AI Coding Wiki

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

  • Clarizen

    Clarizen

    Clarizen, Inc. is a project management software and collaborative work management company. Clarizen uses a software as a service business model. Clarizen's features include attaching CAD drawings to a project, moving between the project view and design view and an E-mail reporting feature. In May 2014 Clarizen raised $35 million in venture capital investment led by Goldman Sachs. The round brought investment to $90 million. Previous investors, including Benchmark Capital, Carmel Ventures, DAG Ventures, Opus Capital and Vintage Investment Partners participated. In April 2020, Clarizen appointed Matt Zilli as its new CEO, replacing Boaz Chalamish who is appointed as Executive Chairman. In January 2021 Clarizen was acquired by Planview.

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  • ISO/IEC JTC 1/SC 24

    ISO/IEC JTC 1/SC 24

    ISO/IEC JTC 1/SC 24 Computer graphics, image processing and environmental data representation is a standardization subcommittee of the joint subcommittee ISO/IEC JTC 1 of the International Organization for Standardization (ISO) and the International Electrotechnical Commission (IEC), which develops and facilitates standards within the field of computer graphics, image processing, and environmental data representation. The international secretariat of ISO/IEC JTC 1/SC 24 is the British Standards Institute (BSI) located in the United Kingdom. == History == ISO/IEC JTC 1/SC 24 was formed in 1987 from ISO/TC 97 as a result of Resolution 21 at the ISO/IEC JTC 1 plenary. The group's origins began in computer graphics, the standardization of which was originally under ISO/IEC JTC 1/SC 21/WG 2. However, when ISO/IEC JTC 1/SC 24 was created, the standardization activity of ISO/IEC JTC 1/SC 21/WG 2 was carried over to the new subcommittee. The initial five working groups of ISO/IEC JTC 1/SC 24 were titled, “Architecture,” “Application programming interfaces,” “Metafiles and interfaces,” “Language bindings,” and “Validation, testing and registration.” The work of ISO/IEC JTC 1/SC 24 began with the Graphical Kernel System (GKS), which was adopted from ISO/IEC JTC 1/SC 21/WG 2. However, since GKS only addressed 2D functionality, attention turned to the standardization of 3D functionality. This resulted in two standards being published: GKS-3D in 1988 and PHIGS in 1989, both of which addressed 3D functionality. Since 1991, ISO/IEC JTC 1/SC 24 has held plenaries in a number of countries, including the Netherlands, Germany, United States, France, Canada, Japan, Sweden, Korea, United Kingdom, Australia, and Czech Republic. == Scope == The scope of ISO/IEC JTC 1/SC 24 is the “Standardization of interfaces for information technology based applications relating to”: Computer graphics Image processing Environmental data representation Support for the Mixed and Augmented Reality (MAR) Interaction with, and visual representation of, information Included are the following related areas: Modeling and simulation and related reference models Virtual reality with accompanying augmented reality/augmented virtuality aspects and related reference models Application program interfaces Functional specifications Representation models Interchange formats, encodings and their specifications, including metafiles Device interfaces Testing methods Registration procedures Presentation and support for creation of multimedia, hypermedia, and mixed reality documents Excluded are the following areas: Character and image coding Coding of multimedia, hypermedia, and mixed reality document interchange formats JTC 1 work in user system interfaces and document presentation ISO/TC 207 work on ISO 14000 environment management, ISO/TC 211 work on geographic information and geomatics Software environments as described by ISO/IEC JTC 1/SC 22 == Structure == ISO/IEC JTC 1/SC 24 is made up of four active working groups, each of which carries out specific tasks in standards development within the field of computer graphics, image processing and environmental data representation, together with ITU-T Study Group 16. As a response to changing standardization needs, working groups of ISO/IEC JTC 1/SC 24 can be disbanded if their area of work is no longer applicable, or established if new working areas arise. The focus of each working group is described in the group's terms of reference. Active working groups of ISO/IEC JTC 1/SC 24 are: == Collaborations == ISO/IEC JTC 1/SC 24 works in close collaboration with a number of other organizations or subcommittees, both internal and external to ISO or IEC, in order to avoid conflicting or duplicative work. Organizations internal to ISO or IEC that collaborate with or are in liaison to ISO/IEC JTC 1/SC 24 include: ISO/IEC JTC 1/WG 7, Sensor Networks ISO/IEC JTC 1/SC 29, Coding of audio, picture, multimedia and hypermedia information ISO/IEC JTC 1/SC 32, Data management and interchange ISO/TAG 14, Imagery and technology ISO/TC 130, Graphic Technology ISO/TC 184/SC 4, Industrial data ISO/TC 211, Geographic information/Geomatics ISO/TC 215, Health informatics IEC TC 100, Audio, video and multimedia system and equipment Some organizations external to ISO or IEC that collaborate with or are in liaison to ISO/IEC JTC 1/SC 24 include: Defence Geospatial Information Working Group (DGIWG) Digital Imaging and Communications in Medicine (DICOM) International Hydrographic Organization (IHO) The Khronos Group NATO - Joint Intelligence Surveillance and Reconnaissance Capability Group (JISRCG) OMG Robotics DTF Open CGM Open Geospatial Consortium (OGC) SEDRIS Organization Simulation Interoperability Standards Organization (SISO) US National Imagery Transmission Format Standard (NITFS) Technical Board (US NTB) Web3D Consortium World Intellectual Property Organization (WIPO) World Wide Web Consortium (W3C) == Member countries == Countries pay a fee to ISO to be members of subcommittees. The 11 "P" (participating) members of ISO/IEC JTC 1/SC 24 are: Australia, China, Egypt, France, India, Japan, Republic of Korea, Portugal, Russian Federation, United Kingdom, and United States. The 22 "O" (observer) members of ISO/IEC JTC 1/SC 24 are: Argentina, Austria, Belgium, Bosnia and Herzegovina, Bulgaria, Canada, Cuba, Czech Republic, Finland, Ghana, Hungary, Iceland, Indonesia, Islamic Republic of Iran, Italy, Kazakhstan, Malaysia, Poland, Romania, Serbia, Slovakia, Switzerland, and Thailand. == Published standards == ISO/IEC JTC 1/SC 24 currently has 80 published standards under their direct responsibility within the field of computer graphics, image processing, and environmental data representation, including:

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  • MY F.C.

    MY F.C.

