AI Avatar Arbitrage

AI Avatar Arbitrage — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Linked timestamping

    Linked timestamping

    Linked timestamping is a type of trusted timestamping where issued time-stamps are related to each other. Each time-stamp would contain data that authenticates the time-stamp before it, the authentication would be authenticating the entire message, including the previous time-stamps authentication, making a chain. This makes it impossible to add a time-stamp in to the middle of the chain, as any time-stamps afterwards would be different. == Description == Linked timestamping creates time-stamp tokens which are dependent on each other, entangled in some authenticated data structure. Later modification of the issued time-stamps would invalidate this structure. The temporal order of issued time-stamps is also protected by this data structure, making backdating of the issued time-stamps impossible, even by the issuing server itself. The top of the authenticated data structure is generally published in some hard-to-modify and widely witnessed media, like printed newspaper or public blockchain. There are no (long-term) private keys in use, avoiding PKI-related risks. Suitable candidates for the authenticated data structure include: Linear hash chain Merkle tree (binary hash tree) Skip list The simplest linear hash chain-based time-stamping scheme is illustrated in the following diagram: The linking-based time-stamping authority (TSA) usually performs the following distinct functions: Aggregation For increased scalability the TSA might group time-stamping requests together which arrive within a short time-frame. These requests are aggregated together without retaining their temporal order and then assigned the same time value. Aggregation creates a cryptographic connection between all involved requests; the authenticating aggregate value will be used as input for the linking operation. Linking Linking creates a verifiable and ordered cryptographic link between the current and already issued time-stamp tokens. Publishing The TSA periodically publishes some links, so that all previously issued time-stamp tokens depend on the published link and that it is practically impossible to forge the published values. By publishing widely witnessed links, the TSA creates unforgeable verification points for validating all previously issued time-stamps. == Security == Linked timestamping is inherently more secure than the usual, public-key signature based time-stamping. All consequential time-stamps "seal" previously issued ones - hash chain (or other authenticated dictionary in use) could be built only in one way; modifying issued time-stamps is nearly as hard as finding a preimage for the used cryptographic hash function. Continuity of operation is observable by users; periodic publications in widely witnessed media provide extra transparency. Tampering with absolute time values could be detected by users, whose time-stamps are relatively comparable by system design. Absence of secret keys increases system trustworthiness. There are no keys to leak and hash algorithms are considered more future-proof than modular arithmetic based algorithms, e.g. RSA. Linked timestamping scales well - hashing is much faster than public key cryptography. There is no need for specific cryptographic hardware with its limitations. The common technology for guaranteeing long-term attestation value of the issued time-stamps (and digitally signed data) is periodic over-time-stamping of the time-stamp token. Because of missing key-related risks and of the plausible safety margin of the reasonably chosen hash function this over-time-stamping period of hash-linked token could be an order of magnitude longer than of public-key signed token. == Research == === Foundations === Stuart Haber and W. Scott Stornetta proposed in 1990 to link issued time-stamps together into linear hash-chain, using a collision-resistant hash function. The main rationale was to diminish TSA trust requirements. Tree-like schemes and operating in rounds were proposed by Benaloh and de Mare in 1991 and by Bayer, Haber and Stornetta in 1992. Benaloh and de Mare constructed a one-way accumulator in 1994 and proposed its use in time-stamping. When used for aggregation, one-way accumulator requires only one constant-time computation for round membership verification. Surety started the first commercial linked timestamping service in January 1995. Linking scheme is described and its security is analyzed in the following article by Haber and Sornetta. Buldas et al. continued with further optimization and formal analysis of binary tree and threaded tree based schemes. Skip-list based time-stamping system was implemented in 2005; related algorithms are quite efficient. === Provable security === Security proof for hash-function based time-stamping schemes was presented by Buldas, Saarepera in 2004. There is an explicit upper bound N {\displaystyle N} for the number of time stamps issued during the aggregation period; it is suggested that it is probably impossible to prove the security without this explicit bound - the so-called black-box reductions will fail in this task. Considering that all known practically relevant and efficient security proofs are black-box, this negative result is quite strong. Next, in 2005 it was shown that bounded time-stamping schemes with a trusted audit party (who periodically reviews the list of all time-stamps issued during an aggregation period) can be made universally composable - they remain secure in arbitrary environments (compositions with other protocols and other instances of the time-stamping protocol itself). Buldas, Laur showed in 2007 that bounded time-stamping schemes are secure in a very strong sense - they satisfy the so-called "knowledge-binding" condition. The security guarantee offered by Buldas, Saarepera in 2004 is improved by diminishing the security loss coefficient from N {\displaystyle N} to N {\displaystyle {\sqrt {N}}} . The hash functions used in the secure time-stamping schemes do not necessarily have to be collision-resistant or even one-way; secure time-stamping schemes are probably possible even in the presence of a universal collision-finding algorithm (i.e. universal and attacking program that is able to find collisions for any hash function). This suggests that it is possible to find even stronger proofs based on some other properties of the hash functions. At the illustration above hash tree based time-stamping system works in rounds ( t {\displaystyle t} , t + 1 {\displaystyle t+1} , t + 2 {\displaystyle t+2} , ...), with one aggregation tree per round. Capacity of the system ( N {\displaystyle N} ) is determined by the tree size ( N = 2 l {\displaystyle N=2^{l}} , where l {\displaystyle l} denotes binary tree depth). Current security proofs work on the assumption that there is a hard limit of the aggregation tree size, possibly enforced by the subtree length restriction. == Standards == ISO 18014 part 3 covers 'Mechanisms producing linked tokens'. American National Standard for Financial Services, "Trusted Timestamp Management and Security" (ANSI ASC X9.95 Standard) from June 2005 covers linking-based and hybrid time-stamping schemes. There is no IETF RFC or standard draft about linking based time-stamping. RFC 4998 (Evidence Record Syntax) encompasses hash tree and time-stamp as an integrity guarantee for long-term archiving.

