Topic: Computing (Page 44)

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πŸ”— Ostrich Algorithm

πŸ”— Computing

In computer science, the ostrich algorithm is a strategy of ignoring potential problems on the basis that they may be exceedingly rare. It is named for the ostrich effect which is defined as "to stick one's head in the sand and pretend there is no problem". It is used when it is more cost-effective to allow the problem to occur than to attempt its prevention.

πŸ”— List of device bandwidths

πŸ”— Computing πŸ”— Telecommunications πŸ”— Lists πŸ”— Computing/Networking

This is a list of interface bit rates, is a measure of information transfer rates, or digital bandwidth capacity, at which digital interfaces in a computer or network can communicate over various kinds of buses and channels. The distinction can be arbitrary between a computer bus, often closer in space, and larger telecommunications networks. Many device interfaces or protocols (e.g., SATA, USB, SAS, PCIe) are used both inside many-device boxes, such as a PC, and one-device-boxes, such as a hard drive enclosure. Accordingly, this page lists both the internal ribbon and external communications cable standards together in one sortable table.

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πŸ”— Reification (Computer Science)

πŸ”— Computing

Reification is the process by which an abstract idea about a computer program is turned into an explicit data model or other object created in a programming language. A computable/addressable objectβ€”a resourceβ€”is created in a system as a proxy for a non computable/addressable object. By means of reification, something that was previously implicit, unexpressed, and possibly inexpressible is explicitly formulated and made available to conceptual (logical or computational) manipulation. Informally, reification is often referred to as "making something a first-class citizen" within the scope of a particular system. Some aspect of a system can be reified at language design time, which is related to reflection in programming languages. It can be applied as a stepwise refinement at system design time. Reification is one of the most frequently used techniques of conceptual analysis and knowledge representation.

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πŸ”— Super-App

πŸ”— Computing πŸ”— Economics πŸ”— Apps

A super-app (also written as super app or superapp) is a mobile or web application that can provide multiple services including payment and financial transaction processing, effectively becoming an all-encompassing self-contained commerce and communication online platform that embraces many aspects of personal and commercial life. Notable examples of super-apps include Tencent's WeChat in China, and Grab in Southeast Asia.

πŸ”— Technical debt

πŸ”— Computing

Technical debt (also known as design debt or code debt, but can be also related to other technical endeavors) is a concept in software development that reflects the implied cost of additional rework caused by choosing an easy (limited) solution now instead of using a better approach that would take longer.

As with monetary debt, if technical debt is not repaid, it can accumulate 'interest', making it harder to implement changes. Unaddressed technical debt increases software entropy. Technical debt is not necessarily a bad thing, and sometimes (e.g., as a proof-of-concept) is required to move projects forward. On the other hand, some experts claim that the "technical debt" metaphor tends to minimize the impact, which results in insufficient prioritization of the necessary work to correct it.

As a change is started on a codebase, there is often the need to make other coordinated changes in other parts of the codebase or documentation. Changes required that are not completed are considered debt, and until paid, will incur interest on top of interest, making it cumbersome to build a project. Although the term is used in software development primarily, it can also be applied to other professions.

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πŸ”— Unum, a Better Number Format

πŸ”— Computing πŸ”— Computer science πŸ”— Computing/Software

Unums (universal numbers) are a family of number formats and arithmetic for implementing real numbers on a computer, proposed by John L. Gustafson in 2015. They are designed as an alternative to the ubiquitous IEEE 754 floating-point standard. The latest version is known as posits.

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πŸ”— Zope Object Database

πŸ”— Computing πŸ”— Computing/Software

The Zope Object Database (ZODB) is an object-oriented database for transparently and persistently storing Python objects. It is included as part of the Zope web application server, but can also be used independently of Zope.

Features of the ZODB include: transactions, history/undo, transparently pluggable storage, built-in caching, multiversion concurrency control (MVCC), and scalability across a network (using ZEO).

πŸ”— Flow-Matic

πŸ”— Computing

FLOW-MATIC, originally known as B-0 (Business Language version 0), was the first English-like data processing language. It was developed for the UNIVAC I at Remington Rand under Grace Hopper from 1955 to 1959, and helped shape the development of COBOL.

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πŸ”— Crash-Only Software

πŸ”— Computing πŸ”— Computing/Software

Crash-only software refers to computer programs that handle failures by simply restarting, without attempting any sophisticated recovery. Correctly written components of crash-only software can microreboot to a known-good state without the help of a user. Since failure-handling and normal startup use the same methods, this can increase the chance that bugs in failure-handling code will be noticed, except when there are leftover artifacts, such as data corruption from a severe failure, that don't occur during normal startup.

Crash-only software also has benefits for end-users. All too often, applications do not save their data and settings while running, only at the end of their use. For example, word processors usually save settings when they are closed. A crash-only application is designed to save all changed user settings soon after they are changed, so that the persistent state matches that of the running machine. No matter how an application terminates (be it a clean close or the sudden failure of a laptop battery), the state will persist.

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πŸ”— VIC-20

πŸ”— Video games πŸ”— Computing

The VIC-20 (known as the VC-20 in Germany and the VIC-1001 in Japan) is an 8-bit entry level home computer that was sold by Commodore Business Machines. The VIC-20 was announced in 1980, roughly three years after Commodore's first personal computer, the PET. The VIC-20 was the first computer of any description to sell one million units, eventually reaching 2.5 million. It was described as "one of the first anti-spectatorial, non-esoteric computers by design...no longer relegated to hobbyist/enthusiasts or those with money, the computer Commodore developed was the computer of the future."

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