AI Coding Tools

Explore the best AI Coding Tools — independent reviews, comparisons, pricing and step-by-step how-to guides, curated by Aizhi.

  • Plotting algorithms for the Mandelbrot set

    Plotting algorithms for the Mandelbrot set

    There are many programs and algorithms used to plot the Mandelbrot set and other fractals, some of which are described in fractal-generating software. These programs use a variety of algorithms to determine the color of individual pixels efficiently. == Escape time algorithm == The simplest algorithm for generating a representation of the Mandelbrot set is known as the "escape time" algorithm. A repeating calculation is performed for each x, y point in the plot area and based on the behavior of that calculation, a color is chosen for that pixel. === Unoptimized naïve escape time algorithm === In both the unoptimized and optimized escape time algorithms, the x and y locations of each point are used as starting values in a repeating, or iterating calculation (described in detail below). The result of each iteration is used as the starting values for the next. The values are checked during each iteration to see whether they have reached a critical "escape" condition, or "bailout". If that condition is reached, the calculation is stopped, the pixel is drawn, and the next x, y point is examined. For some starting values, escape occurs quickly, after only a small number of iterations. For starting values very close to but not in the set, it may take hundreds or thousands of iterations to escape. For values within the Mandelbrot set, escape will never occur. The programmer or user must choose how many iterations–or how much "depth"–they wish to examine. The higher the maximal number of iterations, the more detail and subtlety emerge in the final image, but the longer time it will take to calculate the fractal image. Escape conditions can be simple or complex. Because no complex number with a real or imaginary part greater than 2 can be part of the set, a common bailout is to escape when either coefficient exceeds 2. A more computationally complex method that detects escapes sooner, is to compute distance from the origin using the Pythagorean theorem, i.e., to determine the absolute value, or modulus, of the complex number. If this value exceeds 2, or equivalently, when the sum of the squares of the real and imaginary parts exceed 4, the point has reached escape. More computationally intensive rendering variations include the Buddhabrot method, which finds escaping points and plots their iterated coordinates. The color of each point represents how quickly the values reached the escape point. Often black is used to show values that fail to escape before the iteration limit, and gradually brighter colors are used for points that escape. This gives a visual representation of how many cycles were required before reaching the escape condition. To render such an image, the region of the complex plane we are considering is subdivided into a certain number of pixels. To color any such pixel, let c {\displaystyle c} be the midpoint of that pixel. We now iterate the critical point 0 under P c {\displaystyle P_{c}} , checking at each step whether the orbit point has modulus larger than 2. When this is the case, we know that c {\displaystyle c} does not belong to the Mandelbrot set, and we color our pixel according to the number of iterations used to find out. Otherwise, we keep iterating up to a fixed number of steps, after which we decide that our parameter is "probably" in the Mandelbrot set, or at least very close to it, and color the pixel black. In pseudocode, this algorithm would look as follows. The algorithm does not use complex numbers and manually simulates complex-number operations using two real numbers, for those who do not have a complex data type. The program may be simplified if the programming language includes complex-data-type operations. for each pixel (Px, Py) on the screen do x0 := scaled x coordinate of pixel (scaled to lie in the Mandelbrot X scale (-2.00, 0.47)) y0 := scaled y coordinate of pixel (scaled to lie in the Mandelbrot Y scale (-1.12, 1.12)) x := 0.0 y := 0.0 iteration := 0 max_iteration := 1000 while (xx + yy ≤ 22 AND iteration < max_iteration) do xtemp := xx - yy + x0 y := 2xy + y0 x := xtemp iteration := iteration + 1 color := palette[iteration] plot(Px, Py, color) Here, relating the pseudocode to c {\displaystyle c} , z {\displaystyle z} and P c {\displaystyle P_{c}} : z = x + i y {\displaystyle z=x+iy\ } z 2 = x 2 + 2 i x y {\displaystyle z^{2}=x^{2}+2ixy} - y 2 {\displaystyle y^{2}\ } c = x 0 + i y 0 {\displaystyle c=x_{0}+iy_{0}\ } and so, as can be seen in the pseudocode in the computation of x and y: x = R e ⁡ ( z 2 + c ) = x 2 − y 2 + x 0 {\displaystyle x=\mathop {\mathrm {Re} } (z^{2}+c)=x^{2}-y^{2}+x_{0}} and y = I m ⁡ ( z 2 + c ) = 2 x y + y 0 . {\displaystyle y=\mathop {\mathrm {Im} } (z^{2}+c)=2xy+y_{0}.\ } To get colorful images of the set, the assignment of a color to each value of the number of executed iterations can be made using one of a variety of functions (linear, exponential, etc.). One practical way, without slowing down calculations, is to use the number of executed iterations as an entry to a palette initialized at startup. If the color table has, for instance, 500 entries, then the color selection is n mod 500, where n is the number of iterations. === Optimized escape time algorithms === The code in the previous section uses an unoptimized inner while loop for clarity. In the unoptimized version, one must perform five multiplications per iteration. To reduce the number of multiplications the following code for the inner while loop may be used instead: x2:= 0 y2:= 0 w:= 0 while (x2 + y2 ≤ 4 and iteration < max_iteration) do x:= x2 - y2 + x0 y:= w - x2 - y2 + y0 x2:= x x y2:= y y w:= (x + y) (x + y) iteration:= iteration + 1 The above code works via some algebraic simplification of the complex multiplication: ( i y + x ) 2 = − y 2 + 2 i y x + x 2 = x 2 − y 2 + 2 i y x {\displaystyle {\begin{aligned}(iy+x)^{2}&=-y^{2}+2iyx+x^{2}\\&=x^{2}-y^{2}+2iyx\end{aligned}}} Using the above identity, the number of multiplications can be reduced to three instead of five. The above inner while loop can be further optimized by expanding w to w = x 2 + 2 x y + y 2 {\displaystyle w=x^{2}+2xy+y^{2}} Substituting w into y = w − x 2 − y 2 + y 0 {\displaystyle y=w-x^{2}-y^{2}+y_{0}} yields y = 2 x y + y 0 {\displaystyle y=2xy+y_{0}} and hence calculating w is no longer needed. The further optimized pseudocode for the above is: x:= 0 y:= 0 x2:= 0 y2:= 0 while (x2 + y2 ≤ 4 and iteration < max_iteration) do x2:= x x y2:= y y y:= 2 x y + y0 x:= x2 - y2 + x0 iteration:= iteration + 1 Note that in the above pseudocode, 2 x y {\displaystyle 2xy} seems to increase the number of multiplications by 1, but since 2 is the multiplier the code can be optimized via ( x + x ) y {\displaystyle (x+x)y} . == Coloring algorithms == In addition to plotting the set, a variety of algorithms have been developed to efficiently color the set in an aesthetically pleasing way show structures of the data (scientific visualisation) === Histogram coloring === A more complex coloring method involves using a histogram which pairs each pixel with said pixel's maximum iteration count before escape/bailout. This method will equally distribute colors to the same overall area, and, importantly, is independent of the maximum number of iterations chosen. This algorithm has four passes. The first pass involves calculating the iteration counts associated with each pixel (but without any pixels being plotted). These are stored in an array IterationCounts[x][y], where x and y are the x and y coordinates of said pixel on the screen respectively. The first step of the second pass is to create an array NumIterationsPerPixel[n], where the array size n is the maximum iteration count. Next, one must iterate over the array of pixel-iteration count pairs IterationCounts[x][y], and retrieve each pixel's saved iteration count, i, via e.g. i = IterationCounts[x][y]. After each pixel's iteration count i is retrieved, it is necessary to index the NumIterationsPerPixel array at i and increment the indexed value (which is initially zero) -- e.g. NumIterationsPerPixel[i] = NumIterationsPerPixel[i] + 1. for (x = 0; x < width; x++) do for (y = 0; y < height; y++) do i:= IterationCounts[x][y] NumIterationsPerPixel[i]++ The third pass iterates through the NumIterationsPerPixel array and adds up all the stored values, saving them in total. The array index represents the number of pixels that reached that iteration count before bailout. total: = 0 for (i = 0; i < max_iterations; i++) do total += NumIterationsPerPixel[i] After this, the fourth pass begins and all the values in the IterationCounts array are indexed, and, for each iteration count i, associated with each pixel, the count is added to a global sum of all the iteration counts from 1 to i in the NumIterationsPerPixel array . This value is then normalized by dividing the sum by the total value computed earlier. hue[][]:= 0.0 for (x = 0; x < width; x++) do for (y = 0; y < height; y++) do iteration:= Iteration

