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  • List of ARM Cortex-M development tools

    List of ARM Cortex-M development tools

    This is a list of development tools for 32-bit ARM Cortex-M-based microcontrollers, which consists of Cortex-M0, Cortex-M0+, Cortex-M1, Cortex-M3, Cortex-M4, Cortex-M7, Cortex-M23, Cortex-M33, Cortex-M35P, Cortex-M52, Cortex-M55, and Cortex-M85 cores. == Development toolchains == IDE, compiler, linker, debugger, flashing (in alphabetical order): Ac6 System Workbench for STM32 (based on Eclipse and the GNU GCC toolchain with direct support for all ST-provided evaluation boards, Eval, Discovery and Nucleo, debug with ST-LINK) ARM Development Studio 5 by ARM Ltd. Atmel Studio by Atmel (based on Visual Studio and GNU GCC Toolchain) Code Composer Studio by Texas Instruments CoIDE by CooCox (note - website dead since 2018) Crossware Development Suite for ARM by Crossware CrossWorks for ARM by Rowley Dave by Infineon. For XMC processors only. Includes project wizard, detailed register decoding and a code library still under development. DRT by SOMNIUM Technologies. Based on GCC toolchain and proprietary linker technology. Available as a plugin for Atmel Studio and an Eclipse-based IDE. EmBitz (formerly Em::Blocks) – free, fast (non-eclipse) IDE for ST-LINK (live data updates), OpenOCD, including GNU Tools for ARM and project wizards for ST, Atmel, EnergyMicro etc. Embeetle IDE - free, fast (non-eclipse) IDE. Works both on Linux and Windows. emIDE by emide – free Visual Studio Style IDE including GNU Tools for ARM GNU ARM Eclipse – A family of Eclipse CDT extensions and tools for GNU ARM development GNU Tools (aka GCC) for ARM Embedded Processors by ARM Ltd – free GCC for bare metal IAR Embedded Workbench for ARM by IAR Systems ICC by ImageCraft Keil MDK-ARM by Keil LPCXpresso by NXP (formerly Red Suite by Code Red Technologies) MikroC by mikroe – mikroC MULTI by Green Hills Software, for all Arm 7, 9, Cortex-M, Cortex-R, Cortex-A Ride and RKit for ARM by Raisonance SEGGER Embedded Studio for ARM by Segger. SEGGER Ozone by Segger. STM32CubeIDE by STMicroelectronics - Combines STCubeMX with TrueSTUDIO into a single Eclipse style package Sourcery CodeBench by Mentor Graphics TASKING VX-Toolset by Altium TrueSTUDIO by Atollic Visual Studio by Microsoft as IDE, with GNU Tools as compiler/linker – e.g. supported by VisualGDB VXM Design's Buildroot toolchain for Cortex. It integrates GNU toolchain, Nuttx, filesystem and debugger/flasher in one build. winIDEA/winIDEAOpen by iSYSTEM YAGARTO – free GCC (no longer supported) Code::Blocks (EPS edition) (debug with ST-LINK no GDB and no OpenOCD required) IDE for Arduino ARM boards Arduino – IDE for Atmel SAM3X (Arduino Due) Energia – Arduino IDE for Texas Instruments Tiva and CC3200 Notes: == Debugging tools == JTAG and/or SWD debug interface host adapters (in alphabetical order): Black Magic Probe by 1BitSquared. CMSIS-DAP by Mbed. Crossconnect by Rowley Associates. DSTREAM by ARM Holdings Green Hills Probe and SuperTrace Probe by Green Hills Software. iTAG by iSYSTEM. I-jet by IAR Systems. Jaguar by Crossware. J-Link by Segger Supports JTAG and SWD. Supports ARM7, ARM9, ARM11, Cortex-A, Cortex-M, Cortex-R, Renesas RX, Microchip PIC32. Eclipse plug-in available. Supports GDB, RDI, Ozone debuggers. J-Trace by Segger. Supports JTAG, SWD, and ETM trace on Cortex-M. JTAGjet by Signum. LPC-LINK by Embedded Artists (for NXP) This is only embedded on NXP LPCXpresso development boards. LPC-LINK 2 by NXP. This device can be reconfigured to support 3 different protocols: J-LINK by Segger, CMSIS-DAP by ARM, Redlink by Code Red. Multilink debug probes, Cyclone in-system programming/debugging interfaces, and a GDB Server plug-in for Eclipse-based ARM IDEs by PEmicro. OpenOCD open source GDB server supports a variety of JTAG probes OpenOCD Eclipse plug-in available in GNU ARM Eclipse Plug-ins. AK-OPENJTAG by Artekit (Open JTAG-compatible). AK-LINK by Artekit. PEEDI by RONETIX Debug Probe by Raspberry Pi. RLink by Raisonance. ST-LINK/V2 by STMicroelectronics The ST-LINK/V2 debugger embedded on STM32 Nucleo and Discovery development boards can be converted to SEGGER J-LINK protocol. TRACE32 Debugger and ETM/ITM Trace by Lauterbach. ULINK by Keil. Debugging tools and/or debugging plug-ins (in alphabetical order): Memfault Error Analysis for post mortem debugging Percepio Tracealyzer, RTOS trace visualizer (with Eclipse plugin). Segger SystemView, RTOS trace visualizer. == Real-time operating systems == Commonly referred to as RTOS: == C/C++ software libraries == The following are free C/C++ libraries: ARM Cortex libraries: Cortex Microcontroller Software Interface Standard (CMSIS) libopencm3 (formerly called libopenstm32) libmaple for STM32F1 chips LPCOpen for NXP LPC chips Alternate C standard libraries: Bionic libc, dietlibc, EGLIBC, glibc, klibc, musl, Newlib, uClibc FAT file system libraries: EFSL, FatFs, Petit FatFs Fixed-point math libraries: libfixmath, fixedptc, FPMLib Encryption libraries: Comparison of TLS implementations wolfSSL == Non-C/C++ computer languages and software libraries ==