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  • Invoicera

    Invoicera

    Invoicera is an online invoicing software. The software was created by a company with the same name that was founded in 2006, had 125 employees, and is based in India. It allows users to monitor, dispatch, and accept invoices in one web service. After signing up for the service, users are assigned a personal subdomain to set up their invoice configuration. It allows users to add clients' data to the service through uploading a Microsoft Excel file. Invoicera is compatible with businesses of varying sizes, including freelancers, small businesses, and large businesses. It is compatible with Basecamp, a project-management tool, so Invoicera can upload data from Basecamp. The software interfaces with more than 25 payment gateways. It supports subscriptions and repeated invoices and allows clients to schedule late fees when payments have not been made on time. Invoicera uses freemium model, letting users dispatch an unrestricted number of invoices to at most three customers. Chelsea Krause wrote in a 2019 review for Merchant Maverick, "Unfortunately, the software isn't as developed as it could be. Time tracking and reporting are limited and there are no live bank feeds — which is surprising for a company so focused on automation (especially since even many of the worst invoicing options out there still offer live bank feeds)." She further criticized Invoicera for having bad customer service and the software for not having recent changes. Brian Turner wrote in TechRadar that Invoicera had fewer templates compared to the other services he reviewed but "the ones offered are fully customizable". Rob Clymo wrote in TechRadar that "Invoicera lets you automate your invoicing and billing needs without too much in the way of hassle" and that although it "isn't a complete accounts solution ... it's a powerful supplement".

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  • Dropbox Paper

    Dropbox Paper

    Dropbox Paper, or simply Paper, is a collaborative document-editing service developed by Dropbox. Originating from the company's acquisition of document collaboration company Hackpad in April 2014, Dropbox Paper was officially announced in October 2015, and launched in January 2017. It offers a web application, as well as mobile apps for Android and iOS. Dropbox Paper was described in the official announcement post as "a flexible workspace that brings people and ideas together. With Paper, teams can create, review, revise, manage, and organize — all in shared documents". Reception of Dropbox Paper has been mixed. Critics praised collaboration functionality, including content available immediately, the ability to mention specific collaborators, assign tasks, write comments, as well as editing attribution, and revision history. It received particular praise for its support for rich media from a variety of sources, with one reviewer noting that the Paper's support for rich media exceeds the capabilities of most of its competitors. However, it was criticized for a lack of formatting options and editing features. While the user interface was liked for being minimal, reviewers cited the lack of a fixed formatting bar and missing features present in competitors' products as making Dropbox Paper seem like a "light" tool. == History == Dropbox acquired document collaboration company Hackpad in April 2014. A year later, Dropbox launched a Dropbox Notes note-taking product in beta testing phase. Dropbox Paper was officially announced on October 15, 2015, followed by an open beta and release of mobile Android and iOS apps in August 2016. Dropbox Paper was officially released on January 30, 2017. == Reception == In a comparison between Dropbox Paper and Evernote, PC World's Michael Ansaldo wrote that "With its emphasis on document creation, you might expect formatting to be front and center in Dropbox Paper. That's not the case." Ansaldo noted the lack of a "fixed formatting toolbar as you'd find in Evernote or a word processor like Google Docs or Microsoft Word. Instead, the text editor appears as a floating ribbon only when you highlight selected text." The only formatting options available for emphasis were bolding, strikethrough, bulleted and numbered lists, and H1 and H2 tags. Users can also add links, convert text to checklists, and add comments. Ansaldo wrote that "Both Evernote and Dropbox Paper make it easy to add images to a document", but also noted that "Dropbox Paper doesn't support any image editing". Paper supports rich media, and users can "add rich content to your document just by pasting a link to the file. In addition to Dropbox, Paper supports media from a variety of popular services including YouTube, Spotify, Vimeo, SoundCloud, Facebook, and Google's productivity suite. Once the file appears, you can delete the link for a cleaner display." To start working with other people, Paper "allows you to invite people via email from within a document", with sharing options for who can view the link (anyone with the link or just the invited person), and action permissions (edit or only comment). Regarding collaboration, Ansaldo wrote that "Creative collaboration is Paper’s marquee feature, and it provides a variety of ways to work effectively with others in real time". Users can "make any content immediately visible and accessible to a specific collaborator with "@mentions"", and "You can also use @mentions to create and assign task lists within a document." Paper also "boasts essential collaboration tools including comments, editing attribution, and revision history." Writing for TechRadar, John Brandon wrote that Dropbox Paper "might be a 'light' tool for now without the extensive templates of Microsoft Office or the integration with other apps in the Zoho suite, but it does work well with the Dropbox storage service that's so popular with office workers these days." Kyle Wiggers of Digital Trends wrote that Paper is "all about minimizing distractions. Its interface is quite literally a big, blank canvas on which you tap out your agenda. You can organize notes by title and create to-do lists, but even basic formatting tools are obscured from view", noting Paper's "floating box above words and phrases highlighted by your cursor". Wiggers stated that "Paper is not a to-do organizer", but that it's "well suited to the purpose thanks to a bevy of labor-saving conveniences", highlighting that Paper "supports more media than most of its to-do and note-taking counterparts". He praised the collaboration tools, writing that they "are as extensive as you'd hope, and then some", citing its invitation system with permission controls, lists of changes and revision history, comment and chat support, and "perhaps best of all", the ability to assign tasks with a "@" mention. Business Insider's Alex Heath praised that "Paper's interface is spotless and friendly to write in. You don't feel overwhelmed with formatting options", but criticized the available features, writing that "Google Docs is much more full-featured in the formatting department, so Paper has some catching up to do if it wants to be on par with the competition". Writing for The Verge, Casey Newton praised Paper's handling of rich media, complimenting it for being "great", and added that "I imagine that creative types who work on teams will appreciate having rich media embedded in the documents they're working on rather than in a series of infinite tabs".

