AI Assistant Intellij

AI Assistant Intellij — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Double descent

    Double descent

    Double descent in statistics and machine learning is the phenomenon where a model's error rate on the test set initially decreases with the number of parameters, then peaks, then decreases again. This phenomenon has been considered surprising, as it contradicts assumptions about overfitting in classical machine learning. The increase usually occurs near the interpolation threshold, where the number of parameters is the same as the number of training data points (the model is just large enough to fit the training data). Or, more precisely, it is the maximum number of samples on which the model/training procedure achieves approximately on average 0 training error. == History == Early observations of what would later be called double descent in specific models date back to 1989. The term "double descent" was coined by Belkin et. al. in 2019, when the phenomenon gained popularity as a broader concept exhibited by many models. The latter development was prompted by a perceived contradiction between the conventional wisdom that too many parameters in the model result in a significant overfitting error (an extrapolation of the bias–variance tradeoff), and the empirical observations in the 2010s that some modern machine learning techniques tend to perform better with larger models. == Theoretical models == Double descent occurs in linear regression with isotropic Gaussian covariates and isotropic Gaussian noise. A model of double descent at the thermodynamic limit has been analyzed using the replica trick, and the result has been confirmed numerically. A number of works have suggested that double descent can be explained using the concept of effective dimension: While a network may have a large number of parameters, in practice only a subset of those parameters are relevant for generalization performance, as measured by the local Hessian curvature. This explanation is formalized through PAC-Bayes compression-based generalization bounds, which show that less complex models are expected to generalize better under a Solomonoff prior.

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  • Cultural technology

    Cultural technology

    Cultural technology (Korean: 문화기술; Hanja: 文化技術; RR: munhwagisul) is a system used by South Korean talent agencies to promote K-pop culture throughout the world as part of the Korean Wave. The system was developed by Lee Soo-man, founder of talent agency and record company SM Entertainment. == History == === Coinage === During a speech at the Stanford Graduate School of Business in 2011, Lee said he coined the term "cultural technology" as a system about fourteen years prior, when S.M. Entertainment decided to promote its K-pop artists to all of Asia. In the late 1990s, Lee and his colleagues created a manual on cultural technology, which specified the steps needed to popularize K-pop artists outside South Korea. "The manual, which all S.M. employees are instructed to learn, explains when to bring in foreign composers, producers, and choreographers; what chord progressions to use in what country; the precise color of eyeshadow a performer should wear in a particular country; the exact hand gestures he or she should make; and the camera angles to be used in the videos (a three-hundred-and-sixty-degree group shot to open the video, followed by a montage of individual closeups)," according to The New Yorker. The term "cultural technology," apart from Lee's systemized definition, can be traced back to the lectures of Michael White, an Australian social worker, educator, and therapeutic theorist and his works Narrative Means to Therapeutic Ends (1990) and Maps of Narrative Practice (2007). Its usage may also date further back to French philosopher Michel Foucault (1977). South Korean computer scientist Kwangyun Wohn said he coined the term "culture technology" in 1994. Cultural technology has also been one of six technology initiatives of the South Korean government since 2001. In regards to cultural technology, the Korean Wave is considered one of the most successful outcomes of government support of exporting Korean entertainment products. === The Four Core Stages === The cultural technology system originally employed by SM Entertainment since the 1990s existed in four stages: Casting, Training, Producing, and Marketing/Managing. Each of these four stages were curated to help spread the Hallyu wave through the development of its artists, and are present in the strategies of many other South Korean talent agencies when creating, debuting, and marketing groups. ==== Casting ==== While the majority of K-pop idols are from South Korea, some are from Japan, China, or Thailand. Many of Korea's entertainment companies, such as SM's Global Auditions, Bighit's Hit It auditions, and YG's Next Generation, host worldwide auditions. Scouting and streetcasting are also common, with members like BTS's Jin recruited for their looks or other surface reasons. Sometimes, casting agents go to dance schools to recruit the top dancers to be trained further at the entertainment company. ==== Training ==== Idols train extensively before debut. They receive training in dance, vocal activities, presentation, and other areas that will benefit them in the industry. Oftentimes, this training will last for years at a time, and trainees are in the proverbial dungeon. Before debut, idols and groups attempt to gain fans through pre-debut activities. SM Entertainment has a system in place called SM Rookies, which is a pre-debut team that hosts concerts and releases videos that strengthen the fanbase of the group even before their first single is released. Other forms of pre-debut activities include featuring in other, more seasoned idols' videos—like Nu'est in Orange Caramel or Exo in Girls' Generation-TTS Twinkle or BTS in Jo Kwon. One particular method of pre-debut training is coupled with casting in production shows, like Sixteen and Produce 101, in which members for a final group are selected and trained. ==== Producing ==== The production of music is integral in culture technology. For cultural technology, production of music helps create differentiated content to set trends in the K-pop world—trends that vary from music to also costume, choreography, and music videos. SM in particular focuses heavily on the expansion globally. Some companies also outsource production to more internationally famed parties, like Cube Entertainment's partnership with Skrillex for 4minute's Act. 7. ==== Marketing/Managing ==== In the marketing and management stage, talent agencies seek to broaden their reach. Often, idols have potential for being actors and actresses in dramas, or perhaps hosts/permanent members of variety shows like Kim Hee-chul in Knowing Bros. This so-called omnidirectional marketing lineup ranges over lifestyle and seeks to reach many aspects of living, like music, TV, drama, entertainment, sports, and fashion. This is also where older groups find new life, like Super Junior. Companies are not complacent but experiment constantly to develop the best marketing for the best management system. Marketing also aspires to branch out to international audiences, sometimes via the implementation of variety shows. Despite being primarily in Korean, these variety shows are accessible to all due to the simplistic, easily understood nature of shows—game-oriented shows like Run BTS! or consistently subbed shows like Weekly Idol are popular in showing the fun-loving side of idols. == Evolution into New Culture Technology == In February 2016, SM hosted a press conference discussing the future of SM and its cultural technology. Lee Soo-man announced the implementation of New Culture Technology, an SM-specific system. While SM's cultural technology in the past relied on local, Korean artists like Rain and BoA, the updated model tries to embed more and more foreign singers from strategic markets into larger girl or boy bands. These imported singers are then used to promote their acts back in their respective home countries. New Culture Technology is five projects—SM Station, EDM, Digital Platforms, Rookies Entertainment, and MCN—and one experimental group, NCT. It is a convergence and expansion of SM's four core culture technologies developed and deals heavily with interaction and the desire to innovate through communication. === SM Station === SM announced their intention of creating a new song every week for 52 weeks. Through this constant output of music, they intend to stray away from conventional forms of music and show active movement in digital music market and physical album market through freely and continuously releasing music. Additionally, this SM Station will feature collaborations between artists, producers, composers, and company brands outside the SM label. The name of SM Station is both derived from the radio station and the metaphorical train station. === NCT === Neo Culture Technology (NCT) introduced the idea of "Interactive". SM company tried to connect the targeting market, customers and artist, in order to lead the K-pop culture. NCT (Neo Culture Technology) is the new artist group formed by SM that embodies the concepts of cultural technology. With the seemingly limitless combinations and groups, SM aspires to make the whole world a stage for NCT. Since 2023, there are six NCT groups, who debuted on the digital song sales: NCT U, NCT 127, NCT Dream, WayV, NCT DoJaeJung, and NCT Wish. As of October 2023, the group consists of 25 members: Johnny, Taeyong, Yuta, Kun, Doyoung, Ten, Jaehyun, Winwin, Jungwoo, Mark, Xiaojun, Hendery, Renjun, Jeno, Haechan, Jaemin, Yangyang, Chenle, Jisung, Sion, Riku, Yushi, Daeyoung, Ryo, and Sakuya. ScreaM Records ScreaM Records has been released by SM Entertainment as an EDM label since 2016 for "SM TOWN: New Culture Technology". ScreaM Records is made for "performances made to be enjoyed". It collaborates with inside and outside Korean well-known EDM DJs. ScreaM Records has first launched collaborated song "Wave" E-Mart's home electronics store, Electro Mart. "Our goal is to provide opportunities to producers who have yet to be discovered and produce world famous DJs from the Asian scene." a ScreaM Records representative said. == Three stages of globalization == According to Lee, there are three stages necessary to popularize Korean culture outside South Korea: exporting the product, collaborating with international companies to expand the product's presence abroad, and finally creating a joint venture with international companies. As part of their joint ventures with international companies, South Korean talent agencies may hire foreign composers, producers, and choreographers to ensure K-pop songs feel "local" to foreign countries.