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  • SPACEMAP

    SPACEMAP

    SPACEMAP (Korean: 스페이스맵) is a South Korean satellite orbit optimization and satellite communications company headquartered in Seoul, South Korea. The company was founded in 2021 by CEO, Douglas Deok-Soo Kim, as an offshoot of Hanyang University. It was funded by the Leader Research grant from the National Research Foundation of Korea with the goal of capitalizing on the growing space industry. == History == Kim initially began research into Voronoi diagrams at the University of Michigan. He met with Dr. Misoon Ma, former director of the Asia Division of the U.S. Air Force Office of Scientific Research (AFOSR) and was recruited to work with the U.S. Air force, using Voronoi diagrams for a satellite collision prevention program. After his work with the U.S. Air Force, Kim founded SPACEMAP Inc in September 2021. In 2023, the company was selected by Korea's Tech Incubator Program for Startups (TIPS) to be funded up to 17 billion KRW (approx. US$13 million) in 3 years. == Technology == The services provided by SPACEMAP are based on using dynamic Voronoi diagrams to predict satellite orbits with the aim of enhancing space mission safety and efficiency. For complex problems involving many moving points, Voronoi diagrams maintain a near-constant computation time regardless of the number of points involved. By utilizing Voronoi diagrams and artificial intelligence, the software can easily determine the number of neighboring satellites surrounding a specific satellite and calculate the distances between them, thereby predicting the probability of a collision. SPACEMAP claims their method to be superior in computational time and memory efficiency, compared to the previously established three-filter method. == Products == SPACEMAP offers satellite products and services including the following: AstroOne, a conjunction assessment, and optimal collision avoidance service for all space vehicles in both orbital and non-orbital motions. AstroOrca, providing data transmission for satellites in multiple orbits, launch optimization, shuttle logistics for space gas stations, and Active Debris Removal (ADR) itinerary. AstroLibrary, a library of RESTful APIs to access the C++ implementation of SPACEMAP's Voronoi diagram algorithms wrapped in a Python interface. It also provides real-time tracking of the North Korean reconnaissance satellite, Malligyong-1.

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  • MADI

    MADI

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

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  • Commercial skipping

    Commercial skipping

    Commercial skipping is a feature of some digital video recorders that makes it possible to automatically skip commercials in recorded programs. This feature created controversy, with major television networks and movie studios claiming it violates copyright and should be banned. == History == After the video cassette recorder (VCR) became popular in the 1980s, the television industry began studying the impact of users fast forwarding through commercials. Advertising agencies fought the trend by making them more entertaining. For many years, video recorders manufactured for the Japanese market have been able to skip advertisements automatically, which is done by detecting when foreign language audio overdub tracks provided for many programmes go silent, as advertisements were broadcast with a single language only. The first digital video recorder (DVR) with a built-in commercial skipping feature was ReplayTV with its "4000 Series" and "5000 Series" units. In 2002, the main television networks and movie studios sued ReplayTV, claiming that skipping advertisements during replay violates copyright. Later, five owners of ReplayTV represented by Electronic Frontier Foundation and attorneys Ira Rothken and Richard Wiebe countersued, asking the federal judge to uphold consumers' rights to record TV shows and skip commercials, claiming that features like commercial skipping help parents protect their kids from excessive consumerism. ReplayTV ended up filing for bankruptcy in 2003 after fighting a copyright infringement suit over the ReplayTV's ability to skip commercials. === Commercial skipping software === In addition to the DVR devices which existed in the private market since the late 1990s, towards the mid-2000s, due to the significant advances in home computers, Home theater PCs started gaining popularity in the private market and many users began using their Home theater PCs in their living room for entertainment purposes. Following this, many DVR programs were developed, including popular programs such as Windows Media Center, which contained all of the features of the DVR devices in addition to advanced features such as HDTV and the use of Multiple TV Tuner Cards. Some independent developers began developing independent software capable of skipping the commercial segments when playing recorded videos, and permanently removing the commercial segments from recorded video files. By 2014, many DVR programs such as Windows Media Center, SageTV and MythTV had the capability to skip commercials segments in recorded TV broadcasts after installing third-party add-ons such as DVRMSToolbox, Comskip and ShowAnalyzer, which use various advanced techniques to locate the commercial segments in the video files and save their locations to text files. The text files can also be fed into programs such as MEncoder or DVRMSToolboxGUI which can delete the commercial segments from the recorded video files. A few third-party tools such as MCEBuddy automate detection and removal/marking of commercials. One of the weaknesses of commercial skippers is that, operating automatically, they may misidentify program material as a commercial. Some programs like MCEBuddy provide the ability to fine-tune commercial detection for groups of files (e.g. by channel or country) and provide tools to manually fine-tune commercial segments for individual files. In May 2012, the US Dish Network began offering a DVR with what it calls AutoHop. The device would automatically skip commercials when displaying programming that the viewer had previously recorded with the PrimeTime Anytime feature. It does not skip ads on any live programs. US broadcasters were angered at the news, and FOX embarked on legal action. Most, but not all, of Fox's claims were dismissed; ultimately an agreement was reached whereby AutoHop would only become available for Fox stations seven days after a program is transmitted; terms of the settlement were not disclosed. == The future of TV advertisements == The introduction of digital video recorders and services with skipping and fast-forward capabilities enables viewers to avoid viewing interruptive advertisements in recorded programs, either manually or automatically. While advertising separate to television shows can be skipped, advertising in TV shows themselves ("product placement") cannot be skipped. Streaming services such as Hulu show shorter advertisements with a countdown timer and tailored to the viewers interests, asking interactive questions like "Is this ad relevant to you?".

