AI Coding Interview Meta

AI Coding Interview Meta — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Faceu

    Faceu

    FaceU (Chinese: 激萌) is a camera app for smartphones running Android or Apple iOS that edits portrait photographs, typically selfies. This app uses AR technology to allow users to add stickers or effects in real-time when taking selfies and videos. It was launched in 2016 and had 250 million registered users in 2017. Most of the users of Faceu are females from 15 to 35 years old. In February 2018, Faceu was acquired by Chinese media startup Toutiao, which is worth about $300 million. The app was banned in India (along with other Chinese apps) on 2 September 2020 by the government, the move came amid the 2020 China-India skirmish. == Online marketing == FaceU is one of several selfie camera apps in China, including MeituPic, Pitu, and Camera360. The app includes social functions such as instant messaging and video chat. Photos and short videos are deleted after a short period. . FaceU has worked with brands to create themed stickers for social media campaigns. In 2016, Faceu collaborated with MeituPic's Meipai and launched a rainbow effect. In October 2017, during the Mid-Autumn Festival and National Day, FaceU released a feature that applied historical or military costumes to selfies. The app has also worked with various social media personalities and celebrities, who have posted content using FaceU effects. Faceu group engages users' emotions utilizing key opinion leaders (KOL) and posters on social media. == Usage and Demographics == FaceU had a large user base. According to industry sources, the app had more than 90 million monthly active users (MAU) and over 11 million daily active users (DAU) at certain points. Most of the users were under 30 and mainly women. The app was especially popular in major Chinese cities like Beijing, Shanghai, and Guangzhou. FaceU also caught on in other parts of East Asia, particularly Japan and South Korea. Some app stores claim the app had hundreds of millions of users worldwide, but these numbers mostly come from the company’s marketing materials and have not been confirmed by independent sources. == Product Features == FaceU includes face recognition and live augmented reality (AR) effects. It allows users to add filters and stickers in real time while they are recording, rather than having to apply them later. The app integrates beauty filters, tools to create emojis and GIFs, and follow-video functionality that automatically tracks the face and movements as it records. Studies and market reports indicate that augmented reality (AR) filters and beautification tools are now common in smartphone photography. These features have influenced the way people take photos and what they expect photos to look like when shared online. Adding AR filters and beautification options has become a standard feature that most mobile photography apps now include.

