Safety is the state of being "safe" (from French sauf), the condition of being protected against physical, social, spiritual, financial, political, emotional, occupational, psychological, educational, or other types or consequences of failure, damage, error, accidents, harm, or any other event that could be considered non-desirable. Safety can also be defined to be the control of recognized hazards to achieve an acceptable level of risk. This can take the form of being protected from the event or from exposure to something that causes health or economical losses. It can include protection of people or of possessions.
There are two slightly different meanings of safety. For example, home safety may indicate a building's ability to protect against external harm events (such as weather, home invasion, etc.), or may indicate that its internal installations (such as appliances, stairs, etc.) are safe (not dangerous or harmful) for its inhabitants.
Discussions of safety often include mention of related terms. Security is such a term. With time the definitions between these two have often become interchanged, equated, and frequently appear juxtaposed in the same sentence. Readers unfortunately are left to conclude whether they comprise a redundancy. This confuses the uniqueness that should be reserved for each by itself. When seen as unique, as we intend here, each term will assume its rightful place in influencing and being influenced by the other.
In gridiron football, the safety (American football) or safety touch (Canadian football) is a scoring play that results in two points being awarded to the scoring team. Safeties can be scored in a number of ways, such as when a ballcarrier is tackled in his own end zone or when a foul is committed by the offense in their own end zone. After a safety is scored in American football, the ball is kicked off to the team that scored the safety from the 20-yard line; in Canadian football, the scoring team also has the options of taking control of the ball at their own 35-yard line or kicking the ball off themselves. The ability of the scoring team to receive the ball through a kickoff differs from the touchdown and field goal, which require the scoring team to kick the ball off to the scored upon team. Despite being of relatively low point value, safeties can have a significant impact on the result of games, and Brian Burke of Advanced NFL Stats estimated that safeties have a greater abstract value than field goals, despite being worth a point less, due to the field position and reclaimed possession gained off the safety kick.
Safety (S) is a position in American and Canadian football, played by a member of the defense. The safeties are defensive backs who line up from ten to fifteen yards in front of the line of scrimmage. There are two variations of the position in a typical American formation, the free safety (FS) and the strong safety (SS). Their duties depend on the defensive scheme. The defensive responsibilities of the safety and cornerback usually involve pass coverage towards the middle and sidelines of the field, respectively. While American (11-player) formations generally use two safeties, Canadian (12-player) formations generally have one safety and two defensive halfbacks, a position not used in the American game. As professional and college football have become more focused on the passing game, safeties have become more involved in covering the eligible pass receivers.
Safeties are the last line of defense, and are thus expected to be sure tacklers. Indeed, many safeties rank among the hardest hitters in football history.
.systems is a top level domain name. It has been introduced in 2015. Id does not support DNSSEC.
A system is a set of interacting or interdependent component parts forming a complex/intricate whole. Every system is delineated by its spatial and temporal boundaries, surrounded and influenced by its environment, described by its structure and purpose and expressed in its functioning.
The term system may also refer to a set of rules that governs structure and/or behavior. Alternatively, and usually in the context of complex social systems, the term is used to describe the set of rules that govern structure and/or behavior.
The term "system" comes from the Latin word systēma, in turn from Greek σύστημα systēma: "whole compounded of several parts or members, system", literary "composition".
According to Marshall McLuhan,
"System" means "something to look at". You must have a very high visual gradient to have systematization. In philosophy, before Descartes, there was no "system". Plato had no "system". Aristotle had no "system".
In the 19th century the French physicist Nicolas Léonard Sadi Carnot, who studied thermodynamics, pioneered the development of the concept of a "system" in the natural sciences. In 1824 he studied the system which he called the working substance (typically a body of water vapor) in steam engines, in regards to the system's ability to do work when heat is applied to it. The working substance could be put in contact with either a boiler, a cold reservoir (a stream of cold water), or a piston (to which the working body could do work by pushing on it). In 1850, the German physicist Rudolf Clausius generalized this picture to include the concept of the surroundings and began to use the term "working body" when referring to the system.
System programming (or systems programming) is the activity of programming computer system software. The primary distinguishing characteristic of systems programming when compared to application programming is that application programming aims to produce software which provides services to the user directly (e.g. word processor), whereas systems programming aims to produce software and software platforms which provide services to other software, are performance constrained, or usually both (e.g. operating systems, computational science applications, game engines and AAA video games, industrial automation, and software as a service applications).
System programming requires a great degree of hardware awareness. Its goal is to achieve efficient use of available resources, either because the software itself is performance critical (AAA video games) or because even small efficiency improvements directly transform into significant monetary savings for the service provider (cloud based word processors).
Effectiveness is the capability of producing a desired result. When something is deemed effective, it means it has an intended or expected outcome, or produces a deep, vivid impression.
The origin of the word "effective" stems from the Latin word effectīvus, which means creative, productive or effective. It surfaced in Middle English between 1300-1400 A.D.
In mathematics, effective is sometimes used as a synonym of algorithmically computable.
In physics, an effective theory is, similar to a phenomenological theory, a framework intended to explain certain (observed) effects without the claim that the theory correctly models the underlying (unobserved) processes.
In heat transfer, effectiveness is a measure of the performance of a heat exchanger when using the NTU method.
In medicine, effectiveness relates to how well a treatment works in practice, as opposed to efficacy, which measures how well it works in clinical trials or laboratory studies.
In management, effectiveness relates to getting the right things done. Peter Drucker reminds us that “effectiveness can and must be learned.”.