AI Assistant Job Interview

AI Assistant Job Interview — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Display list

    Display list

    A display list, also called a command list in Direct3D 12 and a command buffer in Vulkan, is a series of graphics commands or instructions that are run when the list is executed. Systems that make use of display list functionality are called retained mode systems, while systems that do not are as opposed to immediate mode systems. In OpenGL, display lists are useful to redraw the same geometry or apply a set of state changes multiple times. This benefit is also used with Direct3D 12's bundle command lists. In Direct3D 12 and Vulkan, display lists are regularly used for per-frame recording and execution. == Origins in vector displays == The vector monitors or calligraphic displays of the 1960s and 1970s used electron beam deflection to draw line segments, points, and sometimes curves directly on a CRT screen. Because the image would immediately fade, it needed to be redrawn many times a second (storage tube CRTs retained the image until blanked, but they were unsuitable for interactive graphics). To refresh the display, a dedicated CPU called a Display Processor or Display Processing Unit (DPU) was used, which had a memory buffer for a "display list", "display file", or "display program" containing line segment coordinates and other information. Advanced Display Processors also supported control flow instructions, which were useful for drawing repetitive graphics such as text, and some could perform coordinate transformations such as 3D projection. == Home computer display list functionality == One of the earliest systems with a true display list was the Atari 8-bit computers. The display list (actually called so in Atari terminology) is a series of instructions for ANTIC, the video co-processor used in these machines. This program, stored in the computer's memory and executed by ANTIC in real-time, can specify blank lines, any of six text modes and eight graphics modes, which sections of the screen can be horizontally or vertically fine-scrolled, and trigger Display List Interrupts (called raster interrupts or HBI on other systems). The Amstrad PCW family contains a Display List function called the 'Roller RAM'. This is a 512-byte RAM area consisting of 256 16-bit pointers in RAM, one for each line of the 720 × 256 pixel display. Each pointer identifies the location of 90 bytes of monochrome pixels that hold the line's 720 pixel states. The 90 bytes of 8 pixel states are spaced at 8-byte intervals, so there are 7 unused bytes between each byte of pixel data. This suits how the text-orientated PCW constructs a typical screen buffer in RAM, where the first character's 8 rows are stored in the first 8 bytes, the second character's rows in the next 8 bytes, and so on. The Roller RAM was implemented to speed up display scrolling as it would have been unacceptably slow for its 3.4 MHz Z80 to move up the 23 KB display buffer 'by hand' i.e. in software. The Roller RAM starting entry used at the beginning of a screen refresh is controlled by a Z80-writable I/O register. Therefore, the screen can be scrolled simply by changing this I/O register. Another system using a Display List-like feature in hardware is the Amiga, which, not coincidentally, was also designed by some of the same people who developed the custom hardware for the Atari 8-bit computers. Once directed to produce a display mode, it would continue to do so automatically for every following scan line. The computer also included a dedicated co-processor, called "Copper", which ran a simple program or 'Copper List' intended for modifying hardware registers in sync with the display. The Copper List instructions could direct the Copper to wait for the display to reach a specific position on the screen, and then change the contents of hardware registers. In effect, it was a processor dedicated to servicing raster interrupts. The Copper was used by Workbench to mix multiple display modes (multiple resolutions and color palettes on the monitor at the same time), and by numerous programs to create rainbow and gradient effects on the screen. The Amiga Copper was also capable of reconfiguring the sprite engine mid-frame, with only one scanline of delay. This allowed the Amiga to draw more than its 8 hardware sprites, so long as the additional sprites did not share scanlines (or the one scanline gap) with more than 7 other sprites. i.e., so long as at least one sprite had finished drawing, another sprite could be added below it on the screen. Additionally, the later 32-bit AGA chipset allowed the drawing of bigger sprites (more pixels per row) while retaining the same multiplexing. The Amiga also had dedicated block-shifter ("blitter") hardware, which could draw larger objects into a framebuffer. This was often used in place of, or in addition to, sprites. In more primitive systems, the results of a display list can be simulated, though at the cost of CPU-intensive writes to certain display modes, color control, or other visual effect registers in the video device, rather than a series of rendering commands executed by the device. Thus, one must create the displayed image using some other rendering process, either before or while the CPU-driven display generation executes. In many cases, the image is also modified or re-rendered between frames. The image is then displayed in various ways, depending on the exact way in which the CPU-driven display code is implemented. Examples of the results possible on these older machines requiring CPU-driven video include effects such as Commodore 64/128's FLI mode, or Rainbow Processing on the ZX Spectrum. == Usage in OpenGL == To delimit a display list, the glNewList and glEndList functions are used, and to execute the list, the glCallList function is used. Almost all rendering commands that occur between the function calls are stored in the display list. Commands that affect the client state are not stored in display lists. Display lists are named with an integer value, and creating a display list with the same name as one already created overrides the first. The glNewList function expects two arguments: an integer representing the name of the list, and an enumeration for the compilation mode. The two modes include GL_COMPILE_AND_EXECUTE, which compiles and immediately executes, and GL_COMPILE, which only compiles the list. Display lists enable the use of the retained mode rendering pattern, which is a system in which graphics commands are recorded (retained) to execute in succession at a later time. This is contrary to immediate mode, where graphics commands are immediately executed on client calls. == Usage in Direct3D 12 == Command lists are created using the ID3D12Device::CreateCommandList function. Command lists may be created in several types: direct, bundle, compute, copy, video decode, video process, and video encoding. Direct command lists specify that a command list the GPU can execute, and doesn't inherit any GPU state. Bundles, are best used for storing and executing small sets of commands any number of times. This is used differently than regular command lists, where commands stored in a command list are typically executed only once. Compute command lists are used for general computations, with a common use being calculating mipmaps. A copy command list is strictly for copying and the video decode and video process command lists are for video decoding and processing respectively. Upon creation, command lists are in the recording state. Command lists may be re-used by calling the ID3D12GraphicsCommandList::Reset function. After recording commands, the command list must be transitioned out of the recording state by calling ID3D12GraphicsCommandList::Close. The command list is then executed by calling ID3D12CommandQueue::ExecuteCommandLists.

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  • The Dodo (website)

    The Dodo (website)

    The Dodo is an American online publisher focused on animals. The website was launched in January 2014 by Izzie Lerer, the daughter of media executive Kenneth Lerer, and journalist Kerry Lauerman. The Dodo has become one of the most popular Facebook publishers, garnering 1 billion video views from the social network in November 2015. The Dodo is headquartered in New York, New York. == History == The company—named after the first recorded species that humans drove to extinction—was founded by Lerer out of "a personal passion for the subject manner". Lerer has a PhD in animal studies with a focus on animal ethics and human relationships from Columbia University, launching the website after noticing the viral success of animal videos online but seeing no one "really owned the space." The Dodo's editorial and video production staff unionized with the Writers Guild of America, East in April 2018.

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  • Comparison of JavaScript-based web frameworks

    Comparison of JavaScript-based web frameworks

    This is a comparison of web frameworks for front-end web development that are reliant on JavaScript code for their behavior. == General information == == High-level framework comparison == JavaScript-based web application frameworks, such as React and Vue, provide extensive capabilities but come with associated trade-offs. These frameworks often extend or enhance features available through native web technologies, such as routing, component-based development, and state management. While native web standards, including Web Components, modern JavaScript APIs like Fetch and ES Modules, and browser capabilities like Shadow DOM, have advanced significantly, frameworks remain widely used for their ability to enhance developer productivity, offer structured patterns for large-scale applications, simplify handling edge cases, and provide tools for performance optimization. Frameworks can introduce abstraction layers that may contribute to performance overhead, larger bundle sizes, and increased complexity. Modern frameworks, such as React 18 and Vue 3, address these challenges with features like concurrent rendering, tree-shaking, and selective hydration. While these advancements improve rendering efficiency and resource management, their benefits depend on the specific application and implementation context. Lightweight frameworks, such as Svelte and Preact, take different architectural approaches, with Svelte eliminating the virtual DOM entirely in favor of compiling components to efficient JavaScript code, and Preact offering a minimal, compatible alternative to React. Framework choice depends on an application’s requirements, including the team’s expertise, performance goals, and development priorities. A newer category of web frameworks, including enhance.dev, Astro, and Fresh, leverages native web standards while minimizing abstractions and development tooling. These solutions emphasize progressive enhancement, server-side rendering, and optimizing performance. Astro renders static HTML by default while hydrating only interactive parts. Fresh focuses on server-side rendering with zero runtime overhead. Enhance.dev prioritizes progressive enhancement patterns using Web Components. While these tools reduce reliance on client-side JavaScript by shifting logic to build-time or server-side execution, they still use JavaScript where necessary for interactivity. This approach makes them particularly suitable for performance-critical and content-focused applications. == Features == == Browser support ==