    MY F.C. is a freemium app designed to organise and administer football teams. It is developed by MY F.C. Limited, a private company headquartered in Auckland, New Zealand. The app allows users to build a team by adding players and from there they can create trainings and matches, keep up with relevant news in the curated newsfeed, record statistics both individually and team based, follow the games live in the match-centre. The app also features integrated lineup builder with custom team kits. == History == Founders Sam Jenkins, Mike Simpson and Sam Jasper started MY F.C. in 2015 to help them "run their football lives". The app was launched on Android and iOS on 14 February 2017. == Accolades == MY F.C. won the first place prize at Bank of New Zealand Start-up Alley 2017 competition that aims to discover New Zealand start-ups who are doing innovative work and ready to establish themselves as long-term, sustainable businesses. The prize package included $15,000 and a trip to San Francisco.

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  • WeChat

    WeChat

    WeChat or Weixin in Chinese (Chinese: 微信; pinyin: Wēixìn ; lit. 'micro-message') is an instant messaging, social media, and mobile payment app developed by Tencent. First released in 2011, it became the world's largest standalone mobile app in 2018 with over 1 billion monthly active users. The Chinese version of WeChat, Weixin, has been described as China's "app for everything" and a super-app because of its wide range of functions. WeChat provides text messaging, hold-to-talk voice messaging, broadcast (one-to-many) messaging, video conferencing, video games, mobile payment, sharing of photographs and videos and location sharing. It has been described as having "an almost indispensable part of life in China". Accounts registered using Chinese phone numbers are managed under the Weixin brand, and their data is stored in mainland China and subject to Weixin's terms of service and privacy policy. Non-Chinese numbers are registered under WeChat, and WeChat users are subject to a more liberal terms of service and better privacy policy, and their data is stored in the Netherlands for users in the European Union, and in Singapore for other users. User activity on Weixin, the Chinese version of the app, is analyzed, tracked and shared with Chinese authorities upon request as part of the mass surveillance network in China. Chinese-registered Weixin accounts censor politically sensitive topics, and the software license agreement for Weixin (but not WeChat) explicitly forbids content which "[en]danger[s] national security, divulge[s] state secrets, subvert[s] state power and undermine[s] national unity", as well as other types of content such as content that "[u]ndermine[s] national religious policies" and content that is "[i]nciting illegal assembly, association, procession, demonstrations and gatherings disrupting the social order". Due to its central part of Chinese life, a Chinese person having their WeChat account banned can cause a significant disruption to their life. Any interactions between Weixin and WeChat users are subject to the terms of service and privacy policies of both services. == History == By 2010, Tencent had already attained a massive user base with their desktop messenger app QQ. Recognizing smart phones were likely to disrupt this status quo, CEO Pony Ma sought to proactively invest in alternatives to their own QQ messenger app. WeChat began as a project at Tencent Guangzhou Research and Project center in October 2010. The original version of the app was created by Allen Zhang, named "Weixin" (微信) by Pony Ma, and launched in 2011. The user adoption of WeChat was initially very slow, with users wondering why key features were missing; however, after the release of the Walkie-talkie-like voice messaging feature in May of that year, growth surged. By 2012, when the number of users reached 100 million, Weixin was re-branded "WeChat" by President Martin Lau for the international market. During a period of government support of e-commerce development—for example in the 12th five-year plan (2011–2015)—WeChat also saw new features enabling payments and commerce in 2013, which saw massive adoption after their virtual Red envelope promotion for Chinese New Year 2014. WeChat had over 889 million monthly active users by 2016, and as of 2019 WeChat's monthly active users had risen to an estimate of one billion. As of January 2022, it was reported that WeChat has more than 1.2 billion users. After the launch of WeChat payment in 2013, its users reached 400 million the next year, 90 percent of whom were in China. By comparison, Facebook Messenger and WhatsApp had about one billion monthly active users in 2016 but did not offer most of the other services available on WeChat. For example, in Q2 2017, WeChat's revenues from social media advertising were about US$0.9 billion (RMB6 billion) compared with Facebook's total revenues of US$9.3 billion, 98% of which were from social media advertising. WeChat's revenues from its value-added services were US$5.5 billion. By 2018, WeChat had been used by 93.5% of Chinese internet users. In that year, it became the world's largest standalone mobile app in 2018 with over 1 billion monthly active users. In response to a border dispute between India and China, WeChat was banned in India in June 2020 along with several other Chinese apps, including TikTok. U.S. president Donald Trump sought to ban U.S. "transactions" with WeChat through an executive order but was blocked by a preliminary injunction issued in the United States District Court for the Northern District of California in September 2020. Joe Biden officially dropped Trump's efforts to ban WeChat in the U.S. in June 2021. == Features == WeChat, has been described as China's "app for everything" and a super-app because of its wide range of functions. WeChat provides text messaging, hold-to-talk voice messaging, broadcast (one-to-many) messaging, video conferencing, video games, mobile payment, sharing of photographs and videos and location sharing. It has been described as having "an almost indispensable part of life in China". Due to its central part of Chinese life, a Chinese person having their WeChat account banned can cause a significant disruption to their life. === Messaging === WeChat provides a variety of features including text messaging, hold-to-talk voice messaging, broadcast (one-to-many) messaging, video calls and conferencing, video games, photograph and video sharing, as well as location sharing. WeChat also allows users to exchange contacts with people nearby via Bluetooth, as well as providing various features for contacting people at random if desired (if people are open to it). It can also integrate with other social networking services such as Facebook and Tencent QQ. Photographs may also be embellished with filters and captions, and automatic translation service is available and could also translate the conversation during messaging. WeChat supports different instant messaging methods, including text messages, voice messages, walkie talkie, and stickers. Users can send previously saved or live pictures and videos, profiles of other users, coupons, lucky money packages, or current GPS locations with friends either individually or in a group chat. WeChat also provides a message recall feature to allow users to recall and withdraw information (e.g. images, documents) that are sent within 2 minutes in a conversation. WeChat also provides a voice-to-text feature that brings convenience when it is not convenient to listen to voice messages, as well as the basic ability to recognize emojis based on different tones of voice. A distance sensing feature is implemented in WeChat. It has the ability to activate the receivers' hold-to-talk function when the phone was brought in close proximity to the ear. After the receiver was held at a certain distance from the ear, the sensor would then proceed to automatically disable the phone speakers. This feature eliminates the risk of the user's voice messages being inadvertently broadcast to the general public. === Public accounts === WeChat users can register as a public account (公众号), which enables them to push feeds to subscribers, interact with subscribers, and provide subscribers with services. Users can also create an official account, which fall under service, subscription, or enterprise accounts. Once users as individuals or organizations set up a type of account, they cannot change it to another type. By the end of 2014, the number of WeChat official accounts had reached 8 million. Official accounts of organizations can apply to be verified (cost 300 RMB or about US$45). Official accounts can be used as a platform for services such as hospital pre-registrations, or credit card service. To create an official account, the applicant must register with Chinese authorities, which discourages "foreign companies". In April 2022, WeChat announced that it will start displaying the location of users in China every time they post on a public account. Meanwhile, overseas users on public accounts will also display the country based on their IP address. === Moments === "Moments" (朋友圈) is WeChat's brand name for its social feed of friends' updates. "Moments" is an interactive platform that allows users to post images, text, and short videos taken by users. It also allows users to share articles and music (associated with QQ Music or other web-based music services). Friends in the contact list can like the content and leave comments, functioning similarly to a private social network. In 2017 WeChat had a policy of a maximum of two advertisements per day per Moments user. Privacy in WeChat works by groups of friends: only the friends from the user's contact are able to view their Moments' contents and comments. The friends of the user will only be able to see the likes and comments from other users only if they are in a mutual friend group. For example, friends from high school are not able to