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  • Vilém Flusser

    Vilém Flusser

    Vilém Flusser (May 12, 1920 – November 27, 1991) was a Czech-born Brazilian philosopher, writer and journalist, best known for his contributions to media studies, communication theory, and the philosophy of language. He lived for a long period in São Paulo (where he became a Brazilian citizen) and later in France, and his works are written in many different languages. His early work was marked by discussion of the thought of Martin Heidegger, and by the influence of existentialism and phenomenology. Phenomenology would play a major role in the transition to the later phase of his work, in which he turned his attention to the philosophy of communication and of artistic production. He contributed to the dichotomy logic theory through history: the period of image worship, and period of text worship, with deviations consequently into idolatry and "textolatry". == Life == Flusser was born in 1920 in Prague, Czechoslovakia into a family of Jewish intellectuals. His father, Gustav Flusser, studied mathematics and physics (under Albert Einstein among others). Vilém attended German and Czech primary schools and later a German grammar school. In 1938, Flusser started to study philosophy at the Juridical Faculty of the Charles University in Prague. In 1939, shortly after the Nazi occupation, Flusser emigrated to London (with Edith Barth, his later wife, and her parents) to continue his studies for one term at the London School of Economics and Political Science. Vilém Flusser lost all of his family in the German concentration camps: his father died in Buchenwald in 1940; his grandparents, his mother and his sister were brought to Theresienstadt and later to Auschwitz where they were killed. The next year, he emigrated to Brazil, living both in São Paulo and Rio de Janeiro. He started working at a Czech import/export company and then at Stabivolt, a manufacturer of radios and transistors. In 1960 he started to collaborate with the Brazilian Institute of Philosophy (IBF) in São Paulo and published in the Revista Brasileira de Filosofia; by these means he seriously approached the Brazilian intellectual community. Flusser had as his friend and closest interlocutor the Brazilian philosopher Vicente Ferreira da Silva. Flusser and Vicente Ferreira da Silva met in São Paulo in the 1960s and began a close intellectual dialogue that continued until Ferreira da Silva's death in 1963. Flusser wrote several essays on Ferreira da Silva's work and that Ferreira da Silva's concept of "Fundamental ontology” had a significant impact on Flusser's understanding of the nature of reality. During the 60s Flusser published and taught at several schools in São Paulo, being Lecturer for Philosophy of Science at the Escola Politécnica of the University of São Paulo and Professor of Philosophy of Communication at the Escola Dramática and the Escola Superior de Cinema in São Paulo. He also participated actively in the arts, collaborating with the Bienal de São Paulo, among other cultural events. Beginning in the 1950s he taught philosophy and worked as a journalist, before publishing his first book Língua e realidade (Language and Reality) in 1963. In 1972 he decided to leave Brazil. Some say it was because it was becoming difficult to publish because of the military regime. Others dispute this reason, since his work on communication and language did not threaten the military. In 1970, when a reform took place at the University of São Paulo by the Brazilian military government, all Lecturers of Philosophy (members of the Department of Philosophy) were dismissed. Flusser, who taught at the Engineering School (Escola Politécnica), had to leave the university as well. In 1972 he and his wife Edith settled temporarily in Merano (Tyrol). Further short stays in various European countries followed until they moved to Robion in southern France in 1981, where they remained until Flusser's death in 1991. To the end of his life, he was quite active writing and giving lectures around media theory and working with new topics (Philosophy of Photography, Technical Images, etc.). He died in 1991 in a car accident near the Czech–German border, while trying to visit his native city, Prague, to give a lecture. Vilém Flusser is the cousin of David Flusser. == Philosophy == Flusser's essays are short, provocative and lucid, with a resemblance to the style of journalistic articles. Critics have noted he is less a 'systematic' thinker than a 'dialogic' one, purposefully eclectic and provocative (Cubitt 2004). However, his early books, written in the 1960s, primarily in Portuguese, and published in Brazil, have a slightly different style. Flusser's writings relate to each other, however, which means that he intensively works over certain topics and dissects them into a number of brief essays. His main topics of interest were: epistemology, ethics, aesthetics, ontology, language philosophy, semiotics, philosophy of science, the history of Western culture, the philosophy of religion, the history of symbolic language, technology, writing, the technical image, photography, migration, media and literature, and, especially in his later years, the philosophy of communication and of artistic production. His writings reflect his wandering life: although the majority of his work was written in German and Portuguese, he also wrote in English and French, with scarce translation to other languages. Because Flusser's writings in different languages are dispersed in the form of books, articles or sections of books, his work as a media philosopher and cultural theorist is only now becoming more widely known. The first book by Flusser to be published in English was Towards a Philosophy of Photography in 1984 by the then new journal European Photography, which was his own translation of the work. The Shape of Things, was published in London in 1999 and was followed by a new translation of Towards a Philosophy of Photography. Flusser's archives have been held by the Academy of Media Arts in Cologne and are currently housed at the Berlin University of the Arts. === Philosophy of photography === Writing about photography in the 1970s and 80s, in the face of the early worldwide impact of computer technologies, Flusser argued that the photograph was the first in a number of technical image forms to have fundamentally changed the way in which the world is seen. Historically, the importance of photography had been that it introduced nothing less than a new epoch: 'The invention of photography constitutes a break in history that can only be understood in comparison to that other historical break constituted by the invention of linear writing.' Whereas ideas might previously have been interpreted in terms of their written form, photography heralded new forms of perceptual experience and knowledge. As Flusser Archive Supervisor Claudia Becker describes, "For Flusser, photography is not only a reproductive imaging technology, it is a dominant cultural technique through which reality is constituted and understood". In this context, Flusser argued that photographs have to be understood in strict separation from 'pre-technical image forms'. For example, he contrasted them to paintings which he described as images that can be sensibly 'decoded', because the viewer is able to interpret what he or she sees as more or less direct signs of what the painter intended. By contrast, even though photography produces images that seem to be 'faithful reproductions' of objects and events they cannot be so directly 'decoded'. The crux of this difference stems, for Flusser, from the fact that photographs are produced through the operations of an apparatus. And the photographic apparatus operates in ways that are not immediately known or shaped by its operator. For example, he described the act of photographing as follows: The photographer's gesture as the search for a viewpoint onto a scene takes place within the possibilities offered by the apparatus. The photographer moves within specific categories of space and time regarding the scene: proximity and distance, bird- and worm's-eye views, frontal- and side-views, short or long exposures, etc. The Gestalt of space–time surrounding the scene is prefigured for the photographer by the categories of his camera. These categories are an a priori for him. He must 'decide' within them: he must press the trigger. Roughly put, the person using a camera might think that they are operating its controls to produce a picture that shows the world the way they want it to be seen, but it is the pre-programmed character of the camera that sets the parameters of this act and it is the apparatus that shapes the meaning of the resulting image. Given the central role of photography to almost all aspects of contemporary life, the programmed character of the photographic apparatus shapes the experience of looking at and interpreting photographs as well as most of the cultural contexts in which we do so. Flusse

