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Wearable Technology

Wearable technology (also called wearable gadgets) is the technology, which provides the cordless communication with the computer, allowing one to interact with an environment, perceiving signals, processing information and launching responses.

 The means, which help to communicate are routers, smart clothing, watches, and other accessories.

Wearable technology provides unusual properties for clothes, like tracking information related to health and fitness.

Such clothes can, for example, either collect data and automatically transmit it wirelessly to an external computer, or process independently, and react to the results of calculations without user intervention.

Electronics for smart clothes

Smart clothes can be equipped with:

  • Textile I/O devices. For example, SOFTswitch develops a fabric that, when pressed, produces electrical signals. Their technology is based on the effect of quantum tunneling in a composite material. A simpler method of creating a textile keyboard is to use layers of conductive and insulating fabric, which respond to touch.
  • Sensors for measuring heart rate and respiration, using electrodes for cardiogram and pressure sensors or other technologies; for example, using a technical term: ‘Bragg fiber grating’;
  • Accelerometer or stretch sensors for tracking human movements;
  • Optical fiber that allows you to track gaps in the tissue and thus obtain information about a possible injury to a person, or information about the content of various substances in the air/ temperature fluctuations (in addition to optical fiber, this sensor contains chemicals that react to the composition or temperature and affect the passage of light through fiber);
  • Heating elements;
  • Solar batteries.

In addition, other electronic devices, such as players, GPS systems, etc. can be built into "smart" clothing.

Data from the sensors go through the primary processing with electronics, sewn into the clothes, and then in many cases are transferred to a smartphone or other external device, where they are analysed by mobile applications.