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  • I-MSCP

    I-MSCP

    i-MSCP (internet Multi Server Control Panel) was a free and open-source software for shared hosting environments management on Linux servers. It comes with a large choice of modules for various services such as Apache2, ProFTPd, Dovecot, Courier, Bind9, and can be easily extended through plugins, or listener files using its events-based API. Latest stable is the 1.5.3 version (build 2018120800) which has been released on 8 December 2018. The i-MSCP is no longer under development, although the developer has repeatedly claimed to be working on a new version, which has never has been published or even shown in any possible way. Whether development occurs or not, the current version of the software is not installable, as it only supports outdated versions of systems for which some of the necessary software to install i-MSCP cannot be installed. == Licensing == i-MSCP has a dual license. A part of the base code is licensed under the Mozilla Public License. All new code, and submissions to i-MSCP are licensed under the GNU Lesser General Public License Version 2.1 (LGPLv2). To solve this license conflict there is work on a complete rewrite for a completely LGPLv2 licensed i-MSCP. == Features == === Supported Linux Distributions === Debian Jessie (8.x), Stretch (9.x), Buster (10.x) Devuan Jessie (1.0), ASCII (2.x) Ubuntu Trusty Thar (14.04 LTS), Bionic Beaver (18.04 LTS) === Supported Daemons / Services === Web server: Apache (ITK, Fcgid and FastCGI/PHP-FPM), Nginx Name server: Bind9 MTA (Mail Transport Agent): Postfix MDA (Mail Delivery Agent): Courier, Dovecot Database: MySQL, MariaDB, Percona FTP-Server: ProFTPD, vsftpd Web statistics: AWStats === Addons === PhpMyAdmin Pydio, formerly AjaXplorer Net2ftp Roundcube Rainloop == Competing software == cPanel DTC Froxlor ISPConfig ispCP OpenPanel hestiacp Plesk SysCP Virtualmin