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  • Pull technology

    Pull technology

    Pull coding or client pull is a style of network communication, where the initial request for data originates from the client, and then is responded to by the server. The reverse is known as push technology, where the server pushes data to clients. Pull requests form the foundation of network computing, where many clients request data from centralized servers. Pull is used extensively on the Internet for HTTP page requests from websites. A push can also be simulated using multiple pulls within a short amount of time. For example, when pulling POP3 email messages from a server, a client can make regular pull requests, every few minutes. To the user, the email then appears to be pushed, as emails appear to arrive close to real-time. A trade-off of this system is that it places a heavier load on both the server and network to function correctly. Many web feeds, such as RSS are technically pulled by the client. With RSS, the user's RSS reader polls the server periodically for new content; the server does not send information to the client unrequested. This continual polling is inefficient and has contributed to the shutdown or reduction of several popular RSS feeds that could not handle the bandwidth. For solving this problem, the WebSub protocol, as another example of a push code, was devised. Podcasting is specifically a pull technology. When a new podcast episode is published to an RSS feed, it sits on the server until it is requested by a feed reader, mobile podcasting app, or directory. Directories such as Apple Podcasts (iTunes), The Blubrry Directory, and many apps' directories request the RSS feed periodically to update the Podcast's listing on those platforms. Subscribers to those RSS feeds via app or reader will get the episodes when they request the RSS feed next time, independent of when the directory listing updates.

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  • Attempto Controlled English

    Attempto Controlled English

    Attempto Controlled English (ACE) is a controlled natural language, i.e. a subset of standard English with a restricted syntax and restricted semantics described by a small set of construction and interpretation rules. It has been under development at the University of Zurich since 1995. In 2013, ACE version 6.7 was announced. ACE can serve as knowledge representation, specification, and query language, and is intended for professionals who want to use formal notations and formal methods, but may not be familiar with them. Though ACE appears perfectly natural—it can be read and understood by any speaker of English—it is in fact a formal language. ACE and its related tools have been used in the fields of software specifications, theorem proving, proof assistants, text summaries, ontologies, rules, querying, medical documentation and planning. Here are some simple examples: Every woman is a human. A woman is a human. A man tries-on a new tie. If the tie pleases his wife then the man buys it. ACE construction rules require that each noun be introduced by a determiner (a, every, no, some, at least 5, ...). Regarding the list of examples above, ACE interpretation rules decide that (1) is interpreted as universally quantified, while (2) is interpreted as existentially quantified. Sentences like "Women are human" do not follow ACE syntax and are consequently not valid. Interpretation rules resolve the anaphoric references in (3): the tie and it of the second sentence refer to a new tie of the first sentence, while his and the man of the second sentence refer to a man of the first sentence. Thus an ACE text is a coherent entity of anaphorically linked sentences. The Attempto Parsing Engine (APE) translates ACE texts unambiguously into discourse representation structures (DRS) that use a variant of the language of first-order logic. A DRS can be further translated into other formal languages, for instance AceRules with various semantics, OWL, and SWRL. Translating an ACE text into (a fragment of) first-order logic allows users to reason about the text, for instance to verify, to validate, and to query it. == Overview == As an overview of the current version 6.6 of ACE this section: Briefly describes the vocabulary Gives an account of the syntax Summarises the handling of ambiguity Explains the processing of anaphoric references. === Vocabulary === The vocabulary of ACE comprises: Predefined function words (e.g. determiners, conjunctions) Predefined phrases (e.g. "it is false that ...", "it is possible that ...") Content words (e.g. nouns, verbs, adjectives, adverbs). === Grammar === The grammar of ACE defines and constrains the form and the meaning of ACE sentences and texts. ACE's grammar is expressed as a set of construction rules. The meaning of sentences is described as a small set of interpretation rules. A Troubleshooting Guide describes how to use ACE and how to avoid pitfalls. ==== ACE texts ==== An ACE text is a sequence of declarative sentences that can be anaphorically interrelated. Furthermore, ACE supports questions and commands. ==== Simple sentences ==== A simple sentence asserts that something is the case—a fact, an event, a state. The temperature is −2 °C. A customer inserts 2 cards. A card and a code are valid. Simple ACE sentences have the following general structure: subject + verb + complements + adjuncts Every sentence has a subject and a verb. Complements (direct and indirect objects) are necessary for transitive verbs (insert something) and ditransitive verbs (give something to somebody), whereas adjuncts (adverbs, prepositional phrases) are optional. All elements of a simple sentence can be elaborated upon to describe the situation in more detail. To further specify the nouns customer and card, we could add adjectives: A trusted customer inserts two valid cards. possessive nouns and of-prepositional phrases: John's customer inserts a card of Mary. or variables as appositions: John inserts a card A. Other modifications of nouns are possible through relative sentences: A customer who is trusted inserts a card that he owns. which are described below since they make a sentence composite. We can also detail the insertion event, e.g. by adding an adverb: A customer inserts some cards manually. or, equivalently: A customer manually inserts some cards. or, by adding prepositional phrases: A customer inserts some cards into a slot. We can combine all of these elaborations to arrive at: John's customer who is trusted inserts a valid card of Mary manually into a slot A. ==== Composite sentences ==== Composite sentences are recursively built from simpler sentences through coordination, subordination, quantification, and negation. Note that ACE composite sentences overlap with what linguists call compound sentences and complex sentences. ===== Coordination ===== Coordination by and is possible between sentences and between phrases of the same syntactic type. A customer inserts a card and the machine checks the code. There is a customer who inserts a card and who enters a code. A customer inserts a card and enters a code. An old and trusted customer enters a card and a code. Note that the coordination of the noun phrases a card and a code represents a plural object. Coordination by or is possible between sentences, verb phrases, and relative clauses. A customer inserts a card or the machine checks the code. A customer inserts a card or enters a code. A customer owns a card that is invalid or that is damaged. Coordination by and and or is governed by the standard binding order of logic, i.e. and binds stronger than or. Commas can be used to override the standard binding order. Thus the sentence: A customer inserts a VisaCard or inserts a MasterCard, and inserts a code. means that the customer inserts a VisaCard and a code, or alternatively a MasterCard and a code. ===== Subordination ===== There are four constructs of subordination: relative sentences, if-then sentences, modality, and sentence subordination. Relative sentences starting with who, which, and that allow to add detail to nouns: A customer who is trusted inserts a card that he owns. With the help of if-then sentences we can specify conditional or hypothetical situations: If a card is valid then a customer inserts it. Note the anaphoric reference via the pronoun it in the then-part to the noun phrase a card in the if-part. Modality allows us to express possibility and necessity: A trusted customer can/must insert a card. It is possible/necessary that a trusted customer inserts a card. Sentence subordination comes in various forms: It is true/false that a customer inserts a card. It is not provable that a customer inserts a card. A clerk believes that a customer inserts a card. ===== Quantification ===== Quantification allows us to speak about all objects of a certain class (universal quantification), or to denote explicitly the existence of at least one object of this class (existential quantification). The textual occurrence of a universal or existential quantifier opens its scope that extends to the end of the sentence, or in coordinations to the end of the respective coordinated sentence. To express that all involved customers insert cards we can write Every customer inserts a card. This sentence means that each customer inserts a card that may, or may not, be the same as the one inserted by another customer. To specify that all customers insert the same card—however unrealistic that situation seems—we can write: A card is inserted by every customer. or, equivalently: There is a card that every customer inserts. To state that every card is inserted by a customer we write: Every card is inserted by a customer. or, somewhat indirectly: For every card there is a customer who inserts it. ===== Negation ===== Negation allows us to express that something is not the case: A customer does not insert a card. A card is not valid. To negate something for all objects of a certain class one uses no: No customer inserts more than 2 cards. or, there is no: There is no customer who inserts a card. To negate a complete statement one uses sentence negation: It is false that a customer inserts a card. These forms of negation are logical negations, i.e. they state that something is provably not the case. Negation as failure states that a state of affairs cannot be proved, i.e. there is no information whether the state of affairs is the case or not. It is not provable that a customer inserts a card. ==== Queries ==== ACE supports two forms of queries: yes/no-queries and wh-queries. Yes/no-queries ask for the existence or non-existence of a specified situation. If we specified: A customer inserts a card. then we can ask: Does a customer insert a card? to get a positive answer. Note that interrogative sentences always end with a question mark. With the help of wh-queries, i.e. queries with query words, we can interrogate a text for details of the specified situation. If we specified: A