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  • MADI

    MADI

    Multichannel Audio Digital Interface (MADI) standardized as AES10 by the Audio Engineering Society (AES) defines the data format and electrical characteristics of an interface that carries multiple channels of digital audio. The AES first documented the MADI standard in AES10-1991 and updated it in AES10-2003 and AES10-2008. The MADI standard includes a bit-level description and has features in common with the two-channel AES3 interface. MADI supports serial digital transmission over coaxial cable or fibre-optic lines of 28, 56, 32, or 64 channels; and sampling rates to 96 kHz and beyond with an audio bit depth of up to 24 bits per channel. Like AES3 and ADAT Lightpipe, it is a unidirectional interface from one sender to one receiver. == Development and applications == MADI was developed by AMS Neve, Solid State Logic, Sony and Mitsubishi and is widely used in the audio industry, especially in the professional audio sector. It provides advantages over other audio digital interface protocols and standards such as AES3, ADAT Lightpipe, TDIF (Tascam Digital Interface), and S/PDIF (Sony/Philips Digital Interface). These advantages include: Support for a greater number of channels per line Use of coaxial and optical fiber media that support transmission of audio signals over 100 meters, up to 3000 meters over multi-mode and 40,000 meters over single-mode optical fiber The original specification (AES10-1991) defined the MADI link as a 56-channel transport for linking large-format mixing consoles to digital multitrack recording devices. Large broadcast studios also adopted it for routing multi-channel audio throughout their facilities. The 2003 revision (AES10-2003) adds a 64-channel capability by removing varispeed operation and supports 96 kHz sampling frequency with reduced channel capacity. The latest AES10-2008 standard includes minor clarifications and updates to correspond to the current AES3 standard. Audio over Ethernet of various types is the primary alternative to MADI for transport of many channels of professional digital audio. == Transmission format == MADI links use a transmission format similar to Fiber Distributed Data Interface (FDDI) networking. Since MADI is most often transmitted on copper links via 75-ohm coaxial cables, it more closely compares to the FDDI specification for copper-based links, called CDDI. AES10-2003 recommends using BNC connectors with coaxial cables and SC connectors with optic fibers. MADI over fibre can support a range of up to 2 km. The basic data rate is 100 Mbit/s of data using 4B5B encoding to produce a 125 MHz physical baud rate. Unlike AES3, this clock is not synchronized to the audio sample rate, and the audio data payload is padded using JK sync symbols. Sync symbols may be inserted at any subframe boundary, and must occur at least once per frame. Though the standard disassociates the transmission clock from the audio sample rate, and thus requires a separate word clock connection to maintain synchronization, some vendors do give the option of locking to parts of the transmission timing information for purposes of deriving a word clock. The audio data is almost identical to the AES3 payload, though with more channels. Rather than letters, MADI assigns channel numbers from 0–63. Frame synchronization is provided by sync symbols outside the data itself, rather than an embedded preamble sequence, and the first four time slots of each sub-channel are encoded as normal data, used for sub-channel identification: Bit 0: Set to 1 to mark channel 0, the first channel in each frame Bit 1: Set to 1 to indicate that this channel is active (contains interesting data) Bit 2: notA/B channel marker, used to mark left (0) and right (1) channels. Generally, even channels are A and odd channels are B. Bit 3: Set to 1 to mark the beginning of a 192-sample data block == Sampling frequency == The original AES10-1991 specification allowed 56 channels at sample rates from 32 to 48 kHz with an additional vari-speed range of ± 12.5%. This leads to a total range of 28 to 54 kHz. At the highest frequency, this produces a total of 56 × 32 × 54 = 96768 kbit/s, leaving 3.232% of the channel for synchronization marks and transmit clock error. The 2003 revision specifies different relations between sampling frequency and number of channels. 32 kHz to 48 kHz ± 12.5%, 56 channels; 32 kHz to 48 kHz nominal, 64 channels; 64 kHz to 96 kHz ± 12.5%, 28 channels. With a 48 kHz sampling frequency, 64 channels take 64 × 32 × 48000 = 98.304 Mbit/s. Adding the minimum 8 × 58 kbit/s of framing produces 98688 bit/s, leaving 1.312% free for timing variation and other overhead. Both versions of the standard accommodate higher sampling frequencies (for example, 96 kHz or 192 kHz) by using two or more channels per audio sample on the link.