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  • Actifsource

    Actifsource

    Actifsource is a domain-specific modeling workbench. It is realized as plug-in for the software development environment Eclipse. Actifsource supports the creation of multiple domain models which can be linked together. It comes with a UML-like graphical editor to create domain-specific languages and a general graphical editor to edit structures in the created languages. It supports code generation using user-defined generic code templates which are directly linked to the domain models. Code generation is integrated into Eclipse's incremental build process. == Interoperability == Actifsource can use models from other modelling tools by importing and exporting the ecore format which is defined by the Eclipse Modeling Framework. == Licensing policy == There are two versions of actifsource available: The free community edition which can be used freely for non-commercial projects and the enterprise edition which contains additional features. The enterprise edition comes with customer support and maintenance for a limited period of time. This package allows the customers to upgrade to new versions and maintenance releases during their support period.

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  • Neural field

    Neural field

    In machine learning, a neural field (also known as implicit neural representation, neural implicit, or coordinate-based neural network), is a mathematical field that is fully or partially parametrized by a neural network. Initially developed to tackle visual computing tasks, such as rendering or reconstruction (e.g., neural radiance fields), neural fields emerged as a promising strategy to deal with a wider range of problems, including surrogate modelling of partial differential equations, such as in physics-informed neural networks. Differently from traditional machine learning algorithms, such as feed-forward neural networks, convolutional neural networks, or transformers, neural fields do not work with discrete data (e.g. sequences, images, tokens), but map continuous inputs (e.g., spatial coordinates, time) to continuous outputs (i.e., scalars, vectors, etc.). This makes neural fields not only discretization independent, but also easily differentiable. Moreover, dealing with continuous data allows for a significant reduction in space complexity, which translates to a much more lightweight network. == Formulation and training == According to the universal approximation theorem, provided adequate learning, sufficient number of hidden units, and the presence of a deterministic relationship between the input and the output, a neural network can approximate any function to any degree of accuracy. Hence, in mathematical terms, given a field y = Φ ( x ) {\textstyle {\boldsymbol {y}}=\Phi ({\boldsymbol {x}})} , with x ∈ R n {\displaystyle {\boldsymbol {x}}\in \mathbb {R} ^{n}} and y ∈ R m {\displaystyle {\boldsymbol {y}}\in \mathbb {R} ^{m}} , a neural field Ψ θ {\displaystyle \Psi _{\theta }} , with parameters θ {\displaystyle {\boldsymbol {\theta }}} , is such that: Ψ θ ( x ) = y ^ ≈ y {\displaystyle \Psi _{\theta }({\boldsymbol {x}})={\hat {\boldsymbol {y}}}\approx {\boldsymbol {y}}} === Training === For supervised tasks, given N {\displaystyle N} examples in the training dataset (i.e., ( x i , y i ) ∈ D t r a i n , i = 1 , … , N {\displaystyle ({\boldsymbol {x_{i}}},{\boldsymbol {y_{i}}})\in {\mathcal {D_{train}}},i=1,\dots ,N} ), the neural field parameters can be learned by minimizing a loss function L {\displaystyle {\mathcal {L}}} (e.g., mean squared error). The parameters θ ~ {\displaystyle {\tilde {\theta }}} that satisfy the optimization problem are found as: θ ~ = argmin θ 1 N ∑ ( x i , y i ) ∈ D t r a i n L ( Ψ θ ( x i ) , y i ) {\displaystyle {\tilde {\boldsymbol {\theta }}}={\underset {\boldsymbol {\theta }}{\text{argmin}}}\;{\frac {1}{N}}\sum _{({\boldsymbol {x_{i}}},{\boldsymbol {y_{i}}})\in {\mathcal {D_{train}}}}{\mathcal {L}}(\Psi _{\theta }({\boldsymbol {x}}_{i}),{\boldsymbol {y}}_{i})} Notably, it is not necessary to know the analytical expression of Φ {\displaystyle \Phi } , for the previously reported training procedure only requires input-output pairs. Indeed, a neural field is able to offer a continuous and differentiable surrogate of the true field, even from purely experimental data. Moreover, neural fields can be used in unsupervised settings, with training objectives that depend on the specific task. For example, physics-informed neural networks may be trained on just the residual. === Spectral bias === As for any artificial neural network, neural fields may be characterized by a spectral bias (i.e., the tendency to preferably learn the low frequency content of a field), possibly leading to a poor representation of the ground truth. In order to overcome this limitation, several strategies have been developed. For example, SIREN uses sinusoidal activations, while the Fourier-features approach embeds the input through sines and cosines. == Conditional neural fields == In many real-world cases, however, learning a single field is not