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  • Influencer speak

    Influencer speak

    Influencer speak is a speech pattern commonly associated with English-speaking digital content creators, particularly on platforms such as TikTok. This style is characterized by linguistic features such as uptalk, where intonation rises at the end of declarative sentences, and vocal fry, a low, creaky vibration in speech. These features are often used to engage audiences. == Characteristics == Influencer speak is commonly associated with: Uptalk – a rising intonation at the end of statements Vocal fry – a creaky sound often occurring at the end of sentences Use of filler words and slang – contributes to a conversational tone that resonates with audiences == Origins == The origins of "influencer speak" are linked to the "Valley Girl" accent, which became prominent in the 1980s. This earlier style included features such as uptalk and vocal fry, which have been adapted for digital platforms. Linguists have noted that these patterns are often led by young women, who are recognized as linguistic innovators in sociolinguistic research. == Sociolinguistic significance == "Influencer speak" is used to maintain audience engagement. Features such as uptalk help speakers retain the "conversational floor," ensuring continuous attention from listeners. A study conducted by UCLA researchers has shown that creators adjust their speech styles based on the platform and audience. For example, a comedic tone may be emphasized on TikTok, while a more professional tone may be used on platforms such as LinkedIn or YouTube.

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  • Downloadable content

    Downloadable content

    Downloadable content (DLC) is additional content created for an already released video game, distributed through the Internet by the game's publisher. It can be added for no extra cost or as a form of video game monetization, enabling the publisher to gain additional revenue from a title after it has been purchased, often using a microtransaction system. DLC can range from cosmetic content, such as skins, to new in-game content, like characters, levels, modes, and larger expansions that may contain a mix of such content as a continuation of the base game. In some games, multiple DLCs (including future DLC not yet released) may be bundled as part of a "season pass"—typically at a discount rather than purchasing each DLC individually. While the Dreamcast was the first home console to support DLC (albeit in a limited form due to hardware and internet connection limitations), Microsoft's Xbox helped popularize the concept. Since the seventh generation of video game consoles, DLC has been a prevalent feature of major video game platforms with internet connectivity. == Etymology == Since the popularization of microtransactions in online distribution platforms such as Steam, the term DLC has become a synonymous for any form of paid content in video games, regardless of whether they constitute the download of new content. Furthermore, this led to the creation of the oxymoronic term "on-disc DLC" for content included on the game's original files but locked behind a paywall. == History == === Precursors to DLC === The earliest form of downloadable content were offerings of full games, such as on the Atari 2600's GameLine service, which allowed users to download games using a telephone line. A similar service, Sega Channel, allowed for the downloading of games to the Sega Genesis over a cable line. While the GameLine and Sega Channel services allowed for the distribution of entire titles, they did not provide downloadable content for existing titles. Expansion packs were sold at retail for some PC games, which featured content such as additional levels, characters, or maps for a base game. They often required an installation of the original game in order to function, but some games (such as Half-Life) had "standalone" expansions, which were essentially spin-off games that reused engine code and assets from the original game. === On consoles === The Dreamcast was the first console to feature online support as a standard; DLC was available, though limited in size due to the narrowband connection and the 200 block limit of the Visual Memory Unit memory card. These online features were still considered a breakthrough in video games. With the release of the Xbox, Microsoft was the second company to implement downloadable content. Many Xbox titles, including Splinter Cell, Halo 2, and Ninja Gaiden, offered varying amounts of extra content, available for download through the Xbox Live service. Most of this content was available free. With the advent of the GameCube, Nintendo was the third company to implement downloadable content. Many GameCube titles offered varying amounts of extra content from Game Boy Advance titles with the GameCube – Game Boy Advance link cable. All of this content was available free. The Xbox 360 (2005) included more robust support for digital distribution, including DLC downloads and purchases, via its Xbox Live Marketplace service. Microsoft believed that publishers would benefit by offering small pieces of content at a small cost ($1 to $5), rather than full expansion packs (~$20), as this would allow players to pick and chose what content they desired, providing revenue to the publishers. Microsoft also utilized a digital currency known as "Microsoft Points" for transactions, which could also be purchased through physical gift cards to avoid the banking fees associated with the small price points. The PlayStation 3 (2006) adopted the same approach with their downloadable hub, the PlayStation Store. Sony planned on having the bulk of its content be purchased separately via many separate online microtransactions for PlayStation Network titles, including Gran Turismo HD Concept and Gran Turismo 5 Prologue. The Wii (2006) featured a sparser amount of downloadable content on their Wii Shop Channel, the bulk of which is accounted for by digital distribution of emulated Nintendo titles from previous generations. Music video games, such as titles from the Guitar Hero and Rock Band franchises, took significant advantage of downloadable content as a means of offering new songs to be played in-game. Harmonix claimed that Guitar Hero II would feature "more online content than anyone has ever seen in a game to this date." Rock Band features the largest number of downloadable items of any console video game, with a steady number of new songs that were added weekly between 2007 and 2013. Acquiring all the downloadable content for Rock Band would, as of July 12, 2012, cost $5,880.10. === On personal computers === As the popularity and speed of internet connections rose, so did the popularity of using the internet for digital distribution of media. User-created game mods and maps were distributed exclusively online, as they were mainly created by people without the infrastructure capable of distributing the content through physical media. In 1997, Cavedog offered a new unit every month as free downloadable content for their real-time strategy computer game Total Annihilation. Later PC digital distribution platforms, such as Games for Windows Marketplace and Steam, would add support for DLC in a similar manner to consoles. === On handhelds === Nokia phones of the late 1990s and early 2000s shipped with side-scrolling shooter Space Impact, available on various models. With the introduction of WAP in 2000, additional downloadable content for the game, with extra levels, became available. The Nintendo Wi-Fi Connection service on the Nintendo DS could be used to obtain a form of DLC for certain games, such as Picross DS—where players could download puzzle "packs" of classic puzzles from previous Picross series games (such as Mario's Picross). as well as downloadable user generated content. Due to the Nintendo DS's use of cartridges and lack of dedicated storage, most "DLC" for DS games was limited in scope, or in some cases (such as Professor Layton and the Curious Village and Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2), was already part of the game's data on the cartridge, and merely unlocked. Its successor, the Nintendo 3DS, natively supported the purchase of DLC for supported titles via Nintendo eShop. Starting with iPhone OS 3, downloadable content became available for the platform via applications bought from the App Store. While this ability was initially only available to developers for paid applications, Apple eventually allowed for developers to offer this in free applications as well in October 2009. == On-disc DLC == In some cases, a purchased DLC may not actually download new content to the device, but merely consists of data used to enable associated content that is already present within the game's data. DLC of this nature revealed via data mining is typically referred to as "on-disc DLC" or PULC (premium unlockable content). This practice has sometimes been considered controversial, with publishers being accused of using what is effectively a microtransaction to lock access to content that was already contained within the game as sold at retail. Data relating to future DLC may be included on-disc or downloaded during updates for technical reasons as well, either to ensure online multiplayer compatibility for existing content between players who have not yet purchased the new DLC, or as dormant support code for planned content that is still in development at the time of the release. == Monetization == Downloadable content is often offered for a price. Since Facebook games popularized the business model of microtransactions, some have criticized downloadable content as being overpriced and an incentive for developers to leave items out of the initial release, with The Elder Scrolls IV: Oblivion's horse armor DLC having faced a mixed reception upon its release for that reason. However, by 2009, the Horse Armor DLC was one of the top ten content packs that Bethesda had sold, which justified the DLC model for future games. Where a normal software disc may allow its license sold or traded, DLC is generally locked to a specific user's account and does not come with the ability to transfer that license to another user. In addition to individual content downloads, video game publishers sometimes offer a "season pass", which allows users to pre-order a selection of upcoming content over a specific time period, and ensuring the customer's ability to immediately obtain the content upon release. As users do not have the ability to fully preview the content before their purchase, there is a chance that the content of a season