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  • Microsoft Support Diagnostic Tool

    Microsoft Support Diagnostic Tool

    The Microsoft Support Diagnostic Tool (MSDT) is a legacy service in Microsoft Windows that allows Microsoft technical support agents to analyze diagnostic data remotely for troubleshooting purposes. In April 2022 it was observed to have a security vulnerability that allowed remote code execution which was being exploited to attack computers in Russia and Belarus, and later against the Tibetan government in exile. Microsoft advised a temporary workaround of disabling the MSDT by editing the Windows registry. == Use == When contacting support the user is told to run MSDT and given a unique "passkey" which they enter. They are also given an "incident number" to uniquely identify their case. The MSDT can also be run offline which will generate a .CAB file which can be uploaded from a computer with an internet connection. == Security vulnerabilities == === Follina === Follina is the name given to a remote code execution (RCE) vulnerability, a type of arbitrary code execution (ACE) exploit, in the Microsoft Support Diagnostic Tool (MSDT) which was first widely publicized on May 27, 2022, by a security research group called Nao Sec. This exploit allows a remote attacker to use a Microsoft Office document template to execute code via MSDT. This works by exploiting the ability of Microsoft Office document templates to download additional content from a remote server. If the size of the downloaded content is large enough it causes a buffer overflow allowing a payload of Powershell code to be executed without explicit notification to the user. On May 30 Microsoft issued CVE-2022-30190 with guidance that users should disable MSDT. Malicious actors have been observed exploiting the bug to attack computers in Russia and Belarus since April, and it is believed Chinese state actors had been exploiting it to attack the Tibetan government in exile based in India. Microsoft patched this vulnerability in its June 2022 patches. === DogWalk === The DogWalk vulnerability is a remote code execution (RCE) vulnerability in the Microsoft Support Diagnostic Tool (MSDT). It was first reported in January 2020, but Microsoft initially did not consider it to be a security issue. However, the vulnerability was later exploited in the wild, and Microsoft released a patch for it in August 2022. The vulnerability is caused by a path traversal vulnerability in the sdiageng.dll library. This vulnerability allows an attacker to trick a victim into opening a malicious diagcab file, which is a type of Windows cabinet file that is used to store support files. When the diagcab file is opened, it triggers the MSDT tool, which then executes the malicious code. Originally discovered by Mitja Kolsek, the DogWalk vulnerability is caused by a path traversal vulnerability in the sdiageng.dll library. This vulnerability allows an attacker to trick a victim into opening a malicious diagcab file, which is a type of Windows cabinet file that is used to store support files. When the diagcab file is opened, it triggers the MSDT tool, which then executes the malicious code. The vulnerability is exploited by creating a malicious diagcab file that contains a specially crafted path. This path contains a sequence of characters that is designed to exploit the path traversal vulnerability in the sdiageng.dll library. When the diagcab file is opened, the MSDT tool will attempt to follow the path. However, the path will contain characters that are not valid for a Windows path. This will cause the MSDT tool to crash. When the MSDT tool crashes, it will generate a memory dump. This memory dump will contain the malicious code that was executed by the MSDT tool. The attacker can then use this memory dump to extract the malicious code and execute it on their own computer. == Retirement == Microsoft will no longer be supporting the Windows legacy inbox Troubleshooters. In 2025, Microsoft will remove the MSDT platform entirely. Get Help is the replacement tool. == Windows versions == Windows 7 Windows 8.1 Windows 10 Windows 11 (up to 22H2) Future versions and feature upgrades will deprecate the MSDT after May 23, 2023.

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  • Spanish Network of Excellence on Cybersecurity Research

    Spanish Network of Excellence on Cybersecurity Research

    The Spanish Network of Excellence on Cybersecurity Research (RENIC), is a research initiative to promote cybersecurity interests in Spain. == Members == === Board of Directors (2018) === President: Universidad de Málaga Vice president: CSIC Treasurer: Universidad Politécnica de Madrid Secretary: Universidad de Granada Vocals: Tecnalia, Universidad de La Laguna and Universidad de Modragón === Board of Directors (2016) === President: Universidad Carlos III de Madrid Vice president: Universidad Politécnica de Madrid Treasurer: Universidad de Granada Secretary: Universidad de León Vocals: Gradiant, Tecnalia, Universidad de Málaga === Founding Members === Centro Andaluz de Innovación y Tecnologías de la Información y las Comunicaciones (CITIC). Consejo Superior de Investigaciones Científicas (CSIC). Centro Tecnolóxico de Telecomunicaciones de Galicia (Gradiant). Instituto Imdea Software. Instituto Nacional de Ciberseguridad (INCIBE). Mondragón Unibertsitatea. Tecnalia. Universidad Carlos III de Madrid. Universidad Castilla la Mancha. Universidad de Granada. Universidad de la Laguna. Universidad de León. Universidad de Málaga. Universidad de Murcia. Universidad de Vigo. Universidad Internacional de la Rioja. Universidad Politécnica de Madrid. Universidad Rey Juan Carlos. === Members === Consejo Superior de Investigaciones Científicas (CSIC). Centro Tecnolóxico de Telecomunicaciones de Galicia (Gradiant). Instituto Imdea Software. Instituto Nacional de Ciberseguridad (INCIBE). Mondragón Unibertsitatea. Tecnalia. Universidad Carlos III de Madrid. Universidad de Castilla-La Mancha. Universidad de Granada. Universidad de la Laguna. Universidad de León. Universidad de Málaga. Universidad de Murcia. Universidad de Vigo. Universidad Politécnica de Madrid. Universidad Rey Juan Carlos. Universitat Oberta de Catalunya. IKERLAN. === Honorary Members === Centre for the Development of Industrial Technology (CDTI). (2017) Instituto Nacional de Ciberseguridad (INCIBE). (2016) == Initiatives and Participations == RENIC is ECSO member, and is also a member of its board of directors. A collaboration agreement between RENIC and the Innovative Business Cluster on Cybersecurity (AEI Cybersecurity) has been signed. RENIC is pleased to sponsor the Cybersecurity Research National Conferences (JNIC) JNIC2017 edition, organized by Universidad Rey Juan Carlos. RENIC is pleased to announce the publication of the online version of the Catalog and knowledge map of cybersecurity research

