Core War - ορισμός. Τι είναι το Core War
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Τι (ποιος) είναι Core War - ορισμός

1984 VIDEO GAME
Core Wars; Corewars; CoreWars; CoreWars 8086; Corewar; Core wars; CoreWar; International Core War Society; Core war
  • Core War screenshot

Core War         
<games> (Or more recently, "Core Wars") A game played between assembly code programs running in the core of a simulated machine (and vicariously by their authors). The objective is to kill your opponents' programs by overwriting them. The programs are written using an instruction set called "Redcode" and run on a virtual machine called "MARS" (Memory Array Redcode Simulator). Core War was devised by Victor Vyssotsky, Robert Morris Sr., and Dennis Ritchie in the early 1960s (their original game was called "Darwin" and ran on a PDP-1 at Bell Labs). It was first described in the "Core War Guidelines" of March, 1984 by D. G. Jones and A. K. Dewdney of the Department of Computer Science at The University of Western Ontario (Canada). Dewdney wrote several "Computer Recreations" articles in "Scientific American" which discussed Core War, starting with the May 1984 article. Those articles are contained in the two anthologies cited below. A.K. Dewdney's articles are still the most readable introduction to Core War, even though the Redcode dialect described in there is no longer current. The International Core War Society (ICWS) creates and maintains Core War standards and the runs Core War tournaments. There have been six annual tournaments and two standards (ICWS'86 and ICWS'88). ["The Armchair Universe: An Exploration of Computer Worlds", A. K. Dewdney, W. H. Freeman, New York, 1988, ISBN 0-7167-1939-8, LCCN QA76.6 .D517 1988] ["The Magic Machine: A Handbook of Computer Sorcery", A. K. Dewdney, W. H. Freeman, New York, 1990, ISBN 0-7167-2125-2 (Hardcover), 0-7167-2144-9 (Paperback), LCCN QA76.6 .D5173 1990]. (1998-10-30)
International Core War Society         
<games, standard, body> (ICWS) The official standards body for Core War. (1996-02-16)
main store         
  • Diagram of a 4×4 plane of magnetic core memory in an X/Y line coincident-current setup. X and Y are drive lines, S is sense, Z is inhibit. Arrows indicate the direction of current for writing.
  • A 10.8×10.8 cm plane of magnetic core memory with 64 x 64 bits (4 Kb), as used in a [[CDC 6600]]. Inset shows ''word line'' architecture with two wires per bit
  • Close-up of a core plane. The distance between the rings is roughly 1 mm (0.04 in). The green horizontal wires are X; the Y wires are dull brown and vertical, toward the back. The sense wires are diagonal, colored orange, and the inhibit wires are vertical twisted pairs.
  • One of three inter-connected modules that make up an Omnibus-based PDP-8 core memory plane.  This is the middle of the three and contains the array of actual ferrite cores.
  • One of three inter-connected modules that make up an Omnibus-based (PDP 8/e/f/m) PDP-8 core memory plane.
  • One of three inter-connected modules that make up an Omnibus-based PDP-8 core memory plane.
  • [[Project Whirlwind]] core memory
  • Diagram of the [[hysteresis]] curve for a magnetic memory core during a read operation. Sense line current pulse is high ("1") or low ("0") depending on original magnetization state of the core.
PREDOMINANT FORM OF RANDOM-ACCESS COMPUTER MEMORY FOR 20 YEARS BETWEEN ABOUT 1955 AND 1975
Ferrite core memory; Ferrite-core memory; Core store; Magnetic-Core Storage; Ferrite ram; Magnetic core storage; Core Memory; Main store; Magnetic core memory; Core memory; Core memories

Βικιπαίδεια

Core War

Core War is a 1984 programming game created by D. G. Jones and A. K. Dewdney in which two or more battle programs (called "warriors") compete for control of a virtual computer. These battle programs are written in an abstract assembly language called Redcode. The standards for the language and the virtual machine were initially set by the International Core Wars Society (ICWS), but later standards were determined by community consensus.

Παραδείγματα από το σώμα κειμένου για Core War
1. But as the Army struggles to define its long–term future beyond Iraq and Afghanistan, some critics within the military warn that the new emphasis on nation–building is a dangerous distraction from what they believe should be the Army‘s focus: strengthening its core war–fighting skills to prepare for large–scale ground combat.