Additional Terms
Agile Software Development
- an approach to software development focused on the use of iterative development. This involves the dynamic formation of requirements, and ensures their implementation, by constant interaction and transparency within organised groups of various specialists. There are several methods related to the class of agile development methodologies, in particular extreme programming, DSDM, Scrum, FDD. The main ideas People and interaction are more important than processes and tools; A working product is more important than exhaustive documentation; Cooperation with the customer is more important than agreeing on the terms of the contract; Readiness for change is more important than following the original plan. Most agile methodologies are aimed at minimizing risks by bringing development to a series of short cycles called iterations, which usually last two to three weeks. Each iteration looks like a software project in miniature and includes all the tasks necessary to produce a mini-increase in functionality: planning, requirements analysis, design, programming, testing and documentation. Although a single iteration is usually not enough to release a new version of the product, it is supposed that a flexible software project is ready for potential release at the end of each iteration. At this point, the team reassesses the development priorities. Agile methods emphasize direct face-to-face communication. Most agile teams are located in the same office. As a minimum, the team includes "product owners" (the customer or his or her authorized representative who defines the product requirements, which role can be performed by the project manager, business analyst or client). The team should also include testers, interface designers, technical writers and managers. The general concept of the Agile approach is fixed in the Agile Manifesto. The main metric of agile methods is the working product. Preferring direct communication, agile-methods reduce the amount of written documentation in comparison with other methods. Agile implementation leads to the flexibility of the developed software and provide the customer with the valuable, working program in the shortest period of time. It helps to test the business model on the real market and provide the solution as a skeleton working version, adding more and more features and beauty during the next sprints.
>> Algorithm
is a sequence of instructions designed to perform specific actions. The algorithm, written in the machine language, with the help of computer facilities, is used to provide solutions to problems. In math and computer science, this is a clear specification of how to solve a class of tasks. This can perform data processing, calculations, and automated reasoning duties. Here are some examples: Search engines - these use special algorithms to collect the information in the internet and display to the user relevant results for a specific query from their search index. In programming, algorithms are commonly written as functions, which perform as small programs that can be used by a larger entity. For example, an image displaying application may include a library of special functions, each using a custom algorithm to render different file formats. The image editing program can contain algorithms designed to process and edit image data. Examples of such, include resizing, sharpening, cropping, blurring, color enhancement, and red-eye reduction. There are many ways to perform an operation in a software program. Developers often try to create the most efficient algorithm, by which programmers can ensure that their programs run fast and use minimal system resources. Of course not all algorithms are perfect for the first time. As a result, programmers improve existing algorithms and incorporate them into future software updates. When you see a new version of an "optimized" or "faster performance" software program, it means the new version includes more polished algorithms. Different definitions of an algorithm contain the following series of general requirements: Discreteness - an algorithm should represent the problem solving process as the sequential execution of some simple steps. At the same time, its each step requires a finite length of time. Determinateness. At each moment of time the next step of the work is uniquely determined by the state of the system. Clearness - an algorithm should include only those commands that are accessible to the executor and are included in its command system. Completeness - in the narrower sense of an algorithm as a mathematical function, with properly specified initial data, the algorithm must complete the work and produce the result in a certain number of steps. Massiveness (universality) - an algorithm should be applicable to different sets of initial data. Effectiveness - completion of an algorithm by certain results.
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API
(application programming interface) is a set of ready-made classes, procedures, functions, structures and constants provided by the application (library, service) or operating system for use in external software products. Programmers use this when writing all kinds of apps, in order to implement data exchange with external software in the most efficient manner. API as a way of app integration API defines the functionality that the program provides. If the program is treated as a control unit, then the API is a set of "knobs" that are available to the user and which he or she can tweak. Software components interact with each other through the API. In this case, components usually form a hierarchy - high-level components use APIs of low-level, and those in turn use APIs of lower-levels. API of operating systems. Problems related to API diversity. Almost all operating systems (UNIX, Windows, OS X, etc.) have an API, with which programmers can create applications for this operating system. The main API of operating systems is a number of system calls. In the software industry, common standard APIs for basic functionality have an important role, since they ensure that all programs that use the common API will work equally well, or at least in the usual way. In case of the GUI API, this means that the programs will have a similar user interface, which facilitates the process of mastering new software products. On the other hand, the differences in the APIs of different operating systems make it very difficult to transfer apps between platforms. However, there are various methods for circumventing this complexity - writing "intermediate" APIs (wxWidgets API API, GTK, etc.), writing libraries that display system calls of one OS to calls of another OS (runtime environments like Wine, cygwin and etc.), the introduction of coding standards in programming languages (for example, the standard C language library), writing of interpreted languages implemented on different platforms (perl, python, php, Java, etc.).
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Additional Terms of Programming
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Net Promoter Score (NPS)
