Likelihood-ratio testIn statistics, the likelihood-ratio test assesses the goodness of fit of two competing statistical models, specifically one found by maximization over the entire parameter space and another found after imposing some constraint, based on the ratio of their likelihoods. If the constraint (i.e., the null hypothesis) is supported by the observed data, the two likelihoods should not differ by more than sampling error. Thus the likelihood-ratio test tests whether this ratio is significantly different from one, or equivalently whether its natural logarithm is significantly different from zero.
Yukawa potentialIn particle, atomic and condensed matter physics, a Yukawa potential (also called a screened Coulomb potential) is a potential named after the Japanese physicist Hideki Yukawa. The potential is of the form: where is a magnitude scaling constant, i.e. is the amplitude of potential, m is the mass of the particle, r is the radial distance to the particle, and α is another scaling constant, so that is the approximate range. The potential is monotonically increasing in r and it is negative, implying the force is attractive.
Id Softwareid Software LLC (ɪd) is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: programmers John Carmack and John Romero, game designer Tom Hall, and artist Adrian Carmack. id Software made important technological developments in video game technologies for the PC (running MS-DOS and Windows), including work done for the Wolfenstein, Doom, and Quake franchises at the time.
Observer patternIn software design and engineering, the observer pattern is a software design pattern in which an object, named the subject, maintains a list of its dependents, called observers, and notifies them automatically of any state changes, usually by calling one of their methods. It is often used for implementing distributed event-handling systems in event-driven software. In such systems, the subject is usually named a "stream of events" or "stream source of events" while the observers are called "sinks of events.
Fork (software development)In software engineering, a project fork happens when developers take a copy of source code from one software package and start independent development on it, creating a distinct and separate piece of software. The term often implies not merely a development branch, but also a split in the developer community; as such, it is a form of schism. Grounds for forking are varying user preferences and stagnated or discontinued development of the original software.
Workflow engineA workflow engine is a software application that manages business processes. It is a key component in workflow technology and typically makes use of a database server. A workflow engine manages and monitors the state of activities in a workflow, such as the processing and approval of a loan application form, and determines which new activity to transition to according to defined processes (workflows). The actions may be anything from saving an application form in a document management system to sending a reminder e-mail to users or escalating overdue items to management.
Custom softwareCustomised software (also known as bespoke software or tailor-made software) is software that is developed specifically for some specific organization or other user. As such, it can be contrasted with the use of out-of-the-box software packages developed for the mass market, such as commercial off-the-shelf software, or existing free software. Since custom software is developed for a single customer it can accommodate that customer's particular preferences and expectations, which may not be the case for commercial off-the-shelf software.
Anti-patternAn anti-pattern in software engineering, project management, and business processes is a common response to a recurring problem that is usually ineffective and risks being highly counterproductive. The term, coined in 1995 by computer programmer Andrew Koenig, was inspired by the book Design Patterns (which highlights a number of design patterns in software development that its authors considered to be highly reliable and effective) and first published in his article in the Journal of Object-Oriented Programming.
Conversation analysisConversation analysis (CA) is an approach to the study of social interaction that empirically investigates the mechanisms by which humans achieve mutual understanding. It focuses on both verbal and non-verbal conduct, especially in situations of everyday life. CA originated as a sociological method, but has since spread to other fields.
Task analysisTask analysis is a fundamental tool of human factors engineering. It entails analyzing how a task is accomplished, including a detailed description of both manual and mental activities, task and element durations, task frequency, task allocation, task complexity, environmental conditions, necessary clothing and equipment, and any other unique factors involved in or required for one or more people to perform a given task. Information from a task analysis can then be used for many purposes, such as personnel selection and training, tool or equipment design, procedure design (e.