Difference between revisions of "Second Life Grid Glossary"

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(+ reference to IEEE 1471 (not 1474 as i erroneously wrote earlier))
(~ flashing out several entries, adding region domain, permissions)
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;Agent
;Agent
: A entity (can be a real person or a bot) interacting with other agents eventually with a region.
: A entity (can be a real person or a bot) interacting via an avatar with other avatars (representing other agents) and with one or more regions.


; Architecture
; Architecture
: An abstraction that is central to system design, and which is revealed through descriptions and multiple views.
: An abstraction that is central to system design, and which is revealed through descriptions and multiple views. In the case of the SL Architecture Working Group the architecture describes how the various pieces of the SecondLife grid interact with one another by describing their relations, the protocols being used as well as message formats where necessary.


; Asset
; Asset
: some entity which can be transferred from agent to agent or from agent to region or from region to agent. It can be something like an object, texture, sound, link, landmark
: some entity which can be transferred from agent to agent or from agent to region or from region to agent. It can be something like an object, texture, sound, link, landmark
: It's basically just a piece of data with a type
: An asset basically is a piece of data plus some meta data (also called properties).


; Avatar
; Avatar
: The representation of an agent in a region (or somewhere else, like on the web)
: The representation of an agent in a region (or somewhere else, like on the web)


;Region  
; Meta data
: Some space. It can have any form. It can be grouped together with other regions.
: part of an asset. Contains data about (meta) the asset data itself; for example, permissions, owner UUID, creator UUID.
 
; Permissions
: A kind of license digest that specifies what rights the creator of an asset grants to a user of that asset (or what rights she doesn't want to grant) [see also [[Protecting content in an open grid]]]
 
; Region  
: Some space. It can have any form. It can be grouped together with other regions. It is part of a region domain.
 
; Region domain
: Set of regions group operated by the same service provider.


; Resource
; Resource

Revision as of 08:41, 12 October 2007

Words with specific meanings within the project, defined so that discussions can be concise and misunderstandings fewer. We also encourage you to take a look at the IEEE 1471 article on achieving a common understanding.

Agent
A entity (can be a real person or a bot) interacting via an avatar with other avatars (representing other agents) and with one or more regions.
Architecture
An abstraction that is central to system design, and which is revealed through descriptions and multiple views. In the case of the SL Architecture Working Group the architecture describes how the various pieces of the SecondLife grid interact with one another by describing their relations, the protocols being used as well as message formats where necessary.
Asset
some entity which can be transferred from agent to agent or from agent to region or from region to agent. It can be something like an object, texture, sound, link, landmark
An asset basically is a piece of data plus some meta data (also called properties).
Avatar
The representation of an agent in a region (or somewhere else, like on the web)
Meta data
part of an asset. Contains data about (meta) the asset data itself; for example, permissions, owner UUID, creator UUID.
Permissions
A kind of license digest that specifies what rights the creator of an asset grants to a user of that asset (or what rights she doesn't want to grant) [see also Protecting content in an open grid]
Region
Some space. It can have any form. It can be grouped together with other regions. It is part of a region domain.
Region domain
Set of regions group operated by the same service provider.
Resource
Any finite architectural component or property or behaviour that is subject to exhaustion or which can become a bottleneck to system performance. Resources are the primary focus in designing for scalability. Examples: client-server bandwidth, agent pool depth, database access mechanism, locks, transaction times, utilities, services.
Scalability
The ability of a system to grow effectively in a given dimension in proportion to the amount of resource or capacity provided. The given dimension is often associated with a related dimension. A specific system may attempt to be scaled by adding resources, but this is effective only if the system is scalable. Example: scalability in the number of avatars at an event, viewed against the size of the user population, in proportion to the hardware allocated.
Service
A Web Services invocable resource which performs some task on behalf of a region
Simulation (sim)
A computation over time that mimics real world events within a part of the virtual world.
Stakeholder
Anyone who has a technical viewpoint that impacts on AWG work on system architecture.
Non-technical viewpoints exist and have validity, but do not fall within the current scope.
Utility
A Service, or collection of services which provides a utility which does not manifest as a region, agent or avatar within the virtual world. Examples: Currency, Identity, Asset Storage, Messaging, Presence, Topology Management.
Viewer
A program which (possibly) controls an agent (eventually inside a region)
Viewpoint
A set of related concerns about the architecture, and the representations or views used to describe the architecture to address those concerns. Examples: Client viewpoint, Client UI viewpoint, Functional viewpoint, REST Services viewpoint, Scalability viewpoint, Region Scalability viewpoint, Network viewpoint, Manpower viewpoint.