AI Art Zeus

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  • VOCEDplus

    VOCEDplus

    VOCEDplus is a free international research database about tertiary education, maintained and developed by staff at the c (NCVER) in Adelaide, South Australia. The focus of the database content is the relation of post-compulsory education and training to workforce needs, skills development, and social inclusion. == Structure == The content of the VOCEDplus database encompasses vocational education and training (VET), higher education, lifelong learning, informal learning, VET in schools, adult and community education, apprenticeships/traineeships, international education, providers of education and training, and workforce development. It is international in scope and contains over 84,000 English language records, many with links to full text documents. VOCEDplus contains extensive Australian materials and includes a wide range of international information, covering outcomes of tertiary education in the shape of published research, practice, policy, and statistics. Entries are included for the following types of publications: reports; annual reports; papers; discussion papers; occasional papers; working papers; books; book chapters; conference papers; conference proceedings; journals; journal articles; policy documents; published statistics; theses; podcasts; and teaching and training materials. Each database entry contains standard bibliographic information and an abstract. Many entries include full text access via the publisher's website or a digitised copy. == History == === 1989-1997 === In the early years VOCEDplus was known as VOCED. The original database was produced by a network of clearinghouses across Australia with the aim of sharing activities in the technical and further education (TAFE) sector. VOCED was produced in hardcopy and an electronic version was distributed on diskette. === 1997-2001 === 1997 - the first web version of VOCED was made available from the National Centre for Vocational Education Research (NCVER) organisational website 1998 - a major project to upgrade the database and expand its international coverage commenced 2001 - creation of VOCED's own website 2001 - VOCED endorsed as the UNESCO international database for technical and vocational education and training (TVET) research information === 2001-2009 === Many changes to the database and website occurred during this period with a focus on continuous improvement to meet the needs of users and utilise emerging technologies. 2006 - materials produced for two adult literacy and learning programs funded by the Australian Department of Education, Employment and Workplace Relations (DEEWR) - the Workplace English Language and Learning (WELL) Programme and the Adult Literacy National Project (ALNP) included in VOCED 2007 - the Australian clearinghouse network transferred most of the hardcopy collections to NCVER, to form a centralised repository of resources 2009 - materials produced by Reframing the Future (RTF) a vocational education and training workforce development initiative of the Australian, State and Territory Governments included in VOCED === 2009-2014 === A major rebuild of the database and website was undertaken during this period to take advantage of the potential of new technologies to provide improved services and incorporate Web 2.0 technologies (RSS feeds, and share and bookmark tools). 2009 - scope expanded to more fully encompass the higher education sector 2011 - launch of VOCEDplus with the name change representing the enhanced features and extended focus 2012 - a major retrospective digitisation project commenced and by the end of the 2012-2013 financial year a total of 9,328 publications (593,534 pages/microfiche frames) had been digitised, ensuring these publications are available electronically for free === 2014-2019 === A number of significant curated content products were released during this period. 2015 - release of a refreshed look to adopt the new NCVER branding plus a number of search enhancements (Guided search, Expert search, and Glossary search) were added 2015 - first in the series of 'Focus on...' pages released 2016 - launch of the 'Pod Network', a convenient and efficient platform that allows instant access to research and a multitude of resources on a range of subjects 2017 - completion of the 'Pod Network', consisting of 20 Pods (on broad subjects including Apprenticeships and traineeships, Foundation skills, Teaching and learning, Career development, and Students) and 74 Podlets (on narrow topics including Online learning, Social media, VET in schools, STEM skills, and Adult literacy) 2018 - launch of the 'Timeline of Australian VET Policy Initiatives' and the 'VET Knowledge Bank' which contains a suite of products capturing Australia's diverse, complex and ever-changing VET system 2019 - after an internal review, a refreshed, streamlined version of the 'Pod Network' was released, consisting of 13 Pods and 20 Podlets 2019 - launch of the 'VET Practitioner Resource' which contains a range of information to support VET practitioners in their work and is organised into three sections: (1) Teaching, training and assessment: standards, guidance, research and good practice resources to inform daily work; (2) Practitioners as researchers: information for undertaking practitioner-led research; and (3) The VET workforce: information about VET teachers and trainers, and the professional development needs of the VET workforce 2019 - VOCEDplus celebrated 30 years of providing information to the tertiary education sector and the homepage was refreshed to make it more modern and easier to use === 2020- === VOCEDplus continued to be accessible throughout the COVID-19 pandemic. 2020-2021 - the VET Knowledge Bank added a dedicated page, 'COVID-19 announcements', that showcases the measures introduced by the Australian, state and territory governments to mitigate the impact of the pandemic and promote economic recovery 2020-2024 - published research about the effects of the pandemic on education and training, providers, students, labour markets, employment and employees was collected and made permanently available in the database 2024 - VOCEDplus celebrated 35 years of providing information to the tertiary education sector. The homepage was refreshed and a number of enhancements and new features were implemented including a new My Profile feature, improvements to My Selection, accessible search history and saved searches, enhanced search functionality, and improved navigation.

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  • Daylight Computer Co.

    Daylight Computer Co.

    Daylight Computer Co. is a Public Benefit Company that designs and manufactures devices that do not emit blue light or flicker. Anjan Katta, the company's founder and CEO, stated that he started the company to reduce his personal eyestrain and the distraction that came with conventional devices. The first device that the company released is the Daylight DC-1, a tablet using a monochrome transflective liquid-crystal display designed for outdoor use, while also being usable indoors with an amber backlight. The company's goal is to create a "healthy computer." == History == In June 2018, Anjan Katta began the process of designing a device that did not emit blue light or flicker. He was inspired by the Kindle stating that he wanted to create a device that was, "an analog object that happens to have digital magical capabilities.” By 2020, he created his first scientific prototype and created the first proof-of-concept prototype in 2021. In the early research and development stages of the device, Katta had spent $300,000 of his own money. Eventually, Katta obtained a $12 million investment from current and former executives of companies such as Oculus, Pinterest, and Dropbox. In 2024, the company held a launch party at the Conservatory of Flowers in Golden Gate Park for the Daylight DC1, the company's first device. The event had roughly 200 attendees. Later that year, Daylight sold out its first run of 5,000 devices. The Daylight DC1 is a 1.2 pound tablet that runs its own operating system, SolOS, based on Android 13. It has a refresh rate of 60 Hz, fast enough to process video. In 2025, the product was demonstrated by Danny Jones on the Joe Rogan Experience. The company has been described by outlets such as Wired and VentureBeat as a "returning computing to hippie ideals" and being a product for "techno-hippies." The company is headquartered in San Francisco, California.

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  • General-Purpose Serial Interface

    General-Purpose Serial Interface

    General-Purpose Serial Interface, also known as GPSI, 7-wire interface, or 7WS, is a 7 wire communications interface. It is used as an interface between Ethernet MAC and PHY blocks. Data is received and transmitted using separate data paths (TXD, RXD) and separate data clocks (TXCLK, RXCLK). Other signals consist of transmit enable (TXEN), receive carrier sense (CRS), and collision (COL).

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  • Modulation error ratio

    Modulation error ratio

    The modulation error ratio (MER) is a measure used to quantify the performance of a digital radio (or digital TV) transmitter or receiver in a communications system using digital modulation (such as QAM). A signal sent by an ideal transmitter or received by a receiver would have all constellation points precisely at the ideal locations, however various imperfections in the implementation (such as noise, low image rejection ratio, phase noise, carrier suppression, distortion, etc.) or signal path cause the actual constellation points to deviate from the ideal locations. Transmitter MER can be measured by specialized equipment, which demodulates the received signal in a similar way to how a real radio demodulator does it. Demodulated and detected signal can be used as a reasonably reliable estimate for the ideal transmitted signal in MER calculation. == Definition == An error vector is a vector in the I-Q plane between the ideal constellation point and the point received by the receiver. The Euclidean distance between the two points is its magnitude. The modulation error ratio is equal to the ratio of the root mean square (RMS) power (in Watts) of the reference vector to the power (in Watts) of the error. It is defined in dB as: M E R ( d B ) = 10 log 10 ⁡ ( P s i g n a l P e r r o r ) {\displaystyle \mathrm {MER(dB)} =10\log _{10}\left({P_{\mathrm {signal} } \over P_{\mathrm {error} }}\right)} where Perror is the RMS power of the error vector, and Psignal is the RMS power of ideal transmitted signal. MER is defined as a percentage in a compatible (but reciprocal) way: M E R ( % ) = P e r r o r P s i g n a l × 100 % {\displaystyle \mathrm {MER(\%)} ={\sqrt {P_{\mathrm {error} } \over P_{\mathrm {signal} }}}\times 100\%} with the same definitions. MER is closely related to error vector magnitude (EVM), but MER is calculated from the average power of the signal. MER is also closely related to signal-to-noise ratio. MER includes all imperfections including deterministic amplitude imbalance, quadrature error and distortion, while noise is random by nature.

