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In 2000, a Zenit 3SL launch failed due to faulty ground software not closing a valve in the rocket's second stage pneumatic system. [35] The European Space Agency's CryoSat-1 satellite was lost in a launch failure in 2005 due to a missing shutdown command in the flight control system of its Rokot carrier rocket. [36]
Because software, unlike a major civil engineering construction project, is often easy and cheap to change after it has been constructed, a piece of custom software that fails to deliver on its objectives may sometimes be modified over time in such a way that it later succeeds—and/or business processes or end-user mindsets may change to accommodate the software.
Two editors for Creative Computing voted the TI-99/4 as one of the world's worst computers, [18] ranked No. 6 on PC Magazine ' s list of "The 12 Biggest PC Duds Ever", [19] and PC World ranked the machine No. 6 on its list of "The 10 Worst PCs of All Time", both criticizing the chiclet keyboard and the latter magazine also citing the need to ...
Egghead Software: An online software retailer, its shares surged in 1998 as investors bought up shares of Internet companies; by 2001, the company was bankrupt. eToys.com: An online toy retailer whose stock price hit a high of $84.35 per share in October 1999. In February 2001, it filed for bankruptcy with $247 million in debt.
Wikipedia: Featured list candidates/List of major commercial failures in computer and video gaming
(Top) 1 See also. Toggle the table of contents ... This category includes notable failure modes of computer hardware and software. See also
The biggest bank failure in history, according to assets, Washington Mutual won its spot in the list of infamy when it went out of business and was purchased by JPMorgan Chase in 2008. Once the ...
As a hit-driven business, the great majority of the video game industry's software releases have been commercial disappointments.In the early 21st century, industry commentators made these general estimates: 10% of published games generated 90% of revenue; [1] that around 3% of PC games and 15% of console games have global sales of more than 100,000 units per year, with even this level ...