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  • Type–token distinction

    Type–token distinction

    The type–token distinction is the difference between a type of objects (analogous to a class) and the individual tokens of that type (analogous to instances). Since each type may be instantiated by multiple tokens, there are generally more tokens than types of an object. For example, the sentence "A rose is a rose is a rose" contains three word types: three word tokens of the type a, two word tokens of the type is, and three word tokens of the type rose. The distinction is important in disciplines such as logic, linguistics, metalogic, typography, and computer programming. == Overview == The type–token distinction separates types (abstract descriptive concepts) from tokens (objects that instantiate concepts). For example, in the sentence "the bicycle is becoming more popular" the word bicycle represents the abstract concept of bicycles and this abstract concept is a type, whereas in the sentence "the bicycle is in the garage", it represents a particular object and this particular object is a token. Similarly, the word type 'letter' uses only four letter types: L, E, T and R. Nevertheless, it uses both E and T twice. One can say that the word type 'letter' has six letter tokens, with two tokens each of the letter types E and T. Whenever a word type is inscribed, the number of letter tokens created equals the number of letter occurrences in the word type. Some logicians consider a word type to be the class of its tokens. Other logicians counter that the word type has a permanence and constancy not found in the class of its tokens. The type remains the same while the class of its tokens is continually gaining new members and losing old members. == Typography == In typography, the type–token distinction is used to determine the presence of a text printed by movable type: The defining criteria which a typographic print has to fulfill is that of the type identity of the various letter forms which make up the printed text. In other words: each letter form which appears in the text has to be shown as a particular instance ("token") of one and the same type which contains a reverse image of the printed letter. == Charles Sanders Peirce == The distinctions between using words as types or tokens were first made by American logician and philosopher Charles Sanders Peirce in 1906 using terminology that he established. Peirce's type–token distinction applies to words, sentences, paragraphs and so on: to anything in a universe of discourse of character-string theory, or concatenation theory. Peirce's original words are the following: A common mode of estimating the amount of matter in a ... printed book is to count the number of words. There will ordinarily be about twenty 'thes' on a page, and, of course, they count as twenty words. In another sense of the word 'word,' however, there is but one word 'the' in the English language; and it is impossible that this word should lie visibly on a page, or be heard in any voice .... Such a ... Form, I propose to term a Type. A Single ... Object ... such as this or that word on a single line of a single page of a single copy of a book, I will venture to call a Token. .... In order that a Type may be used, it has to be embodied in a Token which shall be a sign of the Type, and thereby of the object the Type signifies.