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  • List of security assessment tools

    List of security assessment tools

    This is a list of available software and hardware tools that are designed for or are particularly suited to various kinds of security assessment and security testing. == Operating systems and tool suites == Several operating systems and tool suites provide bundles of tools useful for various types of security assessment. === Operating system distributions === Kali Linux (formerly BackTrack), a penetration-test-focused Linux distribution based on Debian Pentoo, a penetration-test-focused Linux distribution based on Gentoo ParrotOS, a Linux distro focused on penetration testing, forensics, and online anonymity. == Tools ==

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  • Film recorder

    Film recorder

    A film recorder is a graphical output device for transferring images to photographic film from a digital source. In a typical film recorder, an image is passed from a host computer to a mechanism to expose film through a variety of methods, historically by direct photography of a high-resolution cathode-ray tube (CRT) display. The exposed film can then be developed using conventional developing techniques, and displayed with a slide or motion picture projector. The use of film recorders predates the current use of digital projectors, which eliminate the time and cost involved in the intermediate step of transferring computer images to film stock, instead directly displaying the image signal from a computer. Motion picture film scanners are the opposite of film recorders, copying content from film stock to a computer system. Film recorders can be thought of as modern versions of kinescopes. == Design == === Operation === All film recorders typically work in the same manner. The image is fed from a host computer as a raster stream over a digital interface. A film recorder exposes film through various mechanisms; flying spot (early recorders); photographing a high resolution video monitor; electron beam recorder (Sony HDVS); a CRT scanning dot (Celco); focused beam of light from a light valve technology (LVT) recorder; a scanning laser beam (Arrilaser); or recently, full-frame LCD array chips. For color image recording on a CRT film recorder, the red, green, and blue channels are sequentially displayed on a single gray scale CRT, and exposed to the same piece of film as a multiple exposure through a filter of the appropriate color. This approach yields better resolution and color quality than possible with a tri-phosphor color CRT. The three filters are usually mounted on a motor-driven wheel. The filter wheel, as well as the camera's shutter, aperture, and film motion mechanism are usually controlled by the recorder's electronics and/or the driving software. CRT film recorders are further divided into analog and digital types. The analog film recorder uses the native video signal from the computer, while the digital type uses a separate display board in the computer to produce a digital signal for a display in the recorder. Digital CRT recorders provide a higher resolution at a higher cost compared to analog recorders due to the additional specialized hardware. Typical resolutions for digital recorders were quoted as 2K and 4K, referring to 2048×1366 and 4096×2732 pixels, respectively, while analog recorders provided a resolution of 640×428 pixels in comparison. Higher-quality LVT film recorders use a focused beam of light to write the image directly onto a film loaded spinning drum, one pixel at a time. In one example, the light valve was a liquid-crystal shutter, the light beam was steered with a lens, and text was printed using a pre-cut optical mask. The LVT will record pixel beyond grain. Some machines can burn 120-res or 120 lines per millimeter. The LVT is basically a reverse drum scanner. The exposed film is developed and printed by regular photographic chemical processing. === Formats === Film recorders are available for a variety of film types and formats. The 35 mm negative film and transparencies are popular because they can be processed by any photo shop. Single-image 4×5 film and 8×10 are often used for high-quality, large format printing. Some models have detachable film holders to handle multiple formats with the same camera or with Polaroid backs to provide on-site review of output before exposing film. == Uses == Film recorders are used in digital printing to generate master negatives for offset and other bulk printing processes. For preview, archiving, and small-volume reproduction, film recorders have been rendered obsolete by modern printers that produce photographic-quality hardcopies directly on plain paper. They are also used to produce the master copies of movies that use computer animation or other special effects based on digital image processing. However, most cinemas nowadays use Digital Cinema Packages on hard drives instead of film stock. === Computer graphics === Film recorders were among the earliest computer graphics output devices; for example, the IBM 740 CRT Recorder was announced in 1954. Film recorders were also commonly used to produce slides for slide projectors; but this need is now largely met by video projectors that project images directly from a computer to a screen. The terms "slide" and "slide deck" are still commonly used in presentation programs. === Current uses === Currently, film recorders are primarily used in the motion picture film-out process for the ever increasing amount of digital intermediate work being done. Although significant advances in large venue video projection alleviates the need to output to film, there remains a deadlock between the motion picture studios and theater owners over who should pay for the cost of these very costly projection systems. This, combined with the increase in international and independent film production, will keep the demand for film recording steady for at least a decade. == Key manufacturers == Traditional film recorder manufacturers have all but vanished from the scene or have evolved their product lines to cater to the motion picture industry. Dicomed was one such early provider of digital color film recorders. Polaroid, Management Graphics, Inc, MacDonald-Detwiler, Information International, Inc., and Agfa were other producers of film recorders. Arri is the only current major manufacturer of film recorders. Kodak Lightning I film recorder. One of the first laser recorders. Needed an engineering staff to set up. Kodak Lightning II film recorder used both gas and diode laser to record on to film. The last LVT machines produced by Kodak / Durst-Dice stopped production in 2002. There are no LVT film recorders currently being produced. LVT Saturn 1010 uses a LED exposure (RGB) to 8"x10" film at 1000-3000ppi. LUX Laser Cinema Recorder from Autologic/Information International in Thousand Oaks, California. Sales end in March 2000. Used on the 1997 film “Titanic”. Arri produces the Arrilaser line of laser-based motion picture film recorders. MGI produced the Solitaire line of CRT-based motion picture film recorders. Matrix, originally ImaPRO, a branch of Agfa Division, produced the QCR line of CRT-based motion picture film recorders. CCG, formerly Agfa film recorders, has been a steady manufacturer of film recorders based in Germany. In 2004 CCG introduced Definity, a motion picture film recorder utilizing LCD technology. In 2010 CCG introduced the first full LED LCD film recorder as a new step in film recording. Cinevator was made by Cinevation AS, in Drammen, Norway. The Cinevator was a real-time digital film recorder. It could record IN, IP and prints with and without sound Oxberry produced the Model 3100 film recorder camera system, with interchangeable pin-registered movements (shuttles) for 35 mm (full frame/Silent, 1.33:1) and 16 mm (regular 16, "2R"), and others have adapted the Oxberry movements for CinemaScope, 1.85:1, 1.75:1, 1.66:1, as well as Academy/Sound (1.37:1) in 35 mm and Super-16 in 16 mm ("1R"). For instance, the "Solitaire" and numerous others employed the Oxberry 3100 camera system. == History == Before video tape recorders or VTRs were invented, TV shows were either broadcast live or recorded to film for later showing, using the kinescope process. In 1967, CBS Laboratories introduced the Electronic Video Recording format, which used video and telecined-to-video film sources, which were then recorded with an electron-beam recorder at CBS' EVR mastering plant at the time to 35mm film stock in a rank of 4 strips on the film, which was then slit down to 4 8.75 mm (0.344 in) film copies, for playback in an EVR player. All types of CRT recorders were (and still are) used for film recording. Some early examples used for computer-output recording were the 1954 IBM 740 CRT Recorder, and the 1962 Stromberg-Carlson SC-4020, the latter using a Charactron CRT for text and vector graphic output to either 16 mm motion picture film, 16 mm microfilm, or hard-copy paper output. Later 1970 and 80s-era recording to B&W (and color, with 3 separate exposures for red, green, and blue)) 16 mm film was done with an EBR (Electron Beam Recorder), the most prominent examples made by 3M), for both video and COM (Computer Output Microfilm) applications. Image Transform in Universal City, California used specially modified 3M EBR film recorders that could perform color film-out recording on 16 mm by exposing three 16 mm frames in a row (one red, one green and one blue). The film was then printed to color 16 mm or 35 mm film. The video fed to the recorder could either be NTSC, PAL or SECAM. Later, Image Transform used specially modified VTRs to record 24 frame for their "Image Vision" system. The modified 1 inch type B videotape VTRs would record