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  • Facebook Platform

    Facebook Platform

    The Facebook Platform is the set of services, tools, and products provided by the social networking service Facebook for third-party developers to create their own applications and services that access data in Facebook. The current Facebook Platform was launched in 2010. The platform offers a set of programming interfaces and tools which enable developers to integrate with the open "social graph" of personal relations and other things like songs, places, and Facebook pages. Applications on facebook.com, external websites, and devices are all allowed to access the graph. == History == Facebook launched the Facebook Platform on May 24, 2007, providing a framework for software developers to create applications that interact with core Facebook features. A markup language called Facebook Markup Language was introduced simultaneously; it is used to customize the "look and feel" of applications that developers create. Prior to the Facebook platform, Facebook had built many applications themselves within the Facebook website, including Gifts, allowing users to send virtual gifts to each other, Marketplace, allowing users to post free classified ads, Facebook events, giving users a method of informing their friends about upcoming events, Video, letting users share homemade videos with one another, and social network game, where users can use their connections to friends to help them advance in games they are playing. The Facebook Platform made it possible for outside partners to build similar applications. Many of the popular early social network games would combine capabilities. For instance, one of the early games to reach the top application spot, (Lil) Green Patch, combined virtual Gifts with Event notifications to friends and contributions to charities through Causes. Third-party companies provide application metrics, and several blogs arose in response to the clamor for Facebook applications. On July 4, 2007, Altura Ventures announced the "Altura 1 Facebook Investment Fund," becoming the world's first Facebook-only venture capital firm. On August 29, 2007, Facebook changed the way in which the popularity of applications is measured, to give attention to the more engaging applications, following criticism that ranking applications only by the number of people who had installed the application was giving an advantage to the highly viral, yet useless applications. Tech blog Valleywag has criticized Facebook Applications, labeling them a "cornucopia of uselessness." Others have called for limiting third-party applications so the Facebook user experience is not degraded. Applications that have been created on the Platform include chess, which both allow users to play games with their friends. In such games, a user's moves are saved on the website, allowing the next move to be made at any time rather than immediately after the previous move. By November 3, 2007, seven thousand applications had been developed on the Facebook Platform, with another hundred created every day. By the second annual f8 developers conference on July 23, 2008, the number of applications had grown to 33,000, and the number of registered developers had exceeded 400,000. Within a few months of launching the Facebook Platform, issues arose regarding "application spam", which involves Facebook applications "spamming" users to request it be installed. Facebook integration was announced for the Xbox 360 and Nintendo DSi on June 1, 2009 at E3. On November 18, 2009, Sony announced an integration with Facebook to deliver the first phase of a variety of new features to further connect and enhance the online social experiences of PlayStation 3. On February 2, 2010, Facebook announced the release of HipHop for PHP as an opensource project. Mark Zuckerberg said that his team from Facebook is developing a Facebook search engine. “Facebook is pretty well placed to respond to people’s questions. At some point, we will. We have a team that is working on it", said Mark Zuckerberg. For him, the traditional search engines return too many results that do not necessarily respond to questions. “The search engines really need to evolve a set of answers: 'I have a specific question, answer this question for me.'" On June 10, 2014, Facebook announced Haxl, a Haskell library that simplified the access to remote data, such as databases or web-based services. === Partnerships with device manufacturers === Starting in 2007, Facebook formed data sharing partnerships with at least 60 handset manufacturers, including Apple, Amazon, BlackBerry, Microsoft and Samsung. Those manufacturers were provided with Facebook user data without the users' consent. Most of the partnerships remained in place as of 2018, when the partnerships were first publicly reported. == High-level Platform components == === Graph API === The Graph API is the core of Facebook Platform, enabling developers to read from and write data into Facebook. The Graph API presents a simple, consistent view of the Facebook social graph, uniformly representing objects in the graph (e.g., people, photos, events, and pages) and the connections between them (e.g., friend relationships, shared content, and photo tags). On April 30, 2015, Facebook shut down friends' data API prior to the v2.0 release. === Authentication === Facebook authentication enables developers’ applications to interact with the Graph API on behalf of Facebook users, and it provides a single-sign on mechanism across web, mobile, and desktop apps. ==== Facebook Connect ==== Facebook Connect, also called Log in with Facebook, like OpenID, is a set of authentication APIs from Facebook that developers can use to help their users connect and share with such users' Facebook friends (on and off Facebook) and increase engagement for their website or application. When so used, Facebook members can log on to third-party websites, applications, mobile devices and gaming systems with their Facebook identity and, while logged in, can connect with friends via these media and post information and updates to their Facebook profile. Originally unveiled during Facebook's developer conference, F8, in July 2008, Log in with Facebook became generally available in December 2008. According to an article from The New York Times, "Some say the services are representative of surprising new thinking in Silicon Valley. Instead of trying to hoard information about their users, the Internet companies (including Facebook, Google, MySpace and Twitter) all share at least some of that data so people do not have to enter the same identifying information again and again on different sites." Log in with Facebook cannot be used by users in locations that cannot access Facebook, even if the third-party site is otherwise accessible from that location. According to Facebook, users who logged into The Huffington Post with Facebook spent more time on the site than the average user. === Social plugins === Social plugins – including the Like Button, Recommendations, and Activity Feed – enable developers to provide social experiences to their users with just a few lines of HTML. All social plugins are extensions of Facebook and are designed so that no user data is shared with the sites on which they appear. On the other hand, the social plugins let Facebook track its users’ browsing habits through any sites that feature the plugins. === Open Graph protocol === The Open Graph protocol enables developers to integrate their pages into Facebook's global mapping/tracking tool Social Graph. These pages gain the functionality of other graph objects including profile links and stream updates for connected users. OpenGraph tags in HTML5 might look like this: === iframes === Facebook uses iframes to allow third-party developers to create applications that are hosted separately from Facebook, but operate within a Facebook session and are accessed through a user's profile. Since iframes essentially nest independent websites within a Facebook session, their content is distinct from Facebook formatting. Facebook originally used 'Facebook Markup Language (FBML)' to allow Facebook Application developers to customize the "look and feel" of their applications, to a limited extent. FBML is a specification of how to encode content so that Facebook's servers can read and publish it, which is needed in the Facebook-specific feed so that Facebook's system can properly parse content and publish it as specified. FBML set by any application is cached by Facebook until a subsequent API call replaces it. Facebook also offers a specialized Facebook JavaScript (FBJS) library. Facebook stopped accepting new FBML applications on March 18, 2011, but continued to support existing FBML tabs and applications. Since January 1, 2012 FBML was no longer supported, and FBML no longer functioned as of June 1, 2012. === Microformats === In February 2011, Facebook began to use the hCalendar microformat to mark up events, and the hCard for the events' venues,

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  • Flat-field correction

    Flat-field correction

    Flat-field correction (FFC) is a digital imaging technique to mitigate pixel-to-pixel differences in the photodetector sensitivity and distortions in the optical path. It is a standard calibration procedure in everything from personal digital cameras to large telescopes. == Overview == Flat fielding refers to the process of compensating for different gains and dark currents in a detector. Once a detector has been appropriately flat-fielded, a uniform signal will create a uniform output (hence flat-field). This then means any further signal is due to the phenomenon being detected and not a systematic error. A flat-field image is acquired by imaging a uniformly-illuminated screen, thus producing an image of uniform color and brightness across the frame. For handheld cameras, the screen could be a piece of paper at arm's length, but a telescope will frequently image a clear patch of sky at twilight, when the illumination is uniform and there are few, if any, stars visible. Once the images are acquired, processing can begin. A flat-field consists of two numbers for each pixel, the pixel's gain and its dark current (or dark frame). The pixel's gain is how the amount of signal given by the detector varies as a function of the amount of light (or equivalent). The gain is almost always a linear variable, as such the gain is given simply as the ratio of the input and output signals. The dark-current is the amount of signal given out by the detector when there is no incident light (hence dark frame). In many detectors this can also be a function of time, for example in astronomical telescopes it is common to take a dark-frame of the same time as the planned light exposure. The gain and dark-frame for optical systems can also be established by using a series of neutral density filters to give input/output signal information and applying a least squares fit to obtain the values for the dark current and gain. C = ( R − D ) × m ( F − D ) = ( R − D ) × G {\displaystyle C={\frac {(R-D)\times m}{(F-D)}}=(R-D)\times G} where: C = corrected image R = raw image F = flat field image D = dark frame image m = image-averaged value of (F−D) G = Gain = m ( F − D ) {\displaystyle m \over (F-D)} In this equation, capital letters are 2D matrices, and lowercase letters are scalars. All matrix operations are performed element-by-element. In order for an astrophotographer to capture a light frame, they must place a light source over the imaging instrument's objective lens such that the light source emanates evenly through the users optics. The photographer must then adjust the exposure of their imaging device (charge-coupled device (CCD) or digital single-lens reflex camera (DSLR) ) so that when the histogram of the image is viewed, a peak reaching about 40–70% of the dynamic range (maximum range of pixel values) of the imaging device is seen. The photographer typically takes 15–20 light frames and performs median stacking. Once the desired light frames are acquired, the objective lens is covered so that no light is allowed in, then 15–20 dark frames are taken, each of equal exposure time as a light frame. These are called Dark-Flat frames. == In X-ray imaging == In X-ray imaging, the acquired projection images generally suffer from fixed-pattern noise, which is one of the limiting factors of image quality. It may stem from beam inhomogeneity, gain variations of the detector response due to inhomogeneities in the photon conversion yield, losses in charge transport, charge trapping, or variations in the performance of the readout. Also, the scintillator screen may accumulate dust and/or scratches on its surface, resulting in systematic patterns in every acquired X-ray projection image. In X-ray computed tomography (CT), fixed-pattern noise is known to significantly degrade the achievable spatial resolution and generally leads to ring or band artifacts in the reconstructed images. Fixed pattern noise can be easily removed using flat field correction. In conventional flat field correction, projection images without sample are acquired with and without the X-ray beam turned on, which are referred to as flat fields (F) and dark fields (D). Based on the acquired flat and dark fields, the measured projection images (P) with sample are then normalized to new images (N) according to: N = ( P − D ) ( F − D ) {\displaystyle N={\frac {(P-D)}{(F-D)}}} == Dynamic flat field correction == While conventional flat field correction is an elegant and easy procedure that largely reduces fixed-pattern noise, it heavily relies on the stationarity of the X-ray beam, scintillator response and CCD sensitivity. In practice, however, this assumption is only approximately met. Indeed, detector elements are characterized by intensity dependent, nonlinear response functions and the incident beam often shows time dependent non-uniformities, which render conventional FFC inadequate. In synchrotron X-ray tomography, many factors may cause flat field variations: instability of the bending magnets of the synchrotron, temperature variations due to the water cooling in mirrors and the monochromator, or vibrations of the scintillator and other beamline components. The latter is responsible for the biggest variations in the flat fields. To deal with such variations, a dynamic flat field correction procedure can be employed that estimates a flat field for each individual projection. Through principal component analysis of a set of flat fields, which are acquired prior and/or posterior to the actual scan, eigen flat fields can be computed. A linear combination of the most important eigen flat fields can then be used to individually normalize each X-ray projection: N j = P j − D ¯ F ¯ + ∑ k w j k u k − D ¯ {\displaystyle N_{j}={\frac {P_{j}-{\bar {D}}}{{\bar {F}}+\sum _{k}w_{jk}u_{k}-{\bar {D}}}}} where N j {\displaystyle N_{j}} = intensity normalized X-ray projection P j {\displaystyle P_{j}} = raw X-ray projection F ¯ {\displaystyle {\bar {F}}} = mean flat field image (average of flat fields) u k {\displaystyle u_{k}} = k-th eigen flat field w j k {\displaystyle w_{jk}} = weight of the eigen flat field u k {\displaystyle u_{k}} D ¯ {\displaystyle {\bar {D}}} = mean dark field (average of dark fields)