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  • Image tracing

    Image tracing

    In computer graphics, image tracing, raster-to-vector conversion or raster vectorization is the conversion of raster graphics into vector graphics. == Background == An image does not have any structure: it is just a collection of marks on paper, grains in film, or pixels in a bitmap. While such an image is useful, it has some limits. If the image is magnified enough, its artifacts appear. The halftone dots, film grains, and pixels become apparent. Images of sharp edges become fuzzy or jagged. See, for example, pixelation. Ideally, a vector image does not have the same problem. Edges and filled areas are represented as mathematical curves or gradients, and they can be magnified arbitrarily (though of course the final image must also be rasterized in to be rendered, and its quality depends on the quality of the rasterization algorithm for the given inputs). The task in vectorization is to convert a two-dimensional image into a two-dimensional vector representation of the image. It is not examining the image and attempting to recognize or extract a three-dimensional model that may be depicted; i.e. it is not a vision system. For most applications, vectorization also does not involve optical character recognition; characters are treated as lines, curves, or filled objects without attaching any significance to them. In vectorization, the shape of the character is preserved, so artistic embellishments remain. Vectorization is the inverse operation corresponding to rasterization, as integration is to differentiation. And, just as with these other operations, while rasterization is fairly straightforward and algorithmic, vectorization involves the reconstruction of lost information and therefore requires heuristic methods. Synthetic images such as maps, cartoons, logos, clip art, and technical drawings are suitable for vectorization. Those images could have been originally made as vector images because they are based on geometric shapes or drawn with simple curves. Continuous tone photographs (such as live portraits) are not good candidates for vectorization. The input to vectorization is an image, but an image may come in many forms such as a photograph, a drawing on paper, or one of several raster file formats. Programs that do raster-to-vector conversion may accept bitmap formats such as TIFF, BMP and PNG. The output is a vector file format. Common vector formats are SVG, DXF, EPS, EMF and AI. Vectorization can be used to update images or recover work. Personal computers often come with a simple paint program that produces a bitmap output file. These programs allow users to make simple illustrations by adding text, drawing outlines, and filling outlines with a specific color. Only the results of these operations (the pixels) are saved in the resulting bitmap; the drawing and filling operations are discarded. Vectorization can be used to recapture some of the information that was lost. Vectorization is also used to recover information that was originally in a vector format but has been lost or has become unavailable. A company may have commissioned a logo from a graphic arts firm. Although the graphics firm used a vector format, the client company may not have received a copy of that format. The company may then acquire a vector format by scanning and vectorizing a paper copy of the logo. == Process == Vectorization starts with an image. === Manual === The image can be vectorized manually. A person could look at the image, make some measurements, and then write the output file by hand. That was the case for the vectorization of a technical illustration about neutrinos. The illustration has a few geometric shapes and a lot of text; it was relatively easy to convert the shapes, and the SVG vector format allows the text (even subscripts and superscripts) to be entered easily. The original image did not have any curves (except for the text), so the conversion is straightforward. Curves make the conversion more complicated. Manual vectorization of complicated shapes can be facilitated by the tracing function built into some vector graphics editing programs. If the image is not yet in machine readable form, then it has to be scanned into a usable file format. Once there is a machine-readable bitmap, the image can be imported into a graphics editing program (such as Adobe Illustrator, CorelDRAW, or Inkscape). Then a person can manually trace the elements of the image using the program's editing features. Curves in the original image can be approximated with lines, arcs, and Bézier curves. An illustration program allows spline knots to be adjusted for a close fit. Manual vectorization is possible, but it can be tedious. Although graphics drawing programs have been around for a long time, artists may find the freehand drawing facilities awkward even when a drawing tablet is used. Instead of using a program, Pepper recommends making an initial sketch on paper. Instead of scanning the sketch and tracing it freehand in the computer, Pepper states: "Those proficient with a graphic tablet and stylus could make the following changes directly in CorelDRAW by using a scan of the sketch as an underlay and drawing over it. I prefer to use pen and ink, and a light table"; most of the final image was traced by hand in ink. Later the line-drawing image was scanned at 600 dpi, cleaned up in a paint program, and then automatically traced with a program. Once the black and white image was in the graphics program, some other elements were added and the figure was colored. Similarly, Ploch recreated a design from a digital photograph. The JPEG was imported and some "basic shapes" were traced by hand and colored in the graphics drawing program; more complex shapes were handled differently. Ploch used a bitmap editor to remove the background and crop the more complex image components. He then printed the image and traced it by hand onto tracing paper to get a clean black and white line drawing. That drawing was scanned and then vectorized with a program. === Automatic === Some programs automate the vectorization process. Example programs are Adobe Illustrator, Inkscape, Corel's PowerTRACE, and Potrace. Some of these programs have a command line interface while others are interactive that allow the user to adjust the conversion settings and view the result. Adobe Streamline is not only an interactive program, but it also allows a user to manually edit the input bitmap and the output curves. Corel's PowerTRACE is accessed through CorelDRAW; CorelDRAW can be used to modify the input bitmap and edit the output curves. Adobe Illustrator has a facility to trace individual curves. Automated programs can have mixed results. A program (PowerTRACE) was used to convert a PNG map to SVG. The program did a good job on the map boundaries (the most tedious task in the tracing) and the settings dropped out all the text (small objects). The text was manually re-inserted. Other conversions may not go as well. The results depend on having high-quality scans, reasonable settings, and good algorithms. Scanned images often have a lot of noise, which can require additional work to clean up. == Options == There are many different image styles and possibilities, and no single vectorization method works well on all images. Consequently, vectorization programs have many options that influence the result. One issue is what the predominant shapes are. If the image is of a fill-in form, then it will probably have just vertical and horizontal lines of a constant width. The program's vectorization should take that into account. On the other hand, a CAD drawing may have lines at any angle, there may be curved lines, and there may be several line weights (thick for objects and thin for dimension lines). Instead of (or in addition to) curves, the image may contain outlines filled with the same color. Adobe Streamline allows users to select a combination of line recognition (horizontal and vertical lines), centerline recognition, or outline recognition. Streamline also allows small outline shapes to be thrown out; the notion is such small shapes are noise. The user may set the noise level between 0 and 1000; an outline that has fewer pixels than that setting is discarded. Another issue is the number of colors in the image. Even images that were created as black on white drawings may end up with many shades of gray. Some line-drawing routines employ anti-aliasing; a pixel completely covered by the line will be black, but a pixel that is only partially covered will be gray. If the original image is on paper and is scanned, there is a similar result: edge pixels will be gray. Sometimes images are compressed (e.g., JPEG images), and the compression will introduce gray levels. Many of the vectorization programs will group same-color pixels into lines, curves, or outlined shapes. If each possible color is grouped into its object, there can be an enormous number of objects. Instead, the user is asked to s

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  • WebCL

    WebCL

    WebCL (Web Computing Language) is a JavaScript binding to OpenCL for heterogeneous parallel computing within any compatible web browser without the use of plug-ins, first announced in March 2011. It is developed on similar grounds as OpenCL and is considered as a browser version of the latter. Primarily, WebCL allows web applications to actualize speed with multi-core CPUs and GPUs. With the growing popularity of applications that need parallel processing like image editing, augmented reality applications and sophisticated gaming, it has become more important to improve the computational speed. With these background reasons, a non-profit Khronos Group designed and developed WebCL, which is a Javascript binding to OpenCL with a portable kernel programming, enabling parallel computing on web browsers, across a wide range of devices. In short, WebCL consists of two parts, one being Kernel programming, which runs on the processors (devices) and the other being JavaScript, which binds the web application to OpenCL. The completed and ratified specification for WebCL 1.0 was released on March 19, 2014. == Implementation == Currently, no browsers natively support WebCL. However, non-native add-ons are used to implement WebCL. For example, Nokia developed a WebCL extension. Mozilla does not plan to implement WebCL in favor of WebGL Compute Shaders, which were in turn scrapped in favor of WebGPU. Mozilla (Firefox) - hg.mozilla.org/projects/webcl/ === WebCL working draft === Samsung (WebKit) - github.com/SRA-SiliconValley/webkit-webcl (unavailable) Nokia (Firefox) - github.com/toaarnio/webcl-firefox (down since Nov 2014, Last Version for FF 34) Intel (Crosswalk) - www.crosswalk-project.org === Example C code === The basic unit of a parallel program is kernel. A kernel is any parallelizable task used to perform a specific job. More often functions can be realized as kernels. A program can be composed of one or more kernels. In order to realize a kernel, it is essential that a task is parallelizable. Data dependencies and order of execution play a vital role in producing efficient parallelized algorithms. A simple example can be thought of the case of loop unrolling performed by C compilers, where a statement like:can be unrolled into:Above statements can be parallelized and can be made to run simultaneously. A kernel follows a similar approach where only the snapshot of the ith iteration is captured inside kernel. Rewriting the above code using a kernel:Running a WebCL application involves the following steps: Allow access to devices and provide context Hand over the kernel to a device Cause the device to execute the kernel Retrieve results from the device Use the data inside JavaScript Further details about the same can be found at == Exceptions List == WebCL, being a JavaScript based implementation, doesn't return an error code when errors occur. Instead, it throws an exception such as OUT_OF_RESOURCES, OUT_OF_HOST_MEMORY, or the WebCL-specific WEBCL_IMPLEMENTATION_FAILURE. The exception object describes the machine-readable name and human-readable message describing the error. The syntax is as follows: From the code above, it can be observed that the message field can be a NULL value. Other exceptions include: INVALID_OPERATION – if the blocking form of this function is called from a WebCLCallback INVALID_VALUE – if eventWaitList is empty INVALID_CONTEXT – if events specified in eventWaitList do not belong to the same context INVALID_DEVICE_TYPE – if deviceType is given, but is not one of the valid enumerated values DEVICE_NOT_FOUND – if there is no WebCLDevice available that matches the given deviceType More information on exceptions can be found in the specs document. There is another exception that is raised upon trying to call an object that is ‘released’. On using the release method, the object doesn't get deleted permanently but it frees the resources associated with that object. In order to avoid this exception, releaseAll method can be used, which not only frees the resources but also deletes all the associated objects created. == Security == WebCL, being an open-ended software developed for web applications, has lots of scope for vulnerabilities in the design and development fields too. This forced the developers working on WebCL to give security the utmost importance. Few concerns that were addressed are: Out-of-bounds Memory Access: This occurs by accessing the memory locations, outside the allocated space. An attacker can rewrite or erase all the important data stored in those memory locations. Whenever there arises such a case, an error must be generated at the compile time, and zero must be returned at run-time, not letting the program override the memory. A project WebCL Validator, was initiated by the Khronos Group (developers) on handling this vulnerability. Memory Initialization: This is done to prevent the applications to access the memory locations of previous applications. WebCL ensures that this doesn't happen by initializing all the buffers, variables used to zero before it runs the current application. OpenCL 1.2 has an extension ‘cl_khr_initialize_memory’, which enables this. Denial of Service: The most common attack on web applications cannot be eliminated by WebCL or the browser. OpenCL can be provided with watchdog timers and pre-emptive multitasking, which can be used by WebCL in order to detect and terminate the contexts that are taking too long or consume lot of resources. There is an extension of OpenCL 1.2 ‘cl_khr_terminate_context’ like for the previous one, which enables to terminate the process that might cause a denial of service attack. == Related browser bugs == Bug 664147 - [WebCL] add openCL in gecko, Mozilla Bug 115457: [Meta] WebCL support for WebKit, WebKit Bugzilla

