A prototype is an early sample, model, or release of a product built to test a concept or process.[1] It is a term used in a variety of contexts, including semantics, design, electronics, and software programming. A prototype is generally used to evaluate a new design to enhance precision by system analysts and users.[2] Prototyping serves to provide specifications for a real, working system rather than a theoretical one.[3] In some design workflow models, creating a prototype (a process sometimes called materialization) is the step between the formalization and the evaluation of an idea.[4]
The prototype full movie
A prototype can also mean a typical example of something such as in the use of the derivation 'prototypical'.[5] This is a useful term in identifying objects, behaviours and concepts which are considered the accepted norm and is analogous with terms such as stereotypes and archetypes.
Engineers and prototype specialists attempt to minimize the impact of these differences on the intended role for the prototype. For example, if a visual prototype is not able to use the same materials as the final product, they will attempt to substitute materials with properties that closely simulate the intended final materials.
It is important to recognize that by their very nature, prototypes represent some compromise from the final production design. This is due to not just the skill and choices of the designer(s), but the inevitable inherent limitations of a prototype due to the "map-territory relation". Just as a map is a reduced abstraction representing far more detailed actual territory, or "the menu represents the meal" but cannot capture all the detail of the actual delivered food: a prototype is a necessarily inexact and limited approximation of a "real" final product.
Further, prototypers make both deliberate and unintended choices and tradeoffs for reasons ranging from cost/time savings to what they consider "important" vs. "trivial" aspects to focus design attention and execution on. Due to differences in materials, processes and design fidelity, it is possible that a prototype may fail to perform acceptably although the production design may have been sound. Conversely, and somewhat counter-intuitively: prototypes may actually perform acceptably but the production design and outcome may prove unsuccessful, as prototyping materials and processes may actually outperform their production counterparts.
In general, it can be expected that individual prototype costs will be substantially greater than the final production costs due to inefficiencies in materials and processes. Prototypes are also used to revise the design for the purposes of reducing costs through optimization and refinement.[16]
It is possible to use prototype testing to reduce the risk that a design may not perform as intended, however prototypes generally cannot eliminate all risk. There are pragmatic and practical limitations to the ability of a prototype to match the intended final performance of the product and some allowances and engineering judgement are often required before moving forward with a production design.
In technology research, a technology demonstrator is a prototype serving as proof-of-concept and demonstration model for a new technology or future product, proving its viability and illustrating conceivable applications.
In large development projects, a testbed is a platform and prototype development environment for rigorous experimentation and testing of new technologies, components, scientific theories and computational tools.[17]
The most common use of the word prototype is a functional, although experimental, version of a non-military machine (e.g., automobiles, domestic appliances, consumer electronics) whose designers would like to have built by mass production means, as opposed to a mockup, which is an inert representation of a machine's appearance, often made of some non-durable substance.
However, more and more often the first functional prototype is built on a "prototype PCB" almost identical to the production PCB, as PCB manufacturing prices fall and as many components are not available in DIP packages, but only available in SMT packages optimized for placing on a PCB.
In electronics, prototyping means building an actual circuit to a theoretical design to verify that it works, and to provide a physical platform for debugging it if it does not. The prototype is often constructed using techniques such as wire wrapping or using a breadboard, stripboard or perfboard, with the result being a circuit that is electrically identical to the design but not physically identical to the final product.[19]
Open-source tools like Fritzing exist to document electronic prototypes (especially the breadboard-based ones) and move toward physical production. Prototyping platforms such as Arduino also simplify the task of programming and interacting with a microcontroller.[20] The developer can choose to deploy their invention as-is using the prototyping platform, or replace it with only the microcontroller chip and the circuitry that is relevant to their product.