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  • Vero (app)

    Vero (app)

    Vero (stylized as VERO) is a social media platform and mobile app company. Vero markets itself as a social network free from advertisements, data mining and algorithms. == History == The app was founded by French-Lebanese billionaire Ayman Hariri who is the son of former Lebanese prime minister Rafic Hariri. The name is taken from the Italian word for true. The app launched officially in 2015 as an alternative to Facebook and their popular photo-blogging app Instagram. Within weeks of its release the app surged in popularity although users expressed mixed reports with some feeling confused about how the app worked. Cosplayers were early to adopt the app as their photo-sharing platform of choice, favouring the app's pinch and zoom magnification feature over Instagram's zoom feature. Other creative communities soon followed, and the app became popular with niche groups of makeup artists, tattoo artists, and skateboarders. In March 2018, Vero's popularity surged, partly helped by an exodus from Facebook and Instagram following the Cambridge Analytica data scandal. In the wake of the scandal, Vero devised an advertising campaign aimed at defected Facebook and Instagram users, hoping the app's policies and privacy settings would assuage concerns over sharing personal information on the internet. Within the space of one week, the app went from being a small service, akin to Ello or Peach, to being the most downloaded app in eighteen countries. In December 2020, Vero released its most significant update to date, Vero 2.0 which introduced new features including voice and video calls, game and app posts and bookmarks, and refinements to the UI. In October 2021, Vero introduced their Desktop app (beta) with multiple post options and a re-sizable multi-column feed. == Concept and funding == Vero's content feed resembles Instagram's although users can share a wider variety of content and the app has a chronological content feed whereas Facebook and Instagram's feeds are algorithm based. Vero's business plan is also distinct from similar social media apps. Whereas its competitors such as Facebook or Instagram make money from in-app advertising revenue and the sale of user data, Vero's business plan was to invite the first one million users to use the app for free then charge any subsequent users a subscription fee. The app was entirely funded by its founder and generated additional revenues by charging affiliate fees when someone buys a product they find on Vero. == Awards == Vero was recognized at the 2021 Webbys, being named as an Honoree in the Best Visual Design - Aesthetic Category. == Controversies == === Privacy === Vero has faced some criticism over the wording of their manifesto, in particular, the statement "Vero only collects the data we believe is necessary to provide users with a great experience and to ensure the security of their accounts." Because this policy does not explicitly state that the app will not sell data on to third parties some users fear that the need to monetise the app through data might prove too tempting. Users have also complained about not being able to delete their accounts. While this was never the case, the option was hidden deep in the app's settings. === Russian involvement === Although Vero remains transparent about the app's Russian development team, they have been caught up in concerns about Russian interference on social media platforms. The app's founder Ayman Hariri was quick to dismiss the remarks as xenophobic and defend the nationality of his employees, stating in an interview with Time Magazine; "At the end of the day, where people are from is really not how anybody should judge anyone". === Criticism of the app's founder === Until 2013, Vero's founder Ayman Harari was deputy CEO and chairman of Saudi Oger, the Saudi Arabian construction company which collapsed in 2017, mired by controversies over the welfare and treatment of their employees. However, Hariri is quick to point out that he divested from the firm in 2014 and the worker's rights violations occurred after he had left the company.

