A model is an informative representation of an object, person, or system. The term originally denoted the plans of a building in 16th-century English, and derived via French and Italian ultimately from Latin modulus, 'a measure'. Models can be divided into physical models (e.g. a ship model) and abstract models (e.g. a set of mathematical equations describing the workings of the atmosphere for the purpose of weather forecasting). Abstract or conceptual models are central to philosophy of science. In scholarly research and applied science, a model should not be confused with a theory: while a model seeks only to represent reality with the purpose of better understanding or predicting the world, a theory is more ambitious in that it claims to be an explanation of reality. == Types of model == === Model in specific contexts === As a noun, model has specific meanings in certain fields, derived from its original meaning of "structural design or layout": Model (art), a person posing for an artist, e.g. a 15th-century criminal representing the biblical Judas in Leonardo da Vinci's painting The Last Supper Model (person), a person who serves as a template for others to copy, as in a role model, often in the context of advertising commercial products; e.g. the first fashion model, Marie Vernet Worth in 1853, wife of designer Charles Frederick Worth. Model (product), a particular design of a product as displayed in a catalogue or show room (e.g. Ford Model T, an early car model) Model (organism) a non-human species that is studied to understand biological phenomena in other organisms, e.g. a guinea pig starved of vitamin C to study scurvy, an experiment that would be immoral to conduct on a person Model (mimicry), a species that is mimicked by another species Model (logic), a structure (a set of items, such as natural numbers 1, 2, 3,..., along with mathematical operations such as addition and multiplication, and relations, such as < {\displaystyle <} ) that satisfies a given system of axioms (basic truisms), i.e. that satisfies the statements of a given theory Model (CGI), a mathematical representation of any surface of an object in three dimensions via specialized software Model (MVC), the information-representing internal component of a software, as distinct from its user interface === Physical model === A physical model (most commonly referred to simply as a model but in this context distinguished from a conceptual model) is a smaller or larger physical representation of an object, person or system. The object being modelled may be small (e.g., an atom) or large (e.g., the Solar System) or life-size (e.g., a fashion model displaying clothes for similarly-built potential customers). The geometry of the model and the object it represents are often similar in the sense that one is a rescaling of the other. However, in many cases the similarity is only approximate or even intentionally distorted. Sometimes the distortion is systematic, e.g., a fixed scale horizontally and a larger fixed scale vertically when modelling topography to enhance a region's mountains. An architectural model permits visualization of internal relationships within the structure or external relationships of the structure to the environment. Another use is as a toy. Instrumented physical models are an effective way of investigating fluid flows for engineering design. Physical models are often coupled with computational fluid dynamics models to optimize the design of equipment and processes. This includes external flow such as around buildings, vehicles, people, or hydraulic structures. Wind tunnel and water tunnel testing is often used for these design efforts. Instrumented physical models can also examine internal flows, for the design of ductwork systems, pollution control equipment, food processing machines, and mixing vessels. Transparent flow models are used in this case to observe the detailed flow phenomenon. These models are scaled in terms of both geometry and important forces, for example, using Froude number or Reynolds number scaling (see Similitude). In the pre-computer era, the UK economy was modelled with the hydraulic model MONIAC, to predict for example the effect of tax rises on employment. === Conceptual model === A conceptual model is a theoretical representation of a system, e.g. a set of mathematical equations attempting to describe the workings of the atmosphere for the purpose of weather forecasting. It consists of concepts used to help understand or simulate a subject the model represents. Abstract or conceptual models are central to philosophy of science, as almost every scientific theory effectively embeds some kind of model of the physical or human sphere. In some sense, a physical model "is always the reification of some conceptual model; the conceptual model is conceived ahead as the blueprint of the physical one", which is then constructed as conceived. Thus, the term refers to models that are formed after a conceptualization or generalization process. === Examples === Conceptual model (computer science), an agreed representation of entities and their relationships, to assist in developing software Economic model, a theoretical construct representing economic processes Language model, a probabilistic model of a natural language, used for speech recognition, language generation, and information retrieval Large language models are artificial neural networks used for generative artificial intelligence (AI), e.g. ChatGPT Mathematical model, a description of a system using mathematical concepts and language Statistical model, a mathematical model that usually specifies the relationship between one or more random