enough. For example, when reconstructing 3D vehicle shapes from Lidar data, it is desirable to have a machine learning model that can work with arbitrary shapes (e.g., a car, a bicycle, a truck, etc.). The solution is to include additional parameters, the latent variables (or latent code) z ∈ R d {\displaystyle {\boldsymbol {z}}\in \mathbb {R} ^{d}} , to vary the field and adapt it to diverse tasks. === Latent code production === When dealing with conditional neural fields, the first design choice is represented by the way in which the latent code is produced. Specifically, two main strategies can be identified: Encoder: the latent code is the output of a second neural network, acting as an encoder. During training, the loss function is the objective used to learn the parameters of both the neural field and the encoder. Auto-decoding: each training example has its own latent code, jointly trained with the neural field parameters. When the model has to process new examples (i.e., not originally present in the training dataset), a small optimization problem is solved, keeping the network parameters fixed and only learning the new latent variables. Since the latter strategy requires additional optimization steps at inference time, it sacrifices speed, but keeps the overall model smaller. Moreover, despite being simpler to implement, an encoder may harm the generalization capabilities of the model. For example, when dealing with a physical scalar field f : R 2 → R {\displaystyle f:\mathbb {R} ^{2}\rightarrow \mathbb {R} } (e.g., the pressure of a 2D fluid), an auto-decoder-based conditional neural field can map a single point to the corresponding value of the field, following a learned latent code z {\displaystyle {\boldsymbol {z}}} . However, if the latent variables were produced by an encoder, it would require access to the entire set of points and corresponding values (e.g. as a regular grid or a mesh graph), leading to a less robust model. === Global and local conditioning === In a neural field with global conditioning, the latent code does not depend on the input and, hence, it offers a global representation (e.g., the overall shape of a vehicle). However, depending on the task, it may be more useful to divide the domain of x {\displaystyle {\boldsymbol {x}}} in several subdomains, and learn different latent codes for each of them (e.g., splitting a large and complex scene in sub-scenes for a more efficient rendering). This is called local conditioning. === Conditioning strategies === There are several strategies to include the conditioning information in the neural field. In the general mathematical framework, conditioning the neural field with the latent variables is equivalent to mapping them to a subset θ ∗ {\displaystyle {\boldsymbol {\theta }}^{}} of the neural field parameters: θ ∗ = Γ ( z ) {\displaystyle {\boldsymbol {\theta }}^{}=\Gamma ({\boldsymbol {z}})} In practice, notable strategies are: Concatenation: the neural field receives, as input, the concatenation of the original input x {\displaystyle {\boldsymbol {x}}} with the latent codes z {\displaystyle {\boldsymbol {z}}} . For feed-forward neural networks, this is equivalent to setting θ ∗ {\displaystyle {\boldsymbol {\theta }}^{}} as the bias of the first layer and Γ ( z ) {\displaystyle \Gamma ({\boldsymbol {z}})} as an affine transformation. Hypernetworks: a hypernetwork is a neural network that outputs the parameters of another neural network. Specifically, it consists of approximating Γ ( z ) {\displaystyle \Gamma ({\boldsymbol {z}})} with a neural network Γ ^ γ ( z ) {\displaystyle {\hat {\Gamma }}_{\gamma }({\boldsymbol {z}})} , where γ {\displaystyle {\boldsymbol {\gamma }}} are the trainable parameters of the hypernetwork. This approach is the most general, as it allows to learn the optimal mapping from latent codes to neural field parameters. However, hypernetworks are associated to larger computational and memory complexity, due to the large number of trainable parameters. Hence, leaner approaches have been developed. For example, in the Feature-wise Linear Modulation (FiLM), the hypernetwork only produces scale and bias coefficients for the neural field layers. === Meta-learning === Instead of relying on the latent code to adapt the neural field to a specific task, it is also possible to exploit gradient-based meta-learning. In this case, the neural field is seen as the specialization of an underlying meta-neural-field, whose parameters are modified to fit the specific task, through a few steps of gradient descent. An extension of this meta-learning framework is the CAVIA algorithm, that splits the trainable parameters in context-specific and shared groups, improving parallelization and interpretability, while reducing meta-overfitting. This strategy is similar to the auto-decoding conditional neural field, but the training procedure is substantially different. == Applications == Thanks to the possibility of efficiently modelling diverse mathematical fields with neural networks, neural fields have been applied to a wide range of problems: 3D scene reconstruction: neural fields can be used to model t

