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Library 2.0 is a new way of providing library services through new Internet technologies, with emphasis on “user-centered” change and interaction. Like Web 2.0, a full-featured Library 2.0 OPAC gets better the more that users are involved in the process of interacting with the catalog and sharing content.
Articles in this category describe innovative library-related digital technology services introduced about or after the year 2000, also known as Library 2.0. Subcategories This category has the following 3 subcategories, out of 3 total.
2D/3D game engine packaged in a 3D modelar with integrated Bullet physics library [2] [3] Build engine: C: 1995 Yes 2.5D Windows, Linux, macOS, DOS: Duke Nukem 3D, Shadow Warrior, Blood, Redneck Rampage: Custom, free non-commercial use FPS engine; 2.5D, 2D grid base geometry Buildbox: C++: 2014 Optional Yes 2D, 3D Windows, macOS, iOS, Android
The University College Dublin (UCD) James Joyce Library created the first Irish library in Second Life in March 2007 as a part of ALS's Cybrary City project. [37] This virtual library had several features and services, including user surveys, e-mail services, e-books, presentations, comment box, virtual PC, notecard giver, trampoline, dance ...
This is an accepted version of this page This is the latest accepted revision, reviewed on 6 January 2025. Organized collection of books or other information resources For other uses, see Library (disambiguation). Library patron retrieving a book from a shelf A library is a collection of books, and possibly other materials and media, that is accessible for use by its members and members of ...
Several versions of the TLS protocol exist. SSL 2.0 is a deprecated [27] protocol version with significant weaknesses. SSL 3.0 (1996) and TLS 1.0 (1999) are successors with two weaknesses in CBC-padding that were explained in 2001 by Serge Vaudenay. [28]
The Microsoft Enterprise Library is a set of tools and programming libraries for the Microsoft .NET Framework. It provides APIs to facilitate proven practices in core areas of programming including data access, logging, exception handling and others.
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