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  • WebCL

    WebCL

    WebCL (Web Computing Language) is a JavaScript binding to OpenCL for heterogeneous parallel computing within any compatible web browser without the use of plug-ins, first announced in March 2011. It is developed on similar grounds as OpenCL and is considered as a browser version of the latter. Primarily, WebCL allows web applications to actualize speed with multi-core CPUs and GPUs. With the growing popularity of applications that need parallel processing like image editing, augmented reality applications and sophisticated gaming, it has become more important to improve the computational speed. With these background reasons, a non-profit Khronos Group designed and developed WebCL, which is a Javascript binding to OpenCL with a portable kernel programming, enabling parallel computing on web browsers, across a wide range of devices. In short, WebCL consists of two parts, one being Kernel programming, which runs on the processors (devices) and the other being JavaScript, which binds the web application to OpenCL. The completed and ratified specification for WebCL 1.0 was released on March 19, 2014. == Implementation == Currently, no browsers natively support WebCL. However, non-native add-ons are used to implement WebCL. For example, Nokia developed a WebCL extension. Mozilla does not plan to implement WebCL in favor of WebGL Compute Shaders, which were in turn scrapped in favor of WebGPU. Mozilla (Firefox) - hg.mozilla.org/projects/webcl/ === WebCL working draft === Samsung (WebKit) - github.com/SRA-SiliconValley/webkit-webcl (unavailable) Nokia (Firefox) - github.com/toaarnio/webcl-firefox (down since Nov 2014, Last Version for FF 34) Intel (Crosswalk) - www.crosswalk-project.org === Example C code === The basic unit of a parallel program is kernel. A kernel is any parallelizable task used to perform a specific job. More often functions can be realized as kernels. A program can be composed of one or more kernels. In order to realize a kernel, it is essential that a task is parallelizable. Data dependencies and order of execution play a vital role in producing efficient parallelized algorithms. A simple example can be thought of the case of loop unrolling performed by C compilers, where a statement like:can be unrolled into:Above statements can be parallelized and can be made to run simultaneously. A kernel follows a similar approach where only the snapshot of the ith iteration is captured inside kernel. Rewriting the above code using a kernel:Running a WebCL application involves the following steps: Allow access to devices and provide context Hand over the kernel to a device Cause the device to execute the kernel Retrieve results from the device Use the data inside JavaScript Further details about the same can be found at == Exceptions List == WebCL, being a JavaScript based implementation, doesn't return an error code when errors occur. Instead, it throws an exception such as OUT_OF_RESOURCES, OUT_OF_HOST_MEMORY, or the WebCL-specific WEBCL_IMPLEMENTATION_FAILURE. The exception object describes the machine-readable name and human-readable message describing the error. The syntax is as follows: From the code above, it can be observed that the message field can be a NULL value. Other exceptions include: INVALID_OPERATION – if the blocking form of this function is called from a WebCLCallback INVALID_VALUE – if eventWaitList is empty INVALID_CONTEXT – if events specified in eventWaitList do not belong to the same context INVALID_DEVICE_TYPE – if deviceType is given, but is not one of the valid enumerated values DEVICE_NOT_FOUND – if there is no WebCLDevice available that matches the given deviceType More information on exceptions can be found in the specs document. There is another exception that is raised upon trying to call an object that is ‘released’. On using the release method, the object doesn't get deleted permanently but it frees the resources associated with that object. In order to avoid this exception, releaseAll method can be used, which not only frees the resources but also deletes all the associated objects created. == Security == WebCL, being an open-ended software developed for web applications, has lots of scope for vulnerabilities in the design and development fields too. This forced the developers working on WebCL to give security the utmost importance. Few concerns that were addressed are: Out-of-bounds Memory Access: This occurs by accessing the memory locations, outside the allocated space. An attacker can rewrite or erase all the important data stored in those memory locations. Whenever there arises such a case, an error must be generated at the compile time, and zero must be returned at run-time, not letting the program override the memory. A project WebCL Validator, was initiated by the Khronos Group (developers) on handling this vulnerability. Memory Initialization: This is done to prevent the applications to access the memory locations of previous applications. WebCL ensures that this doesn't happen by initializing all the buffers, variables used to zero before it runs the current application. OpenCL 1.2 has an extension ‘cl_khr_initialize_memory’, which enables this. Denial of Service: The most common attack on web applications cannot be eliminated by WebCL or the browser. OpenCL can be provided with watchdog timers and pre-emptive multitasking, which can be used by WebCL in order to detect and terminate the contexts that are taking too long or consume lot of resources. There is an extension of OpenCL 1.2 ‘cl_khr_terminate_context’ like for the previous one, which enables to terminate the process that might cause a denial of service attack. == Related browser bugs == Bug 664147 - [WebCL] add openCL in gecko, Mozilla Bug 115457: [Meta] WebCL support for WebKit, WebKit Bugzilla