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  • Film recorder

    Film recorder

    A film recorder is a graphical output device for transferring images to photographic film from a digital source. In a typical film recorder, an image is passed from a host computer to a mechanism to expose film through a variety of methods, historically by direct photography of a high-resolution cathode-ray tube (CRT) display. The exposed film can then be developed using conventional developing techniques, and displayed with a slide or motion picture projector. The use of film recorders predates the current use of digital projectors, which eliminate the time and cost involved in the intermediate step of transferring computer images to film stock, instead directly displaying the image signal from a computer. Motion picture film scanners are the opposite of film recorders, copying content from film stock to a computer system. Film recorders can be thought of as modern versions of kinescopes. == Design == === Operation === All film recorders typically work in the same manner. The image is fed from a host computer as a raster stream over a digital interface. A film recorder exposes film through various mechanisms; flying spot (early recorders); photographing a high resolution video monitor; electron beam recorder (Sony HDVS); a CRT scanning dot (Celco); focused beam of light from a light valve technology (LVT) recorder; a scanning laser beam (Arrilaser); or recently, full-frame LCD array chips. For color image recording on a CRT film recorder, the red, green, and blue channels are sequentially displayed on a single gray scale CRT, and exposed to the same piece of film as a multiple exposure through a filter of the appropriate color. This approach yields better resolution and color quality than possible with a tri-phosphor color CRT. The three filters are usually mounted on a motor-driven wheel. The filter wheel, as well as the camera's shutter, aperture, and film motion mechanism are usually controlled by the recorder's electronics and/or the driving software. CRT film recorders are further divided into analog and digital types. The analog film recorder uses the native video signal from the computer, while the digital type uses a separate display board in the computer to produce a digital signal for a display in the recorder. Digital CRT recorders provide a higher resolution at a higher cost compared to analog recorders due to the additional specialized hardware. Typical resolutions for digital recorders were quoted as 2K and 4K, referring to 2048×1366 and 4096×2732 pixels, respectively, while analog recorders provided a resolution of 640×428 pixels in comparison. Higher-quality LVT film recorders use a focused beam of light to write the image directly onto a film loaded spinning drum, one pixel at a time. In one example, the light valve was a liquid-crystal shutter, the light beam was steered with a lens, and text was printed using a pre-cut optical mask. The LVT will record pixel beyond grain. Some machines can burn 120-res or 120 lines per millimeter. The LVT is basically a reverse drum scanner. The exposed film is developed and printed by regular photographic chemical processing. === Formats === Film recorders are available for a variety of film types and formats. The 35 mm negative film and transparencies are popular because they can be processed by any photo shop. Single-image 4×5 film and 8×10 are often used for high-quality, large format printing. Some models have detachable film holders to handle multiple formats with the same camera or with Polaroid backs to provide on-site review of output before exposing film. == Uses == Film recorders are used in digital printing to generate master negatives for offset and other bulk printing processes. For preview, archiving, and small-volume reproduction, film recorders have been rendered obsolete by modern printers that produce photographic-quality hardcopies directly on plain paper. They are also used to produce the master copies of movies that use computer animation or other special effects based on digital image processing. However, most cinemas nowadays use Digital Cinema Packages on hard drives instead of film stock. === Computer graphics === Film recorders were among the earliest computer graphics output devices; for example, the IBM 740 CRT Recorder was announced in 1954. Film recorders were also commonly used to produce slides for slide projectors; but this need is now largely met by video projectors that project images directly from a computer to a screen. The terms "slide" and "slide deck" are still commonly used in presentation programs. === Current uses === Currently, film recorders are primarily used in the motion picture film-out process for the ever increasing amount of digital intermediate work being done. Although significant advances in large venue video projection alleviates the need to output to film, there remains a deadlock between the motion picture studios and theater owners over who should pay for the cost of these very costly projection systems. This, combined with the increase in international and independent film production, will keep the demand for film recording steady for at least a decade. == Key manufacturers == Traditional film recorder manufacturers have all but vanished from the scene or have evolved their product lines to cater to the motion picture industry. Dicomed was one such early provider of digital color film recorders. Polaroid, Management Graphics, Inc, MacDonald-Detwiler, Information International, Inc., and Agfa were other producers of film recorders. Arri is the only current major manufacturer of film recorders. Kodak Lightning I film recorder. One of the first laser recorders. Needed an engineering staff to set up. Kodak Lightning II film recorder used both gas and diode laser to record on to film. The last LVT machines produced by Kodak / Durst-Dice stopped production in 2002. There are no LVT film recorders currently being produced. LVT Saturn 1010 uses a LED exposure (RGB) to 8"x10" film at 1000-3000ppi. LUX Laser Cinema Recorder from Autologic/Information International in Thousand Oaks, California. Sales end in March 2000. Used on the 1997 film “Titanic”. Arri produces the Arrilaser line of laser-based motion picture film recorders. MGI produced the Solitaire line of CRT-based motion picture film recorders. Matrix, originally ImaPRO, a branch of Agfa Division, produced the QCR line of CRT-based motion picture film recorders. CCG, formerly Agfa film recorders, has been a steady manufacturer of film recorders based in Germany. In 2004 CCG introduced Definity, a motion picture film recorder utilizing LCD technology. In 2010 CCG introduced the first full LED LCD film recorder as a new step in film recording. Cinevator was made by Cinevation AS, in Drammen, Norway. The Cinevator was a real-time digital film recorder. It could record IN, IP and prints with and without sound Oxberry produced the Model 3100 film recorder camera system, with interchangeable pin-registered movements (shuttles) for 35 mm (full frame/Silent, 1.33:1) and 16 mm (regular 16, "2R"), and others have adapted the Oxberry movements for CinemaScope, 1.85:1, 1.75:1, 1.66:1, as well as Academy/Sound (1.37:1) in 35 mm and Super-16 in 16 mm ("1R"). For instance, the "Solitaire" and numerous others employed the Oxberry 3100 camera system. == History == Before video tape recorders or VTRs were invented, TV shows were either broadcast live or recorded to film for later showing, using the kinescope process. In 1967, CBS Laboratories introduced the Electronic Video Recording format, which used video and telecined-to-video film sources, which were then recorded with an electron-beam recorder at CBS' EVR mastering plant at the time to 35mm film stock in a rank of 4 strips on the film, which was then slit down to 4 8.75 mm (0.344 in) film copies, for playback in an EVR player. All types of CRT recorders were (and still are) used for film recording. Some early examples used for computer-output recording were the 1954 IBM 740 CRT Recorder, and the 1962 Stromberg-Carlson SC-4020, the latter using a Charactron CRT for text and vector graphic output to either 16 mm motion picture film, 16 mm microfilm, or hard-copy paper output. Later 1970 and 80s-era recording to B&W (and color, with 3 separate exposures for red, green, and blue)) 16 mm film was done with an EBR (Electron Beam Recorder), the most prominent examples made by 3M), for both video and COM (Computer Output Microfilm) applications. Image Transform in Universal City, California used specially modified 3M EBR film recorders that could perform color film-out recording on 16 mm by exposing three 16 mm frames in a row (one red, one green and one blue). The film was then printed to color 16 mm or 35 mm film. The video fed to the recorder could either be NTSC, PAL or SECAM. Later, Image Transform used specially modified VTRs to record 24 frame for their "Image Vision" system. The modified 1 inch type B videotape VTRs would record