variables and other non-random variables Model (CGI), a mathematical representation of any surface of an object in three dimensions via specialized software Medical model, a proposed "set of procedures in which all doctors are trained" Mental model, in psychology, an internal representation of external reality Model (logic), a set along with a collection of finitary operations, and relations that are defined on it, satisfying a given collection of axioms Model (MVC), information-representing component of a software, distinct from the user interface (the "view"), both linked by the "controller" component, in the context of the model–view–controller software design Model act, a law drafted centrally to be disseminated and proposed for enactment in multiple independent legislatures Standard model (disambiguation) == Properties of models, according to general model theory == According to Herbert Stachowiak, a model is characterized by at least three properties: 1. Mapping A model always is a model of something—it is an image or representation of some natural or artificial, existing or imagined original, where this original itself could be a model. 2. Reduction In general, a model will not include all attributes that describe the original but only those that appear relevant to the model's creator or user. 3. Pragmatism A model does not relate unambiguously to its original. It is intended to work as a replacement for the original a) for certain subjects (for whom?) b) within a certain time range (when?) c) restricted to certain conceptual or physical actions (what for?). For example, a street map is a model of the actual streets in a city (mapping), showing the course of the streets while leaving out, say, traffic signs and road markings (reduction), made for pedestrians and vehicle drivers for the purpose of finding one's way in the city (pragmatism). Additional properties have been proposed, like extension and distortion as well as validity. The American philosopher Michael Weisberg differentiates between concrete and mathematical models and proposes computer simulations (computational models) as their own class of models. == Uses of models == According to Bruce Edmonds, there are at least 5 general uses for models: Prediction: reliably anticipating unknown data, including data within the domain of the training data (interpolation), and outside the domain (extrapolation) Explanation: establishing plausible chains of causality by proposing mechanisms that can explain patterns seen in data Theoretical exposition: discovering or proposing new hypotheses, or refuting existing hypotheses about the behaviour of the system being modelled Description: representing important aspects of the system being modelled Illustration: communicating an idea or explanation
Software requirements
Software requirements for a system are the description of what the system should do, the service or services that it provides and the constraints on its operation. The IEEE Standard Glossary of Software Engineering Terminology defines a requirement as: A condition or capability needed by a user to solve a problem or achieve an objective A condition or capability that must be met or possessed by a system or system component to satisfy a contract, standard, specification, or other formally imposed document A documented representation of a condition or capability as in 1 or 2 The activities related to working with software requirements can broadly be broken down into elicitation, analysis, specification, and management. Note that the wording Software requirements is additionally used in software release notes to explain, which depending on software packages are required for a certain software to be built/installed/used. == Elicitation == Elicitation is the gathering and discovery of requirements from stakeholders and other sources. A variety of techniques can be used such as joint application design (JAD) sessions, interviews, document analysis, focus groups, etc. Elicitation is the first step of requirements development. == Analysis == Analysis is the logical breakdown that proceeds from elicitation. Analysis involves reaching a richer and more precise understanding of each requirement and representing sets of requirements in multiple, complementary ways. Requirements Triage or prioritization of requirements is another activity which often follows analysis. This relates to Agile software development in the planning phase, e.g. by Planning poker, however it might not be the same depending on the context and nature of the project and requirements or product/service that is being built. == Specification == Specification involves representing and storing the collected requirements knowledge in a persistent and well-organized fashion that facilitates effective communication and change management. Use cases, user stories, functional requirements, and visual analysis models are popular choices for requirements specification. == Validation == Validation involves techniques to confirm that the correct set of requirements has been specified to build a solution that satisfies the project's business objectives, and to detect and correct errors in the requirements before implementation. == Management == Requirements change during projects and there are often many of them. Management of this change becomes paramount to ensuring that the correct software is built for the stakeholders. == Tool support for Requirements Engineering == === Tools for Requirements Elicitation, Analysis and Validation === Taking into account that these activities may involve some artifacts such as observation reports (user observation), questionnaires (interviews, surveys