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  • M-DISC

    M-DISC

    M-DISC (Millennial Disc) is a write-once optical disc technology introduced in 2009 by Millenniata, Inc. and available as DVD and Blu-ray discs. == Overview == M-DISC's design is intended to provide archival media longevity. M-Disc claims that properly stored M-DISC DVD recordings will last up to 1000 years. The M-DISC DVD looks like a standard disc, except it is almost transparent with later DVD and BD-R M-Disks having standard and inkjet printable labels. The patents protecting the M-DISC technology assert that the data layer is a glassy carbon material that is substantially inert to oxidation and has a melting point of 200–1000 °C (392–1832 °F). M-Discs are readable by most regular DVD players made after 2005 and Blu-Ray and BDXL disc drives and writable by most made after 2011. Available recording capacities conform to standard DVD/Blu-ray sizes: 4.7 GB DVD+R to 25 GB BD-R, 50 GB BD-R and 100 GB BDXL. == History == M-DISC developer Millenniata, Inc. was co-founded by Brigham Young University professors Barry Lunt, Matthew Linford, CEO Henry O'Connell and CTO Doug Hansen. The company was incorporated on May 13, 2010, in American Fork, Utah. Millenniata, Inc. officially went bankrupt in December 2016. Under the direction of CEO Paul Brockbank, Millenniata had issued convertible debt. When the obligation for conversion was not satisfied, the company defaulted on the debt payment and the debt holders took possession of all of the company's assets. The debt holders subsequently started a new company, Yours.co, to sell M-DISCs and related services. As of the 2020s, there are only 2 licensed manufacturers of M-Discs: Ritek, sold under the Ritek and RiDATA brands, and Verbatim with co-branded discs, marketed as the "Verbatim M-DISC". 128 GB BDXL never made it to market due to the 2016 bankruptcy. Early in 2022, Verbatim changed the formulation of their M-DISC branded Blu-rays. These new discs could be written at a faster rate than the previous ones – 6× speed instead of 4×. The new discs also had different colouration and markings compared with older version. Later in the year customers accused Verbatim of selling an inferior product and deceptive marketing. Verbatim responded that the new discs were a further development of the older discs and should have the same longevity, and that the technical changes therein were responsible for the altered appearance and higher write speeds. The updated M-DISC currently sold on the market uses the same metal ablative layer (MABL) metal oxide inorganic recording layer used in many of Verbatim's regular Blu-ray products. == Durability claims == The original M-DISC DVD+R was tested according to ISO/IEC 10995:2011 and ECMA-379 with a projected rated lifespan of several hundred years in archival use. The glassy carbon layers, in theory if preserved correctly in an environment like a salt mine, could store the data for over 10,000 years before going outside of readable specifications. However, the polycarbonate plastics, which are commonly used by almost all optical media and heavily in CBRN and ballistic protective equipment due to their optical, physical impact and chemical resistant properties, have a lifespan rating of only around 1000 years before degradation. Verbatim Japan claims that M-DISCs now use a titanium layer to prevent moisture ingression and to provide environmental stability. M-DISCs sold in Japan are advertised to have a projected lifespan of 100 years or more based on internal ISO/IEC 16963 testing, while other regional Verbatim websites claim that M-DISCs have a projected lifespan of "several hundred years" based on ISO/IEC 16963 testing. == Durability testing == In 2009, testing was done by the US Department of Defense (DoD) producing the China Lake Report testing Millenniata's M-Disk DVD to current market offerings from Delkin, MAM-A, Mitsubishi, Taiyo Yuden and Verbatim with all brands using organic dyes failing to pass the series of accelerated aging tests. From 2010 to 2012, the French National Laboratory of Metrology and Testing (LNE) used high-temperature accelerated aging testing, at 90 °C (194 °F) and 85% relative humidity inside a CLIMATS Excal 5423-U, for 250 to 1000 hours with a mix of inorganic DVD+R discs from MPO, Verbatim, Maxell, Syylex and DataTresor. The summary of the tests states that Syylex Glass Master Disc was rated for 1000+ hours, DataTresor Disc 250 hours+ and M-Disk under 250 hours. The Syylex disc was a custom-ordered product that could not be burned in a consumer player when they were still purchaseable from Syylex before their bankruptcy, so it was not truly in the same category as the others. In 2016, a consumer Mol Smith did real world stress testing on the 25 GB BD-R M-Disc alongside TDK's standard BD-R 25 GB disc using a copied movie, which demonstrated the reliability of M-Disc's molding compared to standard discs; after 60 days of outdoor direct exposure the M-Disk was played without error, while the TDK disc was physically destroyed. In 2022, the NIST Interagency Report NIST IR 8387 listed the M-Disc as an acceptable archival format rated for 100+ years, citing the aforementioned 2009 and 2012 tests by the US Department of Defense and French National Laboratory of Metrology and Testing as sources. == Commercial support == While recorded discs are readable in conventional DVD and BD drives, M-disc DVDs can only be burned by drives with firmware that supports the slightly higher power mode that M-Disk requires for burning its inorganic layers, as such writing speed is typically 2× speed. Blu-ray M-discs can be both written and read in most standard Blu-ray drives and are certified by the Blu-ray Disc Association to meet all current standard specifications as of 2019. Typically, the M-Discs cost 1.5–3× the price of standard Blu-Ray discs with DVD M-Discs now having sparse availability. With the first-generation DVD M-DISCs, it was difficult to determine which was the writable side of the disc due to being near fully translucent, until coloring and later labels similar to that on standard DVD discs was added to discs to help distinguish the sides preventing user error. Asus, LG Electronics, Lite-On, Pioneer, Buffalo Technology, and Hitachi-LG produce drives that can record M-DISC media while Verbatim and Ritek produce M-DISC discs. == Adoption == The regional government of the U.S. state of Utah has used M-Disc since 2011. Some consumers and avid datahoarders have adopted the format for cold digital data storage. == Alternative technologies == === Optical === Syylex Glass Master Disc: these discs use etched glass and are only typically degradable by physical or chemical damage, but not by normal ageing inside an archival environment. Current BD 25 GB, BD-R DL 50 GB & BDXL 100 GB (three layer) and Sony's BDXL 128 GB (four layer) discs are rated for up to 50 years (Standard inorganic HTL discs). Sony's Optical Disc Archive, is an optical competitor to the LTO tape-based data storage system, currently with up to 5.5 TB cartridges of dual-sided 120mm discs, with desktop readers and automated rackmount standard archival systems allowing for large scale archival and data retrieval rated for an estimated 100+ years. Pioneer DM for Archive is a disc media and drive combination developed by Pioneer to meet the requirements laid out by the Japanese government for preservation of financial data for a minimum of 100 years. The discs use a MABL type recording layer and are manufactured with tight tolerances. Although burnable in any BD Writer, when burned in Pioneers DM for Archive writers using the DM Archiver software the media and burn quality meet ISO/IEC 18630 which defines the testing methods needed for ensuring media and burn quality. === Magnetic === Linear Tape-Open (LTO) is rated for up to 30 years in a climate-controlled environment and is currently in use by most industries, including broadcast and corporate digital data systems. The latest generation released in 2026 is LTO-10, it defines two unique cartridge types which can hold 30 TB or 40 TB each Hard disk drives are currently available up to 30 TB (HDD) capacity in 3.5-inch format and 5 TB in 2.5-inch laptop format. However, unlike optical media, they are limited to 5–25 years of operation lifespan due to inevitable mechanical failure or magnetic instability. == Gallery ==

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  • Computers & Graphics

    Computers & Graphics

    Computers & Graphics is a peer-reviewed scientific journal that covers computer graphics and related subjects such as data visualization, human-computer interaction, virtual reality, and augmented reality. It was established in 1975 and originally published by Pergamon Press. It is now published by Elsevier, which acquired Pergamon Press in 1991. From 2018 to 2022 Graphics and Visual Computing was an open access sister journal sharing the same editorial team and double-blind peer-review policies. It has since merged into GMOD, the International Journal of Graphical Models. == History == The journal was established in 1975 by founding editor-in-chief Robert Schiffman (University of Colorado, Boulder), as Computers & Graphics-UK. Schiffman, who co-organized the first SIGGRAPH conference in 1974, had the conference proceedings published as the first issue of the journal. He was succeeded in 1978 by Larry Feeser (Rensselaer Polytechnic Institute). In 1983 José Luis Encarnação (Technische Hochschule Darmstadt) took over. Joaquim Jorge (University of Lisbon) has been Editor-in-Chief since 2007. == Replicability == The journal is working with the Graphics Replicability Stamp Initiative to promote replicable results in publication. == Abstracting and indexing == The journal is abstracted and indexed in: Current Contents/Engineering, Computing & Technology EBSCO databases Ei Compendex Inspec ProQuest databases Science Citation Index Expanded Scopus Chinese Computer Federation/Recommended List of International Conferences and Journals on CAD & Graphics and Multimedia. According to the Journal Citation Reports, the journal has a 2022 impact factor of 2.5.

