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Vector-field Consistency
Vector-Field ConsistencyDesignation coined by L. Veiga. is a consistency model for replicated data (for example, objects), initially described in a paper which was awarded the best-paper prize in the ACM/IFIP/Usenix Middleware Conference 2007. It has since been enhanced for increased scalability and fault-tolerance in a recent paper.{{cite conference , author1=Luís Veiga , author2=André Negrão , author3=Nuno Santos , author4=Paulo Ferreira , year=2010 , title=Unifying Divergence Bounding and Locality Awareness in Replicated Systems with Vector-Field Consistency , book-title = JISA, Journal of Internet Services and Applications, Volume 1, Number 2, 95-115, Springer, 2010 , url=http://www.gsd.inesc-id.pt/~lveiga/vfc-JISA-2010.pdf Description This consistency model was initially designed for replicated data management in ad hoc gaming in order to minimize bandwidth usage without sacrificing playability. Intuitively, it captures the notion that although players require, wish, ...
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Consistency Model
In computer science, a consistency model specifies a contract between the programmer and a system, wherein the system guarantees that if the programmer follows the rules for operations on memory, memory will be consistent and the results of reading, writing, or updating memory will be predictable. Consistency models are used in distributed systems like distributed shared memory systems or distributed data stores (such as filesystems, databases, optimistic replication systems or web caching). Consistency is different from coherence, which occurs in systems that are cached or cache-less, and is consistency of data with respect to all processors. Coherence deals with maintaining a global order in which writes to a single location or single variable are seen by all processors. Consistency deals with the ordering of operations to multiple locations with respect to all processors. High level languages, such as C++ and Java, maintain the consistency contract by translating memory operat ...
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Data Management
Data management comprises all disciplines related to handling data as a valuable resource. Concept The concept of data management arose in the 1980s as technology moved from sequential processing (first punched cards, then magnetic tape) to random access storage. Since it was now possible to store a discrete fact and quickly access it using random access disk technology, those suggesting that data management was more important than business process management used arguments such as "a customer's home address is stored in 75 (or some other large number) places in our computer systems." However, during this period, random access processing was not competitively fast, so those suggesting "process management" was more important than "data management" used batch processing time as their primary argument. As application software evolved into real-time, interactive usage, it became obvious that both management processes were important. If the data was not well defined, the data wo ...
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Multiplayer Video Game
A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system (couch co-op), on different computing systems via a local area network, or via a wide area network, most commonly the Internet (e.g. ''World of Warcraft'', '' Call of Duty'', ''DayZ''). Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games. History Non-networked Some of the earliest video games were two-player games, including early sports games (such as 1958's ''Tennis For Two'' and 1972's ''Pong''), ear ...
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Greek Alphabet
The Greek alphabet has been used to write the Greek language since the late 9th or early 8th century BCE. It is derived from the earlier Phoenician alphabet, and was the earliest known alphabetic script to have distinct letters for vowels as well as consonants. In Archaic Greece, Archaic and early Classical Greece, Classical times, the Greek alphabet existed in Archaic Greek alphabets, many local variants, but, by the end of the 4th century BCE, the Euclidean alphabet, with 24 letters, ordered from alpha to omega, had become standard and it is this version that is still used for Greek writing today. The letter case, uppercase and lowercase forms of the 24 letters are: : , , , , , , , , , , , , , , , , , /ς, , , , , , . The Greek alphabet is the ancestor of the Latin script, Latin and Cyrillic scripts. Like Latin and Cyrillic, Greek originally had only a single form of each letter; it developed the letter case distinction between uppercase and lowercase in parallel with Latin ...
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Field Strength
In physics, field strength means the ''magnitude'' of a vector-valued field (e.g., in volts per meter, V/m, for an electric field ''E''). For example, an electromagnetic field results in both electric field strength and magnetic field strength. As an application, in radio frequency telecommunications, the signal strength excites a receiving antenna and thereby induces a voltage at a specific frequency and polarization in order to provide an input signal to a radio receiver. Field strength meters are used for such applications as cellular, broadcasting, wi-fi and a wide variety of other radio-related applications. See also * Dipole field strength in free space * Field strength tensor * Signal strength in telecommunications In telecommunications, particularly in radio frequency engineering, signal strength refers to the transmitter power output as received by a reference antenna at a distance from the transmitting antenna. High-powered transmissions, such as those us ... Referenc ...
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