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  • Digital redlining

    Digital redlining

    Digital redlining is the practice of creating and perpetuating inequities between already marginalized groups specifically through the use of digital technologies, digital content, and the internet. The concept of digital redlining is an extension of the practice of redlining in housing discrimination, a historical legal practice in the United States and Canada dating back to the 1930s where red lines were drawn on maps to indicate poor and primarily black neighborhoods that were deemed unsuitable for loans or further development, which created great economic disparities between neighborhoods. The term was popularized by Dr. Chris Gilliard, a privacy scholar, who defines digital redlining as "the creation and maintenance of tech practices, policies, pedagogies, and investment decisions that enforce class boundaries and discriminate against specific groups". Though digital redlining is related to the digital divide and techniques such as weblining and personalization, it is distinct from these concepts as part of larger complex systemic issues. It can refer to practices that create inequities of access to technology services in geographical areas, such as when internet service providers decide to not service specific geographic areas because they are perceived to be not as profitable and thus reduce access to crucial services and civic participation. It can also be used to refer to inequities caused by the policies and practices of digital technologies. For instance, with these methods inequities are accomplished through divisions that are created via algorithms which are hidden from the technology user; the use of big data and analytics allow for a much more nuanced form of discrimination that can target specific vulnerable populations. These algorithmic means are enabled through the use of unregulated data technologies that apply a score to individuals that statistically categorize personality traits or tendencies which are similar to a credit score but are proprietary to the technology companies and not under outside oversight. == Digital redlining and geography == While the roots of redlining lie in excluding populations based on geography, digital redlining occurs in both geographical and non-geographical contexts. An example of both contexts can be found in the charges brought against Facebook on March 28 of 2019, by the United States Department of Housing and Urban Development (HUD). HUD charged Facebook with violating the Fair Housing Act of 1968 by "encouraging, enabling, and causing housing discrimination through the company's advertising platform." HUD stated that Facebook allowed advertisers to “exclude people who live in a specified area from seeing an ad by drawing a red line around that area.” The discrimination called out by HUD included those that were racist, homophobic, ableist, and classist. Besides this example of geographically based digital redlining, HUD also charged that Facebook used profile information and designations to exclude classes of people. The charges stated: "Facebook enabled advertisers to exclude people whom Facebook classified as parents; non-American-born; non-Christian; interested in accessibility; interested in Hispanic culture; or a wide variety of other interests that closely align with the Fair Housing Act’s protected classes" Several media outlets pointed out HUDs own history of housing discrimination through redlining, the establishment of the Fair Housing Act to combat redlining, and how the digital platform was recreating this discriminatory practice. === Digital redlining within a geographical context === Although digital redlining refers to a complex and varied set of practices, it has been most commonly applied to practices with a geographical dimension. Common examples include when an internet service providers decide to not service specific geographic areas because those areas are seen to be not as profitable, resulting in discrimination against low-income communities, with resulting impacts on access to crucial services and civic participation. AT&T has faced specific scrutiny for this form of digital redlining, it has been reported that AT&T has been classist in its offerings of broadband internet service in areas that are more impoverished. Geographically based digital redlining can also apply to digital content or the distribution of goods sold online. Geographically based games such as Pokémon Go have been shown to offer more virtual stops and rewards in geographic areas that are less ethnically and racially diverse. In 2016, Amazon was rebuked for not offering their Prime same-day delivery service to many communities that were largely African American and had incomes that were beneath the national average. Even services such as email can be impacted, with many email administrators creating filters for flagging particular email messages as spam based on the geographical origin of the message. === Digital redlining based on personal identity === Although often aligned with discrimination that falls into a geographically based context digital redlining also refers to when vulnerable populations are targeted for or excluded from specific content or access to the internet in a way that harms them based on some aspect of their identity. Trade schools and community colleges, which typically have a more working class student body, have been found to block public internet content from their students where elite research institutions do not. The use of big data and analytics allow for a much more nuanced form of discrimination that can target specific vulnerable populations. For example, Facebook has been criticized for providing tools that allow advertisers to target ads by ethnic affinity and gender, effectively blocking minorities from seeing specific ads for housing and employment. In October 2019, a major class action lawsuit was filed against Facebook alleging gender and age discrimination in financial advertising. A broad array of consumers can be particularly vulnerable to digital redlining when it is used outside of a geographical context. Besides targeting vulnerable populations based on traditional and legally recognized classifications such as race, gender, age, etc., it has been shown that personal data mined and then resold by brokers can be used to target those who have been identified as suffering from Alzheimer's or dementia, or simply identified as impulse buyers or gullible. == Term distinctions == === Distinctions between weblining and digital redlining === Earlier distinctions have been made between weblining—the process of charging customers different prices based on profile information --- and internet or digital redlining, with digital redlining being focused not on pricing but access. As early as 2002 the Gale Encyclopedia of E-Commerce puts forth the distinction more in use today: weblining is the pervasive and generally accepted (or at least tolerated) practice of personalizing access to products and services in ways invisible to the user; digital redlining is when such personalized, data-driven schemes perpetuate traditional advantages of privileged demographics. As weblining has become more ubiquitous, the term has fallen out of use in favor of the more general term personalization. === Distinctions between the digital divide and digital redlining === Scholars have often drawn connections between the digital divide and digital redlining. In practice, the digital divide is seen as one of a number of impacts of digital redlining, and digital redlining is one of a number of ways in which the divide is maintained or extended. == Criticisms == A 2001 report looked to find if the reason for a gap in access to broadband internet by low-income and minority populations was due to a lack of availability or due to other factors. The report found that there was "little evidence of digital redlining based on income or black or Hispanic concentrations" but that there was mixed evidence of redlining based on areas in which Native American or Asian populations were larger.

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  • ImHex

    ImHex

    ImHex is a free cross-platform hex editor available on Windows, macOS, and Linux. ImHex is used by programmers and reverse engineers to view and analyze binary data. == History == The initial release of the project in November 2020, saw significant interest on GitHub. == Features == Features include: Hex editor Custom pattern matching and analysis scripting language Visual, node based data pre-processor Disassembler Running and visualizing of YARA rules Bookmarks Binary data diffing Additional Tools MSVC, Itanium, D and Rust name demangler ASCII table Calculator Base converter File utilities IEEE 754 floating point decoder Division by invariant multiplication calculator TCP/IP client and server Support for: Data importing and exporting ASCII string, Unicode string, numeric, hexadecimal and regular expressions search Byte manipulation File hashing Plug-ins

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  • Festival of International Virtual & Augmented Reality Stories

    Festival of International Virtual & Augmented Reality Stories

    Festival of International Virtual & Augmented Reality Stories (FIVARS) is a Canadian media festival for story-driven works using extended reality (XR) and immersive media, including virtual reality, augmented reality, WebXR, live VR performance, projection mapping and spatialized audio. Founded in Toronto in 2015, it has been described as Canada's first dedicated virtual and augmented reality stories festival, the first Canadian festival of its kind, and Canada's original festival dedicated to immersive storytelling. FIVARS has described itself as "the original and longest-running festival wholly dedicated to Virtual and Augmented Reality Stories", while third-party XR coverage has called it one of the longest-running events dedicated to immersive content. FIVARS is produced by Constant Change Media Group, Inc., with its partner event VRTO. == History == FIVARS began in 2015, with preview screenings at the Camp Wavelength music festival on Toronto Island and an inaugural festival held in Toronto in September 2015. Contemporary coverage described the first edition as a virtual reality film festival held at UG3 Live in Toronto. The festival continued with a second edition in 2016. L'Express described the 2016 festival as presenting Canadian and international interactive works in virtual and augmented reality narrative forms. FIVARS's 2016 festival was also listed in a York University Future Cinema course page as a public event students could attend. In 2017, the third annual FIVARS festival was held at the House of VR in Toronto. In 2018, the festival was held at the Matador Ballroom, which NOW Magazine reported was reopening for FIVARS from September 14 to 16. The festival's own history states that the 2018 edition included 36 works from 12 countries and that Stephanie Greenall took over as co-producer that year. In 2019, FIVARS moved to the Toronto Media Arts Centre for its fifth anniversary and listed official selections in passive and interactive immersive-experience categories. The festival also held talks and panels at the Toronto Media Arts Centre. During the COVID-19 pandemic, FIVARS moved part of its programming online. In 2020, Voices of VR reported that Malicki-Sanchez and WebXR developer James Baicoianu used JanusXR code to create a platform for presenting 360-degree video through the web. The festival's history states that its 2020 online festival included 39 selections from 16 countries and was produced by Malicki-Sanchez and Greenall. In 2021, FIVARS introduced a dual-event structure with FIVARS in FEB and FIVARS in FALL. The fall 2021 edition used a hybrid format, with an in-person component in West Hollywood from October 15 to 17 and an online WebXR component from October 22 to November 2. In 2022, FIVARS held hybrid programming with pop-up viewing locations in Los Angeles and Toronto. The fall 2022 edition was listed by blogTO as the festival's tenth edition, with an in-person component at Stackt - an outdoor arts park built from shipping containers in Toronto and online programming. The 2023 festival was presented as a hybrid exhibition of 65 immersive stories, with an in-person Toronto component and an online component. The FIVARS Online Festival was later listed among the Innovator of the Year nominees for the 2024 Poly Awards. FIVARS stated that the nominees for that recognition were producer and designer Keram Malicki-Sanchez and developer James Baicoianu. The 2024 edition was listed as FIVARS 2024 (Toronto + Online), with an in-person Toronto event from October 3 to 8 and an online component beginning October 10. The festival also published a 2024 official selections list covering virtual reality, augmented reality, spherical video, spatial web and related immersive formats. In 2025, FIVARS and VRTO were held together at OCAD University. The 2026 edition is scheduled for June 15 to 19, 2026, at OCAD University in Toronto, with OCAD University as presenting sponsor and first-time venue host. FIVARS has featured official selections from more than forty countries across six continents. == Organization == FIVARS was founded in 2015 by Keram Malicki-Sánchez. Joseph Ellsworth was the festival's original technical director and helped operate FIVARS during its early years. Malicki-Sánchez remains executive director and festival director. Jessy Blaze joined Malicki-Sánchez as co-producer in 2016 and served until Stephanie Greenall took over the role in 2018. Greenall served as co-producer and associate producer from 2018 to 2022. Aimee Reynolds took over from Greenall in 2022 and has served as associate producer of FIVARS and VRTO since 2022. == Immersive Media Awards == FIVARS presents People's Choice awards for interactive works and immersive video or passive immersive works. Juried award categories have included the Grand Jury Prize, Impact Award, Technical Achievement, Excellence in Experience Design, Excellence in Visual Design, Excellence in Sound Design, and Outstanding Performance. === 2015 === On Monday, September 21, the festival announced People's Choice awards for two categories at the Cadillac Lounge, a music venue and restaurant in Toronto. People's Choice Best Interactive Experience: Apollo 11 Best Immersive Video: SONAR === 2016 === People's Choice Best Interactive Experience: Pearl (Patrick Osborne) Best Immersive Video: Help (Justin Lin) Juried Grand Jury Award: Real (Connor Hair and Alex Meader) === 2017 === People's Choice Best Interactive: Alteration Best Immersive (Passive): Guardian of the Guge Kingdom Juried Impact Award: Priya's Shakti / Priya's Mirror (Dan Goldman) Grand Jury Prize: Manifest 99 === 2018 === People's Choice Best Interactive: Museum of Symmetry (Paloma Dawkins) Best Immersive (Passive): Going Home (David Beier) Juried Impact Award: The Hidden (Annie Lukowski, BJ Schwartz) Grand Jury Prize: Battlescar (Nico Casavecchia, Martin Allais) === 2019 === People's Choice Best Interactive: After Dan Graham (David Han/Friend Generator) Best Immersive (Passive): 2nd Step (Joerg Courtial) Juried Technical Achievement: tx-reverse Excellence in Experience Design: Battlescar (Nico Casavecchia, Martin Allais) Excellence in Sound Design: Unheard (Zhechuan Zhang) Excellence in Visual Design: Ex Anima (Pierre Zandrowicz) Impact Award: State Power (Jeff Stanzler) Grand Jury Prize: The Industry (Mirka Duijn) === 2020 === People's Choice Best Interactive: Gravity VR (Fabito Rychter, Amir Admoni) Best Immersive (Passive): Warsaw Rising (Tomasz Dobosz) Juried Technical Achievement: The Cosmic Laughter of Cucci Binaca (Jonathan Sims) Excellence in Experience Design: Sleeping Eyes (Sojung Bahng, Sungeun Lee) Excellence in Sound Design: Symphony of Noise VR (Michaela Pnacekova) Excellence in Visual Design: Hominidae (Brian Andrews) Impact Award: Indirect Actions (Maranatha Hay) Grand Jury Prize: Minimum Mass (Raqi Syed, Areito Echevarria) === 2021 === FIVARS in FEB – People's Choice Best Interactive: CLAWS (created by Evan Neiden; directed by John Ertman) Best Immersive (Passive): Inside COVID 19 (Gary Yost, Adam Loften) FIVARS in FALL – People's Choice Best Interactive: Samsara (director: Hsin-Chien Huang) Best Immersive (Passive): The Invasion of Normandy Omaha Beach (director: Uli Futschik) Juried Technical Achievement: Dark Threads (director: Jonathon Corbiere) Excellence in Experience Design: Andy's World (director: Liquan Liu) Excellence in Sound Design: Symphony (director: Igor Cortadellas) Excellence in Visual Design: Mind VR Exploration (director: Deng Zuyun) Outstanding Performance: Lori Kovachevich, Lena's Journey (director: Wes Evans) Impact Award: Om Devi: Sheroes Revolution (director: Claudio Casale) Grand Jury Prize: Montegelato (director: Davide Rapp) === 2022 === FIVARS in FEB – People's Choice Best Interactive: Severance Theory: Welcome to Respite (Lyndsie Scoggin, United States) Best Immersive (Passive): Beescapes (Alan Nguyen, Australia) FIVARS in FALL – People's Choice Best Interactive: Namuanki (Kevin Mack, United States) Best Immersive (Passive): Reimagined Vol. 1: Nyssa (Julie Cavaliere, United States) Juried (Whole Year) Technical Achievement: Namuanki (Kevin Mack, United States) Excellence in Experience Design: Unframed: Hand Puppets, Paul Klee (Martin Charrière, Switzerland) Excellence in Visual Design: The Last Dance (Toshiaki Hanzaki, Japan) Excellence in Sound Design: Kingdom of Plants with David Attenborough (Iona McEwan, UK and USA) Outstanding Performance: Ari Tarr, OffRail (Ari Tarr, United States) Impact Award: Tearless (Gina Kim, South Korea) Grand Jury Prize: Klaxon. My dear sweet Friend (Nikita Shokhov, United States) === 2023 === People's Choice Best Interactive: PULSAR Best Immersive (Passive): Behind the Dish Juried Technical Achievement: VFC Excellence in Experience Design: Broken Spectre Excellence in Visual Design: Night Creatures Excellence in Sound Design: VFC Outstanding Performance: Origins Impact Award: LOU Grand Jury Prize: Stay Alive, My Son === 2024 ==