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  • Downloadable content

    Downloadable content

    Downloadable content (DLC) is additional content created for an already released video game, distributed through the Internet by the game's publisher. It can be added for no extra cost or as a form of video game monetization, enabling the publisher to gain additional revenue from a title after it has been purchased, often using a microtransaction system. DLC can range from cosmetic content, such as skins, to new in-game content, like characters, levels, modes, and larger expansions that may contain a mix of such content as a continuation of the base game. In some games, multiple DLCs (including future DLC not yet released) may be bundled as part of a "season pass"—typically at a discount rather than purchasing each DLC individually. While the Dreamcast was the first home console to support DLC (albeit in a limited form due to hardware and internet connection limitations), Microsoft's Xbox helped popularize the concept. Since the seventh generation of video game consoles, DLC has been a prevalent feature of major video game platforms with internet connectivity. == Etymology == Since the popularization of microtransactions in online distribution platforms such as Steam, the term DLC has become a synonymous for any form of paid content in video games, regardless of whether they constitute the download of new content. Furthermore, this led to the creation of the oxymoronic term "on-disc DLC" for content included on the game's original files but locked behind a paywall. == History == === Precursors to DLC === The earliest form of downloadable content were offerings of full games, such as on the Atari 2600's GameLine service, which allowed users to download games using a telephone line. A similar service, Sega Channel, allowed for the downloading of games to the Sega Genesis over a cable line. While the GameLine and Sega Channel services allowed for the distribution of entire titles, they did not provide downloadable content for existing titles. Expansion packs were sold at retail for some PC games, which featured content such as additional levels, characters, or maps for a base game. They often required an installation of the original game in order to function, but some games (such as Half-Life) had "standalone" expansions, which were essentially spin-off games that reused engine code and assets from the original game. === On consoles === The Dreamcast was the first console to feature online support as a standard; DLC was available, though limited in size due to the narrowband connection and the 200 block limit of the Visual Memory Unit memory card. These online features were still considered a breakthrough in video games. With the release of the Xbox, Microsoft was the second company to implement downloadable content. Many Xbox titles, including Splinter Cell, Halo 2, and Ninja Gaiden, offered varying amounts of extra content, available for download through the Xbox Live service. Most of this content was available free. With the advent of the GameCube, Nintendo was the third company to implement downloadable content. Many GameCube titles offered varying amounts of extra content from Game Boy Advance titles with the GameCube – Game Boy Advance link cable. All of this content was available free. The Xbox 360 (2005) included more robust support for digital distribution, including DLC downloads and purchases, via its Xbox Live Marketplace service. Microsoft believed that publishers would benefit by offering small pieces of content at a small cost ($1 to $5), rather than full expansion packs (~$20), as this would allow players to pick and chose what content they desired, providing revenue to the publishers. Microsoft also utilized a digital currency known as "Microsoft Points" for transactions, which could also be purchased through physical gift cards to avoid the banking fees associated with the small price points. The PlayStation 3 (2006) adopted the same approach with their downloadable hub, the PlayStation Store. Sony planned on having the bulk of its content be purchased separately via many separate online microtransactions for PlayStation Network titles, including Gran Turismo HD Concept and Gran Turismo 5 Prologue. The Wii (2006) featured a sparser amount of downloadable content on their Wii Shop Channel, the bulk of which is accounted for by digital distribution of emulated Nintendo titles from previous generations. Music video games, such as titles from the Guitar Hero and Rock Band franchises, took significant advantage of downloadable content as a means of offering new songs to be played in-game. Harmonix claimed that Guitar Hero II would feature "more online content than anyone has ever seen in a game to this date." Rock Band features the largest number of downloadable items of any console video game, with a steady number of new songs that were added weekly between 2007 and 2013. Acquiring all the downloadable content for Rock Band would, as of July 12, 2012, cost $5,880.10. === On personal computers === As the popularity and speed of internet connections rose, so did the popularity of using the internet for digital distribution of media. User-created game mods and maps were distributed exclusively online, as they were mainly created by people without the infrastructure capable of distributing the content through physical media. In 1997, Cavedog offered a new unit every month as free downloadable content for their real-time strategy computer game Total Annihilation. Later PC digital distribution platforms, such as Games for Windows Marketplace and Steam, would add support for DLC in a similar manner to consoles. === On handhelds === Nokia phones of the late 1990s and early 2000s shipped with side-scrolling shooter Space Impact, available on various models. With the introduction of WAP in 2000, additional downloadable content for the game, with extra levels, became available. The Nintendo Wi-Fi Connection service on the Nintendo DS could be used to obtain a form of DLC for certain games, such as Picross DS—where players could download puzzle "packs" of classic puzzles from previous Picross series games (such as Mario's Picross). as well as downloadable user generated content. Due to the Nintendo DS's use of cartridges and lack of dedicated storage, most "DLC" for DS games was limited in scope, or in some cases (such as Professor Layton and the Curious Village and Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2), was already part of the game's data on the cartridge, and merely unlocked. Its successor, the Nintendo 3DS, natively supported the purchase of DLC for supported titles via Nintendo eShop. Starting with iPhone OS 3, downloadable content became available for the platform via applications bought from the App Store. While this ability was initially only available to developers for paid applications, Apple eventually allowed for developers to offer this in free applications as well in October 2009. == On-disc DLC == In some cases, a purchased DLC may not actually download new content to the device, but merely consists of data used to enable associated content that is already present within the game's data. DLC of this nature revealed via data mining is typically referred to as "on-disc DLC" or PULC (premium unlockable content). This practice has sometimes been considered controversial, with publishers being accused of using what is effectively a microtransaction to lock access to content that was already contained within the game as sold at retail. Data relating to future DLC may be included on-disc or downloaded during updates for technical reasons as well, either to ensure online multiplayer compatibility for existing content between players who have not yet purchased the new DLC, or as dormant support code for planned content that is still in development at the time of the release. == Monetization == Downloadable content is often offered for a price. Since Facebook games popularized the business model of microtransactions, some have criticized downloadable content as being overpriced and an incentive for developers to leave items out of the initial release, with The Elder Scrolls IV: Oblivion's horse armor DLC having faced a mixed reception upon its release for that reason. However, by 2009, the Horse Armor DLC was one of the top ten content packs that Bethesda had sold, which justified the DLC model for future games. Where a normal software disc may allow its license sold or traded, DLC is generally locked to a specific user's account and does not come with the ability to transfer that license to another user. In addition to individual content downloads, video game publishers sometimes offer a "season pass", which allows users to pre-order a selection of upcoming content over a specific time period, and ensuring the customer's ability to immediately obtain the content upon release. As users do not have the ability to fully preview the content before their purchase, there is a chance that the content of a season

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  • Web worker

    Web worker

    A web worker, as defined by the World Wide Web Consortium (W3C) and the Web Hypertext Application Technology Working Group (WHATWG), is a JavaScript script executed from an HTML page that runs in the background, independently of scripts that may also have been executed from the same HTML page. Web workers are often able to utilize multi-core CPUs more effectively. The W3C and WHATWG envision web workers as long-running scripts that are not interrupted by scripts that respond to clicks or other user interactions. Keeping such workers from being interrupted by user activities should allow Web pages to remain responsive at the same time as they are running long tasks in the background. The web worker specification is part of the HTML Living Standard. == Overview == As envisioned by WHATWG, web workers are relatively heavy-weight and are not intended to be used in large numbers. They are expected to be long-lived, with a high start-up performance cost, and a high per-instance memory cost. Web workers run outside the context of an HTML document's scripts. Consequently, while they do not have access to the DOM, they can facilitate concurrent execution of JavaScript programs. == Features == Web workers interact with the main document via message passing. The following code creates a Worker that will execute the JavaScript in the given file. To send a message to the worker, the postMessage method of the worker object is used as shown below. The onmessage property uses an event handler to retrieve information from a worker. Once a worker is terminated, it goes out of scope and the variable referencing it becomes undefined; at this point a new worker has to be created if needed. == Example == The simplest use of web workers is for performing a computationally expensive task without interrupting the user interface. In this example, the main document spawns a web worker to compute prime numbers, and progressively displays the most recently found prime number. The main page is as follows: The Worker() constructor call creates a web worker and returns a worker object representing that web worker, which is used to communicate with the web worker. That object's onmessage event handler allows the code to receive messages from the web worker. The Web Worker itself is as follows: To send a message back to the page, the postMessage() method is used to post a message when a prime is found. == Support == If the browser supports web workers, a Worker property will be available on the global window object. The Worker property will be undefined if the browser does not support it. The following example code checks for web worker support on a browser Web workers are currently supported by Chrome, Opera, Edge, Internet Explorer (version 10), Mozilla Firefox, and Safari. Mobile Safari for iOS has supported web workers since iOS 5. The Android browser first supported web workers in Android 2.1, but support was removed in Android versions 2.2–4.3 before being restored in Android 4.4.