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  • Distributed operating system

    Distributed operating system

    A distributed operating system is system software over a collection of independent software, networked, communicating, and physically separate computational nodes. They handle jobs which are serviced by multiple CPUs. Each individual node holds a specific software subset of the global aggregate operating system. Each subset is a composite of two distinct service provisioners. The first is a ubiquitous minimal kernel, or microkernel, that directly controls that node's hardware. Second is a higher-level collection of system management components that coordinate the node's individual and collaborative activities. These components abstract microkernel functions and support user applications. The microkernel and the management components collection work together. They support the system's goal of integrating multiple resources and processing functionality into an efficient and stable system. This seamless integration of individual nodes into a global system is referred to as transparency, or single system image; describing the illusion provided to users of the global system's appearance as a single computational entity. == Description == A distributed OS provides the essential services and functionality required of an OS but adds attributes and particular configurations to allow it to support additional requirements such as increased scale and availability. To a user, a distributed OS works in a manner similar to a single-node, monolithic operating system. That is, although it consists of multiple nodes, it appears to users and applications as a single-node. Separating minimal system-level functionality from additional user-level modular services provides a "separation of mechanism and policy". Mechanism and policy can be simply interpreted as "what something is done" versus "how something is done," respectively. This separation increases flexibility and scalability. == Overview == === The kernel === At each locale (typically a node), the kernel provides a minimally complete set of node-level utilities necessary for operating a node's underlying hardware and resources. These mechanisms include allocation, management, and disposition of a node's resources, processes, communication, and input/output management support functions. Within the kernel, the communications sub-system is of foremost importance for a distributed OS. In a distributed OS, the kernel often supports a minimal set of functions, including low-level address space management, thread management, and inter-process communication (IPC). A kernel of this design is referred to as a microkernel. Its modular nature enhances reliability and security, essential features for a distributed OS. === System management === System management components are software processes that define the node's policies. These components are the part of the OS outside the kernel. These components provide higher-level communication, process and resource management, reliability, performance and security. The components match the functions of a single-entity system, adding the transparency required in a distributed environment. The distributed nature of the OS requires additional services to support a node's responsibilities to the global system. In addition, the system management components accept the "defensive" responsibilities of reliability, availability, and persistence. These responsibilities can conflict with each other. A consistent approach, balanced perspective, and a deep understanding of the overall system can assist in identifying diminishing returns. Separation of policy and mechanism mitigates such conflicts. === Working together as an operating system === The architecture and design of a distributed operating system must realize both individual node and global system goals. Architecture and design must be approached in a manner consistent with separating policy and mechanism. In doing so, a distributed operating system attempts to provide an efficient and reliable distributed computing framework allowing for an absolute minimal user awareness of the underlying command and control efforts. The multi-level collaboration between a kernel and the system management components, and in turn between the distinct nodes in a distributed operating system is the functional challenge of the distributed operating system. This is the point in the system that must maintain a perfect harmony of purpose, and simultaneously maintain a complete disconnect of intent from implementation. This challenge is the distributed operating system's opportunity to produce the foundation and framework for a reliable, efficient, available, robust, extensible, and scalable system. However, this opportunity comes at a very high cost in complexity. === The price of complexity === In a distributed operating system, the exceptional degree of inherent complexity could easily render the entire system an anathema to any user. As such, the logical price of realizing a distributed operation system must be calculated in terms of overcoming vast amounts of complexity in many areas, and on many levels. This calculation includes the depth, breadth, and range of design investment and architectural planning required in achieving even the most modest implementation. These design and development considerations are critical and unforgiving. For instance, a deep understanding of a distributed operating system's overall architectural and design detail is required at an exceptionally early point. An exhausting array of design considerations are inherent in the development of a distributed operating system. Each of these design considerations can potentially affect many of the others to a significant degree. This leads to a massive effort in balanced approach, in terms of the individual design considerations, and many of their permutations. As an aid in this effort, most rely on documented experience and research in distributed computing power. == History == Research and experimentation efforts began in earnest in the 1970s and continued through the 1990s, with focused interest peaking in the late 1980s. A number of distributed operating systems were introduced during this period; however, very few of these implementations achieved even modest commercial success. Fundamental and pioneering implementations of primitive distributed operating system component concepts date to the early 1950s. Some of these individual steps were not focused directly on distributed computing, and at the time, many may not have realized their important impact. These pioneering efforts laid important groundwork, and inspired continued research in areas related to distributed computing. In the mid-1970s, research produced important advances in distributed computing. These breakthroughs provided a solid, stable foundation for efforts that continued through the 1990s. The accelerating proliferation of multi-processor and multi-core processor systems research led to a resurgence of the distributed OS concept. === The DYSEAC === One of the first efforts was the DYSEAC, a general-purpose synchronous computer. In one of the earliest publications of the Association for Computing Machinery, in April 1954, a researcher at the National Bureau of Standards – now the National Institute of Standards and Technology (NIST) – presented a detailed specification of the DYSEAC. The introduction focused upon the requirements of the intended applications, including flexible communications, but also mentioned other computers: Finally, the external devices could even include other full-scale computers employing the same digital language as the DYSEAC. For example, the SEAC or other computers similar to it could be harnessed to the DYSEAC and by use of coordinated programs could be made to work together in mutual cooperation on a common task… Consequently[,] the computer can be used to coordinate the diverse activities of all the external devices into an effective ensemble operation. The specification discussed the architecture of multi-computer systems, preferring peer-to-peer rather than master-slave. Each member of such an interconnected group of separate computers is free at any time to initiate and dispatch special control orders to any of its partners in the system. As a consequence, the supervisory control over the common task may initially be loosely distributed throughout the system and then temporarily concentrated in one computer, or even passed rapidly from one machine to the other as the need arises. …the various interruption facilities which have been described are based on mutual cooperation between the computer and the external devices subsidiary to it, and do not reflect merely a simple master-slave relationship. This is one of the earliest examples of a computer with distributed control. The Dept. of the Army reports certified it reliable and that it passed all acceptance tests in April 1954. It was completed and delivered on time, in May 1954. This was a "portable comput

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  • SPACEMAP

    SPACEMAP

    SPACEMAP (Korean: 스페이스맵) is a South Korean satellite orbit optimization and satellite communications company headquartered in Seoul, South Korea. The company was founded in 2021 by CEO, Douglas Deok-Soo Kim, as an offshoot of Hanyang University. It was funded by the Leader Research grant from the National Research Foundation of Korea with the goal of capitalizing on the growing space industry. == History == Kim initially began research into Voronoi diagrams at the University of Michigan. He met with Dr. Misoon Ma, former director of the Asia Division of the U.S. Air Force Office of Scientific Research (AFOSR) and was recruited to work with the U.S. Air force, using Voronoi diagrams for a satellite collision prevention program. After his work with the U.S. Air Force, Kim founded SPACEMAP Inc in September 2021. In 2023, the company was selected by Korea's Tech Incubator Program for Startups (TIPS) to be funded up to 17 billion KRW (approx. US$13 million) in 3 years. == Technology == The services provided by SPACEMAP are based on using dynamic Voronoi diagrams to predict satellite orbits with the aim of enhancing space mission safety and efficiency. For complex problems involving many moving points, Voronoi diagrams maintain a near-constant computation time regardless of the number of points involved. By utilizing Voronoi diagrams and artificial intelligence, the software can easily determine the number of neighboring satellites surrounding a specific satellite and calculate the distances between them, thereby predicting the probability of a collision. SPACEMAP claims their method to be superior in computational time and memory efficiency, compared to the previously established three-filter method. == Products == SPACEMAP offers satellite products and services including the following: AstroOne, a conjunction assessment, and optimal collision avoidance service for all space vehicles in both orbital and non-orbital motions. AstroOrca, providing data transmission for satellites in multiple orbits, launch optimization, shuttle logistics for space gas stations, and Active Debris Removal (ADR) itinerary. AstroLibrary, a library of RESTful APIs to access the C++ implementation of SPACEMAP's Voronoi diagram algorithms wrapped in a Python interface. It also provides real-time tracking of the North Korean reconnaissance satellite, Malligyong-1.