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  • Vivification

    Vivification

    Vivification is an operation on a description logic knowledge base to improve performance of a semantic reasoner. Vivification replaces a disjunction of concepts C 1 ⊔ C 2 … ⊔ C n {\displaystyle C_{1}\sqcup C_{2}\ldots \sqcup C_{n}} by the least common subsumer of the concepts C 1 , C 2 , … C n {\displaystyle C_{1},C_{2},\ldots C_{n}} . The goal of this operation is to improve the performance of the reasoner by replacing a complex set of concepts with a single concept which subsumes the original concepts. For example, consider the example given in (Cohen 92): Suppose we have the concept PIANIST(Jill) ∨ ORGANIST(Jill) {\displaystyle {\textrm {PIANIST(Jill)}}\vee {\textrm {ORGANIST(Jill)}}} . This concept can be vivified into a simpler concept KEYBOARD-PLAYER(Jill) {\displaystyle {\textrm {KEYBOARD-PLAYER(Jill)}}} . This summarization leads to an approximation that may not be exactly equivalent to the original. == An approximation == Knowledge base vivification is not necessarily exact. If the reasoner is operating under the open world assumption we may get surprising results. In the previous example, if we replace the disjunction with the vivified concept, we will arrive at a surprising results. First, we find that the reasoner will no longer classify Jill as either a pianist or an organist. Even though ORGANIST {\displaystyle {\textrm {ORGANIST}}} and PIANIST {\displaystyle {\textrm {PIANIST}}} are the only two sub-classes, under the OWA we can no longer classify Jill as playing one or the other. The reason is that there may be another keyboard instrument (e.g. a harpsichord) that Jill plays but which does not have a specific subclass.

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  • Live Transcribe

    Live Transcribe

    Live Transcribe is a mobile app for real-time captioning, developed by Google for the Android operating system. Development on the application began in partnership with Gallaudet University. It was publicly released as a free beta for Android 5.0+ on the Google Play Store on February 4, 2019. As of early 2023 it had been downloaded over 500 million times. == Development == Researchers Dimitri Kanevsky, Sagar Savla and Chet Gnegy at Google developed the app in collaboration with researchers at Gallaudet University, an American university for the education of the deaf and hard of hearing. The app uses machine learning to generate captions, similar to YouTube's auto-generated captions. In August 2019, Google made Live Transcribe an open-source project. == Features == The app uses speech recognition to generate live captions in over 80 languages with varying accuracy. The app, which requires connection to the Internet to function, is available to download on the Google Play Store. A later update to the app displayed information on sounds such as clapping, laughter, music, applause, and whistling. In May 2020, the app started supporting transcription in Albanian, Burmese, Estonian, Macedonian, Mongolian, Punjabi, and Uzbek, supporting 70 languages. In March 2022, the app was updated with support to transcribe offline, without Internet connection, so long as the appropriate language pack has been installed. The offline mode is only available for devices with 6GB of RAM and certain Google Pixel devices.

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  • Graphics Turing test

    Graphics Turing test

    In computer graphics the graphics Turing test is a variant of the Turing test, the twist being that a human judge viewing and interacting with an artificially generated world should be unable to reliably distinguish it from reality. The original formulation of the test is: "The subject views and interacts with a real or computer generated scene. The test is passed if the subject can not determine reality from simulated reality better than a random guess. (a) The subject operates a remotely controlled (or simulated) robotic arm and views a computer screen. (b) The subject enters a door to a controlled vehicle or motion simulator with computer screens for windows. An eye patch can be worn on one eye, as stereo vision is difficult to simulate." The "graphics Turing scale" of computer power is then defined as the computing power necessary to achieve success in the test. It was estimated in, as 1036.8 TFlops peak and 518.4 TFlops sustained. Actual rendering tests with a Blue Gene supercomputer showed that current supercomputers are not up to the task scale yet. A restricted form of the graphic Turing test has been investigated, where test subjects look into a box, and try to tell whether the contents are real or virtual objects. For the very simple case of scenes with a cardboard pyramid or a styrofoam sphere, subjects were not able to reliably tell reality and graphics apart.

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  • CuckooChess

    CuckooChess

    CuckooChess is an advanced free and open-source chess engine under the GNU General Public License written in Java by Peter Österlund. CuckooChess provides an own GUI, and optionally supports the Universal Chess Interface protocol for the use with external GUIs such as Arena. An Android port is available, where its GUI is also based on Peter Österlund's Stockfish port dubbed DroidFish. The program uses the Chess Cases chess font, created by Matthieu Leschemelle. The name CuckooChess comes due that the transposition table is based on Cuckoo hashing. Android app based chess gaming app Droidfish employs both CuckooChess and Stockfish chess engines. Similarly, Kickstarter funded AI based virtual reality chess game Square Off also uses CuckooChess engine. It has an ELO rating of 2583 (as of July 2018) and a rank of 135‑137 in the Computer Chess Rating List.

