Dynamic programming languageIn computer science, a dynamic programming language is a class of high-level programming languages, which at runtime execute many common programming behaviours that static programming languages perform during compilation. These behaviors could include an extension of the program, by adding new code, by extending objects and definitions, or by modifying the type system. Although similar behaviors can be emulated in nearly any language, with varying degrees of difficulty, complexity and performance costs, dynamic languages provide direct tools to make use of them.
Data structureIn computer science, a data structure is a data organization, management, and storage format that is usually chosen for efficient access to data. More precisely, a data structure is a collection of data values, the relationships among them, and the functions or operations that can be applied to the data, i.e., it is an algebraic structure about data. Data structures serve as the basis for abstract data types (ADT). The ADT defines the logical form of the data type. The data structure implements the physical form of the data type.
WelfareWelfare, or commonly social welfare, is a type of government support intended to ensure that members of a society can meet basic human needs such as food and shelter. Social security may either be synonymous with welfare, or refer specifically to social insurance programs which provide support only to those who have previously contributed (e.g. most pension systems), as opposed to social assistance programs which provide support on the basis of need alone (e.g. most disability benefits).
Economic equilibriumIn economics, economic equilibrium is a situation in which economic forces such as supply and demand are balanced and in the absence of external influences the (equilibrium) values of economic variables will not change. For example, in the standard text perfect competition, equilibrium occurs at the point at which quantity demanded and quantity supplied are equal. Market equilibrium in this case is a condition where a market price is established through competition such that the amount of goods or services sought by buyers is equal to the amount of goods or services produced by sellers.
Evolution and the Catholic ChurchThe Catholic Church holds no official position on the theory of creation or evolution, leaving the specifics of either theistic evolution or literal creationism to the individual within certain parameters established by the Church. According to the Catechism of the Catholic Church, any believer may accept either literal or special creation within the period of an actual six-day, twenty-four-hour period, or they may accept the belief that the earth evolved over time under the guidance of God.
Sociocultural evolutionSociocultural evolution, sociocultural evolutionism or social evolution are theories of sociobiology and cultural evolution that describe how societies and culture change over time. Whereas sociocultural development traces processes that tend to increase the complexity of a society or culture, sociocultural evolution also considers process that can lead to decreases in complexity (degeneration) or that can produce variation or proliferation without any seemingly significant changes in complexity (cladogenesis).
Bayesian gameIn game theory, a Bayesian game is a strategic decision-making model which assumes players have incomplete information. Players hold private information relevant to the game, meaning that the payoffs are not common knowledge. Bayesian games model the outcome of player interactions using aspects of Bayesian probability. They are notable because they allowed, for the first time in game theory, for the specification of the solutions to games with incomplete information. Hungarian economist John C.
Closed-loop transfer functionIn control theory, a closed-loop transfer function is a mathematical function describing the net result of the effects of a feedback control loop on the input signal to the plant under control. The closed-loop transfer function is measured at the output. The output signal can be calculated from the closed-loop transfer function and the input signal. Signals may be waveforms, , or other types of data streams.
Unilineal evolutionUnilineal evolution, also referred to as classical social evolution, is a 19th-century social theory about the evolution of societies and cultures. It was composed of many competing theories by various anthropologists and sociologists, who believed that Western culture is the contemporary pinnacle of social evolution. Different social status is aligned in a single line that moves from most primitive to most civilized. This theory is now generally considered obsolete in academic circles.
ImplementationImplementation is the realization of an application, execution of a plan, idea, model, design, specification, standard, algorithm, policy, or the administration or management of a process or objective. In computer science, an implementation is a realization of a technical specification or algorithm as a program, software component, or other computer system through computer programming and deployment. Many implementations may exist for a given specification or standard.
AlgorithmIn mathematics and computer science, an algorithm (ˈælɡərɪðəm) is a finite sequence of rigorous instructions, typically used to solve a class of specific problems or to perform a computation. Algorithms are used as specifications for performing calculations and data processing. More advanced algorithms can use conditionals to divert the code execution through various routes (referred to as automated decision-making) and deduce valid inferences (referred to as automated reasoning), achieving automation eventually.
Multiplayer video gameA 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.