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  • Syman

    Syman

    SYMAN is an artificial intelligence technology that uses data from social media profiles to identify trends in the job market. SYMAN is designed to organize actionable data for products and services including recruiting, human capital management, CRM, and marketing. SYMAN was developed with a $21 million series B financing round secured by Identified, which was led by VantagePoint Capital Partners and Capricorn Investment Group.

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  • Reflection lines

    Reflection lines

    Engineers use reflection lines to judge a surface's quality. Reflection lines reveal surface flaws, particularly discontinuities in normals indicating that the surface is not C 2 {\displaystyle C^{2}} . Reflection lines may be created and examined on physical surfaces or virtual surfaces with the help of computer graphics. For example, the shiny surface of an automobile body is illuminated with reflection lines by surrounding the car with parallel light sources. Virtually, a surface can be rendered with reflection lines by modulating the surfaces point-wise color according to a simple calculation involving the surface normal, viewing direction and a square wave environment map. == Mathematical definition == Consider a point p {\displaystyle p} on a surface M {\displaystyle M} with (normalized) normal n {\displaystyle n} . If an observer views this point from infinity at view direction v {\displaystyle v} then the reflected view direction r {\displaystyle r} is: r = v − 2 ( n ⋅ v ) n . {\displaystyle r=v-2(n\cdot v)n.} (The vector v {\displaystyle v} is decomposed into its normal part v n = ( n ⋅ v ) v {\displaystyle v_{n}=(n\cdot v)v} and tangential part v t = v − v n {\displaystyle v_{t}=v-v_{n}} . Upon reflection, the tangential part is kept and the normal part is negated.) For reflection lines we consider the surface M {\displaystyle M} surrounded by parallel lines with direction a {\displaystyle a} , representing infinite, non-dispersive light sources. For each point p {\displaystyle p} on M {\displaystyle M} we determine which line is seen from direction v {\displaystyle v} . The position on each line is of no interest. Define the vector r p {\displaystyle r_{p}} to be the reflection direction r {\displaystyle r} projected onto a plane P {\displaystyle P} that is orthogonal to a {\displaystyle a} : r p = r − ( r ⋅ a ) a {\displaystyle r_{p}=r-(r\cdot a)a} and similarly let v p {\displaystyle v_{p}} be the viewing direction projected onto P {\displaystyle P} : v p = v − ( v ⋅ a ) a {\displaystyle v_{p}=v-(v\cdot a)a} Finally, define v o {\displaystyle v_{o}} to be the direction lying in P {\displaystyle P} perpendicular to a {\displaystyle a} and v p {\displaystyle v_{p}} : v o = a × v p {\displaystyle v_{o}=a\times v_{p}} Using these vectors, the reflection line function θ ( p ) : M → ( − π , π ] {\displaystyle \theta (p):M\rightarrow (-\pi ,\pi ]} is a scalar function mapping points p {\displaystyle p} on the surface to angles between v p {\displaystyle v_{p}} and r p {\displaystyle r_{p}} : θ = arctan ⁡ ( r p ⋅ v o , r p ⋅ v p ) {\displaystyle \theta =\arctan {(r_{p}\cdot v_{o},r_{p}\cdot v_{p})}} where a r c t a n ( y , x ) {\displaystyle arctan(y,x)} is the atan2 function producing a number in the range ( − π , π ] {\displaystyle (-\pi ,\pi ]} . ( v p {\displaystyle v_{p}} and v o {\displaystyle v_{o}} can be viewed as a local coordinate system in P {\displaystyle P} with x {\displaystyle x} -axis in direction v p {\displaystyle v_{p}} and y {\displaystyle y} -axis in direction v o {\displaystyle v_{o}} .) Finally, to render the reflection lines positive values θ > 0 {\displaystyle \theta >0} are mapped to a light color and non-positive values to a dark color. == Highlight lines == Highlight lines are a view-independent alternative to reflection lines. Here the projected normal is directly compared against some arbitrary vector x {\displaystyle x} perpendicular to the light source: θ = arctan ⁡ ( n a ⋅ a ⊥ , n a ⋅ x ) {\displaystyle \theta =\arctan {(n_{a}\cdot a^{\perp },n_{a}\cdot x)}} where n a {\displaystyle n_{a}} is the surface normal projected on the light source plane P {\displaystyle P} : n a ^ / | n a ^ | , n a ^ = n − ( n ⋅ a ) a {\displaystyle {\hat {n_{a}}}/|{\hat {n_{a}}}|,{\hat {n_{a}}}=n-(n\cdot a)a} The relationship between reflection lines and highlight lines is likened to that between specular and diffuse shading.

