Topic Review
Isosceles Triangle
In geometry, an isosceles triangle (/aɪˈsɒsəliːz/) is a triangle that has at least two sides of equal length. Sometimes it is specified as having exactly two sides of equal length, and sometimes as having at least two sides of equal length, the latter version thus including the equilateral triangle as a special case. Examples of isosceles triangles include the isosceles right triangle, the golden triangle, and the faces of bipyramids and certain Catalan solids. The mathematical study of isosceles triangles dates back to ancient Egyptian mathematics and Babylonian mathematics. Isosceles triangles have been used as decoration from even earlier times, and appear frequently in architecture and design, for instance in the pediments and gables of buildings. The two equal sides are called the legs and the third side is called the base of the triangle. The other dimensions of the triangle, such as its height, area, and perimeter, can be calculated by simple formulas from the lengths of the legs and base. Every isosceles triangle has an axis of symmetry along the perpendicular bisector of its base. The two angles opposite the legs are equal and are always acute, so the classification of the triangle as acute, right, or obtuse depends only on the angle between its two legs.
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  • 07 Nov 2022
Topic Review
Natural-language Generation
Natural-language generation (NLG) is a software process that produces natural language output. While it is widely agreed that the output of any NLG process is text, there is some disagreement on whether the inputs of an NLG system need to be non-linguistic. Common applications of NLG methods include the production of various reports, for example weather and patient reports; image captions; and chatbots. Automated NLG can be compared to the process humans use when they turn ideas into writing or speech. Psycholinguists prefer the term language production for this process, which can also be described in mathematical terms, or modeled in a computer for psychological research. NLG systems can also be compared to translators of artificial computer languages, such as decompilers or transpilers, which also produce human-readable code generated from an intermediate representation. Human languages tend to be considerably more complex and allow for much more ambiguity and variety of expression than programming languages, which makes NLG more challenging. NLG may be viewed as complementary to natural-language understanding (NLU): whereas in natural-language understanding, the system needs to disambiguate the input sentence to produce the machine representation language, in NLG the system needs to make decisions about how to put a representation into words. The practical considerations in building NLU vs. NLG systems are not symmetrical. NLU needs to deal with ambiguous or erroneous user input, whereas the ideas the system wants to express through NLG are generally known precisely. NLG needs to choose a specific, self-consistent textual representation from many potential representations, whereas NLU generally tries to produce a single, normalized representation of the idea expressed. NLG has existed since ELIZA was developed in the mid 1960s, but the methods were first used commercially in the 1990s. NLG techniques range from simple template-based systems like a mail merge that generates form letters, to systems that have a complex understanding of human grammar. NLG can also be accomplished by training a statistical model using machine learning, typically on a large corpus of human-written texts.
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Topic Review
Plone
Plone is a free and open source content management system (CMS) built on top of the Zope application server. Plone is positioned as an enterprise CMS and is commonly used for intranets and as part of the web presence of large organizations. High-profile public sector users include the U.S. Federal Bureau of Investigation, Brazilian Government, United Nations, City of Bern (Switzerland), New South Wales Government (Australia), and European Environment Agency. Plone's proponents cite its security track record and its accessibility as reasons to choose Plone. Plone has a long tradition of development happening in so-called "sprints", in-person meetings of developers over the course of several days, the first having been held in 2003 and nine taking place in 2014. The largest sprint of the year is the sprint immediately following the annual conference. Certain other sprints are considered strategic so are funded directly by the Plone Foundation, although very few attendees are sponsored directly. The Plone Foundation also holds and enforces all copyrights and trademarks in Plone, and is assisted by legal counsel from the Software Freedom Law Center.
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  • 07 Nov 2022
Topic Review
Monkey X
Monkey X is a high-level programming language designed for video game development for many different platforms, including desktop and laptop computers, mobile phones, tablets, and video game consoles. The language itself is an object-oriented dialect of BASIC, which the compiler translates into native source code for several target platforms. The resulting code is then compiled normally. Currently the official target platforms include: Windows (Including the Windows 8 store), OS X, Linux, Xbox 360, Android, iOS, among others. Community-driven, user-made targets have also been created, some notable user-targets include: MonkeyMax (BlitzMax), Monkey-Python (Python), and a Nintendo DS target. Monkey X's main implementation (compiler), and a number of official modules are open source. Monkey X's main application/game framework, Mojo, is partially commercial. The compiler and most of the official modules can be found on GitHub. Monkey is also distributed in several compiled binary forms from its official website (registration required, to build the compiler). For details, see: Mojo (framework), and Game targets (technical).
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  • 07 Nov 2022
Topic Review
Yahoo! Messenger Protocol
The Yahoo! Messenger Protocol (YMSG) is the underlying network protocol used by the Yahoo! Messenger instant messaging client. Yahoo! Instant Messager supports many features beyond just messaging, including off-line messaging, file transfer, chat, conferencing, voice chat, webcams and avatars.