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  • Mosaik Solutions

    Mosaik Solutions

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

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  • Groover

    Groover

    Groover is an online platform, record label and distributor, connecting artists and musicians with music professionals and media outlets. The service was founded in 2018 in France and operates from offices in Paris and New York. The platform has over 3,000 active contacts, including SPIN Magazine and Sofar Sounds. Groover uses a micro-payment model. Among the platform's over 500,000 regular users are record labels such as Ninja Tune, Ba Da Bing Records, Dance To The Radio, Roche Musique, Wagram Music, Secret City Records, and artists including Bonobo, Michael Bolton, Aloe Blacc, Haddaway, Passenger, La Femme and Chinese Man. == History == Groover was launched at the MaMA Music Convention in October 2018. It was co-founded by Dorian Perron, Romain Palmieri, and Rafaël Cohen while they were students at UC Berkeley. Initially growing in France, the company has expanded to the United States, Canada, the United Kingdom, Brazil, Italy, and elsewhere in Europe. In March 2019, Groover was part of the Business France delegation at the South by Southwest (SXSW) festival. In June 2019, Groover raised €1.3 million from various angel investors. In April 2021, Groover acquired the platform Soonvibes, which had 70,000 users at the time, in order to strengthen its community in the electronic music space. In November 2021, Groover announced a €6 million funding round from Bpifrance Creative Industries and Partech. Between 2023 and 2025, Groover entered strategic partnerships with major artist service providers, including CD Baby, TuneCore, SoundCloud, UnitedMasters, Symphonic Distribution, Audiomack and SACEM. In February 2024, Groover announced a Series A funding round of $8 million from OneRagTime, Trind, Techmind, and Mozza Angels. == Function == Using a micro-payment system, professionals listen to tracks and provide written feedback. These professionals retain full editorial independence and are under no obligation to share the track or contact the artist. == Awards == 2nd Prize for Music Innovation 2023 from the Centre national de la musique (France) "Future Creator" Award at the Petit Poucet Competition 2019 Jury's Special Mention at the MaMA Invent 2019 competition 1st Prize for Digital Initiative in Culture, Communication & Media 2019 awarded by Audiens "Start-up of the Year" at the Social Music Awards 2020 French American Entrepreneurship Award 2022 at the French Consulate in New York

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  • Temporal resolution

    Temporal resolution

    Temporal resolution (TR) refers to the discrete resolution of a measurement with respect to time. It is defined as the amount of time needed to revisit and acquire data for the same location. When applied to remote sensing, this amount of time is influenced by the sensor platform's orbital characteristics and the features of the sensor itself. The temporal resolution is low when the revisiting delay is high and vice versa. Temporal resolution is typically expressed in days. == Physics == Often there is a trade-off between the temporal resolution of a measurement and its spatial resolution, due to Heisenberg's uncertainty principle. In some contexts, such as particle physics, this trade-off can be attributed to the finite speed of light and the fact that it takes a certain period of time for the photons carrying information to reach the observer. In this time, the system might have undergone changes itself. Thus, the longer the light has to travel, the lower the temporal resolution. == Technology == === Computing === In another context, there is often a tradeoff between temporal resolution and computer storage. A transducer may be able to record data every millisecond, but available storage may not allow this, and in the case of 4D PET imaging the resolution may be limited to several minutes. === Electronic displays === In some applications, temporal resolution may instead be equated to the sampling period, or its inverse, the refresh rate, or update frequency in Hertz, of a TV, for example. The temporal resolution is distinct from temporal uncertainty. This would be analogous to conflating image resolution with optical resolution. One is discrete, the other, continuous. The temporal resolution is a resolution somewhat the 'time' dual to the 'space' resolution of an image. In a similar way, the sample rate is equivalent to the pixel pitch on a display screen, whereas the optical resolution of a display screen is equivalent to temporal uncertainty. Note that both this form of image space and time resolutions are orthogonal to measurement resolution, even though space and time are also orthogonal to each other. Both an image or an oscilloscope capture can have a signal-to-noise ratio, since both also have measurement resolution. === Oscilloscopy === An oscilloscope is the temporal equivalent of a microscope, and it is limited by temporal uncertainty the same way a microscope is limited by optical resolution. A digital sampling oscilloscope has also a limitation analogous to image resolution, which is the sample rate. A non-digital non-sampling oscilloscope is still limited by temporal uncertainty. The temporal uncertainty can be related to the maximum frequency of continuous signal the oscilloscope could respond to, called the bandwidth and given in Hertz. But for oscilloscopes, this figure is not the temporal resolution. To reduce confusion, oscilloscope manufacturers use 'Sa/s' instead of 'Hz' to specify the temporal resolution. Two cases for oscilloscopes exist: either the probe settling time is much shorter than the real time sampling rate, or it is much larger. The case where the settling time is the same as the sampling time is usually undesirable in an oscilloscope. It is more typical to prefer a larger ratio either way, or if not, to be somewhat longer than two sample periods. In the case where it is much longer, the most typical case, it dominates the temporal resolution. The shape of the response during the settling time also has as strong effect on the temporal resolution. For this reason probe leads usually offer an arrangement to 'compensate' the leads to alter the trade off between minimal settling time, and minimal overshoot. If it is much shorter, the oscilloscope may be prone to aliasing from radio frequency interference, but this can be removed by repeatedly sampling a repetitive signal and averaging the results together. If the relationship between the 'trigger' time and the sample clock can be controlled with greater accuracy than the sampling time, then it is possible to make a measurement of a repetitive waveform with much higher temporal resolution than the sample period by upsampling each record before averaging. In this case the temporal uncertainty may be limited by clock jitter.