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  • Rapid PHP Editor

    Rapid PHP Editor

    rapid PHP Editor is a PHP Editor that incorporates many functions such as AutoComplete, Syntax checker, debugger and many other tools for fast PHP development. Rapid PHP Editor also contain other development tools for helping on HTML, CSS, JavaScript and many other languages. Is part of a family of products covering most aspects of modern web development integrating as well many other capabilities used by developers. Some features: (X)HTML to HTML5 CSS to CSS3 Code intelligence Powerful search and replace Support for several frameworks Code beautifier FTP Explorer (FTP/SFTP/FTPS) File explorer Database explorer Code snippets Validators and Debuggers FAST, real fast Many other tools available (many more to describe all here) == History == Rapid PHP Editor was built using the Delphi programming language.

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  • ShowDocument

    ShowDocument

    ShowDocument is an online web application that allows multiple users to conduct web meetings, upload, share and review documents from remote locations. The service was developed by the HBR Labs company, established in 2007. == Features == Users can collaborate on and review documents in real time, with annotations and text being visible to all users and accessible for co-editing. The idea of every user being able to annotate can cause conflicts within the sessions, and so main navigation options are under the "presenter"'s control - which can be given to a different user as well. An earlier version of the application, by contrast, had allowed all users to navigate and edit at once, causing the system to drop all incomplete edits. It is possible to draw and write on a virtual whiteboard, and to stream a YouTube video to a group in full synchronization. A feature also exists for co-browsing of Google Maps. Entering an open session in the application can be done with a given code number, or by receiving a link through an Email message. Different file formats can be uploaded and saved either online or offline, such as PDF. A PDF file's text cannot be edited - text is edited through the separate text editor. Although the platform contains a text chat, it is not intended to replace instant messaging software, as there are no extensive messaging features. The application has a paid and free version, with the free version having a few limitations: audio and video options are disabled, number of participants is limited and sessions are time-limited. == Development == ShowDocument was first developed in 2007. On September 8, 2009, HBR labs released a new update which included features such as secure online document storage and mobile device support.