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  • User-defined function

    User-defined function

    A user-defined function (UDF) is a function provided by the user of a program or environment, in a context where the usual assumption is that functions are built into the program or environment. UDFs are usually written for the requirement of its creator. == BASIC language == In some old implementations of the BASIC programming language, user-defined functions are defined using the "DEF FN" syntax. More modern dialects of BASIC are influenced by the structured programming paradigm, where most or all of the code is written as user-defined functions or procedures, and the concept becomes practically redundant. == COBOL language == In the COBOL programming language, a user-defined function is an entity that is defined by the user by specifying a FUNCTION-ID paragraph. A user-defined function must return a value by specifying the RETURNING phrase of the procedure division header and they are invoked using the function-identifier syntax. See the ISO/IEC 1989:2014 Programming Language COBOL standard for details. As of May 2022, the IBM Enterprise COBOL for z/OS 6.4 (IBM COBOL) compiler contains support for user-defined functions. == Databases == In relational database management systems, a user-defined function provides a mechanism for extending the functionality of the database server by adding a function, that can be evaluated in standard query language (usually SQL) statements. The SQL standard distinguishes between scalar and table functions. A scalar function returns only a single value (or NULL), whereas a table function returns a (relational) table comprising zero or more rows, each row with one or more columns. User-defined functions in SQL are declared using the CREATE FUNCTION statement. For example, a user-defined function that converts Celsius to Fahrenheit (a temperature scale used in USA) might be declared like this: Once created, a user-defined function may be used in expressions in SQL statements. For example, it can be invoked where most other intrinsic functions are allowed. This also includes SELECT statements, where the function can be used against data stored in tables in the database. Conceptually, the function is evaluated once per row in such usage. For example, assume a table named Elements, with a row for each known chemical element. The table has a column named BoilingPoint for the boiling point of that element, in Celsius. The query would retrieve the name and the boiling point from each row. It invokes the CtoF user-defined function as declared above in order to convert the value in the column to a value in Fahrenheit. Each user-defined function carries certain properties or characteristics. The SQL standard defines the following properties: Language - defines the programming language in which the user-defined function is implemented; examples include SQL, C, C# and Java. Parameter style - defines the conventions that are used to pass the function parameters and results between the implementation of the function and the database system (only applicable if language is not SQL). Specific name - a name for the function that is unique within the database. Note that the function name does not have to be unique, considering overloaded functions. Some SQL implementations require that function names are unique within a database, and overloaded functions are not allowed. Determinism - specifies whether the function is deterministic or not. The determinism characteristic has an influence on the query optimizer when compiling a SQL statement. SQL-data access - tells the database management system whether the function contains no SQL statements (NO SQL), contains SQL statements but does not access any tables or views (CONTAINS SQL), reads data from tables or views (READS SQL DATA), or actually modifies data in the database (MODIFIES SQL DATA). User-defined functions should not be confused with stored procedures. Stored procedures allow the user to group a set of SQL commands. A procedure can accept parameters and execute its SQL statements depending on those parameters. A procedure is not an expression and, thus, cannot be used like user-defined functions. Some database management systems allow the creation of user defined functions in languages other than SQL. Microsoft SQL Server, for example, allows the user to use .NET languages including C# for this purpose. DB2 and Oracle support user-defined functions written in C or Java programming languages. === SQL Server 2000 === There are three types of UDF in Microsoft SQL Server 2000: scalar functions, inline table-valued functions, and multistatement table-valued functions. Scalar functions return a single data value (not a table) with RETURNS clause. Scalar functions can use all scalar data types, with exception of timestamp and user-defined data types. Inline table-valued functions return the result set of a single SELECT statement. Multistatement table-valued functions return a table, which was built with many TRANSACT-SQL statements. User-defined functions can be invoked from a query like built‑in functions such as OBJECT_ID, LEN, DATEDIFF, or can be executed through an EXECUTE statement like stored procedures. Performance Notes: User-defined functions are subroutines made of one or more Transact-SQL statements that can be used to encapsulate code for reuse. It takes zero or more arguments and evaluates a return value. Has both control-flow and DML statements in its body similar to stored procedures. Does not allow changes to any Global Session State, like modifications to database or external resource, such as a file or network. Does not support output parameter. DEFAULT keyword must be specified to pass the default value of parameter. Errors in UDF cause UDF to abort which, in turn, aborts the statement that invoked the UDF. === Apache Hive === Apache Hive defines, in addition to the regular user-defined functions (UDF), also user-defined aggregate functions (UDAF) and table-generating functions (UDTF). Hive enables developers to create their own custom functions with Java. === Apache Doris === Apache Doris, an open-source real-time analytical database, allows external users to contribute their own UDFs written in C++ to it.

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  • Hi uTandem

    Hi uTandem

    Hi uTandem, also known as uTandem, is a free language exchange mobile app. It helps people to connect with other language learners in order to carry out face-to-face language exchange sessions and also offers learners lists of businesses in the field of language learning or language exchange. == Use == Hi uTandem is built around the concept of language exchange, which is a method of language learning based on mutual oral linguistic exchange between partners. Ideally, each partner is a native speaker of the language they are helping their counterpart to learn. The app designed for users to chat with other users and translate messages, find suitable language partners and to locate language schools, bars, cafés and language exchange groups around them. == Team and development == Hi uTandem was released in January, 2016. The initial idea was conceived by Alberto Rodríguez as part of a team of eight Spanish youngsters. Hi uTandem belongs to the company Velvor Tech S.L., founded by the same members and registered in Ronda (Spain). == Reception == Hi uTandem was listed on the Top 4 Apps to Learn Languages list by ElPlural.com and since its launch it has been featured in numerous online and physical sources, including 20 minutos, Europapress, ABC Andalucía and Telefónica's Think Big Blog.

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  • QANDA

    QANDA

    QANDA (stands for 'Q and A') is an AI-based learning platform developed by Mathpresso Inc., a South Korea-based education technology company. Its best known feature is a solution search, which uses optical character recognition technology to scan problems and provide step-by-step solutions and learning content. As of March 2024, QANDA solved over 6.3 billion questions. QANDA has 90 million total registered users and has reached 8 million monthly active users (MAU) in 50 countries. 90% of the cumulative users are from overseas such as Vietnam and Indonesia. In January 2024, its MathGPT, a math-specific small large language model set a new world record, surpassed Microsoft's 'ToRA 13B', the previous record holder in benchmarks assessing mathematical performance such as 'MATH' (high school math) and 'GSM8K' (grade school math). 'MathGPT' was co-developed with Upstage and KT. In March 2024, Mathpresso launched 'Cramify' (formerly known as Prep.Pie), an AI-powered study material generator designed to create personalized exam prep materials for U.S. college students. It uses generative AI to create customized study materials uploaded by students. Its features include a range of tools including study summarizer and question solver. == History == Co-founder Jongheun ‘Ray’ Lee first came up with the idea of QANDA during his freshman year in college. While he was tutoring to earn money, Lee realized that the quality of education a student receives is greatly based on their location. Lee saw his K-12 students were regularly asking similar questions and realized that these questions were from a pre-selected number of textbooks currently being used in schools. He decided to team up with his high school friend, Yongjae ‘Jake’ Lee to build a platform whereby, one uses a mobile app to scan and submit questions, and students can ask and receive detailed responses. Lee's school friends, Wonguk Jung and Hojae Jeong, joined the team. In June 2015, Mathpresso, Inc. was founded in Seoul, South Korea. In January 2016, Mathpresso's first product QANDA was launched. It supported a Q&A feature between students and tutors. In October 2017, QANDA introduced an AI-based search capability that permitted users to search for answers in seconds. In April 2020, Jake Yongjae Lee(CEO & co-founder) and Ray Jongheun Lee (co-founder) were selected as Forbes 30 under 30 Asia. In June 2021, QANDA raised $50 million in series C funding. Jake Yongjae Lee was recognized as an Innovator Under 35 by MIT Technology Review. In November 2021, QANDA secured a strategic investment from Google. Since its inception, it has received backing in Series C funding from investors namely Google, Yellowdog, GGV Capital, Goodwater Capital, KDB, and SKS Private Equity with participation from SoftBank Ventures Asia, Legend Capital, Mirae Asset Venture Investment, and Smilegate Investment. In September 2023, Mathpresso has raised $8 million (10 billion KRW) from Korea's telecom giant, KT. The total cumulative investment is about 130 million US dollars. The partnership aims to accelerate the development of an education-specific Large Language Model. The company intends to incorporate the LLM model to fortify its AI tutor, which later will be integrated into the existing services: QANDA App, B2B & B2G Saas, and 1:1 online tutoring (QANDA Tutor). == Features == QANDA features OCR-based solution search, one-on-one Q&A tutoring, a study timer. In 2021, QANDA launched additional features, including the premium subscription model that offers unlimited “byte-sized” micro-video lectures and the community feature that enhances collaborative learning. In 2021, QANDA launched QANDA Tutor, a tablet-based 1:1 tutoring service and QANDA Study, a 1:N online school in Vietnam. In 2022, QANDA launched an exam prep feature that offers past exam materials from school via online. This feature is currently available in South Korea. In August 2023, QANDA launched a beta version of an LLM-powered AI Tutor. == Awards and recognition == Best Hidden Gems of 2017 by Google Playstore 2018 AWS AI Startup Challenge Award National representative for the Google AI for Social Good APAC, 2018 Best Self-Improvement Apps of 2018 by Google Playstore GSV Edtech 150 — the Most Transformational Growth Companies in Digital Learning Speaker at the Google App Summit, 2021 Selected as a prospect unicorn company by Korea Technology Finance Corporation in 2023 Winner of G20-DIA Global Pitching in 2023 2021, 2022, 2023 East Asia EdTech 150 by HolonIQ

