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In computing, reactive programming is a declarative programming paradigm concerned with data streams and the propagation of change. With this paradigm, it is possible to express static (e.g., arrays) or dynamic (e.g., event emitters) data streams with ease, and also communicate that an inferred dependency within the associated execution model exists, which facilitates the automatic propagation ...
The observer design pattern is a behavioural pattern listed among the 23 well-known "Gang of Four" design patterns that address recurring design challenges in order to design flexible and reusable object-oriented software, yielding objects that are easier to implement, change, test and reuse.
According to Gregor Hohpe, compared with synchronous messaging patterns (such as RPC) and point-to-point messaging patterns, publish–subscribe provides the highest level of decoupling among architectural components, however it can also couple them in some other ways (such as format and semantic coupling) so they become messy over time. [1]
A system is said to be observable if, for every possible evolution of state and control vectors, the current state can be estimated using only the information from outputs (physically, this generally corresponds to information obtained by sensors). In other words, one can determine the behavior of the entire system from the system's outputs.
More properties of observable systems can be found in, [1] as well as the proof for the other equivalent statements of "The pair (,) is observable" presented in section Observability in LTI Systems. Discrete Time Systems
In control theory, we may need to find out whether or not a system such as ˙ = + () = + is controllable, where , , and are, respectively, , , and matrices for a system with inputs, state variables and outputs.
For example, the information encoded in one "fair" coin flip is log 2 (2/1) = 1 bit, and in two fair coin flips is log 2 (4/1) = 2 bits. A 2011 Science article estimates that 97% of technologically stored information was already in digital bits in 2007 and that the year 2002 was the beginning of the digital age for information storage (with ...
[163] [164] [165] Guitar Hero II was significantly more financially successful, with over 1.3 million copies sold and sales over US$200 million. [163] [166] Guitar Hero III, according to Activision, was the first single video game to sell more than US$1 billion at retail, with nearly 3.5 million copies sold during the first seven months of 2008.