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  • Mobile DevOps

    Mobile DevOps

    Mobile DevOps is a set of practices that applies the principles of DevOps specifically to the development of mobile applications. Traditional DevOps focuses on streamlining the software development process in general, but mobile development has its own unique challenges that require a tailored approach. Mobile DevOps is not simply as a branch of DevOps specific to mobile app development, instead an extension and reinterpretation of the DevOps philosophy due to very specific requirements of the mobile world. == Rationale == Traditional DevOps approach has been formed around 2007-2008, close to the dates when iOS and Android mobile operating systems were released to the public. The traditional DevOps approach primarily evolved to meet the changing needs of the software development world with the paradigm shift towards continuous and rapid development and deployment (such as in web development, where interpreted languages are more prevalent than compiled languages). While traditional DevOps embraced agility and flexibility, mobile operating system providers steered towards a walled-garden approach with compiled apps with tight controls over how they can be distributed and installed on a mobile device. This difference in the mobile development mindset compared to what the traditional DevOps approach is advocating, is augmented further with the mobile applications to be deployed on a high number of varying devices and operating systems. Eventually, the concept of Mobile DevOps took off as a trend around 2014-2015, in line with the fast growth of the number of applications in mobile app stores. As individuals and corporations alike are developing and publishing more and more mobile applications, the need for efficiency and shorter release cycles increased, which is addressed by the continuous feedback and continuous development approach within the concept of DevOps, while requiring a significant level of adaptation and extension of the traditional DevOps practices. == Mindset shift from traditional DevOps to mobile DevOps == Mobile DevOps has a unique set of challenges and constraints, which solidifies the fact that it needs to be approached as a separate discipline. These challenges can be outlined as follows: Platform-specific requirements and tight controls of mobile operating system providers, where for instance a macOS device is mandatory for iOS application development and release. The walled-garden approach of distributing mobile apps, specifically applying to iOS applications, which comes with app review and app release delays that would not be needed in web development, for instance. Code signing requirements that come with the walled-garden approach, which introduce additional processes in the mobile application build pipeline along with new security concerns. An entire deployment cycle is re-run even in the slightest code change due to how applications are compiled and delivered to the users. The final product is to be deployed to a wide variety of mobile devices worldwide, which requires extensive testing and user feedback. Monitoring mobile applications require additional tools and approaches to be able to get data from an application running on a mobile device while respecting user privacy. Frequent operating system updates by mobile platforms can require rapid adaptation of apps, introducing further complexity to the development and maintenance cycles. == Benefits of mobile DevOps == Mobile DevOps is not an abstract concept and offers a range of benefits that can help improve the efficiency and effectiveness of the mobile app development process. These benefits can even be quantified by collecting the data within the mobile application development lifecycle. The benefits can be categorized into the following areas: Faster Release Cycles: By automating tasks and streamlining the development process, mobile DevOps enables teams to deliver new features and updates more frequently. Improved Quality: Automated testing and continuous monitoring help to identify and fix bugs earlier in the development cycle, leading to higher quality apps. Optimized Resource Utilization: Mobile DevOps promotes optimized resource utilization by automating tasks and streamlining workflows. Furthermore, mobile DevOps practices like containerization can help to create more efficient and scalable development environments. Increased Agility: Mobile DevOps allows teams to be more responsive to changes in the market and user feedback. == List of Dedicated Mobile DevOps Platforms == Even though it is possible to run a mobile DevOps cycle with most of the CI/CD platforms, they may require significant effort compared to non-mobile CI/CD (e.g. you need to bring your own infrastructure or it may require "reinventing the wheel" for commonly used platforms like Jenkins). To overcome the mobile-specific challenges specified, there are certain platforms that are dedicated to the lifecycle of mobile applications. These platforms exclusively focus on DevOps processes for mobile app development and are also referred as mobile CI/CD platforms. Appcircle (Multiplatform | Cloud-based & On-premise) Visual Studio App Center (Multiplatform | Cloud-based) Xcode Cloud (Apple platforms only | Cloud-based)

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  • Sarpa (snakebite app)

    Sarpa (snakebite app)

    Sarpa or SARPA (Snake Awareness, Rescue and Protection app) is a snakebite app, an application for mobile devices developed in India to provide rapid, life-saving help for victims of snakebite, which kill an estimated 58,000 people a year in India. The app provides information about snakes, gets fast aid for people bitten, and helps in the development of antivenoms. Similar systems developed in India include SnakeHub, Snake Lens, Snakepedia, Serpent and the Big Four Mapping Project. The apps provide rapid response to snakebite incidents, often in remote areas, using a network of volunteers managed by local wildlife departments; their use can save human lives by providing rapid medical care, and also snakes, by helping to avoid interaction between the species. In 2026, it was announced that the app had plans to offer real-time contact from doctors directly from the app to provide users with decision-making advice.