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  • Downloadable content

    Downloadable content

    Downloadable content (DLC) is additional content created for an already released video game, distributed through the Internet by the game's publisher. It can be added for no extra cost or as a form of video game monetization, enabling the publisher to gain additional revenue from a title after it has been purchased, often using a microtransaction system. DLC can range from cosmetic content, such as skins, to new in-game content, like characters, levels, modes, and larger expansions that may contain a mix of such content as a continuation of the base game. In some games, multiple DLCs (including future DLC not yet released) may be bundled as part of a "season pass"—typically at a discount rather than purchasing each DLC individually. While the Dreamcast was the first home console to support DLC (albeit in a limited form due to hardware and internet connection limitations), Microsoft's Xbox helped popularize the concept. Since the seventh generation of video game consoles, DLC has been a prevalent feature of major video game platforms with internet connectivity. == Etymology == Since the popularization of microtransactions in online distribution platforms such as Steam, the term DLC has become a synonymous for any form of paid content in video games, regardless of whether they constitute the download of new content. Furthermore, this led to the creation of the oxymoronic term "on-disc DLC" for content included on the game's original files but locked behind a paywall. == History == === Precursors to DLC === The earliest form of downloadable content were offerings of full games, such as on the Atari 2600's GameLine service, which allowed users to download games using a telephone line. A similar service, Sega Channel, allowed for the downloading of games to the Sega Genesis over a cable line. While the GameLine and Sega Channel services allowed for the distribution of entire titles, they did not provide downloadable content for existing titles. Expansion packs were sold at retail for some PC games, which featured content such as additional levels, characters, or maps for a base game. They often required an installation of the original game in order to function, but some games (such as Half-Life) had "standalone" expansions, which were essentially spin-off games that reused engine code and assets from the original game. === On consoles === The Dreamcast was the first console to feature online support as a standard; DLC was available, though limited in size due to the narrowband connection and the 200 block limit of the Visual Memory Unit memory card. These online features were still considered a breakthrough in video games. With the release of the Xbox, Microsoft was the second company to implement downloadable content. Many Xbox titles, including Splinter Cell, Halo 2, and Ninja Gaiden, offered varying amounts of extra content, available for download through the Xbox Live service. Most of this content was available free. With the advent of the GameCube, Nintendo was the third company to implement downloadable content. Many GameCube titles offered varying amounts of extra content from Game Boy Advance titles with the GameCube – Game Boy Advance link cable. All of this content was available free. The Xbox 360 (2005) included more robust support for digital distribution, including DLC downloads and purchases, via its Xbox Live Marketplace service. Microsoft believed that publishers would benefit by offering small pieces of content at a small cost ($1 to $5), rather than full expansion packs (~$20), as this would allow players to pick and chose what content they desired, providing revenue to the publishers. Microsoft also utilized a digital currency known as "Microsoft Points" for transactions, which could also be purchased through physical gift cards to avoid the banking fees associated with the small price points. The PlayStation 3 (2006) adopted the same approach with their downloadable hub, the PlayStation Store. Sony planned on having the bulk of its content be purchased separately via many separate online microtransactions for PlayStation Network titles, including Gran Turismo HD Concept and Gran Turismo 5 Prologue. The Wii (2006) featured a sparser amount of downloadable content on their Wii Shop Channel, the bulk of which is accounted for by digital distribution of emulated Nintendo titles from previous generations. Music video games, such as titles from the Guitar Hero and Rock Band franchises, took significant advantage of downloadable content as a means of offering new songs to be played in-game. Harmonix claimed that Guitar Hero II would feature "more online content than anyone has ever seen in a game to this date." Rock Band features the largest number of downloadable items of any console video game, with a steady number of new songs that were added weekly between 2007 and 2013. Acquiring all the downloadable content for Rock Band would, as of July 12, 2012, cost $5,880.10. === On personal computers === As the popularity and speed of internet connections rose, so did the popularity of using the internet for digital distribution of media. User-created game mods and maps were distributed exclusively online, as they were mainly created by people without the infrastructure capable of distributing the content through physical media. In 1997, Cavedog offered a new unit every month as free downloadable content for their real-time strategy computer game Total Annihilation. Later PC digital distribution platforms, such as Games for Windows Marketplace and Steam, would add support for DLC in a similar manner to consoles. === On handhelds === Nokia phones of the late 1990s and early 2000s shipped with side-scrolling shooter Space Impact, available on various models. With the introduction of WAP in 2000, additional downloadable content for the game, with extra levels, became available. The Nintendo Wi-Fi Connection service on the Nintendo DS could be used to obtain a form of DLC for certain games, such as Picross DS—where players could download puzzle "packs" of classic puzzles from previous Picross series games (such as Mario's Picross). as well as downloadable user generated content. Due to the Nintendo DS's use of cartridges and lack of dedicated storage, most "DLC" for DS games was limited in scope, or in some cases (such as Professor Layton and the Curious Village and Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2), was already part of the game's data on the cartridge, and merely unlocked. Its successor, the Nintendo 3DS, natively supported the purchase of DLC for supported titles via Nintendo eShop. Starting with iPhone OS 3, downloadable content became available for the platform via applications bought from the App Store. While this ability was initially only available to developers for paid applications, Apple eventually allowed for developers to offer this in free applications as well in October 2009. == On-disc DLC == In some cases, a purchased DLC may not actually download new content to the device, but merely consists of data used to enable associated content that is already present within the game's data. DLC of this nature revealed via data mining is typically referred to as "on-disc DLC" or PULC (premium unlockable content). This practice has sometimes been considered controversial, with publishers being accused of using what is effectively a microtransaction to lock access to content that was already contained within the game as sold at retail. Data relating to future DLC may be included on-disc or downloaded during updates for technical reasons as well, either to ensure online multiplayer compatibility for existing content between players who have not yet purchased the new DLC, or as dormant support code for planned content that is still in development at the time of the release. == Monetization == Downloadable content is often offered for a price. Since Facebook games popularized the business model of microtransactions, some have criticized downloadable content as being overpriced and an incentive for developers to leave items out of the initial release, with The Elder Scrolls IV: Oblivion's horse armor DLC having faced a mixed reception upon its release for that reason. However, by 2009, the Horse Armor DLC was one of the top ten content packs that Bethesda had sold, which justified the DLC model for future games. Where a normal software disc may allow its license sold or traded, DLC is generally locked to a specific user's account and does not come with the ability to transfer that license to another user. In addition to individual content downloads, video game publishers sometimes offer a "season pass", which allows users to pre-order a selection of upcoming content over a specific time period, and ensuring the customer's ability to immediately obtain the content upon release. As users do not have the ability to fully preview the content before their purchase, there is a chance that the content of a season

