Unmanned combat aerial vehicleAn unmanned combat aerial vehicle (UCAV), also known as a combat drone, colloquially shortened as drone or battlefield UAV, is an unmanned aerial vehicle (UAV) that is used for intelligence, surveillance, target acquisition, and reconnaissance and carries aircraft ordnance such as missiles, ATGMs, and/or bombs in hardpoints for drone strikes. These drones are usually under real-time human control, with varying levels of autonomy. Unlike unmanned surveillance and reconnaissance aerial vehicles, UCAVs are used for both drone strikes and battlefield intelligence.
Geographic information systemA geographic information system (GIS) consists of integrated computer hardware and software that store, manage, analyze, edit, output, and visualize geographic data. Much of this often happens within a spatial database, however, this is not essential to meet the definition of a GIS. In a broader sense, one may consider such a system also to include human users and support staff, procedures and workflows, the body of knowledge of relevant concepts and methods, and institutional organizations.
Image noiseImage noise is random variation of brightness or color information in s, and is usually an aspect of electronic noise. It can be produced by the and circuitry of a or digital camera. Image noise can also originate in film grain and in the unavoidable shot noise of an ideal photon detector. Image noise is an undesirable by-product of image capture that obscures the desired information. Typically the term “image noise” is used to refer to noise in 2D images, not 3D images.
Timekeeping in gamesIn video games and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based. Real-time strategy and Real-time tactics Real-time games have game time progress continuously according to the game clock. One example of such a game is the sandbox game Terraria, where one day-night cycle of 24 hours is equal to 24 minutes in real time. Players perform actions simultaneously as opposed to in sequential units or turns.
Windward and leewardIn geography and seamanship, windward (ˈwɪndwərd,_ˈwɪnərd) and leeward (ˈliːwərd,_ˈljuːərd) are directions relative to the wind. Windward is upwind from the point of reference, i.e., towards the direction from which the wind is coming; leeward is downwind from the point of reference, i.e., along the direction towards which the wind is going. The side of a ship that is towards the leeward is its "lee side". If the vessel is heeling under the pressure of crosswind, the lee side will be the "lower side".