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  • Color science

    Color science

    Color science is the scientific study of color including lighting and optics; measurement of light and color; the physiology, psychophysics, and modeling of color vision; and color reproduction. It is the modern extension of traditional color theory. == Organizations == International Commission on Illumination (CIE) Illuminating Engineering Society (IES) Inter-Society Color Council (ISCC) Society for Imaging Science and Technology (IS&T) International Colour Association (AIC) Optica, formerly the Optical Society of America (OSA) The Colour Group Society of Dyers and Colourists (SDC) American Association of Textile Chemists and Colorists (AATCC) Association for Research in Vision and Ophthalmology (ARVO) ACM SIGGRAPH Vision Sciences Society (VSS) Council for Optical Radiation Measurements (CORM) == Journals == The preeminent scholarly journal publishing research papers in color science is Color Research and Application, started in 1975 by founding editor-in-chief Fred Billmeyer, along with Gunter Wyszecki, Michael Pointer and Rolf Kuehni, as a successor to the Journal of Colour (1964–1974). Previously most color science work had been split between journals with broader or partially overlapping focus such as the Journal of the Optical Society of America (JOSA), Photographic Science and Engineering (1957–1984), and the Journal of the Society of Dyers and Colourists (renamed Coloration Technology in 2001). Other journals where color science papers are published include the Journal of Imaging Science & Technology, the Journal of Perceptual Imaging, the Journal of the International Colour Association (JAIC), the Journal of the Color Science Association of Japan, Applied Optics, and the Journal of Vision. == Conferences == Congress of the International Color Association IS&T Color and Imaging Conference (CIC) SIGGRAPH International Symposium for Color Science and Art == Selected books == Berns, Roy S. (2019). Billmeyer and Saltzman's Principles of Color Technology (4th ed.). Wiley. doi:10.1002/9781119367314. 3rd ed. (2000). Daw, Nigel (2012). How Vision Works: The Physiological Mechanisms Behind What We See. Oxford. doi:10.1093/acprof:oso/9780199751617.001.0001. Elliot, Andrew J.; Fairchild, Mark D.; Franklin, Anna, eds. (2015). Handbook of Color Psychology. Cambridge. doi:10.1017/CBO9781107337930. Fairchild, Mark D. (2013). Color Appearance Models (3rd ed.). Wiley. doi:10.1002/9781118653128. Author's website. 2nd ed. (2005). Hunt, Robert W. G. (2004). The Reproduction of Colour (6th ed.). Wiley. doi:10.1002/0470024275. Kuehni, Rolf G. (2012). Color: An Introduction to Practice and Principles (3rd ed.). Wiley. doi:10.1002/9781118533567. 1st ed. (1997). Luo, Ming R., ed. (2016). Encyclopedia of Color Science and Technology. Springer. doi:10.1007/978-1-4419-8071-7. MacAdam, David L., ed. (1970). Sources of Color Science. MIT Press. Reinhard, Erik; Khan, Erum Arif; Akyuz, Ahmet Oguz; Johnson, Garrett (2008). Color Imaging: Fundamentals and Applications. CRC Press. doi:10.1201/b10637. Schanda, János, ed. (2007). Colorimetry: Understanding the CIE System. Wiley. doi:10.1002/9780470175637. Shamey, Renzo; Kuehni, Rolf G. (2020). Pioneers of Color Science. Springer. doi:10.1007/978-3-319-30811-1. Wyszecki, Günter; Stiles, Walter S. (1982). Color Science: Concepts and Methods, Quantitative Data and Formulae (2nd ed.). Wiley.

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  • Fuse Mediation Router

    Fuse Mediation Router

    Fuse Mediation Router is an open source tool for integrating services using Enterprise Integration Patterns based on Apache Camel for use in enterprise IT organizations. It is certified, productized and fully supported by the people who wrote the code. Fuse Mediation Router uses a standard method of notation to go from diagram to implementation without coding. Fuse Mediation Router is a rule-based routing and process mediation engine that combines the ease of basic POJO development with the clarity of the standard Enterprise Integration Patterns. It can be deployed inside any container or be used stand-alone, and works directly with any kind of transport or messaging model to rapidly integrate existing services and applications. Fuse Mediation Router is now a part of Red Hat JBoss Fuse. == Tooling == FuseSource offers graphical, Eclipse-based tooling for Apache Camel for download.

