ETYM Old Fren. trac track of horses, mules, trace of animals; of Teutonic origin; cf.Dutch trek a drawing, trekken to draw, travel, march, Mid. High Germ. trechen, pret. trach. Related to Trick.
1. Any road or path affording passage especially a rough one; SYN. cart track, cartroad.
2. A groove on a phonograph recording.
3. Any mark left by an animal, especially footprints.
4. A bar or bars of rolled steel making a track along which vehicles can roll; SYN. rail, rails.
5. The act of participating in an athletic competition involving running on a track; SYN. running.
6. (Computer science) One of the circular magnetic patterns on a magnetic disk that serve as a guide for writing and reading data; SYN. data track.
1. Trace. La piste d'un animal.
2. Sentier. Les pistes de la montagne.
3. Chemin. Piste cyclable.
4. Voie (spécialisée). Piste d'atterrissage, de course, de ski.
1. Grève. Plage de sable.
2. Zone. Plage de disque.
1. Trace. Une traînée de sang.
2. (Familier) Femme de mauvaises moeurs.
A pair of parallel rails providing a runway for wheels.
In computing, part of the magnetic structure created on a disc surface during disc formatting so that data can be stored on it. The disc is first divided into circular tracks and then each circular track is divided into a number of sectors.
One of numerous circular data storage areas on a floppy disk or a hard drive, comparable to a groove on a record but not spiral. Tracks, composed of sectors, are recorded on a disk by an operating system during a disk format operation. On other storage media, such as tape, a track runs parallel to the edge of the medium. See the illustration.
1. To observe or plot the moving path of something (e.g., a target or missile).
2. To stalk or pursue
3. To make tracks upon.
4. To carry (as mud) on the feet and deposit.
1. To follow a path.
2. In data management, to follow the flow of information through a manual or an automated system.
3. In data storage and retrieval, to follow and read from a recording channel on a disk or a magnetic tape.
4. In computer graphics, to cause a displayed symbol, such as a pointer, to match on the screen the movements of a mouse or another pointing device.