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  • 07 Nov 2022
Topic Review
Coordination Center for TLD RU
The Coordination Center for TLD RU (the acronym - the Coordination Center for domains .RU/.РФ; the full name - ANO “The Coordination Center for TLD RU”) — is the administrator of Top Level National Domains .RU and .PФ. It serves as the national registry.
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Topic Review
ISO 29110
ISO/IEC 29110: Systems and Software Life Cycle Profiles and Guidelines for Very Small Entities (VSEs) International Standards (IS) and Technical Reports (TR) are targeted at Very Small Entities (VSEs). A Very Small Entity (VSE) is an enterprise, an organization, a department or a project having up to 25 people. The ISO/IEC 29110 is a series of international standards and guides entitled "Systems and Software Engineering — Lifecycle Profiles for Very Small Entities (VSEs)". The standards and technical reports were developed by working group 24 (WG24) of sub-committee 7 (SC7) of Joint Technical Committee 1 (JTC1) of the International Organization for Standardization and the International Electrotechnical Commission. Industries around the world have agreed that there are certain ways of working that produce predictable results. Companies that agree to use these agreed methods and then to have their compliance measured are called ISO certificated. Some ISO-certificated organizations require that their vendors also be ISO certificated. The general standard for software development, ISO/IEC/IEEE 12207, is appropriate for medium and large software development efforts. Similarly, the general standard for system development, ISO/IEC/IEEE 15288, is appropriate for medium and large system development efforts. Systems, in the context of ISO/IEC 29110, are typically composed of hardware and software components. Things work differently in small organisations; ISO 29110 reflects that.
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  • 07 Nov 2022
Topic Review
Consumerization
Consumerization is the reorientation of product and service designs to focus on (and market to) the end user as an individual consumer, in contrast with an earlier era of only organization-oriented offerings (designed solely for business-to-business or business-to-government sales). Technologies whose first commercialization was at the inter-organization level thus have potential for later consumerization. The emergence of the individual consumer as the primary driver of product and service design is most commonly associated with the IT industry, as large business and government organizations dominated the early decades of computer usage and development. Thus the microcomputer revolution, in which electronic computing moved from exclusively enterprise and government use to include personal computing, is a cardinal example of consumerization. But many technology-based products, such as calculators and mobile phones, have also had their origins in business markets, and only over time did they become dominated by high-volume consumer usage, as these products commoditized and prices fell. An example of enterprise software that became consumer software is optical character recognition software, which originated with banks and postal systems (to automate cheque clearing and mail sorting) but eventually became personal productivity software. In a different sense, consumerization of IT is the proliferation of personally owned IT at the workplace (in addition to, or even instead of, company-owned IT), which originates in the consumer market, to be used for professional purposes. This bring your own device trend has significantly changed corporate IT policies, as employees now often use their own laptops, netbooks, tablets, and smartphones on the hardware side, and social media, web conferencing, cloud storage, and software as a service on the software side.
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Topic Review
Cybersecurity Information Sharing Act
The Cybersecurity Information Sharing Act (CISA S. 2588 [113th Congress], S. 754 [114th Congress]) is a United States federal law designed to "improve cybersecurity in the United States through enhanced sharing of information about cybersecurity threats, and for other purposes". The law allows the sharing of Internet traffic information between the U.S. government and technology and manufacturing companies. The bill was introduced in the U.S. Senate on July 10, 2014, and passed in the Senate October 27, 2015. Opponents question CISA's value, believing it will move responsibility from private businesses to the government, thereby increasing vulnerability of personal private information, as well as dispersing personal private information across seven government agencies, including the NSA and local police. The text of the bill was incorporated by amendment into a consolidated spending bill in the U.S. House on December 15, 2015, which was signed into law by President Barack Obama on December 18, 2015.
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  • 07 Nov 2022
Topic Review
Proof-of-Work System
A Proof-of-Work (PoW) system (or protocol, or function) is an economic measure to deter denial of service attacks and other service abuses such as spam on a network by requiring some work from the service requester, usually meaning processing time by a computer. The concept was invented by Cynthia Dwork and Moni Naor as presented in a 1993 journal article. The term "Proof of Work" or PoW was first coined and formalized in a 1999 paper by Markus Jakobsson and Ari Juels. An early example of the proof-of-work system used to give value to a currency is the shell money of the Solomon Islands. A key feature of these schemes is their asymmetry: the work must be moderately hard (but feasible) on the requester side but easy to check for the service provider. This idea is also known as a CPU cost function, client puzzle, computational puzzle or CPU pricing function. It is distinct from a CAPTCHA, which is intended for a human to solve quickly, rather than a computer. Proof of space (PoSpace) proposals apply the same principle by proving a dedicated amount of memory or disk space instead of CPU time. Proof-of-Stake, Proof of bandwidth, and other approaches have been discussed in the context of cryptocurrency. Proof of ownership aims at proving that specific data are held by the prover.
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