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  • Alex Krizhevsky

    Alex Krizhevsky

    Alex Krizhevsky is a Canadian computer scientist most noted for his work on artificial neural networks and deep learning. In 2012, Krizhevsky, Ilya Sutskever and their PhD advisor Geoffrey Hinton, at the University of Toronto, developed a powerful visual-recognition network AlexNet using only two GeForce-branded GPU cards. This revolutionized research in neural networks. Previously neural networks were trained on CPUs. The transition to GPUs opened the way to the development of advanced AI models. == AlexNet == Motivated by Sutskever and inspired by Hinton, Krizhevsky developed AlexNet to expand the limits in image recognition and classification. Building on Convolutional Neural Networks and Sutskever’s Deep Neural Network approach of deepening the neural layers far beyond the convention of the time—as well as adding Dropout for training resilience—AlexNet won the ImageNet challenge in 2012. The team presented their paper for AlexNet at NeurIPS (NIPS) 2012. Shortly after AlexNet’s debut, Krizhevsky and Sutskever sold their startup, DNN Research Inc., to Google. Krizhevsky left Google in September 2017 after losing interest in the work, to work at the company Dessa in support of new deep-learning techniques. Many of his numerous papers on machine learning and computer vision are frequently cited by other researchers. He is also the main author of the CIFAR-10 and CIFAR-100 datasets. == Legacy == AlexNet is widely credited with igniting the deep learning revolution. Its success demonstrated the effectiveness of deep neural networks trained on GPUs, leading to rapid progress across multiple domains of artificial intelligence beyond computer vision. The techniques and momentum generated by AlexNet helped shape the development of modern natural language processing models, including large-scale transformer-based models such as BERT and GPT, which power tools like ChatGPT.

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  • Supervisor Mode Access Prevention

    Supervisor Mode Access Prevention

    Supervisor Mode Access Prevention (SMAP) is a feature of some CPU implementations such as the Intel Broadwell microarchitecture that allows supervisor mode programs to optionally set user-space memory mappings so that access to those mappings from supervisor mode will cause a trap. This makes it harder for malicious programs to "trick" the kernel into using instructions or data from a user-space program. == History == Supervisor Mode Access Prevention is designed to complement Supervisor Mode Execution Prevention (SMEP), which was introduced earlier. SMEP can be used to prevent supervisor mode from unintentionally executing user-space code. SMAP extends this protection to reads and writes. == Benefits == Without Supervisor Mode Access Prevention, supervisor code usually has full read and write access to user-space memory mappings (or has the ability to obtain full access). This has led to the development of several security exploits, including privilege escalation exploits, which operate by causing the kernel to access user-space memory when it did not intend to. Operating systems can block these exploits by using SMAP to force unintended user-space memory accesses to trigger page faults. Additionally, SMAP can expose flawed kernel code which does not follow the intended procedures for accessing user-space memory. However, the use of SMAP in an operating system may lead to a larger kernel size and slower user-space memory accesses from supervisor code, because SMAP must be temporarily disabled any time supervisor code intends to access user-space memory. == Technical details == Processors indicate support for Supervisor Mode Access Prevention through the Extended Features CPUID leaf. SMAP is enabled when memory paging is active and the SMAP bit in the CR4 control register is set. SMAP can be temporarily disabled for explicit memory accesses by setting the EFLAGS.AC (Alignment Check) flag. The stac (Set AC Flag) and clac (Clear AC Flag) instructions can be used to easily set or clear the flag. When the SMAP bit in CR4 is set, explicit memory reads and writes to user-mode pages performed by code running with a privilege level less than 3 will always result in a page fault if the EFLAGS.AC flag is not set. Implicit reads and writes (such as those made to descriptor tables) to user-mode pages will always trigger a page fault if SMAP is enabled, regardless of the value of EFLAGS.AC. == Operating system support == Linux kernel support for Supervisor Mode Access Prevention was implemented by H. Peter Anvin. It was merged into the mainline Linux 3.7 kernel (released December 2012) and it is enabled by default for processors which support the feature. FreeBSD has supported Supervisor Mode Execution Prevention since 2012 and Supervisor Mode Access Prevention since 2018. OpenBSD has supported Supervisor Mode Access Prevention and the related Supervisor Mode Execution Prevention since 2012, with OpenBSD 5.3 being the first release with support for the feature enabled. NetBSD support for Supervisor Mode Execution Prevention (SMEP) was implemented by Maxime Villard in December 2015. Support for Supervisor Mode Access Prevention (SMAP) was also implemented by Maxime Villard, in August 2017. NetBSD 8.0 was the first release with both features supported and enabled. Haiku support for Supervisor Mode Execution Prevention (SMEP) was implemented by Jérôme Duval in January 2018. macOS has support for SMAP at least since macOS 10.13 released 2017.