A technician can quickly build a prototype (and make additions and modifications) using these techniques, but for volume production it is much faster and usually cheaper to mass-produce custom printed circuit boards than to produce these other kinds of prototype boards. The proliferation of quick-turn PCB fabrication and assembly companies has enabled the concepts of rapid prototyping to be applied to electronic circuit design. It is now possible, even with the smallest passive components and largest fine-pitch packages, to have boards fabricated, assembled, and even tested in a matter of days.
Often the end users may not be able to provide a complete set of application objectives, detailed input, processing, or output requirements in the initial stage. After the user evaluation, another prototype will be built based on feedback from users, and again the cycle returns to customer evaluation. The cycle starts by listening to the user, followed by building or revising a mock-up, and letting the user test the mock-up, then back. There is now a new generation of tools called Application Simulation Software which help quickly simulate application before their development.[22]
In many programming languages, a function prototype is the declaration of a subroutine or function (and should not be confused with software prototyping). This term is rather C/C++-specific; other terms for this notion are signature, type and interface. In prototype-based programming (a form of object-oriented programming), new objects are produced by cloning existing objects, which are called prototypes.[24]
A data prototype is a form of functional or working prototype.[26] The justification for its creation is usually a data migration, data integration or application implementation project and the raw materials used as input are an instance of all the relevant data which exists at the start of the project.
When developing software or digital tools that humans interact with, a prototype is an artifact that is used to ask and answer a design question. Prototypes provide the means for examining design problems and evaluating solutions.[28]
Architects prototype to test ideas structurally, aesthetically and technically. Whether the prototype works or not is not the primary focus: architectural prototyping is the revelatory process through which the architect gains insight.[35]
Until 1960, the meter was defined by a platinum-iridium prototype bar with two marks on it (that were, by definition, spaced apart by one meter), the international prototype of the metre, and in 1983 the meter was redefined to be the distance in free space covered by light in 1/299,792,458 of a second (thus defining the speed of light to be 299,792,458 meters per second).
In many sciences, from pathology to taxonomy, prototype refers to a disease, species, etc. which sets a good example for the whole category. In biology, prototype is the ancestral or primitive form of a species or other group; an archetype.[36] For example, the Senegal bichir is regarded as the prototypes of its genus, Polypterus.
In the near future of Prototype, New World Robotics has invented artificially intelligent androids to help with menial household tasks, with high-ranking employees testing the prototype versions of different models. In classic horror fashion, the opening sees senior researcher Olivia (Stephanie Lodge) killed by the earliest model, Zero, which the company (and the film) is happy to sweep under the rug with a couple lines of dialogue. Principal inventor Roger Marshall (James Robertson), meanwhile, has been trialing One (Luke Robinson) at home with his family. An aggressive man who abuses his wife, Shelly (Danielle Scott), Roger is apparently unhappy with the seemingly good-natured One, who has in particular bonded with the young daughter, Andy (Marshall K. Hawkes), and decides to test out the more advanced and (supposedly) loyal Two (Zoe Purdy). This android, however, is sinister from the get-go, and starts to emotionally manipulate each family member (and murder random bystanders) on the way to usurping Roger's control.
Getting hung up on the movie's lack of big ideas would verge on the unreasonable, however, and Prototype could've had all the aforementioned flaws forgiven by just being fun. This is, after all, a sci-fi horror, and horror fans are willing to forgive a great deal if there's creativity where it counts. But, outside of the occasional choice of camera placement, the movie struggles to be interesting. The story never builds any tension or makes any real attempt at surprise. The kill scenes are either uninspired or poorly executed (pun intended), and the humor just doesn't land. More out-there performance choices, whether knowingly so or not, could have provided some level of so-bad-it's-good enjoyment, but the movie seems intent on playing the story straight in a way it can't sustain. One, for example, is very earnestly positioned as a sympathetic character, despite the fact that the way Robinson's eyes sit in the costume make him resemble the masked killer from Hush. Acknowledging this fact and working with it, instead of trying to ignore and overcome it, could have pushed the film in a more interesting, entertaining direction. 2ff7e9595c
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