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  • Digital goods

    Digital goods

    Digital goods or e-goods are intangible goods that exist in digital form. Examples are Wikipedia articles; digital media, such as e-books, downloadable music, internet radio, internet television and streaming media; fonts, logos, photos and graphics; digital subscriptions; online ads (as purchased by the advertiser); internet coupons; electronic tickets; electronically treated documentation in many different fields; downloadable software (Digital Distribution) and mobile apps; cloud-based applications and online games; virtual goods used within the virtual economies of online games and communities; community access; workbooks; worksheets; planners; e-learning (online courses); webinars, video tutorials, blog posts; cards; patterns; website themes and templates. == Legal concerns about digital goods == Special legal concerns regarding digital goods include copyright infringement and taxation. Also the question of the ownership (versus licensed use or service only) of purely digital goods is not finally resolved. For instance, the software installers of the digital software distributor gog.com are technically independent to the account but are still subject to the EULA, where a "licensed, not sold" formulation is used. Therefore, it is not clear if the software can be legally used after a hypothetical loss of the account; a question which was also raised before in practice for the similar service Steam. In July 2012, the European Court of Justice ruled in the case UsedSoft GMbH v. Oracle International Corp. that the sale of a software product, either through a physical support or download, constituted a transfer of ownership in EU law, thus the first sale doctrine applies; the ruling thereby breaks the "licensed, not sold" legal theory, but leaves open numerous questions. Therefore, it is also permissible to resell software licenses even if the digital good has been downloaded directly from the Internet, as the first-sale doctrine applied whenever software was originally sold to a customer for an unlimited amount of time, thus prohibiting any software maker from preventing the resale of their software by any of their legitimate owners. The court requires that the previous owner must no longer be able to use the licensed software after the resale, but finds that the practical difficulties in enforcing this clause should not be an obstacle to authorizing resale, as they are also present for software which can be installed from physical supports, where the first-sale doctrine is in force. In several cases, content providers have faced criticism for revoking access to digital goods due to expired licenses or the discontinuation of a product, such as ebooks (which resulted in a lawsuit against Amazon.com, Inc.), digital video (with Sony Interactive Entertainment revoking access to purchased StudioCanal content from its now-defunct PlayStation video store; a similar move involving Warner Bros. Discovery content was averted by an updated license agreement), and video games (such as Ubisoft discontinuing and revoking access to its game The Crew without providing refunds or the ability to redownload the game) In September 2024, the U.S. state of California implemented a consumer protection law that prohibits the use of terms such as "buy" or "purchase" during transactions involving digital goods if there is no way to obtain the purchases in a manner that cannot be revoked by the seller (such as allowing it to be downloaded for permanent, offline access), and requires a disclaimer to be displayed to the customer at the time of purchase.

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  • Haul video

    Haul video

    A haul video is a video recording posted to the Internet in which a person discusses items that they recently purchased, sometimes going into detail about their experiences during the purchase and the cost of the items they bought. The posting of haul videos (or hauls) was a growing trend between 2008 and 2016. Often the items bought are books, clothing, groceries, household goods, makeup, or jewellery. == Details == The posting of haul videos grew as a trend between 2008 and 2016. By late 2010, nearly a quarter of a million haul videos had been shared on the website YouTube alone. Certain videos have each received tens of millions of views. Many young adults (mostly women) have displayed their shopping hauls, while including their beauty and design commentary in the narration. The videos are often grouped by store name or by the type of product (cosmetics, accessories, shoes, postage stamps, etc.). Before haul videos became an online trend, millions of people spent time watching other people, in technical product videos unbox their latest new gadgets and technology. The trend of "unboxing videos" had emerged during 2006. Haul videos have led to celebrity status for some people. Other haul video bloggers have entered sponsorship deals and advertising programs from major brands. The videos are rarely negative about the products being reviewed. This aspect of the genre of haul videos makes sponsorship by brand advertisers particularly appealing. Brands including J.C. Penney contacted haulers as part of their marketing efforts for Back to School 2010. Haul videos also convinced three San Francisco Bay Area area natives to launch HaulBlog–a parody site that creates fake haul videos which poke fun at the phenomenon. The site is also home to the original monthly web series "The Haul Monitor" a humorous commentary show that features haul videos from around the community. == Fashion media == Sarah Sykes and John Zimmerman of Carnegie Mellon University, HCII and School of Design wrote an article "Making Sense of Haul Videos: Self-created Celebrities Fill a Fashion Media Gap". They discuss their analysis and research project examining what makes video bloggers so popular on YouTube, as well as how it affects fashion media through the production of haul videos. == Federal Trade Commission == The United States Federal Trade Commission recently enacted laws to regulate many types of online publishers and content creators. The posted information includes blogging and podcasting in text, images, audio, and video. While any publishers (including the haul-video creators) are allowed to accept free merchandise and advertising, the gifts or payments must be fully (and clearly) disclosed to reveal being paid by a brand name, as a sponsor, to review a product. The Canadian Radio-television and Telecommunications Commission is also closely monitoring such Internet activities.

