Cloud storage in the context of Application programming interface


Cloud storage in the context of Application programming interface

Cloud storage Study page number 1 of 1

Play TriviaQuestions Online!

or

Skip to study material about Cloud storage in the context of "Application programming interface"


⭐ Core Definition: Cloud storage

Cloud storage is a model of computer data storage in which data, said to be on "the cloud", is stored remotely in logical pools and is accessible to users over a network, typically the Internet. The physical storage spans multiple servers (sometimes in multiple locations), and the physical environment is typically owned and managed by a cloud computing provider. These cloud storage providers are responsible for keeping the data available and accessible, and the physical environment secured, protected, and running. People and organizations buy or lease storage capacity from the providers to store user, organization, or application data.

Cloud storage services may be accessed through a colocated cloud computing service, a web service application programming interface (API) or by applications that use the API, such as cloud desktop storage, a cloud storage gateway or Web-based content management systems.

↓ Menu
HINT:

In this Dossier

Cloud storage in the context of Collaborative real-time editor

A collaborative real-time editor is a type of collaborative software or web application which enables real-time collaborative editing, simultaneous editing, or live editing of the same digital document, computer file or cloud-stored data – such as an online spreadsheet, word processing document, database or presentation – at the same time by different users on different computers or mobile devices, with automatic and nearly instantaneous merging of their edits.

Real-time editing performs automatic, periodic, often nearly instantaneous synchronization of edits of all online users as they edit the document on their own device. This is designed to avoid or minimize edit conflicts.

View the full Wikipedia page for Collaborative real-time editor
↑ Return to Menu

Cloud storage in the context of Consumerization

Consumerization is the reorientation of product and service designs to focus on (and market to) the end user as an individual consumer, in contrast with an earlier era of only organization-oriented offerings (designed solely for business-to-business or business-to-government sales). Technologies whose first commercialization was at the inter-organization level thus have potential for later consumerization. The emergence of the individual consumer as the primary driver of product and service design is most commonly associated with the IT industry, as large business and government organizations dominated the early decades of computer usage and development. Thus the microcomputer revolution, in which electronic computing moved from exclusively enterprise and government use to include personal computing, is a cardinal example of consumerization. But many technology-based products, such as calculators and mobile phones, have also had their origins in business markets, and only over time did they become dominated by high-volume consumer usage, as these products commoditized and prices fell. An example of enterprise software that became consumer software is optical character recognition software, which originated with banks and postal systems (to automate cheque clearing and mail sorting) but eventually became personal productivity software.

In a different sense, consumerization of IT is the proliferation of personally owned IT at the workplace (in addition to, or even instead of, company-owned IT), which originates in the consumer market, to be used for professional purposes. This bring your own device trend has significantly changed corporate IT policies, as employees now often use their own laptops, netbooks, tablets, and smartphones on the hardware side, and social media, web conferencing, cloud storage, and software as a service on the software side.

View the full Wikipedia page for Consumerization
↑ Return to Menu

Cloud storage in the context of YouTube TV

YouTube TV is an American subscription over-the-top streaming television service operated by Google through its subsidiary YouTube. Launched in 2017, the virtual multichannel video programming distributor offers a selection of live linear channel feeds and on-demand content from more than 100 television networks (including affiliates of the Big Three broadcast networks (such as ABC, NBC and CBS), Fox, The CW and PBS in most markets) and over 30 OTT-originated services, as well as a cloud-based DVR.

The service, which is aimed at cord cutters, is available exclusively in the United States, and can be streamed through its dedicated website and mobile app, smart TVs and digital media players. As of November 7, 2025, YouTube TV has over 10 million subscribers.

View the full Wikipedia page for YouTube TV
↑ Return to Menu

Cloud storage in the context of Third generation of video game consoles

In the history of video games, the 3rd generation of video game consoles, commonly referred to as the 8-bit era, began on July 15, 1983, with the Japanese release of two systems: Nintendo's Family Computer (commonly abbreviated to Famicom) and Sega's SG-1000. When the Famicom was released outside of Japan, it was remodeled and marketed as the Nintendo Entertainment System (NES). This generation marked the end of the North American video game crash of 1983, and a shift in the dominance of home video game manufacturers from the United States to Japan. Handheld consoles were not a major part of this generation; the Game & Watch line from Nintendo (which started in 1980) and the Milton Bradley Microvision (which came out in 1979) that were sold at the time are both considered part of the previous generation due to hardware typical of the second generation.

Improvements in technology gave consoles of this generation improved graphical and sound capabilities, comparable to the golden age of arcade games. The number of simultaneous colors on screen and the palette size both increased which, along with larger resolutions, more sprites on screen, and more advanced scrolling and pseudo-3D effects, which allowed developers to create scenes with more detail and animation. Audio technology improved and gave consoles the ability to produce a greater variation and range of sound. A notable innovation of this generation was the inclusion of cartridges with on-board memory and batteries to allow users to save their progress in a game, with Nintendo's The Legend of Zelda introducing the technology to the worldwide market. This innovation allowed for much more expansive gaming worlds and in-depth storytelling, since users could now save their progress rather than having to start each gaming session at the beginning. By the next generation, the capability to save games became ubiquitous—at first saving on the game cartridge itself and, later, when the industry changed to read-only optical disks, on memory cards, hard disk drives, and eventually cloud storage.

View the full Wikipedia page for Third generation of video game consoles
↑ Return to Menu

Cloud storage in the context of Deep web

The deep web, invisible web, or hidden web are parts of the World Wide Web whose contents are not indexed by standard web search-engine programs. This is in contrast to the "surface web", which is accessible to anyone using the Internet. Computer scientist Michael K. Bergman is credited with inventing the term in 2001 as a search-indexing term.

Deep web sites can be accessed by a direct URL or IP address, but may require entering a password or other security information to access actual content. Uses of deep web sites include web mail, online banking, cloud storage, restricted-access social-media pages and profiles, and web forums that require registration for viewing content. It also includes paywalled services such as video on demand and some online magazines and newspapers.

View the full Wikipedia page for Deep web
↑ Return to Menu