Program (American spelling) or programme (British spelling) may refer to:
Program management or programme management is the process of managing several related projects, often with the intention of improving an organization's performance. In practice and in its aims it is often closely related to systems engineering and industrial engineering.
The program manager has oversight of the purpose and status of the projects in a program and can use this oversight to support project-level activity to ensure the program goals are met by providing a decision-making capacity that cannot be achieved at project level or by providing the project manager with a program perspective when required, or as a sounding board for ideas and approaches to solving project issues that have program impacts. In a program there is a need to identify and manage cross-project dependencies and often the project management office (PMO) may not have sufficient insight of the risk, issues, requirements, design or solution to be able to usefully manage these. The program manager may be well placed to provide this insight by actively seeking out such information from the project managers although in large and/or complex projects, a specific role may be required. However this insight arises, the program manager needs this in order to be comfortable that the overall program goals are achievable.
A program is a set of instructions used to control the behavior of a machine, often a computer (in this case it is known as a computer program).
Examples of programs include:
The execution of a program is a series of actions following the instructions it contains. Each instruction produces effects that alter the state of the machine according to its predefined meaning.
While some machines are called programmable, for example a programmable thermostat or a musical synthesizer, they are in fact just devices which allow their users to select among a fixed set of a variety of options, rather than being controlled by programs written in a language (be it textual, visual or otherwise).
An asterisk (*; from Late Latin asteriscus, from Ancient Greek ἀστερίσκος, asteriskos, "little star") is a typographical symbol or glyph. It is so called because it resembles a conventional image of a star. Computer scientists and mathematicians often vocalize it as star (as, for example, in the A* search algorithm or C*-algebra). In English, an asterisk is usually five-pointed in sans-serif typefaces, six-pointed in serif typefaces, and six- or eight-pointed when handwritten. It can be used as censorship. It is also used on the internet to correct one's spelling, in which case it appears after or before the corrected word.
The asterisk is derived from the need of the printers of family trees in feudal times for a symbol to indicate date of birth. The original shape was seven-armed, each arm like a teardrop shooting from the center.
In computer science, the asterisk is commonly used as a wildcard character, or to denote pointers, repetition, or multiplication.
When toning down expletives, asterisks are often used to replace letters. For example, the word 'fuck' might become 'f*ck' or even '****'.
Michiyo Akaishi (赤石 路代, Akaishi Michiyo, born October 11, 1959 in Urawa) is a Japanese manga artist. She graduated from Saitama Prefectural Dai-Ichi Girls High School. Akaishi then attended Musashino Art University where she graduated with a degree in commercial plastic model design. In 1979, she won first place in the Shogakukan Shinjin Comic Award contest.
Akaishi's debut story, Marshmallow Tea wa Hitori de, appeared in the January 1980 issue of Bessatsu Shōjo Comic. Her story, One More Jump , won the 1994 Shogakukan Manga Award for children's manga. She was one of the judges for the 53rd Shogakukan Manga Awards in 2008.