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  • JQuery

    JQuery

    jQuery is a JavaScript library designed to simplify HTML DOM tree traversal and manipulation, as well as event handling, CSS animations, and Ajax. It is free, open-source software using the permissive MIT License. As of August 2022, jQuery is used by 77% of the 10 million most popular websites. Web analysis indicates that it is the most widely deployed JavaScript library by a large margin, having at least three to four times more usage than any other JavaScript library. jQuery's syntax is designed to make it easier to navigate a document, select DOM elements, create animations, handle events, and develop Ajax applications. jQuery also provides capabilities for developers to create plug-ins on top of the JavaScript library. This enables developers to create abstractions for low-level interaction and animation, advanced effects and high-level, theme-able widgets. The modular approach to the jQuery library allows the creation of powerful dynamic web pages and Web applications. The set of jQuery core features—DOM element selections, traversal, and manipulation—enabled by its selector engine (named "Sizzle" from v1.3), created a new "programming style", fusing algorithms and DOM data structures. This style influenced the architecture of other JavaScript frameworks like YUI v3 and Dojo, later stimulating the creation of the standard Selectors API. Microsoft and Nokia bundle jQuery on their platforms. Microsoft includes it with Visual Studio for use within Microsoft's ASP.NET AJAX and ASP.NET MVC frameworks while Nokia has integrated it into the Web Run-Time widget development platform. == Overview == jQuery, at its core, is a Document Object Model (DOM) manipulation library. The DOM is a tree-structure representation of all the elements of a Web page. jQuery simplifies the syntax for finding, selecting, and manipulating these DOM elements. For example, jQuery can be used for finding an element in the document with a certain property (e.g. all elements with the h1 tag), changing one or more of its attributes (e.g. color, visibility), or making it respond to an event (e.g. a mouse click). jQuery also provides a paradigm for event handling that goes beyond basic DOM element selection and manipulation. The event assignment and the event callback function definition are done in a single step in a single location in the code. jQuery also aims to incorporate other highly used JavaScript functionality (e.g. fade ins and fade outs when hiding elements, animations by manipulating CSS properties). The principles of developing with jQuery are: Separation of JavaScript and HTML: The jQuery library provides simple syntax for adding event handlers to the DOM using JavaScript, rather than adding HTML event attributes to call JavaScript functions. Thus, it encourages developers to completely separate JavaScript code from HTML markup. Brevity and clarity: jQuery promotes brevity and clarity with features like "chainable" functions and shorthand function names. Elimination of cross-browser incompatibilities: The JavaScript engines of different browsers differ slightly so JavaScript code that works for one browser may not work for another. Like other JavaScript toolkits, jQuery handles all these cross-browser inconsistencies and provides a consistent interface that works across different browsers. Extensibility: New events, elements, and methods can be easily added and then reused as a plugin. == History == jQuery was originally created in January 2006 at BarCamp NYC by John Resig, influenced by Dean Edwards' earlier cssQuery library. It is currently maintained by a team of developers led by Timmy Willison (with the jQuery selector engine, Sizzle, being led by Richard Gibson). jQuery was originally licensed under the CC BY-SA 2.5, and relicensed to the MIT License in 2006. At the end of 2006, it was dual-licensed under GPL and MIT licenses. As this led to some confusion, in 2012 the GPL was dropped and is now only licensed under the MIT license. === Popularity === In 2015, jQuery was used on 62.7% of the top 1 million websites (according to BuiltWith), and 17% of all Internet websites. In 2017, jQuery was used on 69.2% of the top 1 million websites (according to Libscore). In 2018, jQuery was used on 78% of the top 1 million websites. In 2019, jQuery was used on 80% of the top 1 million websites (according to BuiltWith), and 74.1% of the top 10 million (per W3Techs). In 2021, jQuery was used on 77.8% of the top 10 million websites (according to W3Techs). == Features == jQuery includes the following features: DOM element selections using the multi-browser open source selector engine Sizzle, a spin-off of the jQuery project DOM manipulation based on CSS selectors that uses elements' names and attributes, such as id and class, as criteria to select nodes in the DOM Events Effects and animations Ajax Deferred and Promise objects to control asynchronous processing JSON parsing Extensibility through plug-ins Utilities, such as feature detection Compatibility methods that are natively available in modern browsers, but need fallbacks for old browsers, such as jQuery.inArray() and jQuery.each(). Cross-browser support === Browser support === jQuery 3.0 and newer supports "current−1 versions" (meaning the current stable version of the browser and the version that preceded it) of Firefox (and ESR), Chrome, Safari, and Edge as well as Internet Explorer 9 and newer. On mobile it supports iOS 7 and newer, and Android 4.0 and newer. == Distribution == The jQuery library is typically distributed as a single JavaScript file that defines all its interfaces, including DOM, Events, and Ajax functions. It can be included within a Web page by linking to a local copy or by linking to one of the many copies available from public servers. jQuery has a content delivery network (CDN) hosted by MaxCDN. Google in Google Hosted Libraries service and Microsoft host the library as well. Example of linking a copy of the library locally (from the same server that hosts the Web page): Example of linking a copy of the library from jQuery's public CDN: == Interface == === Functions === jQuery provides two kinds of functions, static utility functions and jQuery object methods. Each has its own usage style. Both are accessed through jQuery's main identifier: jQuery. This identifier has an alias named $. All functions can be accessed through either of these two names. ==== jQuery methods ==== The jQuery function is a factory for creating a jQuery object that represents one or more DOM nodes. jQuery objects have methods to manipulate these nodes. These methods (sometimes called commands), are chainable as each method also returns a jQuery object. Access to and manipulation of multiple DOM nodes in jQuery typically begins with calling the $ function with a CSS selector string. This returns a jQuery object referencing all the matching elements in the HTML page. $("div.test"), for example, returns a jQuery object with all the div elements that have the class test. This node set can be manipulated by calling methods on the returned jQuery object. ==== Static utilities ==== These are utility functions and do not directly act upon a jQuery object. They are accessed as static methods on the jQuery or $ identifier. For example, $.ajax() is a static method. === No-conflict mode === jQuery provides a $.noConflict() function, which relinquishes control of the $ name. This is useful if jQuery is used on a Web page also linking another library that demands the $ symbol as its identifier. In no-conflict mode, developers can use jQuery as a replacement for $ without losing functionality. === Typical start-point === Typically, jQuery is used by putting initialization code and event handling functions in $(handler). This is triggered by jQuery when the browser has finished constructing the DOM for the current Web page. or Historically, $(document).ready(callback) has been the de facto idiom for running code after the DOM is ready. However, since jQuery 3.0, developers are encouraged to use the much shorter $(handler) signature instead. === Chaining === jQuery object methods typically also return a jQuery object, which enables the use of method chains: This line finds all div elements with class attribute test , then registers an event handler on each element for the "click" event, then adds the class attribute foo to each element. Certain jQuery object methods retrieve specific values (instead of modifying a state). An example of this is the val() method, which returns the current value of a text input element. In these cases, a statement such as $('#user-email').val() cannot be used for chaining as the return value does not reference a jQuery object. === Creating new DOM elements === Besides accessing existing DOM nodes through jQuery, it is also possible to create new DOM nodes, if the string passed as the argument to $() factory looks like HTML. For example, the below code finds an HTML select element, and cr

