Computing in the context of "Characters per line"

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Computing in the context of Grapheme

In linguistics, a grapheme is the smallest functional unit of a writing system. The word grapheme is derived from Ancient Greek's gráphō ('write'), and the suffix -eme (by analogy with phoneme and other emic units). The study of graphemes is called graphemics. The concept of a grapheme is abstract; it is similar to the notion of a character in computing. (A specific geometric shape that represents any particular grapheme in a given typeface is called a glyph.) In orthographic and linguistic notation, a particular glyph (character) is represented as a grapheme (is used in its graphemic sense) by enclosing it within angle brackets: e.g. ⟨a⟩.

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Computing in the context of Truth value

In logic and mathematics, a truth value, sometimes called a logical value, is a value indicating the relation of a proposition to truth, which in classical logic has only two possible values (true or false). Truth values are used in computing as well as various types of logic.

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Computing in the context of First-come, first-served

Queueing theory is the mathematical study of waiting lines, or queues. A queueing model is constructed so that queue lengths and waiting time can be predicted. Queueing theory is generally considered a branch of operations research because the results are often used when making business decisions about the resources needed to provide a service.

Queueing theory has its origins in research by Agner Krarup Erlang, who created models to describe the system of incoming calls at the Copenhagen Telephone Exchange Company. These ideas were seminal to the field of teletraffic engineering and have since seen applications in telecommunications, traffic engineering, computing, project management, and particularly industrial engineering, where they are applied in the design of factories, shops, offices, and hospitals.

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Computing in the context of Speed of light

The speed of light in vacuum, often called simply speed of light and commonly denoted c, is a universal physical constant exactly equal to 299,792,458 metres per second (approximately 1 billion kilometres per hour; 700 million miles per hour). It is exact because, by international agreement, a metre is defined as the length of the path travelled by light in vacuum during a time interval of 1299792458 second. The speed of light is the same for all observers, no matter their relative velocity. It is the upper limit for the speed at which information, matter, or energy can travel through space.

All forms of electromagnetic radiation, including visible light, travel in vacuum at the speed c. For many practical purposes, light and other electromagnetic waves will appear to propagate instantaneously, but for long distances and sensitive measurements, their finite speed has noticeable effects. Much starlight viewed on Earth is from the distant past, allowing humans to study the history of the universe by viewing distant objects. When communicating with distant space probes, it can take hours for signals to travel. In computing, the speed of light fixes the ultimate minimum communication delay. The speed of light can be used in time of flight measurements to measure large distances to extremely high precision.

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Computing in the context of Smartphone

A smartphone is a mobile device that combines the functionality of a traditional mobile phone with advanced computing capabilities. It typically has a touchscreen interface, allowing users to access a wide range of applications and services, such as web browsing, email, and social media, as well as multimedia playback and streaming. Smartphones have built-in cameras, GPS navigation, and support for various communication methods, including voice calls, text messaging, and internet-based messaging apps. Smartphones are distinguished from older-design feature phones by their more advanced hardware capabilities and extensive mobile operating systems, access to the internet, business applications, mobile payments, and multimedia functionality, including music, video, gaming, radio, and television.

Smartphones typically feature metal–oxide–semiconductor (MOS) integrated circuit (IC) chips, various sensors, and support for multiple wireless communication protocols. Examples of smartphone sensors include accelerometers, barometers, gyroscopes, and magnetometers; they can be used by both pre-installed and third-party software to enhance functionality. Wireless communication standards supported by smartphones include Wi-Fi, Bluetooth, Hotspots and satellite navigation. By the mid-2020s, manufacturers began integrating satellite messaging and emergency services, expanding their utility in remote areas without reliable cellular coverage. Smartphones have largely replaced personal digital assistant (PDA) devices, handheld/palm-sized PCs, portable media players (PMP), point-and-shoot cameras, camcorders, and, to a lesser extent, handheld video game consoles, e-reader devices, pocket calculators, and GPS tracking units.

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Computing in the context of Mass media

Mass media refers to the forms of media that reach large audiences via mass communication. It includes broadcast media, digital media, print media, social media, streaming media, advertising, and events.

Mass media encompasses news, advocacy, entertainment, and public service announcements, and intersects with the study of marketing, propaganda, public relations, political communication, journalism, art, drama, computing, and technology. The influence of mass media on individuals and groups has also been analysed from the standpoint of anthropology, economics, history, law, philosophy, psychology, and sociology.

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Computing in the context of Motion controller

In computing, a motion controller is a type of input device that uses accelerometers, gyroscopes, cameras, or other sensors to track motion.

Motion controllers see use as game controllers, for virtual reality and other simulation purposes, and as pointing devices for smart TVs and Personal computers.

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Computing in the context of Smartphones

A smartphone is a mobile device that combines the functionality of a traditional mobile phone with advanced computing capabilities. It typically has a touchscreen interface, allowing users to access a wide range of applications and services, such as web browsing, email, and social media, as well as multimedia playback and streaming. Smartphones have built-in cameras, GPS navigation, and support for various communication methods, including voice calls, text messaging, and internet-based messaging apps. Smartphones are distinguished from older-design feature phones by their more advanced hardware capabilities and extensive mobile operating systems, access to the internet, business applications, mobile payments, and multimedia functionality, including music, video, gaming, radio, and television.

Smartphones typically feature metal–oxide–semiconductor (MOS) integrated circuit (IC) chips, various sensors, and support for multiple wireless communication protocols. Examples of smartphone sensors include accelerometers, barometers, gyroscopes, and magnetometers; they can be used by both pre-installed and third-party software to enhance functionality. Wireless communication standards supported by smartphones include LTE, 5G NR, Wi-Fi, Bluetooth, and satellite navigation. By the mid-2020s, manufacturers began integrating satellite messaging and emergency services, expanding their utility in remote areas without reliable cellular coverage. Smartphones have largely replaced personal digital assistant (PDA) devices, handheld/palm-sized PCs, portable media players (PMP), point-and-shoot cameras, camcorders, and, to a lesser extent, handheld video game consoles, e-reader devices, pocket calculators, and GPS tracking units.

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