Net Promoter Score (NPS) is an index that identifies customer loyalty to a product or company and is used to assess readiness for re-purchases. How It Works Measuring the NPS loyalty index involves several steps: Consumers are asked to answer the question “What is the probability that you would recommend a company/product/brand to your friends/acquaintances/colleagues?” On a 10-point scale, where 0 corresponds to the answer “I will not recommend it in any way”, and 10 - “ I will surely recommend. " Based on the estimates obtained, all consumers are divided into 3 groups: 9-10 points - product/brand promoters, 7-8 points - passives, 0-6 points - detractors. Calculation of the NPS index itself. NPS =% supporters -% critics As a result, the the user’s loyalty score calculated on the scale from -100 to 100. If all the customers are willing to recommend the product, the score will be about 90-100, if they are not willing to recommend it - the NPS will drop to -90-100 points.   NPS trade mark was registered for the marketing tool, which automates the calculation of the above mentioned data. History Frederick Reichheld is considered the founder of the method, who first announced the method in the article “One Number You Need to Grow”, published in the Harvard Business Review in December 2003. In 2006, he released a book entitled “The Ultimate Question: Driving Good Profits and True Growth”. He continued his arguments on the loyalty, profitability and growth of the company. In 2010, Reichheld conducted research in more than 400 American companies, where the main task was to measure the influence of customer loyalty (measured by NPS) on its growth rate. The main result was the conclusion that the average NPS by market in the industry was 16%, but for companies such as eBay and Amazon NPS it was 75%. Reichheld does not say that communication is present everywhere: it is absent altogether in monopolistic markets. However, industries such as passenger air travel, insurance, and car rental have become a prime example of interconnection. This is obvious, since these companies are service providers, where customer satisfaction and loyalty depend on the level of customer service. As a result, many companies have become adherents of this technology, including Apple, American Express,  eBay, Amazon, Allianz, P & G, Intuit,, Philips, etc. For certain industries, especially software, it has been proven that detractors often stay with the company while passives leave.  This seems to be a relatively high barrier to trade. Faced with criticism of the promoter's score, proponents of the network promoter's approach stated that the proposed statistical analysis only proved that the "recommendation" problem was similar to other indicators in predictive capacity, but failed to solve the real problem and this is the core of the argument presented by Reichheld. Proponents of the method also argue that third-party data analysis is not as good as analyzing the company in its own set of customers, and the actual benefits of the method (simple communication concepts, short survey, customer follow-up features ) exceed any statistical disadvantage of the approach. They also allow inquiries using any other issues to be used in the net promotion system, as long as it meets the criteria to securely classify customers as promoters, passives and detractors.
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Headless browser
is a web browser, which communicates with the user in the command-line mode, without a traditional graphical interface. Headless browsers can automate the controls of a web page in an environment similar to some popular browsers. They are particularly useful for testing web pages because they correctly interpret HTML, style sheets and JavaScript execution with AJAX - such functions that are not always available during testing. In 2009, Google began using headless browsers to help its search engine index AJAX3 sites. Headless Browsers Use Cases Headless browsers can be used for: Web app tests automation. Web page screenshots. Automated tests for JavaScript libraries. Web scraping to data recovery. Website interaction automation. Malicious Use Cases Headless browsers can also be used to: Perform DDOS attacks against websites. Increase the number of views. Automatically search for sites for fraudulent use, for example, confidential identifiers. List of Headless Browsers Here is a list of browsers offering headless functions: PhantomJS - a headless browser using the WebKit engine for rendering its pages and JavaScriptCore for javascript execution. PhantomJS was originally developed in 2010. HTMLUnit - also headless, written in Java. HTMLUnit uses Rhino for the JavaScript. TrifleJS - a version of the scriptable Internet Explorer browser that uses the Trident rendering engine and the V8 JavaScript engine. TrifleJS uses the same API as PhantomJS and, works by using the WebBrowser object of the .NET WebBrowser framework to control the version of IE installed on the machine. Splash - it has HTTP API, Lua scripting and an IPython IDE. Splash is written in Python and uses the WebKit rendering engine. Weboob - a Python library. Emulated Headless Browser These browsers emulate the environment of a browser Zombie.js. a navigation environment for Node.js20,21. ENVJS. a navigation environment is written in JavaScript for the Rhino engine. While they are able to support common browsing functions (HTML parsing, XHR, cookie support, etc.), they can not render and have limited support for DOM events. They usually run faster than a typical browser, but are unable to correctly interpret many sites.
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Frame
is a unit of digital data transmission in computer and telecommunication networks. In a packet-switched system, a frame is a simple container for a network. In other telecommunication systems, frames are repeating structures that support time division multiplexing. Frame (HTML) - in web-design: the presentation of multiple HTML documents on a separate web page. Frame rate is the number of images displayed on the screen per time unit, usually expressed in FPS (frames per second) Frame (GUI), a box to save other widgets in the graphical user interface A frame typically includes a synchronization feature that has a sequence of bits, ‘or symbols’, indicating the receiver, the received symbol, or the beginning and end of the upload data in the bit stream. If the receiver is connected to the system during transmission, it will ignore the information until it detects a new frame synchronization sequence. Packet switching In the OSI model of a computer network, a frame is a data unit of the link layer. The frame is the result of the last encapsulation layer before the data is transferred by the physical layer. Each frame is separated from the next frame by an interval. It is a series of bits, usually consisting of a frame synchronization, a packet payload, and a frame check sequence. Examples include Point-to-Point Protocol  frames,Fiber Channel frames, Ethernet frames, and V.42 modem frames. Typically, several frames of different sizes are nested within each other. For example, when using the PPP protocol in asynchronous serial communication, the 8 bits of each byte consist of a start bit and a stop bit, and the payload data bytes in the network packet are framed by the header and footer, several packets can be framed with bound bytes. Time division multiplexing In telecommunications, particularly time division multiplexing (TDM) and time division multiple access variants (TDMA), a frame is a cyclically repeated block of data consisting of a fixed number of time slots; each interval is time used for Logical TDM channels or TDMA transmitters. In this context, a framework is usually an entity at the physical layer. Examples of TDM applications are SONET / SDH circuit-switched B channels and ISDN, while TDMA examples are circuit-switched data used in early cellular voice services. This frame is also an entity for time division duplexing, wherein the handset can transmit during certain time slots while receiving other slots.
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