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  • CSS HTML Validator

    CSS HTML Validator

    CSS HTML Validator (previously named CSE HTML Validator) is an HTML editor and CSS editor for Microsoft Windows (and Linux and other Unix-like operating systems when used with Wine) that helps web developers create syntactically correct and accessible HTML/HTML5, XHTML, and CSS documents by locating errors, potential problems like browser compatibility issues, and common mistakes. It is also able to check links, check spelling, suggest improvements, alert developers to deprecated, obsolete, or proprietary tags, attributes, and CSS properties, and find issues that can affect search engine optimization. CSS HTML Validator is developed, marketed, and sold by AI Internet Solutions LLC located in the United States. The first version of CSS HTML Validator was released in 1997 for Windows 95. The current version is 2026/v26.02 (as of January 9, 2026) and is for Windows 10 and above, including Windows 11. A native macOS and Linux command-line console tool (called htmlval) became available with version 23. There are currently three main editions of CSS HTML Validator — Pro/Professional, Home/Standard, and Lite. The Enterprise edition was discontinued in 2025/v25. While the application is generally a commercial product (except for the Lite edition), a free version of the Home edition is available for personal/educational, non-commercial use. A free limited version of the htmlval command-line console tool for macOS and Linux is also available. == Features == CSS HTML Validator includes an HTML editor, validator for HTML, XHTML, htmx, polyglot markup, CSS, PHP and JavaScript (using JSLint or JSHint), link checker (to find dead and broken links), spell checker, accessibility checker, and search engine optimization (SEO) checker. An integrated web browser allows developers to browse the web while the pages are automatically validated. Because documents are checked locally and not uploaded over the Internet to a server in order to be checked, validations are performed relatively quickly, and security and privacy are increased. A custom scripting language called TNPL, included in the Pro and Enterprise editions, can be used to customize validations by adding, eliminating, or changing validator messages. TNPL can also be used to integrate customized validation checks to meet the unique requirements of an individual or entity. A Batch Wizard tool, included in the Pro and Enterprise editions, can check entire Web sites, parts of Web sites, or a list of local web documents. The Batch Wizard generates reports in standard HTML or XML format. The reports can be viewed using a normal web browser. The accessibility checker includes support for Section 508 Amendment to the Rehabilitation Act of 1973 and Web Content Accessibility Guidelines (both WCAG 1.0 and WCAG 2.0/2.1/2.2). Using a version of HTML Tidy with HTML5 support and the Pretty Print & Fix Tool, CSS HTML Validator can automatically fix some common problems with HTML and XHTML documents. However, some problems cannot be fixed (or fixed correctly) with automated tools and require manual review and repair. == Version history == Validation of polyglot markup was added in version 12, and mobile development support (for HTML and CSS) was added in version 14 and improved in version 15. Version 15 added built-in syntax checking for JSON and HTML5 cache manifest files. Version 16 added JavaScript linting using JSHint, a static code analysis tool for checking JavaScript, but also continues to support JSLint. Version 17 added support for the Accelerated Mobile Pages Project, which is a type of HTML optimized for mobile web browsing, and support for live DOM validation using Google Chrome CSS HTML Validator 2018/v18 renames the software from CSE HTML Validator to CSS HTML Validator and includes updated HTML5 and CSS support. Version 18 also added a new "By Message" report in the Batch Wizard and dropped support for Windows Vista and below. CSS HTML Validator 2019/v19 includes updated HTML and CSS support, adds WCAG 2.1 support, improves support when running under Wine (software), and is a native 64-bit application (previously releases were 32-bit). CSS HTML Validator 2020/v20, first released in January 2020, includes HTML, CSS, accessibility, and other updates, including improved support for the Accelerated Mobile Pages Project. Also, beginning with version 20, the Standard edition was renamed to the Home edition. CSS HTML Validator 2021/v21, first released in January 2021, includes further HTML, CSS, accessibility, and other updates. CSS HTML Validator 2022/v22, released in January 2022, includes improvements and updates to keep the program up-to-date, a new Microsoft Edge WebView2 rendering engine for the integrated web browser, and three new dark themes. Later updates to version 22 added support for checking JSON Lines and NDJSON documents. CSS HTML Validator 2023/v23, released in January 2023, includes more improvements and updates to keep the program up-to-date. The new release also introduced new command-line macOS and Linux ports of the core validation engine, called htmlval for Mac and Linux. Official support for Windows 7, 8, and 8.1 was dropped in the 2023/v23 version. CSS HTML Validator 2024/v24, released in January 2024, includes updates and improvements. It also adds support for htmx. CSS HTML Validator 2025/v25, released in December 2024, includes further updates and improvements for 2025. Version 25 discontinues the Enterprise edition, moving Enterprise functionality to the Pro edition. CSS HTML Validator 2026/v26, released in January 2026, includes updated support for HTML and CSS. An online edition based on CSS HTML Validator Pro that can check documents via file upload, URL, or snippets (direct text input) was discontinued May 2017 in favor of the desktop version for Microsoft Windows. == Purpose of validation == The purpose of validation and computerized checking of HTML, XHTML, and CSS documents is to help make sure that the documents are syntactically correct and problem-free. Checked HTML, XHTML, and CSS documents are more likely to: be more accessible for people with disabilities (such as blindness), as well as all users in general render faster (user agents don't have to "figure out" and decipher bad syntax) render as intended and with fewer problems on a variety of user agents, including mobile devices cause browsers and user agents to build a more consistent Document Object Model, which is important for CSS and JavaScript be forward-compatible with future versions of user agents and browsers ("future-proof") be compatible with current and future HTML, XHTML, and CSS specifications cause fewer problems for visitors and web indexing not contain dead, broken, or rotting links While automated checking tools are helpful for website development and continued maintenance, they cannot guarantee that a document will display (render) and behave as intended in all browsers. Developers should always test documents in a variety of browsers (including mobile browsers) to locate problems that cannot be detected with a computerized checking tool. == Differences from other HTML validators == CSS HTML Validator is an offline desktop app for Microsoft Windows and a native macOS and Linux command-line console tool that does not require an Internet connection. The offline nature of CSS HTML Validator is in contrast to online web-based services. CSS HTML Validator primarily works offline (except for link checking when it must go online), which has speed and privacy benefits compared to web-based solutions and services like the W3C Markup Validation Service. However, the user must keep the software updated unlike web-based solutions which are typically kept updated by the solution provider. CSS HTML Validator checks HTML/XHTML syntax, CSS, links, spelling, accessibility, JavaScript, SEO, and PHP with one pass, while DTD-based validators are more limited and cannot check HTML5. CSS HTML Validator includes a built-in scripting language (called TNPL) which allows for a high degree of customization via scripting and "user functions". This allows developers to add custom (specialized) validation checks and messages. CSS HTML Validator includes a DTD-based validator which can optionally be used for checking DTD-based versions of HTML (versions prior to HTML5), however one of CSS HTML Validator's primary differences is that its custom validation engine can perform more checks on a document than a DTD-based validator can. This is because DTD-based validators are limited to checking only what can be specified in a Document Type Definition. == Integration == CSS HTML Validator integrates with other third-party software like those listed below. This allows validation using CSS HTML Validator from within the third-party program. EmEditor - includes a special Lite edition build of CSS HTML Validator for built-in checking of HTML and CSS Blumentals Software - several Blumentals software products integrate with CSS H