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  • Trigger list

    Trigger list

    Trigger list in its most general meaning refers to a list whose items are used to initiate ("trigger") certain actions. == United States: Private financial information == In the United States, when a person applies for a mortgage loan, the lender makes a credit inquiry about the potential borrower from the national credit bureaus, Equifax, Experian and TransUnion. Unless the borrower is opted out, the credit bureaus put the applicants onto a "trigger list" of "leads" about persons who are interested in new loans. These lists are sold to numerous lenders all over the United States, and soon after the application the applicant starts receiving offers from all parts of the country. The trigger lists contain a significant amount of personal financial information. Among the buyers of trigger lists are "lead generators" which resell filtered information to borrowers, e.g., of people who live in a certain area and have a certain credit score. While the Federal Trade Commission considers the market of "trigger lists" to be a legal business, many people and organizations (such as the National Association of Mortgage Brokers) consider this a serious breach of privacy and lobby for putting this practice under regulatory controls. As of now, American consumers may opt-out from "trigger lists" by calling 1-888-5-OPTOUT (1-888-567-8688). == Nuclear non-proliferation == The Zangger Committee and the Nuclear Suppliers Group maintain lists of items that may contribute to nuclear proliferation; The nuclear non-proliferation treaty forbids its members to export such items to non-treaty members. these items are said to trigger the countries' responsibilities under the NPT, hence the name.

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  • Continuous Exposure Management

    Continuous Exposure Management

    Continuous Exposure Management (CEM) is a cybersecurity approach that provides continuous, real-time monitoring, assessment, and prioritization of an organization’s security vulnerabilities and exposures. CEM focuses on identifying and mitigating risks by analyzing attack paths and providing recommendations, ensuring organizations maintain a resilient cybersecurity posture. == Overview == CEM platforms enable organizations to detect and remediate cybersecurity exposures, such as vulnerabilities, misconfigurations and weak credentials, across their entire ecosystem, including on-premises, cloud environments, and hybrid infrastructures. By simulating potential attack scenarios and mapping attack paths, these platforms help organizations understand how exposures could be exploited and which ones pose the greatest risk to critical assets. The XM Cyber Continuous Exposure Management platform, for example, integrates automated attack path mapping and contextual risk analysis, allowing security teams to prioritize remediation efforts effectively. In 2023, the platform uncovered over 40 million exposures affecting 11.5 million critical business entities. As cyber threats evolve, CEM platforms are becoming indispensable for modern enterprises. According to Gartner, organizations implementing continuous exposure management are three times less likely to experience a breach by 2026. In addition to risk mapping and simulation, some CEM approaches incorporate automated security validation to verify the exploitability of identified vulnerabilities. Platforms such as Pentera utilize automated security testing to emulate real-world adversary behavior across the network, identifying how security gaps could be leveraged to gain access to critical assets. This process aims to move beyond theoretical risk assessments by providing empirical evidence of exposure, allowing security teams to focus remediation efforts on validated attack vectors. By integrating this validation phase into the broader exposure management lifecycle, organizations can refine their prioritization strategies based on the actual effectiveness of their existing security controls and the proven reachability of their most sensitive data. == Key features == CEM platforms are designed to address the dynamic nature of cybersecurity risks through the following features: Attack Path Simulation: Continuously maps attack paths to critical assets, highlighting exploitable exposures and chokepoints. Risk Prioritization: Focuses on exposures with the highest impact on critical assets, ensuring efficient allocation of resources. Remediation Guidance: Provides clear, actionable recommendations to resolve exposures and strengthen defenses. Integration with Existing Tools: Seamlessly works with Security Information and Event Management (SIEM), ticketing, and Security Orchestration, Automation, and Response (SOAR) systems. Real-time Monitoring: Offers continuous visibility into exposures, ensuring that new ones are quickly identified and addressed.

