation of the form where y is a function of the free variable x. Here the functions p(x) > 0 has a continuous derivative, q(x), and w(x) > 0 are specified at the outset, and in the simplest of cases are continuous on the finite closed interval [a,b]. In addition, the function y is typically required to satisfy some boundary conditions at a and b. The function w(x), which is sometimes called r(x), is called the "weight" or "density" function. The value of λ is not specified in the equation; finding the values of λ for which there exists a non-trivial solution of (1) satisfying the boundary conditions is part of the problem called the Sturm–Liouville problem (S L). Such values of λ when they exist are called the eigenvalues of the boundary value problem defined by (1) and the prescribed set of boundary conditions. The corresponding solutions (for such a λ) are the eigenfunctions of this problem. Under normal assumptions on the coefficient functions p(x), q(x), and w(x) above, they induce a Hermitian differential operator in some function space defined by boundary conditions. The resulting theory of the existence and asymptotic behavior of the eigenvalues, the corresponding qualitative theory of the eigenfunctions and their completeness in a suitable function space became known as Sturm–Liouville theory. This theory is important in applied mathematics, where S–L problems occur very commonly, particularly when dealing with linear partial differential equations that are separable.
  • 392
  • 01 Dec 2022
Topic Review
Ex-tangential Quadrilateral
In Euclidean geometry, an ex-tangential quadrilateral is a convex quadrilateral where the extensions of all four sides are tangent to a circle outside the quadrilateral. It has also been called an exscriptible quadrilateral. The circle is called its excircle, its radius the exradius and its center the excenter (E in the figure). The excenter lies at the intersection of six angle bisectors. These are the internal angle bisectors at two opposite vertex angles, the external angle bisectors (supplementary angle bisectors) at the other two vertex angles, and the external angle bisectors at the angles formed where the extensions of opposite sides intersect (see the figure to the right, where four of these six are dotted line segments). The ex-tangential quadrilateral is closely related to the tangential quadrilateral (where the four sides are tangent to a circle). Another name for an excircle is an escribed circle, but that name has also been used for a circle tangent to one side of a convex quadrilateral and the extensions of the adjacent two sides. In that context all convex quadrilaterals have four escribed circles, but they can at most have one excircle.
  • 391
  • 08 Oct 2022
Topic Review
Terminus (Video Game)
Terminus is a space-flight role-playing action video game by Vicarious Visions. It was released in 2000 for Microsoft Windows, Linux, and Apple Macintosh. Terminus won awards in the 1999 Independent Games Festival for "Technical Excellence" and "Innovation in Audio".
  • 391
  • 14 Oct 2022
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