Topic: Technology (Page 9)

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πŸ”— Battery Nomenclature

πŸ”— Technology πŸ”— Energy

Standard battery nomenclature describes portable dry cell batteries that have physical dimensions and electrical characteristics interchangeable between manufacturers. The long history of disposable dry cells means that many different manufacturer-specific and national standards were used to designate sizes, long before international standards were reached. Technical standards for battery sizes and types are set by standards organizations such as International Electrotechnical Commission (IEC) and American National Standards Institute (ANSI). Popular sizes are still referred to by old standard or manufacturer designations, and some non-systematic designations have been included in current international standards due to wide use.

The complete nomenclature for the battery will fully specify the size, chemistry, terminal arrangements and special characteristics of a battery. The same physically interchangeable cell size may have widely different characteristics; physical interchangeability is not the sole factor in substitution of batteries.

National standards for dry cell batteries have been developed by ANSI, JIS, British national standards, and others. Civilian, commercial, government and military standards all exist. Two of the most prevalent standards currently in use are the IEC 60086 series and the ANSI C18.1 series. Both standards give dimensions, standard performance characteristics, and safety information.

Modern standards contain both systematic names for cell types that give information on the composition and approximate size of the cells, as well as arbitrary numeric codes for cell size.

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πŸ”— Format wars this past century

πŸ”— Technology πŸ”— Business

A format war describes competition between mutually incompatible proprietary formats that compete for the same market, typically for data storage devices and recording formats for electronic media. It is often characterized by political and financial influence on content publishers by the developers of the technologies. Developing companies may be characterized as engaging in a format war if they actively oppose or avoid interoperable open-industry technical standards in favor of their own.

A format war emergence can be explained because each vendor is trying to exploit cross-side network effects in a two-sided market. There is also a social force to stop a format war: when one of them wins as de facto standard, it solves a coordination problem for the format users.

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πŸ”— Hyperloop

πŸ”— Technology πŸ”— Physics πŸ”— Transport πŸ”— Trains πŸ”— Engineering

A Hyperloop is a proposed mode of passenger and freight transportation, first used to describe an open-source vactrain design released by a joint team from Tesla and SpaceX. Hyperloop is a sealed tube or system of tubes through which a pod may travel free of air resistance or friction conveying people or objects at high speed while being very efficient, thereby drastically reducing travel times over medium-range distances.

Elon Musk's version of the concept, first publicly mentioned in 2012, incorporates reduced-pressure tubes in which pressurized capsules ride on air bearings driven by linear induction motors and axial compressors.

The Hyperloop Alpha concept was first published in August 2013, proposing and examining a route running from the Los Angeles region to the San Francisco Bay Area, roughly following the Interstate 5 corridor. The Hyperloop Genesis paper conceived of a hyperloop system that would propel passengers along the 350-mile (560Β km) route at a speed of 760Β mph (1,200Β km/h), allowing for a travel time of 35 minutes, which is considerably faster than current rail or air travel times. Preliminary cost estimates for this LA–SF suggested route were included in the white paperβ€”US$6 billion for a passenger-only version, and US$7.5 billion for a somewhat larger-diameter version transporting passengers and vehiclesβ€”although transportation analysts had doubts that the system could be constructed on that budget; some analysts claimed that the Hyperloop would be several billion dollars overbudget, taking into consideration construction, development, and operation costs.

The Hyperloop concept has been explicitly "open-sourced" by Musk and SpaceX, and others have been encouraged to take the ideas and further develop them. To that end, a few companies have been formed, and several interdisciplinary student-led teams are working to advance the technology. SpaceX built an approximately 1-mile-long (1.6Β km) subscale track for its pod design competition at its headquarters in Hawthorne, California.

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πŸ”— Computer

πŸ”— Technology πŸ”— Video games πŸ”— Computing πŸ”— Computer science πŸ”— Computing/Computer hardware πŸ”— Systems πŸ”— Computing/Software πŸ”— Engineering πŸ”— Home Living

A computer is a machine that can be instructed to carry out sequences of arithmetic or logical operations automatically via computer programming. Modern computers have the ability to follow generalized sets of operations, called programs. These programs enable computers to perform an extremely wide range of tasks. A "complete" computer including the hardware, the operating system (main software), and peripheral equipment required and used for "full" operation can be referred to as a computer system. This term may as well be used for a group of computers that are connected and work together, in particular a computer network or computer cluster.

Computers are used as control systems for a wide variety of industrial and consumer devices. This includes simple special purpose devices like microwave ovens and remote controls, factory devices such as industrial robots and computer-aided design, and also general purpose devices like personal computers and mobile devices such as smartphones. The Internet is run on computers and it connects hundreds of millions of other computers and their users.