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  • Radar geo-warping

    Radar geo-warping

    Radar geo-warping is the adjustment of geo-referenced radar images and video data to be consistent with a geographical projection. This image warping avoids any restrictions when displaying it together with video from multiple radar sources or with other geographical data including scanned maps and satellite images which may be provided in a particular projection. There are many areas where geo warping has unique benefits: Single radar video signal displayed together with maps of different geographical projections. E.g. Mercator UTM stereographic Multiple radar video signals displayed simultaneously: Having the computing power to do so on one computer. Adapting the projection of all radar signals allowing the geographically correct display and accurate superimposition of those videos. Slant range correction: a modern 3D radar system can measure the height of a target and hence it is possible to correct the radar video by the real corrected range of the target. Slant Range Correction also allows to compensate the radar tower height e.g. for maritime surveillance radars. == Introduction == Radar video presents the echoes of electromagnetic waves a radar system has emitted and received as reflections afterwards. These echoes are typically presented on a computer screen with a color-coding scheme depicting the reflection strength. Two problems have to be solved during such a visualization process. The first problem arises from the fact that typically the radar antenna turns around its position and measures the reflection echo distances from its position in one direction. This effectively means that the radar video data are present in polar coordinates. In older systems the polar oriented picture has been displayed in so called plan position indicators (PPI). The PPI-scope uses a radial sweep pivoting about the center of the presentation. This results in a map-like picture of the area covered by the radar beam. A long-persistence screen is used so that the display remains visible until the sweep passes again. Bearing to the target is indicated by the target's angular position in relation to an imaginary line extending vertically from the sweep origin to the top of the scope. The top of the scope is either true north (when the indicator is operated in the true bearing mode) or ship's heading (when the indicator is operated in the relative bearing mode). For visualization on a modern computer screen the polar coordinates have to be converted into Cartesian coordinates. This process called radar scan conversion is presented with more detail in the next section. The second problem to solve arises from the fact that a radar system is placed in the real world and measures real world echo positions. These echoes have to be displayed together with other real world data like object positions, vector maps and satellite images in a consistent way. All this information refers to the curved earth surface but is displayed on a flat computer display. Building a link from real world earth positions to display pixels is commonly called geographical referencing or in short geo-referencing. Part of the geo-referencing process is to map the 3D earth surface onto a 2D display. This process of a geographical projection can be performed in many ways, but different data sources have their own 'natural' projection. E.g. Cartesian radar video data from a radar source on the earth surface are geo-referenced by a so-called radar projection. When using this radar projection the Cartesian radar video pixels can directly displayed on a computer screen (only being linearly transformed according to the current position on the screen and e.g. the current zoom level). A problem now arises if e.g. also a satellite map shall be shown together with the radar video data. The 'natural' geographical projection of a satellite image would be a satellite projection which depends on the satellite orbit, position and further parameters. Now either the satellite image has to be reprojected to a radar projection or the radar video has to use the satellite projection. This geographical re-projection is also called geographical warping or Geo Warping where each image pixel has to be transformed from one projection into another. This article describes in further detail the Geo Warping of radar video images in real time. It will also show that radar video Geo Warping is done most efficiently when it is integrated with the radar scan conversion process. == Radar-scan conversion == This section describes the principles of the radar-scan conversion (RSC) process. The radar supplies its measured data in polar coordinates (ρ,θ) directly from the rotating antenna. ρ defines the target/echo distance and θ the target angle in polar world coordinates. These data are measured, digitized and stored in a polar coordinate polar store or polar pixmap. The main RSC task is to convert these data to Cartesian (x, y) display coordinates, creating the necessary display pixels. The RSC process is influenced by the current zoom, shift and rotation settings defining which part of the 'world' shall be visible in the display image. As detailed later the RSC process also takes the currently used geographical projection into account when the radar video images are Geo Warped. The OpenGL RSC is implemented using a reverse scan conversion approach which calculates for every image pixel the most appropriate radar amplitude value in the polar store. This approach generates an optimal image without any artifacts known from forward spoke fill algorithms. By applying bi-linear filtering between adjacent pixels in the polar store during the conversion process the OpenGL RSC finally achieves a very high visual quality radar display image for every zoom level, creating smooth images of the radar echoes. == Radar projection == This section illustrates how radar video data are geo referenced and displayed on a computer screen. The radar sensor is positioned on the earth surface with a height h above the ground. It measures the direct distance d to the target (and not e.g. the distance the target is away from the radar if one would move on the earth surface). This distance is then used in the display plane after adjustment to the current display zoom level by the radar scan converter (RSC). Now it has to be clarified how the radar video data is geo referenced. This basically means, that if we want to display a geographical real world object (like e.g. a light house) which is at the same real world position as the radar target, that it also shall appear at the same position in the display plane. This is realized by calculating the distance from the radar sensor to the respective real world object and use that distance in the display plane. The position of the real world object is typically given in geographical coordinates (latitude, longitude and height above the earth surface). In other words, using a radar projection with geographical data is done by simulating a radar measurement process with the real world objects and use the resulting range and azimuth in the display plane. The second picture to the right shows an example radar projection with the center of projection (COP) at latitude 50.0° and longitude 0.0° which is also the radar position. The dashed lines are the equal-latitude and equal-longitude lines on top of the background map. The solid lines show equal-range and equal-azimuth with the respect to the radar position. It is a feature of the radar projection that equal-range lines are circles and equal-azimuth lines are straight lines. This is necessary to display radar video consistently with other map data when using a radar projection where the projection center has to be the radar position. == Geo Warping process == This section explains the actual geo warping or re-projection process when applied to radar video in real time. Assume we want to display radar video on top of a satellite image. As an example we use the CIB projection which is used to display satellite data in CIB (Controlled Image Base) format. The Figure Geo Warping Radar to CIB Projection shows dashed the maximal range circle for a range of 111 km or 60 miles using the radar projection. Such a range is typical for long range coastal surveillance radars. As stated in the last section this is a perfect circle also on the computer screen. The solid line ellipse shows the same range circle for the CIB projection. Typically the errors occurring without Geo Warping are smallest near the radar position if at least the projection center (COP) coincides with the radar position, as realized in our example. Otherwise the error distribution depends both on the used projection and also on the projection parameters. Thus, in our case the errors are most significant near the maximum radar range. The CIB projection error corrected in east–west direction at half the radar range is 2.6 km and is 5.3 km at the full radar range of 111 km. An error of 5.3 km is