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  • Dynamic web page

    Dynamic web page

    A dynamic web page is a web page constructed at runtime (during software execution), as opposed to a static web page, delivered as it is stored. A server-side dynamic web page is a web page whose construction is controlled by an application server processing server-side scripts. In server-side scripting, parameters determine how the assembly of every new web page proceeds, and including the setting up of more client-side processing. A client-side dynamic web page processes the web page using JavaScript running in the browser as it loads. JavaScript can interact with the page via Document Object Model (DOM), to query page state and modify it. Even though a web page can be dynamic on the client-side, it can still be hosted on a static hosting service such as GitHub Pages or Amazon S3 as long as there is not any server-side code included. A dynamic web page is then reloaded by the user or by a computer program to change some variable content. The updating information could come from the server, or from changes made to that page's DOM. This may or may not truncate the browsing history or create a saved version to go back to, but a dynamic web page update using AJAX technologies will neither create a page to go back to, nor truncate the web browsing history forward of the displayed page. Using AJAX, the end user gets one dynamic page managed as a single page in the web browser while the actual web content rendered on that page can vary. The AJAX engine sits only on the browser requesting parts of its DOM, the DOM, for its client, from an application server. A particular application server could offer a standardized REST style interface to offer services to the web application. DHTML is the umbrella term for technologies and methods used to create web pages that are not static web pages, though it has fallen out of common use since the popularization of AJAX, a term which is now itself rarely used. Client-side-scripting, server-side scripting, or a combination of these make for the dynamic web experience in a browser. == Basic concepts == Classical hypertext navigation, with HTML or XHTML alone, provides "static" content, meaning that the user requests a web page and simply views the page and the information on that page. However, a web page can also provide a "live", "dynamic", or "interactive" user experience. Content (text, images, form fields, etc.) on a web page can change, in response to different contexts or conditions. There are two ways to create this kind of effect: Using client-side scripting to change interface behaviors within a specific web page, in response to mouse or keyboard actions, data received from a web API, websocket or at specified timing events. In this case the dynamic behavior occurs within the presentation. Using server-side scripting to change the supplied page source code between pages, adjusting the sequence or reload of the web pages or web content supplied to the browser. Server responses may be determined by such conditions as data in a posted HTML form, parameters in the URL, the type of browser being used, the passage of time, or a database or server state. Web pages that use client-side scripting must use presentation technology broadly called rich interfaced pages. Client-side scripting languages like JavaScript or ActionScript, used for Dynamic HTML (DHTML) and Flash technologies respectively, are frequently used to orchestrate media types (sound, animations, changing text, etc.) of the presentation. The scripting also allows use of remote scripting, a technique by which the DHTML page requests additional information from a server, using a hidden Frame, XMLHttpRequests, or a web service. It is also possible to use a web framework to create a web API, which the client, via the use of JavaScript, uses to obtain data and alter its appearance or behavior dynamically depending on the data. Web pages that use server-side scripting are often created with the help of server-side languages such as PHP, Perl, ASP, JSP, ColdFusion and other languages. These server-side languages typically use the Common Gateway Interface (CGI) to produce dynamic web pages. These kinds of pages can also use, on the client-side, the first kind (DHTML, etc.). == History == It is difficult to be precise about "dynamic web page beginnings" or chronology because the precise concept makes sense only after the "widespread development of web pages". HTTP has existed since 1989, HTML, publicly standardized since 1996. The web browser's rise in popularity started with Mosaic in 1993. Between 1995 and 1996, multiple dynamic web products were introduced to the market, including Coldfusion, WebObjects, PHP, and Active Server Pages. The introduction of JavaScript (then known as LiveScript) enabled the production of client-side dynamic web pages, with JavaScript code executed in the client's browser. The letter "J" in the term AJAX originally indicated the use of JavaScript, as well as XML. With the rise of server side JavaScript processing, for example, Node.js, originally developed in 2009, JavaScript is also used to dynamically create pages on the server that are sent fully formed to clients. MediaWiki, the content management system that powers Wikipedia, is an example for an originally server-side dynamic web page, interacted with through form submissions and URL parameters. Throughout time, progressively enhancing extensions such as the visual editor have also added elements that are dynamic on the client side, while the original dynamic server-side elements such as the classic edit form remain available to be fallen back on (graceful degradation) in case of error or incompatibility. == Server-side scripting == A program running on a web server is used to generate the web content on various web pages, manage user sessions, and control workflow. Server responses may be determined by such conditions as data in a posted HTML form, parameters in the URL, the type of browser being used, the passage of time, or a database or server state. Such web pages are often created with the help of server-side languages such as ASP, ColdFusion, Java, JavaScript, Perl, PHP, Ruby, Python, and other languages, by a support server that can run on the same hardware as the web server. These server-side languages often use the Common Gateway Interface (CGI) to produce dynamic web pages. Two notable exceptions are ASP.NET, and JSP, which reuse CGI concepts in their APIs but actually dispatch all web requests into a shared virtual machine. The server-side languages are used to embed tags or markers within the source file of the web page on the web server. When a user on a client computer requests that web page, the web server interprets these tags or markers to perform actions on the server. For example, the server may be instructed to insert information from a database or information such as the current date. Dynamic web pages are often cached when there are few or no changes expected and the page is anticipated to receive considerable amount of web traffic that would wastefully strain the server and slow down page loading if it had to generate the pages on the fly for each request. == Client-side scripting == Client-side scripting is changing interface behaviors within a specific web page in response to input device actions, or at specified timing events. In this case, the dynamic behavior occurs within the presentation. The client-side content is generated on the user's local computer system. Such web pages use presentation technology called rich interfaced pages. Client-side scripting languages like JavaScript or ActionScript, used for Dynamic HTML (DHTML) and Flash technologies respectively, are frequently used to orchestrate media types (sound, animations, changing text, etc.) of the presentation. Client-side scripting also allows the use of remote scripting, a technique by which the DHTML page requests additional information from a server, using a hidden frame, XMLHttpRequests, or a Web service. The first public use of JavaScript was in 1995, when the language was implemented in Netscape Navigator 2, standardized as ECMAScript two years later. Example The client-side content is generated on the client's computer. The web browser retrieves a page from the server, then processes the code embedded in the page (typically written in JavaScript) and displays the retrieved page's content to the user. The innerHTML property (or write command) can illustrate the client-side dynamic page generation: two distinct pages, A and B, can be regenerated (by an "event response dynamic") as document.innerHTML = A and document.innerHTML = B; or "on load dynamic" by document.write(A) and document.write(B). == Combination technologies == All of the client and server components that collectively build a dynamic web page are called a web application. Web applications manage user interactions, state, security, and performance. Ajax uses a combination of both client-side script