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  • Decision tree pruning

    Decision tree pruning

    Pruning is a data compression technique in machine learning and search algorithms that reduces the size of decision trees by removing sections of the tree that are non-critical and redundant to classify instances. Pruning reduces the complexity of the final classifier, and hence improves predictive accuracy by the reduction of overfitting. One of the questions that arises in a decision tree algorithm is the optimal size of the final tree. A tree that is too large risks overfitting the training data and poorly generalizing to new samples. A small tree might not capture important structural information about the sample space. However, it is hard to tell when a tree algorithm should stop because it is impossible to tell if the addition of a single extra node will dramatically decrease error. This problem is known as the horizon effect. A common strategy is to grow the tree until each node contains a small number of instances then use pruning to remove nodes that do not provide additional information. Pruning should reduce the size of a learning tree without reducing predictive accuracy as measured by a cross-validation set. There are many techniques for tree pruning that differ in the measurement that is used to optimize performance. == Techniques == Pruning processes can be divided into two types (pre- and post-pruning). Pre-pruning procedures prevent a complete induction of the training set by replacing a stop () criterion in the induction algorithm (e.g. max. Tree depth or information gain (Attr)> minGain). Pre-pruning methods are considered to be more efficient because they do not induce an entire set, but rather trees remain small from the start. Prepruning methods share a common problem, the horizon effect. This is to be understood as the undesired premature termination of the induction by the stop () criterion. Post-pruning (or just pruning) is the most common way of simplifying trees. Here, nodes and subtrees are replaced with leaves to reduce complexity. Pruning can not only significantly reduce the size but also improve the classification accuracy of unseen objects. It may be the case that the accuracy of the assignment on the train set deteriorates, but the accuracy of the classification properties of the tree increases overall. The procedures are differentiated on the basis of their approach in the tree (top-down or bottom-up). === Bottom-up pruning === These procedures start at the last node in the tree (the lowest point). Following recursively upwards, they determine the relevance of each individual node. If the relevance for the classification is not given, the node is dropped or replaced by a leaf. The advantage is that no relevant sub-trees can be lost with this method. These methods include Reduced Error Pruning (REP), Minimum Cost Complexity Pruning (MCCP), or Minimum Error Pruning (MEP). === Top-down pruning === In contrast to the bottom-up method, this method starts at the root of the tree. Following the structure below, a relevance check is carried out which decides whether a node is relevant for the classification of all n items or not. By pruning the tree at an inner node, it can happen that an entire sub-tree (regardless of its relevance) is dropped. One of these representatives is pessimistic error pruning (PEP), which brings quite good results with unseen items. == Pruning algorithms == === Reduced error pruning === One of the simplest forms of pruning is reduced error pruning. Starting at the leaves, each node is replaced with its most popular class. If the prediction accuracy is not affected then the change is kept. While somewhat naive, reduced error pruning has the advantage of simplicity and speed. === Cost complexity pruning === Cost complexity pruning generates a series of trees ⁠ T 0 … T m {\displaystyle T_{0}\dots T_{m}} ⁠ where ⁠ T 0 {\displaystyle T_{0}} ⁠ is the initial tree and ⁠ T m {\displaystyle T_{m}} ⁠ is the root alone. At step ⁠ i {\displaystyle i} ⁠, the tree is created by removing a subtree from tree ⁠ i − 1 {\displaystyle i-1} ⁠ and replacing it with a leaf node with value chosen as in the tree building algorithm. The subtree that is removed is chosen as follows: Define the error rate of tree ⁠ T {\displaystyle T} ⁠ over data set ⁠ S {\displaystyle S} ⁠ as ⁠ err ⁡ ( T , S ) {\displaystyle \operatorname {err} (T,S)} ⁠. The subtree t {\displaystyle t} that minimizes err ⁡ ( prune ⁡ ( T , t ) , S ) − err ⁡ ( T , S ) | leaves ⁡ ( T ) | − | leaves ⁡ ( prune ⁡ ( T , t ) ) | {\displaystyle {\frac {\operatorname {err} (\operatorname {prune} (T,t),S)-\operatorname {err} (T,S)}{\left\vert \operatorname {leaves} (T)\right\vert -\left\vert \operatorname {leaves} (\operatorname {prune} (T,t))\right\vert }}} is chosen for removal. The function ⁠ prune ⁡ ( T , t ) {\displaystyle \operatorname {prune} (T,t)} ⁠ defines the tree obtained by pruning the subtrees ⁠ t {\displaystyle t} ⁠ from the tree ⁠ T {\displaystyle T} ⁠. Once the series of trees has been created, the best tree is chosen by generalized accuracy as measured by a training set or cross-validation. == Examples == Pruning could be applied in a compression scheme of a learning algorithm to remove the redundant details without compromising the model's performances. In neural networks, pruning removes entire neurons or layers of neurons.

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  • Digital history

    Digital history

    Digital history is the use of digital media to further historical analysis, presentation, and research. It is a branch of the digital humanities and an extension of quantitative history, cliometrics, and computing. Digital history is commonly known as digital public history, concerned primarily with engaging online audiences with historical content, or digital research methods, that further academic research. Digital history outputs include: digital archives, online presentations, data and information visualizations, interactive maps, timelines, audio files, and virtual worlds. These outputs are designed to enhance accessibility to users, facilitating engagement with historical content. Recent digital history projects focus on creativity, collaboration, and technical innovation, text mining, corpus linguistics, network analysis, 3D modeling, and big data analysis. By utilizing these resources, the user can rapidly develop new analyses that can link to, extend, and bring to life existing histories. == History == Rooted in earlier social science history work, particularly around the history of enslavement in the United States, early digital history in the 1960s and 70s focused on using computers to conduct quantitative analyses, primarily of demographic and social history data - censuses, election returns, city directories, and other tabular or countable data. - with the aim of producing defensible research findings These early computers could be programmed to conduct statistical analyses of these records, creating tallies, or seeking trends across records. This research into historical demography was rooted in the rise of social history as a field of historical interest. The historians involved in this work sought to quantify past societies, to come to new conclusions about communities and population. Computers proved capable tools for that type of work. By the late 1970s younger historians turned to cultural studies, most of these studies involved online databases that were checked by Professionals in Great Britain about once a year. The outpouring of quantitative studies by established scholars continued. Since then, quantitative history and cliometrics have been used primarily by historically minded economists and political scientists. In the late 1980s quantifiers founded the Association for History and Computing. This movement provided some of the impetus for the rise of digital history in the 1990s. The more recent roots of digital history were in software rather than online networks. In 1982, the Library of Congress embarked on its Optical Disk Pilot Project, which placed text and images from its collection on to laserdiscs and CD-ROMs. The library started offering online exhibits in 1992 when it launched Selected Civil War Photographs. In 1993, Roy Rosenzweig, along with Steve Brier and Josh Brown, produced their award-winning CD-ROM Who Built America? From the Centennial Exposition of 1876 to the Great War of 1914, designed for Apple, Inc. that integrated images, text, film and sound clips, displayed in a visual interface that supported a text narrative. Among the earliest online digital history projects were The Heritage Project of the University of Kansas, and medieval historian Dr. Lynn Nelson's World History Index and History Central Catalogue. Another was The Valley of the Shadow, conceived in 1991 by current University of Richmond professor of humanities and president emeritus, Edward L. Ayers, who was then at the University of Virginia. The Institute for Advanced Technology in the Humanities (IATH) at the University of Virginia adopted the Valley Project and partnered with IBM to collect and transcribe historical sources into digital files. The project collected data related to Augusta County in Virginia and Franklin County in Pennsylvania during the American Civil War. In 1996, William G. Thomas III joined Ayers on the Valley Project. Together, they produced an online article entitled "The Differences Slavery Made: A Close Analysis of Two American Communities," which also appeared in The American Historical Review in 2003. A CD-ROM also accompanied the Valley Project, published by W. W. Norton and Company in 2000. Rosenzweig, who died October 11, 2007, founded the Center for History and New Media (CHNM) at George Mason University in 1994. Today, CHNM boasts several digital tools available to historians, such as Zotero, Omeka or Tropy. In 1997, Ayers and Thomas used the term "digital history" when they proposed and founded the Virginia Center for Digital History (VCDH) at the University of Virginia, the earliest center devoted exclusively to history. Several other institutions promoting digital history include the Center for Humane Arts, Letters, and Social Sciences Online (MATRIX) at Michigan State University, Maryland's Institute for Technology in the Humanities, and the Center for Digital Research in the Humanities at the University of Nebraska. In 2004, Emory University launched Southern Spaces, a "peer-reviewed Internet journal and scholarly forum" examining the history of the South. == Applications == There are many potential benefits to the use of digital history when combined with traditional historical methods. Some of these applications include: Combining traditional historical methods and new research methods in order to come to new conclusions. Using different tools to extract and analyse larger amounts of data that would not be manageable otherwise. Create models and maps of data extracted to create a visualisation of the data. Data extracted and analysed can be placed alongside existing historiography to increase combined historical knowledge. By adding new research methods to existing historical method, historians can benefit greatly from the ability to work with larger amounts of data and develop new interpretations from this. == Notable Projects == The collaborative nature of most digital history endeavors has meant that the discipline has developed primarily at institutions with the resources to sponsor content research and technical innovation. Two of the first centers, George Mason University's Center for History and New Media and the Virginia Center for Digital History at the University of Virginia have been among the leaders in the development of digital history projects and the education of digital historians. Some of the noteworthy projects emerging from these pioneering centers are The Geography of Slavery, The Texas Slavery Project, and The Countryside Transformed at VCDH and Liberty, Equality, Fraternity: Exploring the French Revolution and The Lost Museum at the CHNM. In each of these projects, mediated archives holding multiple types of sources are combined with digital tools to analyze and illuminate an historical question to a varying degree; this integration of content and tools with analysis is one of the hallmarks of digital history—projects move beyond archives or collections and into scholarly analysis and the use of digital tools to develop that analysis. The differences between the ways projects incorporate these integrations are a measure of the development of the field and point to the ongoing debates over what digital history can and should be. While many of the projects at VCDH, CHNM, and other university's centers have been geared towards academics and post-secondary education, the University of Victoria (British Columbia), in conjunction with the Université de Sherbrooke and the Ontario Institute for Studies in Education at the University of Toronto, has created as series of projects for all ages, "Great Unsolved Mysteries in Canadian History." Laden with instructional aids, this site asks teachers to introduce students to historical research methods to help them develop analytical skills and a sense of the complexities of their national history. Issues of race, religion, and gender are addressed in carefully constructed modules that cover incidents in Canadian history from Viking exploration through the 1920s. One of the original co-creators of the project, John Lutz has also developed Victoria's Victoria with the University of Victoria and Malaspina University-College. In addition to Ayers, Thomas, Lutz, and Rosenzweig, numerous other individual scholars work with digital history techniques and have made and/or continue to make important contributions to the field. Robert Darnton's 2000 article, "An Early Information Society: News and the Media in Eighteenth-Century Paris" was supplemented with electronic resources and is an early model of the discussions around digital history and its future in the humanities. One of the first major digital projects to be reviewed by the American Historical Review (AHR) was Philip Ethington's "Los Angeles and the Problem of Urban Historical Knowledge"—a multimedia exploration of changes to Los Angeles' physical profile over the course of several decades. In this essay, he also expresses his beliefs that historians have major power in