and polls), use cases, user stories; activities such as requirement workshops (charrettes), brainstorming, mind mapping, role-playing; and even, prototyping; software products providing some or all of these capabilities can be used to help achieve these tasks. There is at least one author who advocates, explicitly, for mind mapping tools such as FreeMind; and, alternatively, for the use of specification by example tools such as Concordion. Additionally, the ideas and statements resulting from these activities may be gathered and organized with wikis and other collaboration tools such as Trello. The features actually implemented and standards compliance vary from product to product. === Tools for Requirements Specification === A Software requirements specification (SRS) document might be created using general-purpose software like a word processor or one of several specialized tools. Some of these tools can import, edit, export and publish SRS documents. It may help to make SRS documents while following a standardised structure and methodology, such as ISO/IEC/IEEE 29148:2018. Likewise, software may or not use some standard to import or export requirements (such as ReqIF) or not allow these exchanges at all. === Tools for Requirements Document Verification === Tools of this kind verify if there are any errors in a requirements document according to some expected structure or standard. === Tools for Requirements Comparison === Tools of this kind compare two requirement sets according to some expected document structure and standard. === Tools for Requirements Merge and Update === Tools of this kind allow the merging and update of requirement documents. === Tools for Requirements Traceability === Tools of this kind allow tracing requirements to other artifacts such as models and source code (forward traceability) or, to previous ones such as business rules and constraints (backwards traceability). === Tools for Model-Based Software or Systems Requirement Engineering === Model-based systems engineering (MBSE) is the formalised application of modelling to support system requirements, design, analysis, verification and validation activities beginning in the conceptual design phase and continuing throughout development and later lifecycle phases. It is also possible to take a model-based approach for some stages of the requirements engineering and, a more traditional one, for others. Very many combinations might be possible. The level of formality and complexity depends on the underlying methodology involved (for instance, i is much more formal than SysML and, even more formal than UML) === Tools for general Requirements Engineering === Tools in this category may provide some mix of the capabilities mentioned previously and others such as requirement configuration management and collaboration. The features actually implemented and standards compliance vary from product to product. There are even more capable or general tools that support other stages and activities. They are classified as ALM tools.
Content inventory
A content inventory is the process and the result of cataloging the entire contents of a website. An allied practice—a content audit—is the process of evaluating that content. A content inventory and a content audit are closely related concepts, and they are often conducted in tandem. == Description == A content inventory typically includes all information assets on a website, such as web pages (HTML), meta elements (e.g., keywords, description, page title), images, audio and video files, and document files (e.g., .pdf, .doc, .ppt). A content inventory is a quantitative analysis of a website. It simply logs what is on a website. The content inventory will answer the question: “What is there?” and can be the start of a website review. A related (and sometimes confused term) is a content audit, a qualitative analysis of information assets on a website. It is the assessment of that content and its place in relationship to surrounding Web pages and information assets. The content audit will answer the question: “Is it any good?” Over the years, techniques for creating and managing a content inventory have been developed and refined in the field of website content management. A spreadsheet application (e.g., Microsoft Excel or LibreOffice Calc) is the preferred tool for keeping a content inventory; the data can be easily configured and manipulated. Typical categories in a content inventory include the following: Link — The URL for the page Format — For example, .HTML, .pdf, .doc, .ppt Meta page title — Page title as it appears in the meta
G.9972
G.9972 (also known as G.cx) is a Recommendation developed by ITU-T that specifies a coexistence mechanism for networking transceivers capable of operating over electrical power line wiring. It allows G.hn devices to coexist with other devices implementing G.9972 and operating on the same power line wiring. G.9972 received consent during the meeting of ITU-T Study Group 15, on October 9, 2009, and final approval on June 11, 2010. G.9972 specifies two mechanisms for coexistence between G.hn home networks and broadband over power lines (BPL) Internet access networks: Frequency-division multiplexing (FDM), in which the available spectrum is divided into two parts: frequencies below 10 or 14 MHz (specific value can be selected by the access network) are reserved for the access network, while frequencies above them are reserved for the in-home network. Time-division multiplexing (TDM), in which the available channel time is split equally between both networks. 50% of time slots are allocated for the access network, and 50% are allocated to the in-home network.