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  • Data plan

    Data plan

    A data plan is a subscription plan from a cellular or other mobile service provider to provide internet data and connectivity. == Formatting == Data plans are usually created by a contract between the telecommunications carrier and the user of their service. This contract outlines a maximum amount of usable data, usually highlighted in either megabytes or gigabytes, allotted per month for the user. In most cases companies will allow a user to surpass the amount of data allowed in the contract, however, will have to pay a per-gigabyte fee, ranging anywhere from five to fifteen U.S. dollars. === Popularization of unlimited plans === Unlimited data plans have seen a large increase in usage by consumers since their initial introduction by U.S. network T-Mobile. These plans, instead of setting an overall maximum for the user, have an amount set-up that, when surpassed, will slow the speed of the network for that user. Unlimited plans typically cost significantly more than the traditional shared data plans, which is a major reason that carriers have set large boundaries and fees. The limits imposed on unlimited plans are designed to fight against attempts to misuse the network, such as a DDoS attack, but are more commonly reasoned as a method to increase the number of people that can use one tower simultaneously. === Data speed changes === When a network is near reaching peak capacity data speeds may be slowed down by carriers as part of most major telecom contracts. This, as stated previously, allows for more people to be utilizing one tower, reducing needed capital for the company. Since speed changes are allowed at the company's will, the user has no official guarantee of speed on most major networks. === Costs brought upon by additional data === In many cases both the user and carrier have to incur additional costs when a user utilizes more of a given data package, which has helped in the proliferation of data caps and other forms of shared data plans. Most of the charges that the carrier has to incur for additional data usage is partially or fully given to the user of the network. ==== Users ==== Users are required to pay flat-rate additional fees that occur when they go above the amount of data given to them in their contract, utility, or prepaid plan. The cost per gigabyte of this fee is usually higher than what the contract itself offers, which discourages users from over-utilizing data and incurring a charge for the carrier. Certain contracts, which do not offer paying additional fees for an increase in data, may result in a shutdown of service, or in extremely rare cases, termination of the service as a whole. ==== Carriers ==== Carriers incur costs for additional data usage, as it limits the number of customers, and associated contracts, that they can handle on one network. Creating more cell phone towers in a given area would be costly, and largely useless until particular spikes in traffic. When the peak usable amount of one tower is reached, it may cause negative public relations towards the reliability of the corporation as a whole.

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  • Foreign key

    Foreign key

    A foreign key is a set of attributes in a table that refers to the primary key of another table, linking these two tables. In the context of relational databases, a foreign key is subject to an inclusion dependency constraint that the tuples consisting of the foreign key attributes in one relation, R, must also exist in some other (not necessarily distinct) relation, S; furthermore that those attributes must also be a candidate key in S. In other words, a foreign key is a set of attributes that references a candidate key. For example, a table called TEAM may have an attribute, MEMBER_NAME, which is a foreign key referencing a candidate key, PERSON_NAME, in the PERSON table. Since MEMBER_NAME is a foreign key, any value existing as the name of a member in TEAM must also exist as a person's name in the PERSON table; in other words, every member of a TEAM is also a PERSON. == Summary == The table containing the foreign key is called the child table, and the table containing the candidate key is called the referenced or parent table. In database relational modeling and implementation, a candidate key is a set of zero or more attributes, the values of which are guaranteed to be unique for each tuple (row) in a relation. The value or combination of values of candidate key attributes for any tuple cannot be duplicated for any other tuple in that relation. Since the purpose of the foreign key is to identify a particular row of referenced table, it is generally required that the foreign key is equal to the candidate key in some row of the primary table, or else have no value (the NULL value.). This rule is called a referential integrity constraint between the two tables. Because violations of these constraints can be the source of many database problems, most database management systems provide mechanisms to ensure that every non-null foreign key corresponds to a row of the referenced table. For example, consider a database with two tables: a CUSTOMER table that includes all customer data and an ORDER table that includes all customer orders. Suppose the business requires that each order must refer to a single customer. To reflect this in the database, a foreign key column is added to the ORDER table (e.g., CUSTOMERID), which references the primary key of CUSTOMER (e.g. ID). Because the primary key of a table must be unique, and because CUSTOMERID only contains values from that primary key field, we may assume that, when it has a value, CUSTOMERID will identify the particular customer which placed the order. However, this can no longer be assumed if the ORDER table is not kept up to date when rows of the CUSTOMER table are deleted or the ID column altered, and working with these tables may become more difficult. Many real world databases work around this problem by 'inactivating' rather than physically deleting master table foreign keys, or by complex update programs that modify all references to a foreign key when a change is needed. Foreign keys play an essential role in database design. One important part of database design is making sure that relationships between real-world entities are reflected in the database by references, using foreign keys to refer from one table to another. Another important part of database design is database normalization, in which tables are broken apart and foreign keys make it possible for them to be reconstructed. Multiple rows in the referencing (or child) table may refer to the same row in the referenced (or parent) table. In this case, the relationship between the two tables is called a one to many relationship between the referencing table and the referenced table. In addition, the child and parent table may, in fact, be the same table, i.e. the foreign key refers back to the same table. Such a foreign key is known in SQL:2003 as a self-referencing or recursive foreign key. In database management systems, this is often accomplished by linking a first and second reference to the same table. A table may have multiple foreign keys, and each foreign key can have a different parent table. Each foreign key is enforced independently by the database system. Therefore, cascading relationships between tables can be established using foreign keys. A foreign key is defined as an attribute or set of attributes in a relation whose values match a primary key in another relation. The syntax to add such a constraint to an existing table is defined in SQL:2003 as shown below. Omitting the column list in the REFERENCES clause implies that the foreign key shall reference the primary key of the referenced table. Likewise, foreign keys can be defined as part of the CREATE TABLE SQL statement. If the foreign key is a single column only, the column can be marked as such using the following syntax: Foreign keys can be defined with a stored procedure statement. child_table: the name of the table or view that contains the foreign key to be defined. parent_table: the name of the table or view that has the primary key to which the foreign key applies. The primary key must already be defined. col3 and col4: the name of the columns that make up the foreign key. The foreign key must have at least one column and at most eight columns. == Referential actions == Because the database management system enforces referential constraints, it must ensure data integrity if rows in a referenced table are to be deleted (or updated). If dependent rows in referencing tables still exist, those references have to be considered. SQL:2003 specifies 5 different referential actions that shall take place in such occurrences: CASCADE RESTRICT NO ACTION SET NULL SET DEFAULT === CASCADE === Whenever rows in the parent (referenced) table are deleted (or updated), the respective rows of the child (referencing) table with a matching foreign key column will be deleted (or updated) as well. This is called a cascade delete (or update). === RESTRICT === A value cannot be updated or deleted when a row exists in a referencing or child table that references the value in the referenced table. Similarly, a row cannot be deleted as long as there is a reference to it from a referencing or child table. To understand RESTRICT (and CASCADE) better, it may be helpful to notice the following difference, which might not be immediately clear. The referential action CASCADE modifies the "behavior" of the (child) table itself where the word CASCADE is used. For example, ON DELETE CASCADE effectively says "When the referenced row is deleted from the other table (master table), then delete also from me". However, the referential action RESTRICT modifies the "behavior" of the master table, not the child table, although the word RESTRICT appears in the child table and not in the master table! So, ON DELETE RESTRICT effectively says: "When someone tries to delete the row from the other table (master table), prevent deletion from that other table (and of course, also don't delete from me, but that's not the main point here)." RESTRICT is not supported by Microsoft SQL 2012 and earlier. === NO ACTION === NO ACTION and RESTRICT are very much alike. The main difference between NO ACTION and RESTRICT is that with NO ACTION the referential integrity check is done after trying to alter the table. RESTRICT does the check before trying to execute the UPDATE or DELETE statement. Both referential actions act the same if the referential integrity check fails: the UPDATE or DELETE statement will result in an error. In other words, when an UPDATE or DELETE statement is executed on the referenced table using the referential action NO ACTION, the DBMS verifies at the end of the statement execution that none of the referential relationships are violated. This is different from RESTRICT, which assumes at the outset that the operation will violate the constraint. Using NO ACTION, the triggers or the semantics of the statement itself may yield an end state in which no foreign key relationships are violated by the time the constraint is finally checked, thus allowing the statement to complete successfully. === SET NULL, SET DEFAULT === In general, the action taken by the DBMS for SET NULL or SET DEFAULT is the same for both ON DELETE or ON UPDATE: the value of the affected referencing attributes is changed to NULL for SET NULL, and to the specified default value for SET DEFAULT. === Triggers === Referential actions are generally implemented as implied triggers (i.e. triggers with system-generated names, often hidden.) As such, they are subject to the same limitations as user-defined triggers, and their order of execution relative to other triggers may need to be considered; in some cases it may become necessary to replace the referential action with its equivalent user-defined trigger to ensure proper execution order, or to work around mutating-table limitations. Another important limitation appears with transaction isolation: your changes to a row may not be able to fully cascade because the row is ref

