CCM may refer to:
The .17 CCM (Cooper Centerfire Magnum) is a necked down version of the .22 CCM. This cartridge was introduced in 1992 and was originally designed by Mike Hill. Dan Cooper (President of Cooper Arms) further refined the cartridge and chambering to put it into production in the Cooper Model 38 action.
The .17 CCM is designed specifically for varmint and small game hunting. Its major benefits are low noise, accuracy and minimal barrel temperature, which makes it a perfect cartridge for prairie dogs. It has an effective range of around 300 yards, but like any other .17 caliber it is sensitive to the wind out past 100 yards.
CCM was an initialism for Canada Cycle & Motor Co. Ltd. The company would eventually split into two separate entities both maintaining the CCM trademark, one maintaining bicycle manufacturing and the other, CCM (The Hockey Company), producing hockey equipment.
The formation of C.C.M. came at the same time as an American bicycle industry consolidation: "42 manufacturers formed the American Bicycle Company and soon afterwards announced plans to open a branch plant in Canada called the National Cycle Company." C.C.M. was established "when the operations of four major Canadian bicycle manufacturers amalgamated: H.A. Lozier, Massey-Harris, Goold, and Welland Vale Manufacturing." "The company then accounted for 85 per cent of Canadian cycle production."
Around 1899 many smaller bicycle makers went out of business, and C.C.M. soon became Canada's industry leader.
In 1903, weakness in the bicycle market prompted C.C.M. to acquire the assets of Canadian Motors Ltd. (CML), a failed automobile producer. Tommy Russell, C.C.M.'s new general manager, saw an opportunity to diversify his company's product line.
In user interface design, a mode is a distinct setting within a computer program or any physical machine interface, in which the same user input will produce perceived different results than it would in other settings. The best-known modal interface components are probably the Caps lock and Insert keys on the standard computer keyboard, both of which put the user's typing into a different mode after being pressed, then return it to the regular mode after being re-pressed.
An interface that uses no modes is known as a modeless interface. Modeless interfaces intend to avoid mode errors by making it impossible for the user to commit them.
A precise definition is given by Jef Raskin in his book The Humane Interface:
"An human-machine interface is modal with respect to a given gesture when (1) the current state of the interface is not the user's locus of attention and (2) the interface will execute one among several different responses to the gesture, depending on the system's current state." (Page 42).
In literature, a mode is an employed method or approach, identifiable within a written work. As descriptive terms, form and genre are often used inaccurately instead of mode; for example, the pastoral mode is often mistakenly identified as a genre. The Writers Web site feature, A List of Important Literary Terms, defines mode thus:
In his Poetics, the ancient Greek philosopher Aristotle uses 'mode' in a more specific sense. Kinds of 'poetry' (the term includes drama, flute music, and lyre music for Aristotle), he writes, may be differentiated in three ways: according to their medium of imitation, according to their objects of imitation, and according to their mode or 'manner' of imitation (section I). "For the medium being the same, and the objects the same, the poet may imitate by narration—in which case he can either take another personality as Homer does, or speak in his own person, unchanged—or he may present all his characters as living and moving before us" (section III). According to this definition, 'narrative' and 'dramatic' are modes of fiction:
Game mechanics are constructs of rules or methods designed for interaction with the game state, thus providing gameplay. All games use mechanics; however, theories and styles differ as to their ultimate importance to the game. In general, the process and study of game design, or ludology, are efforts to come up with game mechanics that allow for people playing a game to have an engaging, but not necessarily fun, experience.
The interaction of various game mechanics in a game determines the complexity and level of player interaction in the game, and in conjunction with the game's environment and resources determine game balance. Some forms of game mechanics have been used in games for centuries, while others are relatively new, having been invented within the past decade.
Complexity in game mechanics should not be confused with depth or even realism. Go is perhaps one of the simplest of all games, yet exhibits extraordinary depth of play. Most computer or video games feature mechanics that are technically complex (in terms of making a human do all the calculations involved) even in relatively simple designs.