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  • Coupling (electronics)

    Coupling (electronics)

    In electronics, electric power and telecommunication, coupling is the transfer of electrical energy from one circuit to another, or between parts of a circuit. Coupling can be deliberate as part of the function of the circuit, or it may be undesirable, for instance due to coupling to stray fields. For example, energy is transferred from a power source to an electrical load by means of conductive coupling, which may be either resistive or direct coupling. An AC potential may be transferred from one circuit segment to another having a DC potential by use of a capacitor. Electrical energy may be transferred from one circuit segment to another segment with different impedance by use of a transformer; this is known as impedance matching. These are examples of electrostatic and electrodynamic inductive coupling. == Types == Electrical conduction: Direct coupling, also called conductive coupling and galvanic coupling Resistive conduction Atmospheric plasma channel coupling Electromagnetic induction: Electrodynamic induction — commonly called inductive coupling, also magnetic coupling Capacitive coupling Evanescent wave coupling Electromagnetic radiation: Radio waves — Wireless telecommunications. Electromagnetic interference (EMI) — Sometimes called radio frequency interference (RFI), is unwanted coupling. Electromagnetic compatibility (EMC) requires techniques to avoid such unwanted coupling, such as electromagnetic shielding. Microwave power transmission Other kinds of energy coupling: Acoustic coupler

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  • SeaTable

    SeaTable

    SeaTable is a no-code platform that allows users to develop and implement business processes. The cloud collaboration service SeaTable is marketed by the GmbH of the same name with headquarters in Mainz and additional offices in Berlin and Beijing, and developed by the same company as Seafile. == History == SeaTable is a collaborative database and low-code application platform developed as part of a joint venture between Seafile Ltd., a software company based in Guangzhou, China, and SeaTable GmbH, a German firm headquartered in Mainz. Founded in 2020, the project represents the international expansion of Seafile, a Chinese developer originally known for its file synchronization and sharing software. While SeaTable's cloud services and European client operations are managed by the German entity, the platform itself is developed in China by Seafile's engineering team. This cross-border structure, described by TechCrunch as an “unconventional path” for a Chinese startup expanding abroad, reflects Seafile's effort to maintain its product development in China while addressing growing scrutiny in Western markets over data governance and corporate control. In 2021, an innovation project led by the Cyber Innovation Hub at the IT School of the German Armed Forces started to evaluate the possibilities of a large-scale deployment at the German Armed Forces. The evaluation project is currently still ongoing. In 2022, SeaTable is optimizing its database backend to allow millions of records within one base in the future. The focus of development is increasingly on automation and visualization. In 2025, SeaTable introduced AI-powered automations with version 6. The update enabled the integration of large language models (LLMs) for text analysis and automated decision-making. SeaTable operates a self-hosted LLM on servers provided by Hetzner (Germany), while self-hosted deployments can connect to any compatible model. == Features == SeaTable combines the traditional capabilities of a spreadsheet such as Excel and supplements them with a wide range of functions for process automation and visualization as well as a fully comprehensive API. SeaTable is not a pure cloud solution, but can alternatively be installed on a private server and operated completely autonomously. In this way, the owner retains full control over their own data. The installation is done via Docker on a Linux server. == Security and privacy == While most no-code platforms exist only as SaaS solutions, SeaTable describes itself as a data-sparse European solution. While initially the SeaTable Cloud was hosted on Amazon AWS, the move to the German data centers of Swiss provider Exoscale then took place in May 2021. This was followed by the replacement of the Freshdesk cloud ticketing system with a self-hosted Zammad instance, and since April 2022 SeaTable has completely dispensed with all tracking cookies on its website.

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  • Digital backlot

    Digital backlot

    A digital backlot or virtual backlot is a motion-picture set that is neither a genuine location nor a constructed studio; the shooting takes place entirely on a stage with a blank background (often a greenscreen) that will later on project an artificial environment put in during post-production. Digital backlots are mainly used for genres such as science fiction, where building a real set would be too expensive or outright impossible. == Notable films == Among the first films to introduce the technique was Mini Moni the Movie by Shinji Higuchi in 2002, predated by Rest In Peace by Stolpskott Film (2000). Others include: === Released === Rest in Peace (Sweden, 2000) – Shot entirely with green-screen. Some sections fully CGI. Casshern (Japan, 2004) – Shot on celluloid. A few practical set pieces used. Able Edwards (United States, 2004) – Shot digitally on Canon XL1 cameras. Immortal (France, 2004) – Shot on celluloid. Also showed CGI characters interacting with live actors. Sky Captain and the World of Tomorrow (United States, 2004) – Shot digitally on Sony CineAlta cameras. Sin City (United States, 2005) – Shot digitally on CineAlta cameras. Three practical sets used. MirrorMask (United States/United Kingdom, 2005) – Shot on celluloid. 80% of film uses digital backlot. Some practical set pieces used. The Cabinet of Dr. Caligari (United States, 2005) – Shot digitally. 300 (United States, 2007) – Shot on celluloid. Two practical sets used. Speed Racer (United States, 2008) – Directed by the Wachowskis. Three practical sets used. The Spirit (United States, 2008) – Director Frank Miller shot the film with the same techniques he and Robert Rodriguez used on Sin City. Avatar (United States, 2009) – Directed by James Cameron. Two practical sets used. Goemon (Japan, 2009) – The second film from Casshern helmer Kazuaki Kiriya. Alice in Wonderland (United States, 2010) – Directed by Tim Burton. Practical sets used. Sin City: A Dame to Kill For (United States 2014) – Co-directed by Robert Rodriguez and Frank Miller. Sequel to Sin City. === Upcoming === Tribes of October

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  • Contact center telephony