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  • Fear of missing out

    Fear of missing out

    Fear of missing out (FOMO) is the feeling of apprehension that one is either not in the know about or missing out on information, events, experiences, or life decisions that could make one's life better. FOMO is also associated with a fear of regret, which may lead to concerns that one might miss an opportunity for social interaction, a novel experience, a memorable event, profitable investment, or the comfort of loved ones. It is characterized by a desire to stay continually connected with what others are doing, and can be described as the fear that deciding not to participate is the wrong choice. FOMO could result from not knowing about a conversation, missing a TV show, not attending a wedding or party, or hearing that others have discovered a new restaurant. In recent years, FOMO has been attributed to a number of negative psychological and behavioral symptoms. FOMO has increased in recent times due to advancements in technology. Social networking sites create many opportunities for FOMO. While it provides opportunities for social engagement, it offers a view into an endless stream of activities in which a person is not involved. Further, a common tendency is to post about positive experiences (such as a great restaurant) rather than negative ones (such as a bad first date). Psychological dependence on social media can lead to FOMO or even pathological Internet use. FOMO is also present in video games, investing, and business marketing. The increasing popularity of the phrase has led to related linguistic and cultural variants. FOMO is associated with worsening depression and anxiety, and a lowered quality of life. FOMO can also affect businesses. Hype and trends can lead business leaders to invest based on perceptions of what others are doing, rather than their own business strategy. This is also the idea of the bandwagon effect, where one individual may see another person or people do something and they begin to think it must be important because everyone is doing it. They might not even understand the meaning behind it, and they may not totally agree with it. Nevertheless, they are still going to participate because they don't want to be left out. == History == Patrick J. McGinnis coined the term FOMO and popularized it in a 2004 op-ed titled "Social Theory at HBS: McGinnis' Two FOs" in The Harbus, the magazine of Harvard Business School, where he was then a student. The article also referred to another related condition, Fear of a Better Option (FOBO), and the role of these two fears in the school's social life. Currently the term has been used as a hashtag on social media and has been mentioned in hundreds of news articles, from online sources like Salon.com to print papers like The New York Times. === Earlier forms === The phrase "fear of missing out" is a common English phrase, especially in the form "fear of missing out on (something)". The term "fear of missing out" (but not the term FOMO) was used earlier in the academic business literature by marketing strategist Dan Herman, who used it in presentations in the late 1990s, and included the phrase in a 2000 paper about "short-term brands", where a motivation for trying these brands is "ambition to exhaust all possibilities and the fear of missing out on something". Herman also believes the concept has evolved to become more wide spread through mobile phone usage, texting, and social media and has helped flesh out the concept of the fear of missing out to the masses. Before the Internet, a related phenomenon, "keeping up with the Joneses", was widely experienced. FOMO generalized and intensified this experience because so much more of people's lives became publicly documented and easily accessed. == Symptoms == === Psychological === Fear of missing out has been associated with a deficit in psychological needs. Self-determination theory contends that an individual's psychological satisfaction in their competence, autonomy, and relatedness consists of three basic psychological needs for human beings. Test subjects with lower levels of basic psychological satisfaction reported a higher level of FOMO. FOMO has also been linked to negative psychological effects in overall mood and general life satisfaction. A study performed on college campuses found that experiencing FOMO on a certain day led to a higher fatigue on that day specifically. Experiencing FOMO continuously throughout the semester also can lead to higher stress levels among students. An individual with an expectation to experience the fear of missing out can also develop a lower level of self-esteem. A study by JWTIntelligence suggests that FOMO can influence the formation of long-term goals and self-perceptions. In this study, around half of the respondents stated that they are overwhelmed by the amount of information needed to stay up-to-date, and that it is impossible to not miss out on something. The process of relative deprivation creates FOMO and dissatisfaction. It reduces psychological well-being. FOMO led to negative social and emotional experiences, such as boredom and loneliness. A 2013 study found that it negatively impacts mood and life satisfaction, reduces self-esteem, and affects mindfulness. Four in ten young people reported FOMO sometimes or often. FOMO was found to be negatively correlated with age, and men were more likely than women to report it. People who experience higher levels of FOMO tend to have a stronger desire for high social status, are more competitive with others of the same gender, and are more interested in short-term relationships. Studies have found that experiencing fear of missing out has been linked to anxiety or depression. === Behavioral === The fear of missing out stems from a feeling of missing social connections or information. This absent feeling is then followed by a need or drive to interact socially to boost connections. The fear of missing out not only leads to negative psychological effects but also has been shown to increase negative behavioral patterns. In aims of maintaining social connections, negative habits are formed or heightened. A 2019 University of Glasgow study surveyed 467 adolescents, and found that the respondents felt societal pressure to always be available. According to John M. Grohol, founder and Editor-in-Chief of Psych Central, FOMO may lead to a constant search for new connections with others, abandoning current connections to do so. The fear of missing out derived from digital connection has been positively correlated with bad technology habits especially in youth. These negative habits included increased screen time, checking social media during school, or texting while driving. Social media use in the presence of others can be referred to as phubbing, the habit of snubbing a physically present person in favour of a mobile phone. Multiple studies have also identified a negative correlation between the hours of sleep and the scale at which individuals experience fear of missing out. A lack of sleep in college students experiencing FOMO can be attributed to the number of social interactions that occur late at night on campuses. == Settings == === Social media === Fear of missing out has a positive correlation with higher levels of social media usage. Social media connects individuals and showcases the lives of others at their peak. This gives people the fear of missing out when they feel like others on social media are taking part in positive life experiences that they personally are not also experiencing. This fear of missing out related to social media has symptoms including anxiety, loneliness, and a feeling of inadequacy compared to others. Self-esteem plays a key role in the levels a person feels when experiencing the fear of missing out, as their self worth is influenced by people they observe on social media. There are two types of anxiety; one related to genetics that is permanent, and one that is temporary. The temporary state of anxiety is the one that is more relevant to the fear of missing out, and is directly related to the individual looking at social media sites for a short period of time. This anxiety is caused by a loss of feeling of belonging through the concept of social exclusion. FOMO-sufferers may increasingly seek access to others' social lives, and consume an escalating amount of real-time information. A survey in 2012 indicated that 83% of respondents said that there is information overload in regards that there is too much to watch and read. Constant information that is available to people through social media causes the fear of missing out as people feel worse about themselves for not staying up to date with relevant information. Social media shows just exactly what people are missing out on in real time including events like parties, opportunities, and other events leading for people to fear missing out on other related future events. Another survey indicates that almost 40% of people from ages 12 through 67 i

