User request - ορισμός. Τι είναι το User request
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Μετάφραση και ανάλυση λέξεων από τεχνητή νοημοσύνη

Σε αυτήν τη σελίδα μπορείτε να λάβετε μια λεπτομερή ανάλυση μιας λέξης ή μιας φράσης, η οποία δημιουργήθηκε χρησιμοποιώντας το ChatGPT, την καλύτερη τεχνολογία τεχνητής νοημοσύνης μέχρι σήμερα:

  • πώς χρησιμοποιείται η λέξη
  • συχνότητα χρήσης
  • χρησιμοποιείται πιο συχνά στον προφορικό ή γραπτό λόγο
  • επιλογές μετάφρασης λέξεων
  • παραδείγματα χρήσης (πολλές φράσεις με μετάφραση)
  • ετυμολογία

Τι (ποιος) είναι User request - ορισμός

METHOD BY WHICH COMPUTERS COMMUNICATE
Request-reply; Request/reply; Request-response; Request/response

Change request         
ADMINISTRATIVE MODIFICATION PROPOSAL
Request For Change; Request for Change; Change Request Form; Request for change; Change request form
A change request (aka Change Control Request, or CCR) is a document containing a call for an adjustment of a system; it is of great importance in the change management process.
Request–response         
In computer science, request–response or request–reply is one of the basic methods computers use to communicate with each other in a network, in which the first computer sends a request for some data and the second responds to the request. More specifically, it is a message exchange pattern in which a requestor sends a request message to a replier system, which receives and processes the request, ultimately returning a message in response.
user name         
PERSON WHO USES A COMPUTER OR NETWORK SERVICE
Screen name (computing); User name; Username; Computer user; Account (computing); UserName; User Name; User-name; User-Name; Normal user; Screenname; User name policy; Internet pseudonym; User area; Computer logon; Computer users; My account; Screenames; Aol screen names; AOL screen names; Usernames; User Account; User Accounts; User accounts; User preferences; Changing Username; User names; Switching usernames; Switching user names; User account; User (system); Software users; Changing username; Login name; In-game name; Account name; Warmware
<operating system, security> (Or "logon") A unique name for each user of computer services which can be accessed by several persons. Users need to identify themselves for accounting, security, logging, and resource management. Usually a person must also enter a password in order to access a service. Once the user has logged on the operating system will often use a (short) user identifier, e.g. an integer, to refer to them rather than their user name. User names can usually be any short string of alphanumeric characters. Common choices are first name, initials, or some combination of first name, last name, initials and an arbitrary number. User names are often assigned by {system administrators} according to some local policy, or they may be chosen by the users themselves. User names are often also used as mailbox names in electronic mail addresses. (1997-03-16)

Βικιπαίδεια

Request–response

In computer science, request–response or request–reply is one of the basic methods computers use to communicate with each other in a network, in which the first computer sends a request for some data and the second responds to the request. More specifically, it is a message exchange pattern in which a requestor sends a request message to a replier system, which receives and processes the request, ultimately returning a message in response. It is analogous to a telephone call, in which the caller must wait for the recipient to pick up before anything can be discussed. This is a simple but powerful messaging pattern which allows two applications to have a two-way conversation with one another over a channel; it is especially common in client–server architectures.

For simplicity, this pattern is typically implemented in a purely synchronous fashion, as in web service calls over HTTP, which holds a connection open and waits until the response is delivered or the timeout period expires. However, request–response may also be implemented asynchronously, with a response being returned at some unknown later time. When a synchronous system communicates with an asynchronous system, it is referred to as "sync over async" or "sync/async". This is common in enterprise application integration (EAI) implementations where slow aggregations, time-intensive functions, or human workflow must be performed before a response can be constructed and delivered.

In contrast, one-way computer communication, which is like the push-to-talk or "barge in" feature found on some phones and two-way radios, sends a message without waiting for a response. Sending an email is an example of one-way communication, and another example are fieldbus sensors, such as most CAN bus sensors, which periodically and autonomously send out their data, whether or not any other devices on the bus are listening for it. (Most of these systems use a "listen before talk" or other contention-based protocol so multiple sensors can transmit periodic updates without any pre-coordination.)