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  • Clipping (computer graphics)

    Clipping (computer graphics)

    Clipping, in the context of computer graphics, is a method to selectively enable or disable rendering operations within a defined region of interest. Mathematically, clipping can be described using the terminology of constructive geometry. A rendering algorithm only draws pixels in the intersection between the clip region and the scene model. Lines and surfaces outside the view volume (aka. frustum) are removed. Clip regions are commonly specified to improve render performance. Pixels that will be drawn are said to be within the clip region. Pixels that will not be drawn are outside the clip region. More informally, pixels that will not be drawn are said to be "clipped." == In 2D graphics == In two-dimensional graphics, a clip region may be defined so that pixels are only drawn within the boundaries of a window or frame. Clip regions can also be used to selectively control pixel rendering for aesthetic or artistic purposes. In many implementations, the final clip region is the composite (or intersection) of one or more application-defined shapes, as well as any system hardware constraints In one example application, consider an image editing program. A user application may render the image into a viewport. As the user zooms and scrolls to view a smaller portion of the image, the application can set a clip boundary so that pixels outside the viewport are not rendered. In addition, GUI widgets, overlays, and other windows or frames may obscure some pixels from the original image. In this sense, the clip region is the composite of the application-defined "user clip" and the "device clip" enforced by the system's software and hardware implementation. Application software can take advantage of this clip information to save computation time, energy, and memory, avoiding work related to pixels that aren't visible. == In 3D graphics == In three-dimensional graphics, the terminology of clipping can be used to describe many related features. Typically, "clipping" refers to operations in the plane that work with rectangular shapes, and "culling" refers to more general methods to selectively process scene model elements. This terminology is not rigid, and exact usage varies among many sources. Scene model elements include geometric primitives: points or vertices; line segments or edges; polygons or faces; and more abstract model objects such as curves, splines, surfaces, and even text. In complicated scene models, individual elements may be selectively disabled (clipped) for reasons including visibility within the viewport (frustum culling); orientation (backface culling), obscuration by other scene or model elements (occlusion culling, depth- or "z" clipping). Sophisticated algorithms exist to efficiently detect and perform such clipping. Many optimized clipping methods rely on specific hardware acceleration logic provided by a graphics processing unit (GPU). The concept of clipping can be extended to higher dimensionality using methods of abstract algebraic geometry. === Near clipping === Beyond projection of vertices & 2D clipping, near clipping is required to correctly rasterise 3D primitives; this is because vertices may have been projected behind the eye. Near clipping ensures that all the vertices used have valid 2D coordinates. Together with far-clipping it also helps prevent overflow of depth-buffer values. Some early texture mapping hardware (using forward texture mapping) in video games suffered from complications associated with near clipping and UV coordinates. === Occlusion clipping (Z- or depth clipping) === In 3D computer graphics, "Z" often refers to the depth axis in the system of coordinates centered at the viewport origin: "Z" is used interchangeably with "depth", and conceptually corresponds to the distance "into the virtual screen." In this coordinate system, "X" and "Y" therefore refer to a conventional cartesian coordinate system laid out on the user's screen or viewport. This viewport is defined by the geometry of the viewing frustum, and parameterizes the field of view. Z-clipping, or depth clipping, refers to techniques that selectively render certain scene objects based on their depth relative to the screen. Most graphics toolkits allow the programmer to specify a "near" and "far" clip depth, and only portions of objects between those two planes are displayed. A creative application programmer can use this method to render visualizations of the interior of a 3D object in the scene. For example, a medical imaging application could use this technique to render the organs inside a human body. A video game programmer can use clipping information to accelerate game logic. For example, a tall wall or building that occludes other game entities can save GPU time that would otherwise be spent transforming and texturing items in the rear areas of the scene; and a tightly integrated software program can use this same information to save CPU time by optimizing out game logic for objects that aren't seen by the player. == Algorithms == Line clipping algorithms: Cohen–Sutherland Liang–Barsky Fast-clipping Cyrus–Beck Nicholl–Lee–Nicholl Skala O(lg N) algorithm Polygon clipping algorithms: Greiner–Hormann Sutherland–Hodgman Weiler–Atherton Vatti Rendering methodologies Painter's algorithm

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  • Fantavision

    Fantavision

    Fantavision is an animation program by Scott Anderson for the Apple II and published by Broderbund in 1985. Versions were released for the Apple IIGS (1987), Amiga (1988), and MS-DOS (1988). Fantavision allows the creation of vector graphics animations using the mouse and keyboard. The user creates frames, and the software generates the frames between them. Because this is done in real-time, it allows for creative exploration and quick changes. The program uses a graphical user interface in the style of the Macintosh with pull-down menus and black text on a white background. Advertisements claimed Fantavision a revolutionary breakthrough that brings the animation features of "tweening" and "transforming" to home computers. == Reception == Compute! in 1989 called Fantavision the best animation program for the IBM PC, although it noted the inability to draw curves. == Reviews == Games #70

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  • Workplace robotics safety