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  • LTE (telecommunication)

    LTE (telecommunication)

    In telecommunications, Long Term Evolution (LTE) is a standard for wireless broadband communication for cellular mobile devices and data terminals. It is considered to be a "transitional" 4G technology, and is therefore also referred to as 3.95G as a step above 3G. LTE is based on the 2G GSM/EDGE and 3G UMTS/HSPA standards. It improves on those standards' capacity and speed by using a different radio interface and core network improvements. LTE is the upgrade path for carriers with both GSM/UMTS networks and CDMA2000 networks. LTE has been succeeded by LTE Advanced, which is officially defined as a "true" 4G technology and also named "LTE+". == Terminology == The standard is developed by the 3GPP (3rd Generation Partnership Project) and is specified in its Release 8 document series, with minor enhancements described in Release 9. LTE is also called 3.95G and has been marketed as 4G LTE and Advanced 4G; but the original version did not meet the technical criteria of a 4G wireless service, as specified in the 3GPP Release 8 and 9 document series for LTE Advanced. The requirements were set forth by the ITU-R organisation in the IMT Advanced specification; but, because of market pressure and the significant advances that WiMAX, Evolved High Speed Packet Access, and LTE bring to the original 3G technologies, ITU-R later decided that LTE and the aforementioned technologies can be called 4G technologies. The LTE Advanced standard formally satisfies the ITU-R requirements for being considered IMT-Advanced. To differentiate LTE Advanced and WiMAX-Advanced from current 4G technologies, ITU has defined the latter as "True 4G". == Overview == LTE stands for Long Term Evolution and is a registered trademark owned by ETSI (European Telecommunications Standards Institute) for the wireless data communications technology and development of the GSM/UMTS standards. However, other nations and companies do play an active role in the LTE project. The goal of LTE was to increase the capacity and speed of wireless data networks using new DSP (digital signal processing) techniques and modulations that were developed around the turn of the millennium. A further goal was the redesign and simplification of the network architecture to an IP-based system with significantly reduced transfer latency compared with the 3G architecture. The LTE wireless interface is incompatible with 2G and 3G networks, so it must be operated on a separate radio spectrum. The idea of LTE was first proposed in 1998, with the use of the COFDM radio access technique to replace the CDMA and studying its Terrestrial use in the L band at 1428 MHz (TE) In 2004 by Japan's NTT Docomo, with studies on the standard officially commenced in 2005. In May 2007, the LTE/SAE Trial Initiative (LSTI) alliance was founded as a global collaboration between vendors and operators with the goal of verifying and promoting the new standard to ensure the global introduction of the technology as quickly as possible. The LTE standard was finalized in December 2008, and the first publicly available LTE service was launched by TeliaSonera in Oslo and Stockholm on December 14, 2009, as a data connection with a USB modem. The LTE services were launched by major North American carriers as well, with the Samsung SCH-r900 being the world's first LTE Mobile phone starting on September 21, 2010, and Samsung Galaxy Indulge being the world's first LTE smartphone starting on February 10, 2011, both offered by MetroPCS, and the HTC ThunderBolt offered by Verizon starting on March 17 being the second LTE smartphone to be sold commercially. In Canada, Rogers Wireless was the first to launch LTE network on July 7, 2011, offering the Sierra Wireless AirCard 313U USB mobile broadband modem, known as the "LTE Rocket stick" then followed closely by mobile devices from both HTC and Samsung. Initially, CDMA operators planned to upgrade to rival standards called UMB and WiMAX, but major CDMA operators (such as Verizon, Sprint and MetroPCS in the United States, Bell and Telus in Canada, au by KDDI in Japan, SK Telecom in South Korea and China Telecom/China Unicom in China) have announced instead they intend to migrate to LTE. The next version of LTE is LTE Advanced, which was standardized in March 2011. Services commenced in 2013. Additional evolution known as LTE Advanced Pro was approved in 2015. The LTE specification provides downlink peak rates of 300 Mbit/s, uplink peak rates of 75 Mbit/s, and QoS provisions permitting a transfer latency of less than 5 ms in the radio access network. LTE has the ability to manage fast-moving mobiles and supports multicast and broadcast streams. LTE supports scalable carrier bandwidths, from 1.4 MHz to 20 MHz and supports both frequency division duplexing (FDD) and time-division duplexing (TDD). The IP-based network architecture, called the Evolved Packet Core (EPC) designed to replace the GPRS Core Network, supports seamless handovers for both voice and data to cell towers with older network technology such as GSM, UMTS and CDMA2000. The simpler architecture results in lower operating costs (for example, each E-UTRA cell will support up to four times the data and voice capacity supported by HSPA). Because LTE frequencies and bands differ from country to country, only multi-band phones can use LTE in all countries where it is supported. == History == === 3GPP standard development timeline === In 2004, NTT Docomo of Japan proposes LTE as the international standard. In September 2006, Siemens Networks (today Nokia Networks) showed in collaboration with Nomor Research the first live emulation of an LTE network to the media and investors. As live applications, two users streaming an HDTV video in the downlink and playing an interactive game in the uplink have been demonstrated. In February 2007, Ericsson demonstrated for the first time in the world, LTE with bit rates up to 144 Mbit/s In September 2007, NTT Docomo demonstrated LTE data rates of 200 Mbit/s with power level below 100 mW during the test. In November 2007, Infineon presented the world's first RF transceiver named SMARTi LTE, supporting LTE functionality in a single-chip RF silicon processed in CMOS In early 2008, LTE test equipment began shipping from several vendors and at the Mobile World Congress 2008 in Barcelona, Ericsson demonstrated the world's first end-to-end mobile call enabled by LTE on a small handheld device. Motorola demonstrated an LTE RAN (Radio Access Network) standard compliant eNodeB and LTE chipset at the same event. At the February 2008 Mobile World Congress: Motorola demonstrated how LTE can accelerate the delivery of personal media experience with HD video demo streaming, HD video blogging, online gaming, and VoIP over LTE running a RAN standard-compliant LTE network & LTE chipset. Ericsson EMP (later ST-Ericsson) demonstrated the world's first end-to-end LTE call on handheld Ericsson demonstrated LTE FDD and TDD mode on the same base station platform. Freescale Semiconductor demonstrated streaming HD video with peak data rates of 96 Mbit/s downlink and 86 Mbit/s uplink. NXP Semiconductors (later part of ST-Ericsson) demonstrated a multi-mode LTE modem as the basis for a software-defined radio system for use in cellphones. picoChip and Mimoon demonstrated a base station reference design. This runs on a common hardware platform (multi-mode / software-defined radio) with their WiMAX architecture. In April 2008, Motorola demonstrated the first EV-DO to LTE hand-off handling over streaming a video from LTE to a commercial EV-DO network and back to LTE. In April 2008, LG Electronics and Nortel demonstrated LTE data rates of 50 Mbit/s while travelling at 110 km/h (68 mph). In November 2008, Motorola demonstrated industry first over-the-air LTE session in 700 MHz spectrum. Researchers at Nokia Siemens Networks and Heinrich Hertz Institut have demonstrated LTE with 100 Mbit/s Uplink transfer speeds. At the February 2009 Mobile World Congress: Infineon demonstrated a single-chip 65 nm CMOS RF transceiver providing 2G/3G/LTE functionality Launch of ng Connect program, a multi-industry consortium founded by Alcatel-Lucent to identify and develop wireless broadband applications. Motorola provided LTE drive tour on the streets of Barcelona to demonstrate LTE system performance in a real-life metropolitan RF environment In July 2009, Nujira demonstrated efficiencies of more than 60% for an 880 MHz LTE Power Amplifier In August 2009, Nortel and LG Electronics demonstrated the first successful handoff between CDMA and LTE networks in a standards-compliant manner In August 2009, Alcatel-Lucent receives FCC certification for LTE base stations for the 700 MHz spectrum band. In September 2009, Nokia Siemens Networks demonstrated the world's first LTE call on standards-compliant commercial software. In October 2009, Ericsson and Samsung demonstrated interoperability between the first ever commercial LTE device and the live network in

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