Cut, copy, and paste
Cut, copy, and paste are essential commands of modern human–computer interaction and user interface design. They offer an interprocess communication technique for transferring data through a computer's user interface. The cut command removes the selected data from its original position, and the copy command creates a duplicate; in both cases the selected data is kept in temporary storage called the clipboard. Clipboard data is later inserted wherever a paste command is issued. The data remains available to any application supporting the feature, thus allowing easy data transfer between applications. The command names are a (skeuomorphic) interface metaphor based on the physical procedure used in manuscript print editing to create a page layout, like with paper. The commands were pioneered into computing by Xerox PARC in 1974, popularized by Apple Computer in the 1983 Lisa workstation and the 1984 Macintosh computer, and in a few home computer applications such as the 1984 word processor Cut & Paste. This interaction technique has close associations with related techniques in graphical user interfaces (GUIs) that use pointing devices such as a computer mouse (by drag and drop, for example). Typically, clipboard support is provided by an operating system as part of its GUI and widget toolkit. The capability to replicate information with ease, changing it between contexts and applications, involves privacy concerns because of the risks of disclosure when handling sensitive information. Terms like cloning, copy forward, carry forward, or re-use refer to the dissemination of such information through documents, and may be subject to regulation by administrative bodies. == History == === Origins === The term "cut and paste" comes from the traditional practice in manuscript editing, whereby people cut paragraphs from a page with scissors and paste them onto another page. This practice remained standard into the 1980s. Stationery stores sold "editing scissors" with blades long enough to cut an 8½"-wide page. The advent of photocopiers made the practice easier and more flexible. The act of copying or transferring text from one part of a computer-based document ("buffer") to a different location within the same or different computer-based document was a part of the earliest on-line computer editors. As soon as computer data entry moved from punch-cards to online files (in the mid/late 1960s) there were "commands" for accomplishing this operation. This mechanism was often used to transfer frequently-used commands or text snippets from additional buffers into the document, as was the case with the QED text editor. === Early methods === The earliest editors (designed for teleprinter terminals) provided keyboard commands to delineate a contiguous region of text, then delete or move it. Since moving a region of text requires first removing it from its initial location and then inserting it into its new location, various schemes had to be invented to allow for this multi-step process to be specified by the user. Often this was done with a "move" command, but some text editors required that the text be first put into some temporary location for later retrieval/placement. In 1983, the Apple Lisa became the first text editing system to call that temporary location "the clipboard". Earlier control schemes such as NLS used a verb—object command structure, where the command name was provided first and the object to be copied or moved was second. The inversion from verb—object to object—verb on which copy and paste are based, where the user selects the object to be operated before initiating the operation, was an innovation crucial for the success of the desktop metaphor as it allowed copy and move operations based on direct manipulation. === Popularization === Inspired by early line and character editors, such as Pentti Kanerva's TV-Edit, that broke a move or copy operation into two steps—between which the user could invoke a preparatory action such as navigation—Lawrence G. "Larry" Tesler proposed the names "cut" and "copy" for the first step and "paste" for the second step. Beginning in 1974, he and colleagues at Xerox PARC implemented several text editors that used cut/copy-and-paste commands to move and copy text. Apple Computer popularized this paradigm with its Lisa (1983) and Macintosh (1984) operating systems and applications. The functions were mapped to key combinations using the ⌘ Command key as a special modifier, which is held down while also pressing X for cut, C for copy, or V for paste. These few keyboard shortcuts allow the user to perform all the basic editing operations, and the keys are clustered at the left end of the bottom row of the standard QWERTY keyboard. These are the standard shortcuts: Control-Z (or ⌘ Command+Z) to undo Control-X (or ⌘ Command+X) to cut Control-C (or ⌘ Command+C) to copy Control-V (or ⌘ Command+V) to paste The IBM Common User Access (CUA) standard also uses combinations of the Insert, Del, Shift and Control keys. Early versions of Windows used the IBM standard. Microsoft later also adopted the Apple key combinations with the introduction of Windows, using the control key as modifier key. Similar patterns of key combinations, later borrowed by others, are widely available in most GUI applications. The original cut, copy, and paste workflow, as implemented at PARC, utilizes a unique workflow: With two windows on the same screen, the user could use the mouse to pick a point at which to make an insertion in one window (or a segment of text to replace). Then, by holding shift and selecting the copy source elsewhere on the same screen, the copy would be made as soon as the shift was released. Similarly, holding shift and control would copy and cut (delete) the source. This workflow requires many fewer keystrokes/mouse clicks than the current multi-step workflows, and did not require an explicit copy buffer. It was dropped, one presumes, because the original Apple and IBM GUIs were not high enough density to permit multiple windows, as were the PARC machines, and so multiple simultaneous windows were rarely used. == Cut and paste == Computer-based editing can involve very frequent use of cut-and-paste operations. Most software-suppliers provide several methods for performing such tasks, and this can involve (for example) key combinations, pulldown menus, pop-up menus, or toolbar buttons. The user selects or "highlights" the