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  • RagTime

    RagTime

    RagTime is a frame-oriented business publishing software which combines word processing, spreadsheets, simple drawings, image processing, and charts, in a single document/program, integrated software. It is often used to create forms, reports, documentation, desktop publishing, and in office environments. Typical users are business clients, educational institutions, administrations, architects, and also private users. Ragtime includes the following modules: Page layout (forms, templates etc.) Word processing Image processing Spreadsheets, similar to Microsoft Excel Formulas and functions which can be used throughout, in text, graphics, and spreadsheets Charts in different types of diagrams Drawings in vector graphics including lines, polygons, Bézier curves and more Slide show (presentation of RagTime documents) Audio/video Buttons (pop-up menus, switches, and more) that can be used within RagTime documents Import/export of various file formats Support of the AppleScript scripting language available system-wide under macOS == Principle == RagTime differs from most other comparable programs or software packages in its strict frame-oriented design: all content is contained within frames on each page. The content can have a fixed position within its frame or, if it is text or a spreadsheet, flow into another frame that is connected to the first frame via a so-called “pipeline”. RagTime has no different document types for different types of data; all content is stored in a single compound document type. Thus, a RagTime document not only can contain multiple pages, but also multiple layouts within the same document; e.g. spreadsheets in addition to text and images. The RagTime filename extension is .rtd (RagTime document); for templates the extension is .rtt (RagTime template). The current version is RagTime 6.6.5. It is available for OS X (10.6-10.14) and Windows (XP/Vista/7/8/10). == Extensions == FileTime – allows accessing “FileMaker Pro” databases from RagTime documents under OS X RagTime Connect – ODBC database connection for RagTime 6 (Mac and Windows) Johannes – print extension for the simple creation of stapled or folded brochures, booklets etc. PowerFunctions – additional functions for a more effective creation of intelligent documents for exchanging data and for use in mixed Mac/Windows environments MetaFormula – SYLK-based extension that allows calculating text as formula == History == RagTime has been developed since 1985 for the Macintosh – originally named MacFrame – and was published in 1986. When released, it already had the present name, which was chosen following the then-available software package Lotus Jazz. In the European Macintosh market, RagTime quickly gained a prominent position that continues to this day, even though the market share has decreased. Despite repeated attempts, the program could not gain acceptance in the North American market due to its high cost ($395 in 1990). The North American sales office closed in 1991, shortly after Claris Corporation released ClarisWorks which duplicated much of the functionality of RagTime for a lower price. After the manufacturer – first Brüning & Everth, followed by B&E Software and today RagTime.de Development – had focused on the Macintosh only for a very long time, it also released a Windows version, RagTime 5.0, in 1999. However, the program could not assume great significance against established competitors, especially Microsoft Office. Until mid-2006 RagTime was, in addition to the commercial version, also available as a free version (RagTime Solo) for personal use. RagTime Solo included the same features and performance (except for spelling and Syllabification) dictionaries), but was not allowed for use in commercial environments. In other languages RagTime Solo was distributed as RagTime Privat. In a press release from July 5, 2006, RagTime announced the discontinuation of RagTime Solo: “… the RagTime Solo license conditions were often misinterpreted or deliberately flouted. Therefore we discontinued RagTime Solo, there will be no private version of RagTime 6 anymore.” After a successful start of the RagTime 6.0 software, sales edged significantly lower in the following years. Disagreements arose among the shareholders about the continuation of the company, which filed for bankruptcy in July 2007. As a result, the rights to RagTime were taken over by the newly established company RagTime.de Development GmbH, which was responsible for the development. The sales partner RagTime.de Sales GmbH distributed the RagTime products until October 2015. Today RagTime.de Development GmbH is also responsible for sales. The last level of development is the extensively revamped version RagTime 6.6 of 8 October 2015, which also includes new OS X features (e.g. high-resolution “Retina” displays) and supports Windows 10. == Programming == RagTime 1-3 were developed in Pascal, since version 4 the development is completely coded in C++. External programming and automation can be implemented via AppleScript on a Mac, and via OLE/COM-API (e.g. Visual Basic) under Windows. On a Mac, RagTime provides a comprehensive AppleScript library, for the automation of almost any task, from automatic document creation to the export of PDF documents. RagTime also supports “recordings” by use of the “AppleScript Editor”, which allows recording the interactive RagTime operation as an AppleScript program sequence. AppleScripts can be saved in the RagTime document and called via menu or shortcut keys. On Windows, RagTime (since version 6) disposes over an OLE/COM API, which allows automating many RagTime components via external programming. For that purpose there is a type library that installs the available RagTime OLE/COM object catalogue. Programming can be realized in all programming languages supported by Microsoft.

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  • Vulnerability Discovery Model

    Vulnerability Discovery Model

    A Vulnerability Discovery Model (VDM) uses discovery event data with software reliability models for predicting the same. A thorough presentation of VDM techniques is available in. Numerous model implementations are available in the MCMCBayes open source repository. Several VDM examples include: Alhazmi-Malaiya: Time based model (Alhazmi-Malaiya Logistic (AML) model) Alhazmi-Malaiya: Effort based model Rescorla: Quadratic Model and Exponential Model Anderson: Thermodynamic Model Kim: Weibull Model Linear Model Hump-Shaped Model Independent and Dependent Model Vulnerability Discovery Modeling using Bayesian model averaging Multivariate Vulnerability Discovery Models

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  • Cone tracing

    Cone tracing

    Cone tracing and beam tracing are a derivative of the ray tracing algorithm that replaces rays, which have no thickness, with thick rays. == Principles == In ray tracing, rays are often modeled as geometric ray with no thickness to perform efficient geometric queries such as a ray-triangle intersection. From a physics of light transport point of view, however, this is an inaccurate model provided the pixel on the sensor plane has non-zero area. In the simplified pinhole camera optics model, the energy reaching the pixel comes from the integral of radiance from the solid angle by which the sensor pixel sees the scene through the pinhole at the focal plane. This yields the key notion of pixel footprint on surfaces or in the texture space, which is the back projection of the pixel on to the scene. Note that this approach can also represent a lens-based camera and thus depth of field effects, using a cone whose cross-section decreases from the lens size to zero at the focal plane, and then increases. Real optical system do not focus on exact points because of diffraction and imperfections. This can be modeled with a point spread function (PSF) weighted within a solid angle larger than the pixel. From a signal processing point of view, ignoring the point spread function and approximating the integral of radiance with a single, central sample (through a ray with no thickness) can lead to strong aliasing because the "projected geometric signal" has very high frequencies exceeding the Nyquist-Shannon maximal frequency that can be represented using the uniform pixel sampling rate. The physically based image formation model can be approximated by the convolution with the point spread function assuming the function is shift-invariant and linear. In practice, techniques such as multisample anti-aliasing estimate this cone-based model by oversampling the signal and then performing a convolution (the reconstruction filter). The backprojected cone footprint onto the scene can also be used to directly pre-filter the geometry and textures of the scene. Note that contrary to intuition, the reconstruction filter should not be the pixel footprint (as the pinhole camera model would suggest), since a box filter has poor spectral properties. Conversely, the ideal sinc function is not practical, having infinite support with possibly negative values which often creates ringing artifacts due to the Gibbs phenomenon. A Gaussian or a Lanczos filter are considered good compromises. == Computer graphics models == Cone and Beam early papers rely on different simplifications: the first considers a circular section and treats the intersection with various possible shapes. The second treats an accurate pyramidal beam through the pixel and along a complex path, but it only works for polyhedrical shapes. Cone tracing solves certain problems related to sampling and aliasing, which can plague conventional ray tracing. However, cone tracing creates a host of problems of its own. For example, just intersecting a cone with scene geometry leads to an enormous variety of possible results. For this reason, cone tracing has remained mostly unpopular. In recent years, increases in computer speed have made Monte Carlo algorithms like distributed ray tracing - i.e. stochastic explicit integration of the pixel - much more used than cone tracing because the results are exact provided enough samples are used. But the convergence is so slow that even in the context of off-line rendering a huge amount of time can be required to avoid noise. Differential cone-tracing, considering a differential angular neighborhood around a ray, avoids the complexity of exact geometry intersection but requires a LOD representation of the geometry and appearance of the objects. MIPmapping is an approximation of it limited to the integration of the surface texture within a cone footprint. Differential ray-tracing extends it to textured surfaces viewed through complex paths of cones reflected or refracted by curved surfaces. Raymarching methods over signed distance fields (SDFs) naturally allow easy use of cone-like tracing, at zero additional cost to the tracing, and both speeds up tracing and improves quality. Voxel cone tracing is a real-time algorithm that uses a hierarchical voxel representation of scene geometry, such as a sparse voxel octree, to support fast cone tracing for indirect illumination. This approach allows for the approximation of effects like glossy reflections and ambient occlusion at interactive framerates without the need for precomputation.