Early computers were only conceived as calculating devices. Since ancient times, simple manual devices like the abacus aided people in doing calculations. Early in the Industrial Revolution, some mechanical devices were built to automate long tedious tasks, such as guiding patterns for looms. More sophisticated electrical machines did specialized analog calculations in the early 20th century. The first digital electronic calculating machines were developed during World War II. The first semiconductor transistors in the late 1940s were followed by the silicon-based MOSFET (MOS transistor) and monolithic integrated circuit (IC) chip technologies in the late 1950s, leading to the microprocessor and the microcomputer revolution in the 1970s. The speed, power and versatility of computers have been increasing dramatically ever since then, with MOS transistor counts increasing at a rapid pace (as predicted by Moore's law), leading to the Digital Revolution during the late 20th to early 21st centuries.

Conventionally, a modern computer consists of at least one processing element, typically a central processing unit (CPU) in the form of a metal-oxide-semiconductor (MOS) microprocessor, along with some type of computer memory, typically MOS semiconductor memory chips. The processing element carries out arithmetic and logical operations, and a sequencing and control unit can change the order of operations in response to stored information. Peripheral devices include input devices (keyboards, mice, joystick, etc.), output devices (monitor screens, printers, etc.), and input/output devices that perform both functions (e.g., the 2000s-era touchscreen). Peripheral devices allow information to be retrieved from an external source and they enable the result of operations to be saved and retrieved.

πŸ”— List of sensors

πŸ”— Technology πŸ”— Lists πŸ”— Electronics

This is a list of sensors sorted by sensor type.

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πŸ”— Velotype Keyboard

πŸ”— Technology πŸ”— Occupational Safety and Health πŸ”— Brands πŸ”— Typography πŸ”— Netherlands

Velotype is the trademark for a type of keyboard for typing text known as a syllabic chord keyboard, an invention of the Dutchmen Nico Berkelmans and Marius den Outer.

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πŸ”— Vibe Coding

πŸ”— Technology πŸ”— Computing πŸ”— Robotics πŸ”— Artificial Intelligence

Vibe coding, sometimes spelled as vibecoding, is an AI-powered programming practice where you surrender to the "vibes" and power of the AI, while ignoring the details of the generated code. After describing a problem in a few sentences, you watch as the AI codes a custom solution such as an app or website. Vibe coding may feel like sorcery. Amateur programmers can now produce software, with limited features and sometimes imperfectly, that previously would have needed a software team. The practice defies the belief in the software industry that software engineering demands great skill.

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πŸ”— VA-111 Shkval

πŸ”— Technology πŸ”— Military history πŸ”— Military history/Military science, technology, and theory πŸ”— Military history/Weaponry πŸ”— Military history/Maritime warfare πŸ”— Military history/Russian, Soviet and CIS military history

The VA-111 Shkval (from Russian: шквал, squall) torpedo and its descendants are supercavitating torpedoes originally developed by the Soviet Union. They are capable of speeds in excess of 200 knots (370 km/h or 230 miles/h).

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πŸ”— Vantablack

πŸ”— Technology πŸ”— Physics πŸ”— Color πŸ”— Chemistry πŸ”— Science

Vantablack is a material developed by Surrey NanoSystems in the United Kingdom and is one of the darkest substances known, absorbing up to 99.965% of visible light (at 663 nm if the light is perpendicular to the material).

The name is a compound of the acronym VANTA (vertically aligned nanotube arrays) and the color black.

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πŸ”— Overengineering – I see this every day, please stop

πŸ”— Technology πŸ”— Engineering

Overengineering (or over-engineering, or over-kill) is the act of designing a product to be more robust or have more features than often necessary for its intended use, or for a process to be unnecessarily complex or inefficient.

Overengineering is often done to increase a factor of safety, add functionality, or overcome perceived design flaws that most users would accept.

Overengineering can be desirable when safety or performance is critical (e.g. in aerospace vehicles and luxury road vehicles), or when extremely broad functionality is required (e.g. diagnostic and medical tools, power users of products), but it is generally criticized in terms of value engineering as wasteful of resources such as materials, time and money.

As a design philosophy, it is the opposite of the minimalist ethos of "less is more" (or: β€œworse is better”) and a disobedience of the KISS principle.

Overengineering generally occurs in high-end products or specialized markets. In one form, products are overbuilt and have performance far in excess of expected normal operation (a city car that can travel at 300Β km/h, or a home video recorder with a projected lifespan of 100 years), and hence are more expensive, bulkier, and heavier than necessary. Alternatively, they may become overcomplicated – the extra functions may be unnecessary, and potentially reduce the usability of the product by overwhelming lesser experienced and technically literate end users, as in feature creep.

Overengineering can decrease the productivity of design teams, because of the need to build and maintain more features than most users need.

A related issue is market segmentation – making different products for different market segments. In this context, a particular product may be more or less suited (and thus considered over- or under-engineered) for a particular market segment.

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