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  • Foundry VTT

    Foundry VTT

    Foundry Virtual Tabletop, commonly shortened to Foundry VTT or FVTT, is a commercial, self-hosted virtual tabletop application for role-playing games. It provides a stage for visualizing the game environment and tools allowing the game master and players to organize and track statistics and notes. The software is highly modular and depends on the community-maintained ecosystem of add-on modules that modify the software's behavior and implement different game systems. Perpetual licenses, which include updates, are offered for a one-time fee. == Features == Foundry Virtual Tabletop is a highly modular Node.js web application that is run locally by the Gamemaster or hosted on a remote server. Players connect to their gamemaster's Foundry VTT instance over the network using their web browser. It is system-agnostic in that its core feature-set is not restricted to a specific game system. Systems, specific features and game content are implemented as add-on modules, which can be individually downloaded from a public repository. The module repository contains paid, official content, as well as freely available community-made modules that enhance functionality of the software. As of May 2025, 350 individual game systems are implemented as modules. Individual settings created by the Game Master are termed Worlds in the interface and contain the list of modules that should be loaded as well as world-specific content, which can be added by the gamemaster. This content is grouped into Scenes, Actors, Items and Journals. Battle and world maps are created as Scenes, which contain the backdrop and data on placement of walls, light sources and other entities. Tokens representing Actors, which are player characters, vehicles or NPCs, can be placed on these Scenes to be moved by the user that owns them. Other entities that interact or integrate with actors are termed Items; these can be objects, but also game system-specific concepts such as character classes. Journals are text documents that can link to other entities present in the World or modules. Viewing and editing permissions can be set individually for each entity. The software features a custom lighting engine that determines visibility of certain areas on each battle map depending on the position of players' characters, also revealing areas covered by fog of war. It also contains tools for map creation and comes with a small asset library. == History == Foundry Gaming LLC founder Andrew Clayton, commonly known under his online nickname Atropos, began development of Foundry VTT in 2018 for personal use after becoming dissatisfied with the feature set and business models of other virtual tabletops. Foundry VTT was initially developed for Linux, which remains its primary platform, with support for other platforms having been developed later. Foundry Gaming LLC was incorporated in Spokane, Washington on October 9, 2018, with the software remaining in private beta-testing until May 2020, when it was publicly released. In November 2020, Cubicle 7 partnered with Foundry to bring official content modules for its game system Warhammer Fantasy Roleplay to Foundry VTT. Later, in 2025, Clayton would state that this first major publisher deal was of significant importance to Foundry VTT's growth and credits the community developers of the WFRP system module for making it possible in the first place. In November 2023, Paizo partnered with Foundry to bring official content modules for Pathfinder Roleplaying Game to Foundry VTT. In January 2024, Foundry publicly announced its partnership with Wizards of the Coast in bringing official Dungeons & Dragons content to Foundry VTT, with the first official module, Phandelver and Below: The Shattered Obelisk, having been released in February 2024. == Development == As of 2023, the Foundry VTT software itself is being developed and managed by a team of 9 people, while a content team of 12 people is working with partnered publishers to compile content into downloadable modules. The content team also develops in-house content published by Foundry Gaming LLC. Stated goals are to create a virtual tabletop software that offers a one-time purchase and content ownership, make use of modern web technologies, and provide a platform for developers to build upon. Clayton has stated that integration of Generative AI into Foundry VTT is not planned, citing ethical and legal concerns and calling its usage within the industry a "betrayal of the creative people who made the TTRPG industry what it is in the first place". == Reception == Foundry VTT is one of the most popular virtual tabletops for TTRPGs; in particular, as a self-hosted web-based VTT, it is known as a modern alternative to the software as a service Roll20. Wargamer named it one of the three "best virtual tabletops for D&D in 2023", noting its active community and high degree of technical complexity, which allows for customization not seen in other products at the cost of a much steeper learning curve. Comic Book Resources called it an "underrated gem" and "incredibly versatile" for similar reasons, while also praising its lighting engine and visual fidelity. As the previously mentioned outlets do, Foundry's modular ecosystem and technical implementation are often mentioned as good features, but also as a source of frustration for new users. In a video interview, Clayton acknowledges this issue and affirms that the development team intends to make usage of more technical features "friction-less" and will reduce module breakage between updates in the future.

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  • Write or Die

    Write or Die

    Write or Die is an online web application designed to combat writer's block by letting users of the application punish themselves if they slow down or stop typing in the application's window. How severe the punishments are depends on the mode the user chooses, which ranges from "Gentle" to "Kamikaze". It was reviewed by publications PCWorld, the Los Angeles Times and The Guardian, and it was most notably used by writers Helen Oyeyemi and David Nicholls. The creator, Jeff Printy, explained that he wrote the application because he wants "to be published and make a living as a writer."

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  • Conservative morphological anti-aliasing

    Conservative morphological anti-aliasing

    Conservative morphological anti-aliasing (CMAA) is an antialiasing technique originally developed by Filip Strugar at Intel. CMAA is an image-based, post processing technique similar to that of morphological antialiasing. CMAA uses 4 main steps which are image analysis for color discontinuities, locally dominant edge detection, simple shape handling, and lastly symmetrical long edge shape handling. A couple of years after CMAA was introduced, Intel unveiled an updated version which they named CMAA2.

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  • InstallCore

    InstallCore

    InstallCore (stylized as installCore) was an installation and content distribution platform created by ironSource, considered potentially unwanted programs (PUP) by a number of anti-malware vendors. It included a software development kit (SDK) for Windows and Mac OS X. The program allowed those using it for distribution to include monetization by advertisements or charging for installation, and made its installations invisible to the user and its anti-virus software. The platform and its programs have been rated potentially unwanted programs (PUP) or potentially unwanted applications (PUA) by anti-malware product vendors since 2014, and by Windows Defender Antivirus since 2015. The platform was primarily designed for efficient web-based deployment of various types of application software. As of August 2012, InstallCore was managing 100 million installations every month, offering services for paid, unpaid, and free software by using the SDK version. == History == The InstallCore team introduced the first version of the SDK at the beginning of 2011. The SDK was a fork of the FoxTab installer and had only basic Installation features. InstallCore was discontinued as part of a company flotation in late 2020. == Criticism and malware classification == InstallCore and its software packages have been classified as potentially unwanted programs (PUP) or potentially unwanted applications (PUA), by anti-malware product vendors and Windows Defender Antivirus from 2014–2015 onwards, with many stating that it installs adware and other additional PUPs. Malwarebytes identified the program as "a family of bundlers that installs more than one application on the user's computer". It has been described as "crossing the line into full-blown malware" and a "nasty Trojan".

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