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  • Stop Motion Studio

    Stop Motion Studio

    Stop Motion Studio is a stop motion animation software developed by Cateater LLC. It is available as both an app for iOS and Android and as a software for Windows and Mac. Two versions of the software exist, the standard Stop Motion Studio for free, and the paid Stop Motion Studio Pro, which contains extra, more advanced features. The software is commonly used in brickfilming.

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  • BulSemCor

    BulSemCor

    The Bulgarian Sense-annotated Corpus (BulSemCor) (Bulgarian: Български семантично анотиран корпус (БулСемКор)) is a structured corpus of Bulgarian texts in which each lexical item is assigned a sense tag. BulSemCor was created by the Department of Computational Linguistics at the Institute for Bulgarian Language of the Bulgarian Academy of Sciences. == Structure == BulSemCor was created as part of a nationally funded project titled "BulNet – A lexico-semantic network for the Bulgarian Language" (2005–2010). It follows the general methodology of SemCor combined with some specific principles. The corpus for annotation consists of 101,791 tokens covering an excerpt from the Bulgarian "Brown" Corpus modelled on the Brown Corpus.Francis Kucera An important feature of BulSemCor is that the samples are selected using heuristics that provide optimal coverage of ambiguous lexis. BulSemCor is manually sense-annotated according to the Bulgarian WordNet. Its size is comparable to that of other contemporary semantically annotated corpora or pool of acceptable linguistic components. The semantic annotation consists in associating each lexical item in the corpus with exactly one synonym set (synset) in the Bulgarian WordNet that best describes its sense in the particular context. The selection of the best match among the suggested candidates is based on a set of procedures, such as the other synset members, the synset gloss (explanatory definition) and the position of a given candidate in the WordNet structure. == Scale == The number of annotated tokens is 99,480 (the difference in the number of tokens compared to the initial corpus is due to the fact that some of them are not linguistic items). The simple word count is 86,842 and multiword expressions (MWE) are 5,797 (12,638 tokens). == Specific features == All words in BulSemCor are assigned a sense, while according to established practice only simple content words or content word classes (typically nouns and verbs) are annotated. Since 2000 the development of language resources, has broadened to include annotation of function words and multiword expressions covering particular senses or types of words and expressions. In this respect, BulSemCor's annotation is more exhaustive and hence provides greater opportunities for linguistic observations and non-linear programming (NLP) applications. Annotated items inherit the linguistic information associated with the corresponding synset, which along with morphological and semantic tags may include annotation on one or more of the following additional levels: Partial information about the syntactic structure of MWE types – particularly, information about syntactic heads and their dependents; Information about the category of the named entities – names, locations, organisations, dates, numbers, etc.; Information about the taxonomic category of adverbs, such as time, place, manner, degree, quantity, etc.; Information about the type of the syntactic relationships – coordination or subordination – expressed by conjunctions; Information about the original part-of-speech of substantivised words (non-nouns that act as nouns in a particular context); Stylistic/register, grammatical and other information about synsets or individual synset members;

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  • Texture filtering

    Texture filtering

    In computer graphics, texture filtering or texture smoothing is the method used to determine the texture color for a texture mapped pixel, using the colors of nearby texels (ie. pixels of the texture). Filtering describes how a texture is applied at many different shapes, size, angles and scales. Depending on the chosen filter algorithm, the result will show varying degrees of blurriness, detail, spatial aliasing, temporal aliasing and blocking. Depending on the circumstances, filtering can be performed in software (such as a software rendering package) or in hardware, eg. with either real time or GPU accelerated rendering circuits, or in a mixture of both. For most common interactive graphical applications, modern texture filtering is performed by dedicated hardware which optimizes memory access through memory cacheing and pre-fetch, and implements a selection of algorithms available to the user and developer. There are two main categories of texture filtering: magnification filtering and minification filtering. Depending on the situation, texture filtering is either a type of reconstruction filter where sparse data is interpolated to fill gaps (magnification), or a type of anti-aliasing (AA) where texture samples exist at a higher frequency than required for the sample frequency needed for texture fill (minification). There are many methods of texture filtering, which make different trade-offs between computational complexity, memory bandwidth and image quality. == The need for filtering == During the texture mapping process for any arbitrary 3D surface, a texture lookup takes place to find out where on the texture each pixel center falls. For texture-mapped polygonal surfaces composed of triangles typical of most surfaces in 3D games and movies, every pixel (or subordinate pixel sample) of that surface will be associated with some triangle(s) and a set of barycentric coordinates, which are used to provide a position within a texture. Such a position may not lie perfectly on the "pixel grid," necessitating some function to account for these cases. In other words, since the textured surface may be at an arbitrary distance and orientation relative to the viewer, one pixel does not usually correspond directly to one texel. Some form of filtering has to be applied to determine the best color for the pixel. Insufficient or incorrect filtering will show up in the image as artifacts (errors in the image), such as 'blockiness', jaggies, or shimmering. There can be different types of correspondence between a pixel and the texel/texels it represents on the screen. These depend on the position of the textured surface relative to the viewer, and different forms of filtering are needed in each case. Given a square texture mapped on to a square surface in the world, at some viewing distance the size of one screen pixel is exactly the same as one texel. Closer than that, the texels are larger than screen pixels, and need to be scaled up appropriately — a process known as texture magnification. Farther away, each texel is smaller than a pixel, and so one pixel covers multiple texels. In this case an appropriate color has to be picked based on the covered texels, via texture minification. Graphics APIs such as OpenGL allow the programmer to set different choices for minification and magnification filters. Note that even in the case where the pixels and texels are exactly the same size, one pixel will not necessarily match up exactly to one texel. It may be misaligned or rotated, and cover parts of up to four neighboring texels. Hence some form of filtering is still required. == Mipmapping == Mipmapping is a standard technique used to save some of the filtering work needed during texture minification. It is also highly beneficial for cache coherency - without it the memory access pattern during sampling from distant textures will exhibit extremely poor locality, adversely affecting performance even if no filtering is performed. During texture magnification, the number of texels that need to be looked up for any pixel is always four or fewer; during minification, however, as the textured polygon moves farther away potentially the entire texture might fall into a single pixel. This would necessitate reading all of its texels and combining their values to correctly determine the pixel color, a prohibitively expensive operation. Mipmapping avoids this by prefiltering the texture and storing it in smaller sizes down to a single pixel. As the textured surface moves farther away, the texture being applied switches to the prefiltered smaller size. Different sizes of the mipmap are referred to as 'levels', with Level 0 being the largest size (used closest to the viewer), and increasing levels used at increasing distances. == Filtering methods == This section lists the most common texture filtering methods, in increasing order of computational cost and image quality. === Nearest-neighbor interpolation === Nearest-neighbor interpolation is the simplest and crudest filtering method — it simply uses the color of the texel closest to the pixel center for the pixel color. While simple, this results in a large number of artifacts - texture 'blockiness' during magnification, and aliasing and shimmering during minification. This method is fast during magnification but during minification the stride through memory becomes arbitrarily large and it can often be less efficient than MIP-mapping due to the lack of spatially coherent texture access and cache-line reuse. === Nearest-neighbor with mipmapping === This method still uses nearest neighbor interpolation, but adds mipmapping — first the nearest mipmap level is chosen according to distance, then the nearest texel center is sampled to get the pixel color. This reduces the aliasing and shimmering significantly during minification but does not eliminate it entirely. In doing so it improves texture memory access and cache-line reuse through avoiding arbitrarily large access strides through texture memory during rasterization. This does not help with blockiness during magnification as each magnified texel will still appear as a large rectangle. === Linear mipmap filtering === Less commonly used, OpenGL and other APIs support nearest-neighbor sampling from individual mipmaps whilst linearly interpolating the two nearest mipmaps relevant to the sample. === Bilinear filtering === In Bilinear filtering, the four nearest texels to the pixel center are sampled (at the closest mipmap level), and their colors are combined by weighted average according to distance. This removes the 'blockiness' seen during magnification, as there is now a smooth gradient of color change from one texel to the next, instead of an abrupt jump as the pixel center crosses the texel boundary. Bilinear filtering for magnification filtering is common. When used for minification it is often used with mipmapping; though it can be used without, it would suffer the same aliasing and shimmering problems as nearest-neighbor filtering when minified too much. For modest minification ratios, however, it can be used as an inexpensive hardware accelerated weighted texture supersample. The Nintendo 64 used an unusual version of bilinear filtering where only three pixels are used known as 3-point texture filtering, instead of four due to hardware optimization concerns. This introduces a noticeable "triangulation bias" in some textures. === Trilinear filtering === Trilinear filtering is a remedy to a common artifact seen in mipmapped bilinearly filtered images: an abrupt and very noticeable change in quality at boundaries where the renderer switches from one mipmap level to the next. Trilinear filtering solves this by doing a texture lookup and bilinear filtering on the two closest mipmap levels (one higher and one lower quality), and then linearly interpolating the results. This results in a smooth degradation of texture quality as distance from the viewer increases, rather than a series of sudden drops. Of course, closer than Level 0 there is only one mipmap level available, and the algorithm reverts to bilinear filtering. === Anisotropic filtering === Anisotropic filtering is the highest quality filtering available in current consumer 3D graphics cards. Simpler, "isotropic" techniques use only square mipmaps which are then interpolated using bi– or trilinear filtering. (Isotropic means same in all directions, and hence is used to describe a system in which all the maps are squares rather than rectangles or other quadrilaterals.) When a surface is at a high angle relative to the camera, the fill area for a texture will not be approximately square. Consider the common case of a floor in a game: the fill area is far wider than it is tall. In this case, none of the square maps are a good fit. The result is blurriness and/or shimmering, depending on how the fit is chosen. Anisotropic filtering corrects this by sampling the texture as a non-square shape. The goal is

