In software engineering, multitier architecture (often referred to as n-tier architecture) is a client–server architecture in which presentation, application processing, and data management functions are physically separated. The most widespread use of multitier architecture is the three-tier architecture.
N-tier application architecture provides a model by which developers can create flexible and reusable applications. By segregating an application into tiers, developers acquire the option of modifying or adding a specific layer, instead of reworking the entire application. A three-tier architecture is typically composed of a presentation tier, a domain logic tier, and a data storage tier.
While the concepts of layer and tier are often used interchangeably, one fairly common point of view is that there is indeed a difference. This view holds that a layer is a logical structuring mechanism for the elements that make up the software solution, while a tier is a physical structuring mechanism for the system infrastructure.
Eternal Darkness: Sanity's Requiem is a psychological horror action-adventure game developed by Silicon Knights and published by Nintendo for the GameCube in 2002. The game was originally planned for the Nintendo 64. The game's setting is centered on a mansion in Rhode Island—the home of protagonist Alexandra Roivas' grandfather—and a book that Alexandra finds there. It utilizes a third-person view in which the player must navigate a number of locations as twelve characters spanning different time periods, as well as "sanity effects" to enhance the gameplay.
Though not a commercial success, Eternal Darkness was widely praised, winning numerous awards. While a direct follow-up was cancelled by the copyrights holder Nintendo, and Silicon Knights bankrupted and disbanded, the game's writer and director Denis Dyack has been attempting to make a spiritual successor titled Shadow of the Eternals.
The action in Eternal Darkness is divided between four principal locations. The game skips back and forth through time when the player begins or ends each chapter. The locations include the Forbidden City in Persia, a Cambodian temple in Angkor Thom, the Oublié Cathedral in Amiens, France, and the Roivas family mansion with the Ruined City of Ehn'gha in Rhode Island, United States.
The client–server model of computing is a distributed application structure that partitions tasks or workloads between the providers of a resource or service, called servers, and service requesters, called clients. Often clients and servers communicate over a computer network on separate hardware, but both client and server may reside in the same system. A server host runs one or more server programs which share their resources with clients. A client does not share any of its resources, but requests a server's content or service function. Clients therefore initiate communication sessions with servers which await incoming requests.
Examples of computer applications that use the client–server model are Email, network printing, and the World Wide Web.
The Client-server characteristic describes the relationship of cooperating programs in an application. The server component provides a function or service to one or many clients, which initiate requests for such services.
Kraft paper or kraft is paper or paperboard (cardboard) produced from chemical pulp produced in the kraft process.
Sack kraft paper, or just sack paper, is a porous kraft paper with high elasticity and high tear resistance, designed for packaging products with high demands for strength and durability.
Pulp produced by the kraft process is stronger than that made by other pulping processes; acidic sulfite processes degrade cellulose more, leading to weaker fibers, and mechanical pulping processes leave most of the lignin with the fibers, whereas kraft pulping removes most of the lignin present originally in the wood. Low lignin is important to the resulting strength of the paper, as the hydrophobic nature of lignin interferes with the formation of the hydrogen bonds between cellulose (and hemicellulose) in the fibers.
Kraft pulp is darker than other wood pulps, but it can be bleached to make very white pulp. Fully bleached kraft pulp is used to make high quality paper where strength, whiteness and resistance to yellowing are important.
Kraft is a surname. Notable people with the surname include:
The following is a list of characters in the novel Catch-22 by Joseph Heller.
Captain John Yossarian is a fictional character in Joseph Heller's novel Catch-22 and its sequel Closing Time, and the protagonist of both books. In Catch-22, Yossarian is a 28-year-old Captain and B-25 bombardier in the 256th Bombardment Squadron of the Army Air Corps, stationed on the small island of Pianosa off the Italian mainland during World War II. Yossarian's exploits are based on the experiences of the author; Heller was also a bombardier in the Air Corps, stationed on an island off the coast of Italy during World War II.
Tappman (also called R. O. Shipman in some editions) is a naïve Anabaptist minister from Kenosha, Wisconsin, who is tormented throughout the novel by his rude, manipulative atheist assistant, Corporal Whitcomb. Easily intimidated by the cruelty of others, the chaplain is a kind, gentle and sensitive man who worries constantly about his wife and children at home.
In the fictional Bleach manga/ anime universe, a hollow (虚(ホロウ, horō) is a monstrous ghost that ought to be slain and purified or else it will feed on other souls. Many of the series' antagonists are hollows; also, the fictional universe also has hollows with Soul Reaper(a death-related entity)-like characteristics called arrancars (破面(アランカル), arankaru, Spanish for "to tear off," kanji translates as "broken mask"). One of the series' main storylines has Sōsuke Aizen (the primary antagonist for the majority of the series) and his arrancars (particularly the ten Espadas, the strongest ones) as the force opposing the protagonists.
The creator of the series, Tite Kubo, used many Spanish motifs for the series' hollow-related elements. The fictional creatures have been praised by reviewers for the early hollows' strong emotional ties to their victims and the "interesting" concept of the arrancar; the visual appearance of the characters have also been commented on.