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ad-hockery /ad-hok'*r-ee/ n.

[Purdue] 1. Gratuitous assumptions made inside certain programs, esp. expert systems, which lead to the appearance of semi-intelligent behavior but are in fact entirely arbitrary. For example, fuzzy-matching of input tokens that might be typing errors against a symbol table can make it look as though a program knows how to spell. 2. Special-case code to cope with some awkward input that would otherwise cause a program to [choke], presuming normal inputs are dealt with in some cleaner and more regular way. Also called `ad-hackery', `ad-hocity' (/ad-hos'*-tee/), `ad-crockery'. See also [ELIZA effect].


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