    Workplace robotics safety

    Workplace robotics safety is an aspect of occupational safety and health when robots are used in the workplace. This includes traditional industrial robots as well as emerging technologies such as drone aircraft and wearable robotic exoskeletons. Types of accidents include collisions, crushing, and injuries from mechanical parts. Hazard controls include physical barriers, good work practices, and proper maintenance. == Background == Many workplace robots are industrial robots used in manufacturing. According to the International Federation of Robotics, 1.7 million new robots are expected to be used in factories between 2017 and 2020. Emerging robot technologies include collaborative robots, personal care robots, construction robots, exoskeletons, autonomous vehicles, and drone aircraft (also known as unmanned aerial vehicles or UAVs). Advances in automation technologies (e.g. fixed robots, collaborative and mobile robots, and exoskeletons) have the potential to improve work conditions but also to introduce workplace hazards in manufacturing workplaces. Fifty-six percent of robot injuries are classified as pinch injuries and 44% of injuries are classified as impact injuries. A 1987 study found that line workers are at the greatest risk, followed by maintenance workers, and programmers. Poor workplace design and human error caused most injuries. Despite the lack of occupational surveillance data on injuries associated specifically with robots, researchers from the US National Institute for Occupational Safety and Health (NIOSH) identified 61 robot-related deaths between 1992 and 2015 using keyword searches of the Bureau of Labor Statistics (BLS) Census of Fatal Occupational Injuries research database (see info from Center for Occupational Robotics Research). Using data from the Bureau of Labor Statistics, NIOSH and its state partners have investigated 4 robot-related fatalities under the Fatality Assessment and Control Evaluation Program. In addition the Occupational Safety and Health Administration (OSHA) has investigated robot-related deaths and injuries, which can be reviewed at OSHA Accident Search page. Injuries and fatalities could increase over time because of the increasing number of collaborative and co-existing robots, powered exoskeletons, and autonomous vehicles into the work environment. Safety standards are being developed by the Robotic Industries Association (RIA) in conjunction with the American National Standards Institute (ANSI). On October 5, 2017, OSHA, NIOSH and RIA signed an alliance to work together to enhance technical expertise, identify and help address potential workplace hazards associated with traditional industrial robots and the emerging technology of human-robot collaboration installations and systems, and help identify needed research to reduce workplace hazards. On October 16 NIOSH launched the Center for Occupational Robotics Research to "provide scientific leadership to guide the development and use of occupational robots that enhance worker safety, health, and well being". So far, the research needs identified by NIOSH and its partners include: tracking and preventing injuries and fatalities, intervention and dissemination strategies to promote safe machine control and maintenance procedures, and on translating effective evidence-based interventions into workplace practice. == Hazards == Many hazards and injuries can result from the use of robots in the workplace. Some robots, notably those in a traditional industrial environment, are fast and powerful. This increases the potential for injury as one swing from a robotic arm, for example, could cause serious bodily harm. There are additional risks when a robot malfunctions or is in need of maintenance. A worker who is working on the robot may be injured because a malfunctioning robot is typically unpredictable. For example, a robotic arm that is part of a car assembly line may experience a jammed motor. A worker who is working to fix the jam may suddenly get hit by the arm the moment it becomes unjammed. Additionally, if a worker is standing in a zone that is overlapping with nearby robotic arms, he or she may get injured by other moving equipment. There are four types of accidents that can occur with robots: impact or collision accidents, crushing and trapping accidents, mechanical part accidents, and other accidents. Impact or collision accidents occur generally from malfunctions and unpredicted changes. Crushing and trapping accidents occur when a part of a worker's body becomes trapped or caught on robotic equipment. Mechanical part accidents can occur when a robot malfunctions and starts to "break down", where the ejection of parts or exposed wire can cause serious injury. Other accidents at just general accidents that occur from working with robots. There are seven sources of hazards that are associated with human interaction with robots and machines: human errors, control errors, unauthorized access, mechanical failures, environmental sources, power systems, and improper installation. Human errors could be anything from one line of incorrect code to a loose bolt on a robotic arm. Many hazards can stem from human-based error. Control errors are intrinsic and are usually not controllable nor predictable. Unauthorized access hazards occur when a person who is not familiar with the area enters the domain of a robot. Mechanical failures can happen at any time, and a faulty unit is usually unpredictable. Environmental sources are things such as electromagnetic or radio interference in the environment that can cause a robot to malfunction. Power systems are pneumatic, hydraulic, or electrical power sources; these power sources can malfunction and cause fires, leaks, or electrical shocks. Improper installation is fairly self-explanatory; a loose bolt or an exposed wire can lead to inherent hazards. === Emerging technologies === Emerging robotic technologies can reduce hazards to workers, but can also introduce new hazards. For example, robotic exoskeletons can be used in construction to reduce load to the spine, improve posture, and reduce fatigue; however, they can also increase chest pressure, limit mobility when moving out of the way of a falling object, and cause balance problems. Unmanned aerial vehicles are being used in the construction industry to do monitoring and inspections of buildings under construction. This reduces the need for humans to be in hazardous locations, but the risk of a UAV collision presents a hazard to workers. For collaborative robots, isolation is not possible. Possible hazard controls include collision avoidance systems, and making the robot less stiff to lessen the impact force. Robotic tech vest is a wearable device for humans, worn in Amazon warehouses. == Hazard controls == There are a few ways to prevent injuries by implementing hazard controls. There can be risk assessments at each of the various stages of a robot's development. Risk assessments can help gather information about a robot's status, how well it is being maintained, and if repairs are needed soon. By being aware of the status of a robot, injuries can be prevented and hazards reduced. Safeguarding devices can be implemented to reduce the risk of injuries. These can include engineering controls such as physical barriers, guard rails, presence-sensing safeguarding devices, etc. Awareness devices are usually used in conjunction with safeguarding devices. They are usually a system of rope or chain barriers with lights, signs, whistles, and horns. Their purpose it to be able to alert workers or personnel of certain dangers. Operator safeguards can also be in place. These usually utilize safeguarding devices to protect the operator and reduce risk of injury. Additionally, when an operator is within close proximity of a robot, the working speed of the robot can be reduced to ensure that the operator is in full control. This can be done by placing the robot in the manual or teach mode. It is also crucial to inform the programmer of the robot of what type of work the robot will be doing, how it will interact with other robots, and how it will work in relation to an operator. Proper maintenance of robotic equipment is also critical in order to reduce hazards. Maintaining a robot insures that it continues to function properly, thereby reducing the risks associated with a malfunction. One common safeguard used in industrial settings is the installation of robot safety fencing. These barriers, often made from durable materials such as mesh or polycarbonate, prevent accidental interactions between workers and robotic systems, reducing the risk of injury. Robot safety fencing is particularly important in environments where high-speed or powerful robots are used. == Regulations == Some existing regulations regarding robots and robotic systems include: ANSI/RIA R15.06 OSHA 29 CFR 1910.333 OSHA 29 CFR 1910.147 ISO 10218 ISO/TS 15066 ISO/DIS 13482