    Contact center telephony

    In marketing, contact center telephony is the communication and collaboration system used by businesses to either manage high volumes of inbound queries or outbound telephone calls keeping their workforce or agents productive and in control to serve or acquire customers. This business communication system is an extension of computer telephony integration (CTI). == Overview == The interactions between callers and customer service representatives are supported by the collective system of computers, telephones and the Internet. The shift from CTI to contact center telephony is marked by the sheer change in the customer’s behavior when it comes to communication. Means customers are no longer confined only to voice-based communication i.e. phone to connect with their customer service departments. In addition, they are making use of email, SMS, chat, social media, and other virtual contact channels. This is also the reason for the shift in nomenclature from "call centers" to "contact centers", "contact" being a wider term than "call". Respecting the trend, contact center owners need to adopt unified communication or multi-channel approach to let customers get in touch with them via their preferred communication mediums, either voice or non-voice (data). Cloud-based phone system is a further advancement in the direction as it allows operators to access all the features and benefits of call center telephony over the Web against an affordable & flexible pay-as-you-go subscription model. Thus, in-house infrastructure deployment to manage public switched telephone networks, storage, communication applications, and collaboration servers is no more an obligation. Neither is the need to invest resources for their upgrade, repair, maintenance and security as cloud vendor would be responsible for the same. == India == India, a popular call center business process outsourcing destination, often uses a cloud-based phone system in order to cut operational expenses and downtime, and increase connectivity. == Promotion == Businesses can rely on contact center telephony services to respond to their customers’ queries over phone, email, chat, fax, etc. Integrating it with their customer relationship management tools, entire contact details of customers and their interaction sessions with different customer service representatives can be found at one place. The combination can manage not just sales and marketing but also deliver excellent post-sales customer service or technical support to allow customers derive the most from their products or services. Hence, it’s becoming instrumental in increasing customer satisfaction and loyalty and most of the call center services in India are taking refuge from it. The entire contact center telephony service can be availed by professionals over a browser. Hence, businesses can leverage the concept of BYOD (bring your own device) and mobility and serve their customers well using mobile applications. According to market analysts, BYOD increases satisfaction among workforce, and hence their individual and collective productivity as well. BYOD programme significantly reduces the TCO (total cost of ownership) as professionals prefer to work with their own devices rather than using company-provisioned devices. Next, they tend to be more caring towards such devices and can even shell out money to update and upgrade those when required. Integration of IM, along with audio and video conferencing services helps call center or contact center representatives to get real time assistance from their peers or seniors to resolve any complex issues. They can internally exchange information and knowledge articles as and when required. Real-time call monitoring/barging system can be used by quality assessment team to provide important guidelines to agents to maintain the standard of the service as per industry norms. Integrated recording feature is helpful for internal training and quality purposes to improve productivity and customer satisfaction in equal measures. It also helps in getting business insights and improving products or services to gain deeper penetration into the market.

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  • Mosaik Solutions

    Mosaik Solutions

    Mosaik Solutions (formerly American Roamer) was a company that specializes in wireless coverage data and wireless coverage maps, based in Memphis, Tennessee before being acquired by Ookla. The company collects and crowdsources carrier signal quality from major telecommunications providers or users who have its consumer or enterprise mobile application installed. The data is used to provide insights into places around the world without access to cellular coverage and the development of new coverage patterns, as well as to provide maps showing what provider offers the best service in an area. In 2011, the Federal Communications Commission (FCC), recognized Mosaik Solutions as the "industry standard" for the presence of wireless service at the census-block level. == History == In 2016, Mosaik purchased Sensorly, a free app developed to crowdsource cellular network performance service and provide coverage mapping for wireless networks worldwide. == Products and services == === MapELEMENTS === MapELEMENTS software is a visualization tool that allows users to analyze data from the largest cellular coverage database in the world. === CellMaps === CellMaps is an interactive mapping solution that allows companies to show their network coverage directly on their website through an iframe or API. In 2013 Mosaik launched an android app for CellMaps that provides data directly from carriers so that users can determine what carrier meets their needs in a given area. On the map you can overlay multiple carriers, zoom to street-view level, and drop a pin onto any given spot to get a breakdown of carrier service in that area. === Signal Insights App === Signal Insights is an SaaS platform service available for android users that measures and analyzes the customer's experience in cellular or Wi-Fi networks. Indoor mode allows a user to upload a building floor plan and then map and test specific points in the building for cellular or Wi-Fi connectivity. === Sensorly App === Sensorly is a free app that crowdsources cellular network performance to provide coverage mapping worldwide and mobile speed data to help consumers make informed decisions when choosing a cellular carrier. In February 2017, Sensorly launched Map Trip, a feature that allows users to map their routes and share with others their signal data at a particular point in real time. === TowerSource === TowerSource is a resource for locating cell towers and identifying ownership, availability, fiber routes, type and height. It was acquired by Mosaik Solutions in September 2014. === Network Validator === Network Validator is a SaaS solution designed for users to quickly determine whether global cellular networks exist - by country, operator and wireless technology. === CoverageRight === CoverageRight is composed of licensed GIS file datasets that identify the marketed coverage of wireless operators in the United States and worldwide. It enables users to perform spatial analyses, monitor competitive build-outs, analyze coverage trends and assemble roaming footprints. This data has been utilized by the FCC to analyze wireless coverage nationwide. === Network QoE === Network QoE is an enterprise platform that uses crowdsourced data from cellular devices to detect wireless network issues including 3G, 4G and wifi accessibility, network coverage holes and data performance issues. === Wireless Spectrum Report === In March 2017, Mosaik Solutions launched the Wireless Spectrum Report, a tabular dataset detailing facts about spectrum ownership and availability in the United States.

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  • Sequence labeling

    Sequence labeling

    In machine learning, sequence labeling is a type of pattern recognition task that involves the algorithmic assignment of a categorical label to each member of a sequence of observed values. A common example of a sequence labeling task is part of speech tagging, which seeks to assign a part of speech to each word in an input sentence or document. Sequence labeling can be treated as a set of independent classification tasks, one per member of the sequence. However, accuracy is generally improved by making the optimal label for a given element dependent on the choices of nearby elements, using special algorithms to choose the globally best set of labels for the entire sequence at once. As an example of why finding the globally best label sequence might produce better results than labeling one item at a time, consider the part-of-speech tagging task just described. Frequently, many words are members of multiple parts of speech, and the correct label of such a word can often be deduced from the correct label of the word to the immediate left or right. For example, the word "sets" can be either a noun or verb. In a phrase like "he sets the books down", the word "he" is unambiguously a pronoun, and "the" unambiguously a determiner, and using either of these labels, "sets" can be deduced to be a verb, since nouns very rarely follow pronouns and are less likely to precede determiners than verbs are. But in other cases, only one of the adjacent words is similarly helpful. In "he sets and then knocks over the table", only the word "he" to the left is helpful (cf. "...picks up the sets and then knocks over..."). Conversely, in "... and also sets the table" only the word "the" to the right is helpful (cf. "... and also sets of books were ..."). An algorithm that proceeds from left to right, labeling one word at a time, can only use the tags of left-adjacent words and might fail in the second example above; vice versa for an algorithm that proceeds from right to left. Most sequence labeling algorithms are probabilistic in nature, relying on statistical inference to find the best sequence. The most common statistical models in use for sequence labeling make a Markov assumption, i.e. that the choice of label for a particular word is directly dependent only on the immediately adjacent labels; hence the set of labels forms a Markov chain. This leads naturally to the hidden Markov model (HMM), one of the most common statistical models used for sequence labeling. Other common models in use are the maximum entropy Markov model and conditional random field.

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  • Mini-STX

    Mini-STX

    Mini-STX (mSTX, Mini Socket Technology EXtended, originally "Intel 5x5") is a computer motherboard form factor that was released by Intel in 2015 (as "Intel 5x5"). These motherboards measure 147mm by 140mm (5.8" x 5.5"), making them larger than "4x4" NUC (102x102mm / 4.01" x 4.01" inches) and Nano-ITX (120x120mm / 4.7" x 4.7") boards, but notably smaller than the more common Mini-ITX (170x170mm / 6.7" x 6.7") boards. Unlike these standards, which use a square shape, the Mini-STX form factor is 7mm longer from front-to-rear, making it slightly rectangular. == Mini-STX design elements == The Mini-STX design suggests (but does not require) support for: Socketed processors (e.g. LGA or PGA CPUs) Onboard power regulation circuitry, enabling direct DC power input IO ports embedded on the front and rear of the motherboard (akin to NUC, but unlike typical motherboards which often use headers instead to connect built-in ports on enclosures) == Adoption by manufacturers == This motherboard form factor is still not in particularly common use with consumer-PC manufacturers, although there are a few offerings: ASRock offers both DeskMini kits (that use mini-STX boards) and standalone motherboards, Asus offer VivoMini kits (that use mini-STX boards) and standalone motherboards, Gigabyte offers a few motherboards, and industrial PC suppliers (e.g. Kontron, Iesy, ASRock Industrial) also provide some options for mini-STX equipment. == Derivatives == ASRock developed a derivative of mini-STX, dubbed micro-STX, for their 'DeskMini GTX/RX' small form-factor PCs and industrial motherboards. Micro-STX adds an MXM slot which allows the use of special PCI Express expansion cards, including graphics or machine learning accelerators, but increases the width of the board to be extended two inches, resulting in measurements of 147 x 188 mm (5.8" x 7.4")