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  • ISO/IEC 11801

    ISO/IEC 11801

    International standard ISO/IEC 11801 Information technology — Generic cabling for customer premises specifies general-purpose telecommunication cabling systems (structured cabling) that are suitable for a wide range of applications (analog and ISDN telephony, various data communication standards, building control systems, factory automation). It is published by ISO/IEC JTC 1/SC 25/WG 3 of the International Organization for Standardization (ISO) and the International Electrotechnical Commission (IEC). It covers both balanced copper cabling and optical fibre cabling. The standard was designed for use within commercial premises that may consist of either a single building or of multiple buildings on a campus. It was optimized for premises that span up to 3 km, up to 1 km2 office space, with between 50 and 50,000 persons, but can also be applied for installations outside this range. A major revision was released in November 2017, unifying requirements for commercial, home and industrial networks. == Classes and categories == The standard defines several link/channel classes and cabling categories of twisted-pair copper interconnects, which differ in the maximum frequency for which a certain channel performance is required: Class A: Up to 100 kHz using Category 1 cable and connectors Class B: Up to 1 MHz using Category 2 cable and connectors Class C: Up to 16 MHz using Category 3 cable and connectors Class D: Up to 100 MHz using Category 5e cable and connectors Class E: Up to 250 MHz using Category 6 cable and connectors Class EA: Up to 500 MHz using category 6A cable and connectors (Amendments 1 and 2 to ISO/IEC 11801, 2nd Ed.) Class F: Up to 600 MHz using Category 7 cable and connectors Class FA: Up to 1 GHz (1000 MHz) using Category 7A cable and connectors (Amendments 1 and 2 to ISO/IEC 11801, 2nd Ed.) Class BCT-B: Up to 1 GHz (1000 MHz) using with coaxial cabling for BCT applications. (ISO/IEC 11801-1, Edition 1.0 2017-11) Class I: Up to 2 GHz (2000 MHz) using Category 8.1 cable and connectors (ISO/IEC 11801-1, Edition 1.0 2017-11) Class II: Up to 2 GHz (2000 MHz) using Category 8.2 cable and connectors (ISO/IEC 11801-1, Edition 1.0 2017-11) The standard link impedance is 100 Ω. (The older 1995 version of the standard also permitted 120 Ω and 150 Ω in Classes A−C, but this was removed from the 2002 edition.) The standard defines several classes of optical fiber interconnect: OM1: Multimode, 62.5 μm core; minimum modal bandwidth of 200 MHz·km at 850 nm OM2: Multimode, 50 μm core; minimum modal bandwidth of 500 MHz·km at 850 nm OM3: Multimode, 50 μm core; minimum modal bandwidth of 2000 MHz·km at 850 nm OM4: Multimode, 50 μm core; minimum modal bandwidth of 4700 MHz·km at 850 nm OM5: Multimode, 50 μm core; minimum modal bandwidth of 4700 MHz·km at 850 nm and 2470 MHz·km at 953 nm OS1: Single-mode, maximum attenuation 1 dB/km at 1310 and 1550 nm OS1a: Single-mode, maximum attenuation 1 dB/km at 1310, 1383, and 1550 nm OS2: Single-mode, maximum attenuation 0.4 dB/km at 1310, 1383, and 1550 nm Grandfathered === OM5 === OM5 fiber is designed for wideband applications using SWDM multiplexing of 4–16 carriers (40G=4λ×10G, 100G=4λ×25G, 400G=4×4λ×25G) in the 850–953 nm range. === Category 7 === Class F channel and Category 7 cable are backward compatible with Class D/Category 5e and Class E/Category 6. Class F features even stricter specifications for crosstalk and system noise than Class E. To achieve this, shielding was added for individual wire pairs and the cable as a whole. Unshielded cables rely on the quality of the twists to protect from EMI. This involves a tight twist and carefully controlled design. Cables with individual shielding per pair such as Category 7 rely mostly on the shield and therefore have pairs with longer twists. The Category 7 cable standard was ratified in 2002, and primarily introduced to support 10 gigabit Ethernet over 100 m of copper cabling. Like the earlier standards, it contains four twisted copper wire pairs rated for transmission frequencies of up to 600 MHz. However, in 2006, Category 6A was ratified for Ethernet to allow 10 Gbit/s while still using the conventional 8P8C connector. Care is required to avoid signal degradation by mixing cable and connectors not designed for that use, however similar. Most manufacturers of active equipment and network cards have chosen to support the 8P8C for their 10 gigabit Ethernet products on copper and not GG45, ARJ45, or TERA connectors as Class F would have originally called for. Therefore, the Category 6 specification was revised to Category 6A to permit this use; products therefore require a Class EA channel (ie, Cat 6A). As of 2019, some equipment has been introduced which has connectors supporting the Class F (Category 7) channel. Note, however, that Category 7 is not recognized by the TIA/EIA. === Category 7A === Class FA (Class F Augmented) channels and Category 7A cables, introduced by ISO 11801 Edition 2 Amendment 2 (2010), are defined at frequencies up to 1000 MHz. The intent of the Class FA was to possibly support the future 40 gigabit Ethernet: 40GBASE-T. Simulation results have shown that 40 gigabit Ethernet may be possible at 50 meters and 100 gigabit Ethernet at 15 meters. In 2007, researchers at Pennsylvania State University predicted that either 32 nm or 22 nm circuits would allow for 100 gigabit Ethernet at 100 meters. However, in 2016, the IEEE 802.3bq working group ratified the amendment 3 which defines 25GBASE-T and 40GBASE-T on Category 8 cabling specified to 2000 MHz. The Class FA therefore does not support 40G Ethernet. As of 2025, there is no equipment that has connectors supporting the Class FA (Category 7A) channel. Category 7A is not recognized in TIA/EIA. === Category 8 === Category 8 was ratified by the TR43 working group under ANSI/TIA 568-C.2-1. It is defined up to 2000 MHz and only for distances up to 30 m or 36 m, depending on the patch cords used. ISO/IEC JTC 1/SC 25/WG 3 developed the equivalent standard ISO/IEC 11801-1:2017/COR 1:2018, with two options: Class I channel (Category 8.1 cable): minimum cable design U/FTP or F/UTP, fully backward compatible and interoperable with Class EA (Category 6A) using 8P8C connectors; Class II channel (Category 8.2 cable): F/FTP or S/FTP minimum, interoperable with Class FA (Category 7A) using TERA or GG45. == Abbreviations for twisted pairs == Annex E, Acronyms for balanced cables, provides a system to specify the exact construction for both unshielded and shielded balanced twisted pair cables. It uses three letters—U for unshielded, S for braided shielding, and F for foil shielding—to form a two-part abbreviation in the form of xx/xTP, where the first part specifies the type of overall cable shielding, and the second part specifies shielding for individual cable elements. Common cable types include U/UTP (unshielded cable); U/FTP (individual pair shielding without the overall screen); F/UTP, S/UTP, or SF/UTP (overall screen without individual shielding); and F/FTP, S/FTP, or SF/FTP (overall screen with individual foil shielding). == 2017 edition == In November 2017, a new edition was released by ISO/IEC JTC 1/SC 25 "Interconnection of information technology equipment" subcommittee. It is a major revision of the standard which has unified several prior standards for commercial, home, and industrial networks, as well as data centers, and defines requirements for generic cabling and distributed building networks. The new series of standards replaces the former 11801 standard and includes six parts: == Versions == ISO/IEC 11801:1995 (Ed. 1) ISO/IEC 11801:2000 (Ed. 1.1) – Edition 1, Amendment 1 ISO/IEC 11801:2002 (Ed. 2) ISO/IEC 11801:2008 (Ed. 2.1) – Edition 2, Amendment 1 ISO/IEC 11801:2010 (Ed. 2.2) – Edition 2, Amendment 2 ISO/IEC 11801-1:2017, -1:2017/Cor 1:2018, -2:2017, -3:2017, -3:2017/Amd 1:2021, -3:2017/Cor 1:2018, -4:2017, -4:2017/Cor 1:2018, -5:2017, -5:2017/Cor 1:2018, -6:2017, -6:2017/Cor 1:2018 (As of September 2023, this set is current.)

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