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  • Danilo McGarry

    Danilo McGarry

    Danilo McGarry (born 1985) is a British tech executive, writer, and speaker who has led AI initiatives in finance and healthcare. == Early life and education == Danilo McGarry was born in 1985. He received a Bachelor of Science (BSc) with honors in Business Management from the University of Bath. == Career == McGarry began his career in technology and financial services, with positions at companies including Motorola, JPMorgan Chase, and BNP Paribas. He later joined the Royal Bank of Canada (RBC) as an analyst and later became a director, where he led transformation initiatives involving robotic process automation (RPA) in the bank's capital markets operations. McGarry subsequently moved into leadership roles focused on AI. At Citigroup, he served as Head of Artificial Intelligence and Machine Learning, where he launched an AI-driven robotics and automation initiative. At UnitedHealth Group (UHG), he held a senior role in the company's automation program, which utilized a large fleet of software robots in its healthcare operations. In December 2019, McGarry was appointed Global Head of AI & Automation at Alter Domus, a multinational financial services firm. In this role, he established a new AI and automation department. He left the firm in late 2023 to establish his businesses. In 2025, the Chartered Institute of Personnel and Development (CIPD) appointed him as its strategic adviser on artificial intelligence.

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  • Goal node (computer science)

    Goal node (computer science)

    In computer science, a goal node is a node in a graph that meets defined criteria for success or termination. Heuristical artificial intelligence algorithms, like A and B, attempt to reach such nodes in optimal time by defining the distance to the goal node. When the goal node is reached, A defines the distance to the goal node as 0 and all other nodes' distances as positive values.

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  • Stockfish (chess)

    Stockfish (chess)