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  • Josh (app)

    Josh (app)

    Josh (stylized as JOSH) was a video-sharing social networking service but it has since evolved into a live call and chat application owned by VerSe Innovation – an Indian technology company based in Bangalore, India. Josh was an Indian short video app that was launched in immediately after the Indian Government banned TikTok and other Chinese apps in June 2020. The founders of the platform have promoted the app as the “Instagram for Bharat” referring to their focus on the Indian audience that speaks its own regional and state languages. Josh was among the top 10 most downloaded apps social and entertainment apps in India of 2021 and had 150 million monthly active users as per April 2022. The word 'Josh' translates to fervour or passion. The app was launched under the aegis of the Atmanirbhar Bharat campaign and to compete with the duopoly of Google and Facebook in India. Josh's parent company VerSe Innovations Pvt. Ltd. owns another startup Dailyhunt, which a content and news aggregator application. Both Dailyhunt and Josh are a part of the VerSe's focus on the "next billion" regional language users of India. Founders Virendra Gupta and Umang Bedi conceptualised Josh as a short-video platform that made content creation accessible to vernacular language users, essentially the non-English speaking audience in India. == Features == Josh is currently available in 12 Indian languages and allows users to upload, share, remix bite-sized videos of up to 120 seconds. There are various categories across the video section including viral, trending, glamour, dance, devotion, yoga and cooking among others. Similar to Instagram and TikTok, it has a video feed which is curated for individuals on the basis of their app behaviour. The app hosts many daily, weekly and monthly social media challenges. == Funding == In December 2020, within 3 months of its launch, Josh's parent app VerSe Innovation raised more than $100 million from investors including Alphabet Inc's Google and Microsoft. In February 2021, VerSe Innovation raised $100 million in Series H funding from Qatar Investment Authority, the sovereign wealth fund of the State of Qatar, and Glade Brook Capital Partners. In August 2021, VerSe raised over $450 million in its Series I financing round with a valuation of $1 billion. Investors included Canada Pension Plan Investment Board (CPPIB), Siguler Guff, Baillie Gifford, Carlyle Asia Partners Growth II affiliates, and others. The startup announced its plan to expand overseas and broaden its ecommerce play for both Dailyhunt and Josh. In April 2022, VerSe announced that it has raised $805 million in funding from investors at a valuation of nearly $5 billion. ByteDance Offloads Stake In Josh Parent VerSe, Exits At 56% Discount == Partnerships == In February 2021, Saregama and Josh signed a music licensing deal, wherein Josh expanded its musical library with 1.3 lakh songs from Saregama in 25 different languages. To improve their user experience, Josh partnered with computer vision company D-ID in August 2021. The company helped Josh introduce photo-to-video features, live portrait technology, animate their photos etc. In order to solidify their efforts in enhancing Josh, VerSe acquired Indian social networking platform GolBol in October 2021. The move came as an effort by the startup to strengthen their discovery initiatives on the platform and classify content at scale and understand the core behaviour of Indian regional audiences. Josh has also announced its plans to include live commerce as a potential revenue stream through its partnership with multiple large e-commerce players. == Notable campaigns == Say No To Dowry – In association with Josh, the Kerala Police partook in the #SayNo2Dowry online social media campaign that was started to highlight and stop the social evil in the state. Salute India – Josh entered the Guinness World Records by creating the largest online video album of people saluting (29,529). It organised an online campaign #SaluteIndia on the app during the 75th Independence Day of India during 10–15 August 2021.

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  • Immediate mode (computer graphics)

    Immediate mode (computer graphics)

    Immediate mode is an API design pattern in computer graphics libraries, in which the client calls directly cause rendering of graphics objects to the display, or in which the data to describe rendering primitives is inserted frame by frame directly from the client into a command list (in the case of immediate mode primitive rendering), without the use of extensive indirection – thus immediate – to retained resources. It does not preclude the use of double-buffering. Retained mode is an alternative approach. Historically, retained mode has been the dominant style in GUI libraries; however, both can coexist in the same library and are not necessarily exclusive in practice. == Overview == In immediate mode, the scene (complete object model of the rendering primitives) is retained in the memory space of the client, instead of the graphics library. This implies that in an immediate mode application, the lists of graphical objects to be rendered are kept by the client and are not saved by the graphics library API. The application must re-issue all drawing commands required to describe the entire scene each time a new frame is required, regardless of actual changes. This method provides on the one hand a maximum of control and flexibility to the application program, but on the other hand it also generates continuous work load on the CPU. Examples of immediate mode rendering systems include Direct2D, OpenGL and Quartz. There are some immediate mode GUIs that are particularly suitable when used in conjunction with immediate mode rendering systems. == Immediate mode primitive rendering == Primitive vertex attribute data may be inserted frame by frame into a command buffer by a rendering API. This involves significant bandwidth and processor time (especially if the graphics processing unit is on a separate bus), but may be advantageous for data generated dynamically by the CPU. It is less common since the advent of increasingly versatile shaders, with which a graphics processing unit may generate increasingly complex effects without the need for CPU intervention. == Immediate mode rendering with vertex buffers == Although drawing commands have to be re-issued for each new frame, modern systems using this method are generally able to avoid the unnecessary duplication of more memory-intensive display data by referring to that unchanging data (via indirection) (e.g. textures and vertex buffers) in the drawing commands. == Immediate mode GUI == Graphical user interfaces traditionally use retained mode-style API design, but immediate mode GUIs instead use an immediate mode-style API design, in which user code directly specifies the GUI elements to draw in the user input loop. For example, rather than having a CreateButton() function that a user would call once to instantiate a button, an immediate-mode GUI API may have a DoButton() function which should be called whenever the button should be on screen. The technique was developed by Casey Muratori in 2002. Prominent implementations include Omar Cornut's Dear ImGui in C++, Nic Barker's Clay in C and Micha Mettke's Nuklear in C.

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