Kermit 95
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Kermit 95
Kermit is a computer file transfer/management protocol and a set of communications software tools primarily used in the early years of personal computing in the 1980s. It provides a consistent approach to file transfer, terminal emulation, script programming, and character set conversion across many different computer hardware and operating system platforms. Technical The Kermit protocol supports text and binary file transfers on both full-duplex and half-duplex 8-bit and 7-bit serial connections in a system- and medium-independent fashion, and is implemented on hundreds of different computer and operating system platforms. On full-duplex connections, a sliding window protocol is used with selective retransmission which provides excellent performance and error recovery characteristics. On 7-bit connections, locking shifts provide efficient transfer of 8-bit data. When properly implemented, as in the Columbia University Kermit Software collection, its authors claim performance ...
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File Transfer
File transfer is the transmission of a computer file through a communication channel from one computer system to another. Typically, file transfer is mediated by a communications protocol. In the history of computing, numerous file transfer protocols have been designed for different contexts. Protocols A file transfer protocol is a convention that describes how to transfer files between two computing endpoints. As well as the stream of bits from a file stored as a single unit in a file system, some may also send relevant metadata such as the filename, file size and timestamp - and even file system permissions and file attributes. Some examples: * FTP is an older cross-platform file transfer protocol * SSH File Transfer Protocol a file transfer protocol secured by the Secure Shell (SSH) protocol * Secure copy (''scp'') is based on the Secure Shell (SSH) protocol * HTTP can support file transfer * Bittorrent, Gnutella and other distributed file transfers systems use peer-to-peer * ...
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GFDL
The GNU Free Documentation License (GNU FDL or simply GFDL) is a copyleft license for free documentation, designed by the Free Software Foundation (FSF) for the GNU Project. It is similar to the GNU General Public License, giving readers the rights to copy, redistribute, and modify (except for "invariant sections") a work and requires all copies and derivatives to be available under the same license. Copies may also be sold commercially, but, if produced in larger quantities (greater than 100), the original document or source code must be made available to the work's recipient. The GFDL was designed for manuals, textbooks, other reference and instructional materials, and documentation which often accompanies GNU software. However, it can be used for any text-based work, regardless of subject matter. For example, the free online encyclopedia Wikipedia uses the GFDL (coupled with the Creative Commons Attribution Share-Alike License) for much of its text, excluding text that was ...
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BASIC
BASIC (Beginners' All-purpose Symbolic Instruction Code) is a family of general-purpose, high-level programming languages designed for ease of use. The original version was created by John G. Kemeny and Thomas E. Kurtz at Dartmouth College in 1963. They wanted to enable students in non-scientific fields to use computers. At the time, nearly all computers required writing custom software, which only scientists and mathematicians tended to learn. In addition to the program language, Kemeny and Kurtz developed the Dartmouth Time Sharing System (DTSS), which allowed multiple users to edit and run BASIC programs simultaneously on remote terminals. This general model became very popular on minicomputer systems like the PDP-11 and Data General Nova in the late 1960s and early 1970s. Hewlett-Packard produced an entire computer line for this method of operation, introducing the HP2000 series in the late 1960s and continuing sales into the 1980s. Many early video games trace their ...
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Type-in Program
A type-in program or type-in listing was computer source code printed in a home computer magazine or book. It was meant to be entered via the keyboard by the reader and then saved to cassette tape or floppy disk. The result was a usable game, utility, or application program. Type-in programs were common in the home computer era from the late 1970s through the early 1990s, when the RAM of 8-bit systems was measured in kilobytes and most computer owners did not have access to networks such as bulletin board systems. Magazines such as ''Softalk'', ''Compute!'', '' ANALOG Computing'', and ''Ahoy!'' dedicated much of each issue to type-in programs. The magazines could contain multiple games or other programs for a fraction of the cost of purchasing commercial software on removable media, but the user had to spend up to several hours typing each one in. Most listings were either in a system-specific BASIC dialect or machine code. Machine code programs were long lists of decimal o ...
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