    Stockfish is a free and open-source chess engine, available for various desktop and mobile platforms. It can be used in chess software through the Universal Chess Interface. Stockfish has been one of the strongest chess engines in the world for several years. It has won all main events of the Top Chess Engine Championship (TCEC) and the Chess.com Computer Chess Championship (CCC) since 2020 and, as of May 2026, is the strongest CPU chess engine in the world with an estimated Elo rating of 3653 in a time control of 40/15 (15 minutes to make 40 moves), according to CCRL. The Stockfish engine was developed by Tord Romstad, Marco Costalba, and Joona Kiiski, and was derived from Glaurung, an open-source engine by Tord Romstad released in 2004. It is now being developed and maintained by the Stockfish community. Stockfish historically used only a classical hand-crafted function to evaluate board positions, but with the introduction of the efficiently updatable neural network (NNUE) in August 2020, Stockfish 12 adopted a hybrid evaluation system that primarily used the neural network and occasionally relied on the hand-crafted evaluation. In July 2023, Stockfish removed the hand-crafted evaluation and transitioned to a fully neural network-based approach. == Features == Stockfish uses a tree-search algorithm based on alpha–beta search with several hand-designed heuristics. Stockfish represents positions using bitboards. Stockfish supports Chess960, a feature it inherited from Glaurung. Support for Syzygy tablebases, previously available in a fork maintained by Ronald de Man, was integrated into Stockfish in 2014. In 2018, support for the 7-man Syzygy was added, shortly after the tablebase was made available. Stockfish supports an unlimited number of CPU threads in multiprocessor systems, with a maximum transposition table size of 32 TB. Stockfish has been a very popular engine on various platforms. On desktop, it is the default chess engine bundled with the Internet Chess Club interface programs BlitzIn and Dasher. On mobile, it has been bundled with the Stockfish app, SmallFish and Droidfish. Other Stockfish-compatible graphical user interfaces (GUIs) include Fritz, Arena, Stockfish for Mac, and PyChess. Stockfish can be compiled to WebAssembly or JavaScript, allowing it to run in the browser. Both Chess.com and Lichess provide Stockfish in this form in addition to a server-side program. Release versions and development versions are available as C++ source code and as precompiled versions for Microsoft Windows, macOS, Linux 32-bit/64-bit and Android. == History == The program originated from Glaurung, an open-source chess engine created by Tord Romstad and first released in 2004. Four years later, Marco Costalba forked the project, naming it Stockfish because it was "produced in Norway and cooked in Italy" (Romstad is Norwegian and Costalba is Italian). The first version, Stockfish 1.0, was released in November 2008. For a while, new ideas and code changes were transferred between the two programs in both directions, until Romstad decided to discontinue Glaurung in favor of Stockfish, which was the stronger engine at the time. The last Glaurung version (2.2) was released in December 2008. Around 2011, Romstad decided to abandon his involvement with Stockfish in order to spend more time on his new iOS chess app. On 18 June 2014 Marco Costalba announced that he had "decided to step down as Stockfish maintainer" and asked that the community create a fork of the current version and continue its development. An official repository, managed by a volunteer group of core Stockfish developers, was created soon after and currently manages the development of the project. === Fishtest === Since 2013, Stockfish has been developed using a distributed testing framework named Fishtest, where volunteers can donate CPU time for testing improvements to the program. Changes to game-playing code are accepted or rejected based on results of playing of tens of thousands of games on the framework against an older "reference" version of the program, using sequential probability ratio testing. Tests on the framework are verified using the chi-squared test, and only if the results are statistically significant are they deemed reliable and used to revise the software code. After the inception of Fishtest, Stockfish gained 120 Elo points in 12 months, propelling it to the top of all major rating lists. As of May 2026, the framework has used a total of more than 20,100 years of CPU time to play over 10 billion chess games. === NNUE === In June 2020, Stockfish introduced the efficiently updatable neural network (NNUE) approach, based on earlier work by computer shogi programmers. Instead of using manually designed heuristics to evaluate the board, this approach introduced a neural network trained on millions of positions which could be evaluated quickly on CPU. On 2 September 2020, the twelfth version of Stockfish was released, incorporating NNUE, and reportedly winning ten times more game pairs than it loses when matched against version eleven. In July 2023, the classical evaluation was completely removed in favor of the NNUE evaluation. == Competition results == === Top Chess Engine Championship === Stockfish is a TCEC multiple-time champion and the current leader in trophy count. Ever since TCEC restarted in 2013, Stockfish has finished first or second in every season except one. Stockfish finished second in TCEC Season 4 and 5, with scores of 23–25 first against Houdini 3 and later against Komodo 1142 in the Superfinal event. Season 5 was notable for the winning Komodo team as they accepted the award posthumously for the program's creator Don Dailey, who succumbed to an illness during the final stage of the event. In his honor, the version of Stockfish that was released shortly after that season was named "Stockfish DD". On 30 May 2014, Stockfish 170514 (a development version of Stockfish 5 with tablebase support) convincingly won TCEC Season 6, scoring 35.5–28.5 against Komodo 7x in the Superfinal. Stockfish 5 was released the following day. In TCEC Season 7, Stockfish again made the Superfinal, but lost to Komodo with a score of 30.5–33.5. In TCEC Season 8, despite losses on time caused by buggy code, Stockfish nevertheless qualified once more for the Superfinal, but lost 46.5–53.5 to Komodo. In Season 9, Stockfish defeated Houdini 5 with a score of 54.5–45.5. Stockfish finished third during season 10 of TCEC, the only season since 2013 in which Stockfish had failed to qualify for the superfinal. It did not lose a game but was still eliminated because it was unable to score enough wins against lower-rated engines. After this technical elimination, Stockfish went on a long winning streak, winning seasons 11 (59–41 against Houdini 6.03), 12 (60–40 against Komodo 12.1.1), and 13 (55–45 against Komodo 2155.00) convincingly. In Season 14, Stockfish faced a new challenger in Leela Chess Zero, eking out a win by one point (50.5–49.5). Its winning streak was finally ended in Season 15, when Leela qualified again and won 53.5–46.5, but Stockfish promptly won Season 16, defeating AllieStein 54.5–45.5, after Leela failed to qualify for the Superfinal. In Season 17, Stockfish faced Leela again in the superfinal, losing 52.5–47.5. However, Stockfish has won every Superfinal since: beating Leela 53.5–46.5 in Season 18, 54.5–45.5 in Season 19, 53–47 in Season 20, and 56–44 in Season 21. In Season 22, Komodo Dragon beat out Leela to qualify for the Superfinal, losing to Stockfish by a large margin 59.5–40.5. Stockfish did not lose an opening pair in this match. Leela made the Superfinal in Seasons 23 and 24, but was crushed by Stockfish both times (58.5–41.5 and 58–42). In Season 25, Stockfish once again defeated Leela, but this time by a narrower margin of 52–48. Stockfish also took part in the TCEC cup, winning the first edition, but was surprisingly upset by Houdini in the semifinals of the second edition. Stockfish recovered to beat Komodo in the third-place playoff. In the third edition, Stockfish made it to the finals, but was defeated by Leela Chess Zero after blundering in a 7-man endgame tablebase draw. It turned this result around in the fourth edition, defeating Leela in the final 4.5–3.5. In TCEC Cup 6, Stockfish finished third after losing to AllieStein in the semifinals, the first time it had failed to make the finals. Since then, Stockfish has consistently won the tournament, with the exception of the 11th edition which Leela won 8.5–7.5. === Chess.com Computer Chess Championship === Ever since Chess.com hosted its first Chess.com Computer Chess Championship in 2018, Stockfish has been the most successful engine. It dominated the earlier championships, winning six consecutive titles before finishing second in CCC7. Since then, its dominance has come under threat from the neural-network engines Leelenstein and Leela Chess Zero, but it has continued to perform w