text or file for moving by some method, typically by dragging over the text or file name with the pointing-device or holding down the Shift key while using the arrow keys to move the text cursor. The user performs a "cut" operation via key combination Ctrl+x (⌘+x for Macintosh users), menu, or other means. Visibly, "cut" text immediately disappears from its location. "Cut" files typically change color to indicate that they will be moved. Conceptually, the text has now moved to a location often called the clipboard. The clipboard typically remains invisible. On most systems only one clipboard location exists, hence another cut or copy operation overwrites the previously stored information. Many UNIX text-editors provide multiple clipboard entries, as do some Macintosh programs such as Clipboard Master, and Windows clipboard-manager programs such as the one in Microsoft Office. The user selects a location for insertion by some method, typically by clicking at the desired insertion point. A paste operation takes place which visibly inserts the clipboard text at the insertion point. (The paste operation does not typically destroy the clipboard text: it remains available in the clipboard and the user can insert additional copies at other points). Whereas cut-and-paste often takes place with a mouse-equivalent in Windows-like GUI environments, it may also occur entirely from the keyboard, especially in UNIX text editors, such as Pico or vi. Cutting and pasting without a mouse can involve a selection (for which Ctrl+x is pressed in most graphical systems) or the entire current line, but it may also involve text after the cursor until the end of the line and other more sophisticated operations. The clipboard usually stays invisible, because the operations of cutting and pasting, while actually independent, usually take place in quick succession, and the user (usually) needs no assistance in understanding the operation or maintaining mental context. Some application programs provide a means of viewing, or sometimes even editing, the data on the clipboard. == Copy and paste == The term "copy-and-paste" refers to the popular, simple method of reproducing text or other data from a source to a destination. It differs from cut and paste in that the original source text or data does not get deleted or removed. The popularity of this method stems from its simplicity and the ease with which users can move data between various applications visually – without resorting to permanent storage. Use in healthcare do
Screenpal
ScreenPal (formerly known as Screencast-O-Matic) is cross-platform screen capture and screen recording software originally developed in 2006. == History == The company was founded by AJ Gregory in 2006 as Screencast-O-Matic. The software includes features for screen recording, screenshot capture, video editing, image editing, and a video and image hosting service. It is available for Windows and Mac operating systems, and has mobile apps for iOS and Android. The company launched a video editor in 2015. It began offering free video and image hosting in 2019, with premium hosting options for subscribers. In 2023, it was rebranded as ScreenPal.
Kurzsignale
The Short Signal Code, also known as the Short Signal Book (German: Kurzsignalbuch), was a short code system used by the Kriegsmarine (German Navy) during World War II to minimize the transmission duration of messages. == Description == The transmission of radio messages had the potential risks of revealing the submarine's presence and direction; if decoded the content was also revealed. Submarines need to provide information, mostly in standard form (position of convoy to attack and of submarine, weather information), to their bases. Initially Morse code transmissions could be used. To inhibit detection, the duration of messages needed to be minimised; for this, Kurzsignale short-coding was used. To prevent interception, messages needed to be encrypted by the Enigma machine. To shorten transmission even further, the message could be sent by a fast machine instead of a human radio operator. For example, the Kurier system – not implemented in time – decreased the time to send a Morse dot from around 50 milliseconds for a human to 1 millisecond. == Short Signal book == The Kurzsignale code was intended to shorten transmission time to below the time required to get a directional fix. It was not primarily intended to hide signal contents; protection was intended to be achieved by encoding with the Enigma machine. A copy of the Kurzsignale code book was captured from German submarine U-110 on 9 May 1941. In August 1941, Dönitz began addressing U-boats by the names of their commanders, instead of boat numbers. The method of defining U-boat meeting points in the Short Signal Book was regarded as compromised, so a method was defined by B-Dienst cryptanalysts to disguise their positions on the Kriegsmarine German Naval Grid System (German:Gradnetzmeldeverfahren) was introduced and used until the end of the war == Radio direction finding == Aware of the danger presented by radio direction finding (RDF), the Kriegsmarine developed various systems to speed up broadcast. The Kurzsignale code system condensed messages into short codes consisting of short sequences for common terms such as "convoy location" so that additional descriptions would not be needed in the message. The resulting Kurzsignal was then encoded with the Enigma machine and subsequently transmitted as rapidly as possible, typically taking about 20 seconds. Typical length of an information or weather signal was about 25 characters. Conventional RDF needed about a minute to fix the bearing of a radio signal, and the Kurzsignale protected against this. However, the huff-duff system which was in use by the Allies could cope with these short transmissions. The fully automated burst transmission Kurier system, in testing from August 1944, could send a Kurzsignal in not more than 460 milliseconds; this was short enough to prevent location even by huff-duff and, if deployed, would have been a serious setback for Allied anti-submarine and code-breaking activities. By late 1944 the Kurier program was a top priority, but the war ended before the system was operational. == Short Weather cipher == A similar coding system was used for weather reports from U-boats, the Wetterkurzschlüssel (Short Weather Cipher). Code books were captured from U-559 on 30 October 1942.