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WMLScript is a client-side scripting language and is similar to JavaScript. Similarly to JavaScript, WMLScript is used for tasks such as user input validation, ...
Client-side persistent data or CSPD is a term used in computing for storing data required by web applications to complete internet tasks on the client-side as needed rather than exclusively on the server. As a framework it is one solution to the needs of Occasionally connected computing or OCC.
A forward cache is a cache outside the web server's network, e.g. in the client's web browser, in an ISP, or within a corporate network. [3] A network-aware forward cache only caches heavily accessed items. [4]
Additionally, thick-client systems have also provided more interactivity and customization, though often at a greater learning curve. The disadvantages of client-side LIMS include the need for more robust client computers and more time-consuming upgrades, as well as a lack of base functionality through a web browser. The thick-client LIMS can ...
Client-side encryption is the cryptographic technique of encrypting data on the sender's side, before it is transmitted to a server such as a cloud storage service. [1] Client-side encryption features an encryption key that is not available to the service provider, making it difficult or impossible for service providers to decrypt hosted data.
URL redirection, also called URL forwarding, is a World Wide Web technique for making a web page available under more than one URL address. When a web browser attempts to open a URL that has been redirected, a page with a different URL is opened.
Session poisoning (also referred to as "session data pollution" and "session modification") is a method to exploit insufficient input validation within a server application. Typically a server application that is vulnerable to this type of exploit will copy user input into session variables.
Client-side prediction reduces latency problems, since there no longer will be a delay between input and client-side visual feedback due to network ping times. However, it also introduces a desynchronization of the client and server game states, which needs to be handled to keep the game playable. [ 1 ]