A desktop gadget is a software widget, or a small application, that is designed to sit on a user's desktop screen in much the same way that apps reside on smartphones and tablets. Typically, desktop gadgets perform simple functions, such as displaying the time or weather. It is a small tool such as a machine that has a particular function, but is often thought of as a novelty. it is sometimes referred to as gizmos.
Further information: Google Desktop, Google Gadgets, Microsoft Gadgets, and Dashboard software Apple Widgets. The earliest documented use of the term gadget in context of software engineering was in 1985 by the developers of AmigaOS, the operating system of the Amiga computers. It denotes what other technological traditions call GUI widget—a control element in graphical user interface. This naming convention remains in continuing use since then.
It is not known whether other software companies are explicitly drawing on that inspiration when featuring the word in names of their technologies or simply referring to the generic meaning. The word widget is older in this context. In the movie "Back to School" from 1986 by Alan Metter, there is a scene where an economics professor Dr. Barbay, wants to start for educational purposes a fictional company that produces "widgets: It's a fictional product."
Gadgets make many things more efficient, but like every other aspect of life, they come with their own set of disadvantages as well. As of 2011, electronic gadgets account for 15 percent of total household electricity consumption worldwide, as reported by the International Energy Agency. By 2022, that number will double, by current estimates.
Advantages of Gadget:
1. higher profit
2. fast access to information
3. increase communication
4. speed up work
disadvantages of Gadget:
1. online fraud
2. dependency on gadgets
3. integrating new technology
4. technology related diseases
Electronic gadgets have seen a revolution. In the past, most gadgets served a single purpose: Phones called people; TVs showed television shows. Now, gadgets are evolving to be multi-purpose tools. Mobile phones today not only call, but most allow texting, email, web-surfing, and a host of other features. These gadgets, whether a computer or a phone, allow people to stay more organized, stay in constant communication, and gain access to the outside world much more easily than was ever possible without electronic gadgetry.
laptop computers, personal digital assistants, known as PDAs, and smart phones eliminate the need for offices for some people. They make work possible that was once impossible without a physical office-hub. Now meetings can be held from nearly any location with a simple computer, microphone, and Internet access. The ability of websites to be established as hubs, working similarly to virtual stores, has also led to a revolution for consumers, opening up the world of Internet retail. The low cost of starting an online-based business as compared to a physical business also helps push entrepreneurialism.
electronic devices are designed to save time and make people more efficient. For many people, though, the increase in new inventions take up more time. An efficient gadget might actually provide someone with less free time due to the assortment of additions it's providing. Regarding health, concerns have been raised about cell phones and brain tumors; however, according to the National Cancer Institute, as of 2011, no link has been determined to exist. Another health concern is that gadgetry tends to require immobility. Video games commonly take some of the blame for rises in childhood obesity during recent decades.
A commonly overlooked negative side to electronic gadgetry is their environmental impact. Non-biodegradable, non-recyclable electronic gadgets often end up in landfills or are shipped to crude facilities in developing countries. Without safe and efficient means of recycling, electronic wastes are burned to salvage bits of metal – releasing toxic substances into the atmosphere, polluting the immediate environment and potentially nearby water resources as well. The rapid increase in the number of electronic gadgets, as projected by the International Energy Agency, not only means greater carbon dioxide emissions but also increasing energy demands that will need to be met.
Nowadays, children as young as two play with electronic devices. These devices include video games, television, mobile and apart phone apps, computers, tables, and PSP games. Children tend to be active consumers and many electronic products are targeted to the youth market. It is also true that parents use gadgets and devices to keep their children quiet and in one place for a period of time.
Electronic devices can be useful but also have negative impact if they are over-used. there are many of the pros and cons of allowing a young child to use a computer or electronic device and we have to take care about that if our child use them long time. it is necessary to give them a knowledge about every new technology and gadget which is useful but regular use of that things is harmful for them.