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  • HTTP cookie

    HTTP cookie

    An HTTP cookie (also called web cookie, Internet cookie, browser cookie, or simply cookie) is a small block of data created by a web server while a user is browsing a website and placed on the user's computer or other device by the user's web browser. Cookies are placed on the device used to access a website, and more than one cookie may be placed on a user's device during a session. Cookies serve useful and sometimes essential functions on the web. They enable web servers to store stateful information (such as items added in the shopping cart in an online store) on the user's device or to track the user's browsing activity (including clicking particular buttons, logging in, or recording which pages were visited in the past). They can also be used to save information that the user previously entered into form fields, such as names, addresses, passwords, and payment card numbers for subsequent use. Authentication cookies are commonly used by web servers to authenticate that a user is logged in, and with which account they are logged in. Without the cookie, users would need to authenticate themselves by logging in on each page containing sensitive information that they wish to access. The security of an authentication cookie generally depends on the security of the issuing website and the user's web browser, and on whether the cookie data is encrypted. Security vulnerabilities may allow a cookie's data to be read by an attacker, used to gain access to user data, or used to gain access (with the user's credentials) to the website to which the cookie belongs (see cross-site scripting and cross-site request forgery for examples). Tracking cookies, and especially third-party tracking cookies, are commonly used as ways to compile long-term records of individuals' browsing histories — a potential privacy concern that prompted European and U.S. lawmakers to take action in 2011. European law requires that all websites targeting European Union member states gain "informed consent" from users before storing non-essential cookies on their device. == Background == === Origin of the name === The term cookie was coined by web-browser programmer Lou Montulli. It was derived from the term magic cookie, which is a packet of data a program receives and sends back unchanged, used by Unix programmers. === History === Magic cookies were already used in computing when computer programmer Lou Montulli had the idea of using them in web communications in June 1994. At the time, he was an employee of Netscape Communications, which was developing an e-commerce application for MCI. Vint Cerf and John Klensin represented MCI in technical discussions with Netscape Communications. MCI did not want its servers to have to retain partial transaction states, which led them to ask Netscape to find a way to store that state in each user's computer instead. Cookies provided a solution to the problem of reliably implementing a virtual shopping cart. Together with John Giannandrea, Montulli wrote the initial Netscape cookie specification the same year. Version 0.9beta of Mosaic Netscape, released on 13 October 1994, supported cookies. The first use of cookies (out of the labs) was checking whether visitors to the Netscape website had already visited the site. Montulli applied for a patent for the cookie technology in 1995, which was granted in 1998. Support for cookies was integrated with Internet Explorer in version 2, released in October 1995. The introduction of cookies was not widely known to the public at the time. In particular, cookies were accepted by default, and users were not notified of their presence. The public learned about cookies after the Financial Times published an article about them on 12 February 1996. In the same year, cookies received a lot of media attention, especially because of potential privacy implications. Cookies were discussed in two U.S. Federal Trade Commission hearings in 1996 and 1997. The development of the formal cookie specifications was already ongoing. In particular, the first discussions about a formal specification started in April 1995 on the www-talk mailing list. A special working group within the Internet Engineering Task Force (IETF) was formed. Two alternative proposals for introducing state in HTTP transactions had been proposed by Brian Behlendorf and David Kristol respectively. But the group, headed by Kristol himself and Lou Montulli, soon decided to use the Netscape specification as a starting point. In February 1996, the working group identified third-party cookies as a considerable privacy threat. The specification produced by the group was eventually published as RFC 2109 in February 1997. It specifies that third-party cookies were either not allowed at all, or at least not enabled by default. At this time, advertising companies were already using third-party cookies. The recommendation about third-party cookies of RFC 2109 was not followed by Netscape and Internet Explorer. RFC 2109 was superseded by RFC 2965 in October 2000. RFC 2965 added a Set-Cookie2 header field, which informally came to be called "RFC 2965-style cookies" as opposed to the original Set-Cookie header field which was called "Netscape-style cookies". Set-Cookie2 was seldom used, however, and was deprecated in RFC 6265 in April 2011 which was written as a definitive specification for cookies as used in the real world. No modern browser recognizes the Set-Cookie2 header field. == Terminology == === Session cookie === A session cookie (also known as an in-memory cookie, transient cookie or non-persistent cookie) exists only in temporary memory while the user navigates a website. Session cookies expire or are deleted when the user closes the web browser. Session cookies are identified by the browser by the absence of an expiration date assigned to them. === Persistent cookie === A persistent cookie expires at a specific date or after a specific length of time. For the persistent cookie's lifespan set by its creator, its information will be transmitted to the server every time the user visits the website that it belongs to, or every time the user views a resource belonging to that website from another website (such as an advertisement). For this reason, persistent cookies are sometimes referred to as tracking cookies because they can be used by advertisers to record information about a user's web browsing habits over an extended period of time. Persistent cookies are also used for reasons such as keeping users logged into their accounts on websites, to avoid re-entering login credentials at every visit. (See § Uses, below.) === Secure cookie === A secure cookie can only be transmitted over an encrypted connection (i.e. HTTPS). They cannot be transmitted over unencrypted connections (i.e. HTTP). This makes the cookie less likely to be exposed to cookie theft via eavesdropping. A cookie is made secure by adding the Secure flag to the cookie. === Http-only cookie === An http-only cookie cannot be accessed by client-side APIs, such as JavaScript. This restriction eliminates the threat of cookie theft via cross-site scripting (XSS). However, the cookie remains vulnerable to cross-site tracing (XST) and cross-site request forgery (CSRF) attacks. A cookie is given this characteristic by adding the HttpOnly flag to the cookie. === Same-site cookie === In 2016 Google Chrome version 51 introduced a new kind of cookie with attribute SameSite with possible values of Strict, Lax or None. With attribute SameSite=Strict, the browsers would only send cookies to a target domain that is the same as the origin domain. This would effectively mitigate cross-site request forgery (CSRF) attacks. With SameSite=Lax, browsers would send cookies with requests to a target domain even it is different from the origin domain, but only for safe requests such as GET (POST is unsafe) and not third-party cookies (inside iframe). Attribute SameSite=None would allow third-party (cross-site) cookies, however, most browsers require secure attribute on SameSite=None cookies. The Same-site cookie is incorporated into a new RFC draft for "Cookies: HTTP State Management Mechanism" to update RFC 6265 (if approved). Chrome, Firefox, and Edge started to support Same-site cookies. The key of rollout is the treatment of existing cookies without the SameSite attribute defined, Chrome has been treating those existing cookies as if SameSite=None, this would let all website/applications run as before. Google intended to change that default to SameSite=Lax in Chrome 80 planned to be released in February 2020, but due to potential for breakage of those applications/websites that rely on third-party/cross-site cookies and COVID-19 circumstances, Google postponed this change to Chrome 84. === Supercookie === A supercookie is a cookie with an origin of a top-level domain (such as .com) or a public suffix (such as .co.uk). Ordinary cookies, by contrast, have an origin of a specific domain name, such as ex

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