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Customer

In Computing, a client is a system that accesses a (remote) service on another computer by some kind of network. The term originated from devices that were not capable of running their own stand-alone programs, but could interact with remote computers via some network. These dumb terminals were clients of the time-sharing mainframe computer. The client-server is still used today on the Internet, where a user may connect to a service operating on a remote system.

See also: server.


In ancient Rome, a client was someone, usually a freed slave, who was attached to a rich patron benefactor; this was necessary for many who were not legally able to secure citizenship, a right initially reserved for the patrician class.


In traditional commerce and in the marketing and provision of services, a client or customer consumes or benefits from a product or service.

See also: marketing, end-user, consumer

Referenced By

Loyalty | Relational model

 

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This article is licensed under the GNU Free Documentation License. It uses material from the Wikipedia article "Customer".

 

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