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  • 2018 Google data breach

    2018 Google data breach

    The 2018 Google data breach was a major data privacy scandal in which the Google+ API exposed the private data of over five hundred thousand users. Google+ managers first noticed harvesting of personal data in March 2018, during a review following the Facebook–Cambridge Analytica data scandal. The bug, despite having been fixed immediately, exposed the private data of approximately 500,000 Google+ users to the public. Google did not reveal the leak to the network's users. In November 2018, another data breach occurred following an update to the Google+ API. Although Google found no evidence of failure, approximately 52.5 million personal profiles were potentially exposed. In August 2019, Google declared a shutdown of Google+ due to low use and technological challenges. == Overview of Google+ == Google+ was launched in June 2011 as an invite-only social network, but was opened for public access later in the year. It was managed by Vic Gundotra. Similar to Facebook, Google+ also included key features Circles, Hangouts and Sparks. Circles let users personalize their social groups by sorting friends into different categories. Once allowed into a Circle, users could regulate information in their individual spaces. Hangouts included video chatting and instant messaging between users. Sparks allowed Google to track users' past searches to find news and content related to their interests. Google+ was linked to other Google services, such as YouTube, Google Drive and Gmail, giving it access to roughly 2 billion user accounts. However, less than 400 million consumers actively used Google+, with 90% of those users using it for less than five seconds. == The breaches == In March 2018, Google developers found a data breach within the Google+ People API in which external apps acquired access to Profile fields that were not marked as public. According to The Wall Street Journal, Google didn’t disclose the breach when it was first discovered in March to avoid regulatory scrutiny and reputational damage. 500,000 Google+ accounts were included in the breach, which allowed 438 external apps unauthorized access to private users' names, emails, addresses, occupations, genders and ages. This information was available between 2015 and 2018. Google found no evidence of any user's personal information being misused, nor that any third-party app developers were aware of the leak. In November 2018, a software update created another data breach within the Google+ API. The bug impacted 52.5 million users, where, similarly to the March breach, unauthorized apps were able to access Google+ profiles, including users' names, email addresses, occupations and ages. Apps could not access financial information, national identification, numbers, or passwords. Blog posts, messages and phone numbers also remained inaccessible if marked as private. Unlike the previous breach, access was only available for six days before Google+ learned of the breach. Once more, Google+ found no evidence of data being misused by third-party developers. == Responses == In October 2018, the Wall Street Journal published an article outlining the initial breach and Google's decision to not disclose it to users. At the time, there was no federal law that required Google to inform their consumers of data breaches. Google+ originally did not disclose the breach out of fears of being compared to Facebook's recent data leak and subsequent loss of consumer confidence. In response to the Wall Street Journal article, Google announced the shutdown of Google+ in August 2019. After the second data leak, the date was moved to April 2019. In response to the data breach, enterprise consumers were notified of the bug's impact and given instructions on how to save, download and delete their data prior to the Google+ shut down. Google's Privacy and Data Protection Office found no misuse of user data. Prior to the Google+ shutdown, Google set a 10-month period in which users could download and migrate their data. After the 10-month period, user content was deleted. On 4 February 2019, consumers were no longer able to create new Google+ profiles. Google shut down Google+ APIs on 7 March 2019 to ensure that developers did not continue to rely on the APIs prior to the Google+ shutdown. Google is the principal entity of its parent company, Alphabet Inc. After the data breach, Alphabet Inc. share prices fell by 1% to $1,157.06 on 9 October 2018 after an earlier drop of $1,135.40 that morning, the lowest price since 5 July 2018. After the publication of The Wall Street Journal article, share prices dropped as low as 2.1% in two days on 10 October 2018. Share prices steadily increased from this point and met the 8 October 2018 share price on 5 February 2019. Google planned to rebuild Google+ as a corporate enterprise network. Google Play will now assess which apps can ask for permission to access the user's SMS data. Only the default app for telephone distribution is able to make requests. Prior to the data breaches, apps were able to request access to all of a consumer's data simultaneously. Now, each app must request permission for each aspect of a consumer's profile.

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