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  • VoxForge

    VoxForge

    VoxForge is a free speech corpus and acoustic model repository for open source speech recognition engines. VoxForge was set up to collect transcribed speech to create a free GPL speech corpus in order to be uses with open source speech recognition engines. The speech audio files will be 'compiled' into acoustic models for use with open source speech recognition engines such as Julius, ISIP, and Sphinx and HTK (note: HTK has distribution restrictions). VoxForge has used LibriVox as a source of audio data since 2007.

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  • TasteDive

    TasteDive

    TasteDive (formerly named TasteKid) is an entertainment recommendation engine for films, TV shows, music, video games, books, people, places, and brands. It also has elements of a social media site; it allows users to connect with "tastebuds", people with like minded interests. == History == TasteDive was founded in 2008 as TasteKid by brothers Andrei Oghina and Felix Oghina. In 2019, it was acquired by Qloo headquartered in NYC. "Qloo has built for developers and enterprises what TasteDive has built for individuals". == Description == When a user types in the title of a film or TV show, the site's algorithm provides a list of similar content. It provides recommendations for TV shows to watch based on films liked by the user, and vice versa. It also provides recommendations for music, video games, and books, and includes film and TV trailers and music videos. An account is free and is not required to receive recommendations, but recommendations are more accurate for those with an account. The more a user explores the site, the more the site learns about the user's preferences and the better the results become. The site also has a social media aspect where one can see activity and gain recommendations from other users, how many others in the community like or dislike any recommendation, and how popular their tastes are within the TasteDive community. The main competitors of TasteDive are Taste App, Trakt.tv and Tastoid.

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  • OntoWiki

    OntoWiki

    OntoWiki was a free and open-source semantic wiki application, meant to serve as an ontology editor and a knowledge acquisition system. It is a web-based application written in PHP and using either a MySQL database or a Virtuoso triple store. OntoWiki is form-based rather than syntax-based, and thus tries to hide as much of the complexity of knowledge representation formalisms from users as possible. OntoWiki is mainly being developed by the Agile Knowledge Engineering and Semantic Web (AKSW) research group at the University of Leipzig, a group also known for the DBpedia project among others, in collaboration with volunteers around the world. In 2009 the AKSW research group got a budget of €425,000 from the Federal Ministry of Education and Research of Germany for the development of the OntoWiki. In 2010 OntoWiki became part of the technology stack supporting the LOD2 (linked open data) project. Leipzig University is one of the consortium members of the project, which is funded by a €6.5m EU grant. The development ended in 2016 due to the lack of capacity migrating from PHP 5 to 7 including the required Zend Framework from version 1 to 2.

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