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  • Supercomputer operating system

    Supercomputer operating system

    A supercomputer operating system is an operating system intended for supercomputers. Since the end of the 20th century, supercomputer operating systems have undergone major transformations, as fundamental changes have occurred in supercomputer architecture. While early operating systems were custom tailored to each supercomputer to gain speed, the trend has been moving away from in-house operating systems and toward some form of Linux, with it running all the supercomputers on the TOP500 list in November 2017. In 2021, top 10 computers run for instance Red Hat Enterprise Linux (RHEL), or some variant of it or other Linux distribution e.g. Ubuntu. Given that modern massively parallel supercomputers typically separate computations from other services by using multiple types of nodes, they usually run different operating systems on different nodes, e.g., using a small and efficient lightweight kernel such as Compute Node Kernel (CNK) or Compute Node Linux (CNL) on compute nodes, but a larger system such as a Linux distribution on server and input/output (I/O) nodes. While in a traditional multi-user computer system job scheduling is in effect a tasking problem for processing and peripheral resources, in a massively parallel system, the job management system needs to manage the allocation of both computational and communication resources, as well as gracefully dealing with inevitable hardware failures when tens of thousands of processors are present. Although most modern supercomputers use the Linux operating system, each manufacturer has made its own specific changes to the Linux distribution they use, and no industry standard exists, partly because the differences in hardware architectures require changes to optimize the operating system to each hardware design. == Context and overview == In the early days of supercomputing, the basic architectural concepts were evolving rapidly, and system software had to follow hardware innovations that usually took rapid turns. In the early systems, operating systems were custom tailored to each supercomputer to gain speed, yet in the rush to develop them, serious software quality challenges surfaced and in many cases the cost and complexity of system software development became as much an issue as that of hardware. In the 1980s the cost for software development at Cray came to equal what they spent on hardware and that trend was partly responsible for a move away from the in-house operating systems to the adaptation of generic software. The first wave in operating system changes came in the mid-1980s, as vendor specific operating systems were abandoned in favor of Unix. Despite early skepticism, this transition proved successful. By the early 1990s, major changes were occurring in supercomputing system software. By this time, the growing use of Unix had begun to change the way system software was viewed. The use of a high level language (C) to implement the operating system, and the reliance on standardized interfaces was in contrast to the assembly language oriented approaches of the past. As hardware vendors adapted Unix to their systems, new and useful features were added to Unix, e.g., fast file systems and tunable process schedulers. However, all the companies that adapted Unix made unique changes to it, rather than collaborating on an industry standard to create "Unix for supercomputers". This was partly because differences in their architectures required these changes to optimize Unix to each architecture. As general purpose operating systems became stable, supercomputers began to borrow and adapt critical system code from them, and relied on the rich set of secondary functions that came with them. However, at the same time the size of the code for general purpose operating systems was growing rapidly. By the time Unix-based code had reached 500,000 lines long, its maintenance and use was a challenge. This resulted in the move to use microkernels which used a minimal set of the operating system functions. Systems such as Mach at Carnegie Mellon University and ChorusOS at INRIA were examples of early microkernels. The separation of the operating system into separate components became necessary as supercomputers developed different types of nodes, e.g., compute nodes versus I/O nodes. Thus modern supercomputers usually run different operating systems on different nodes, e.g., using a small and efficient lightweight kernel such as CNK or CNL on compute nodes, but a larger system such as a Linux-derivative on server and I/O nodes. == Early systems == The CDC 6600, generally considered the first supercomputer in the world, ran the Chippewa Operating System, which was then deployed on various other CDC 6000 series computers. The Chippewa was a rather simple job control oriented system derived from the earlier CDC 3000, but it influenced the later KRONOS and SCOPE systems. The first Cray-1 was delivered to the Los Alamos Lab with no operating system, or any other software. Los Alamos developed the application software for it, and the operating system. The main timesharing system for the Cray 1, the Cray Time Sharing System (CTSS), was then developed at the Livermore Labs as a direct descendant of the Livermore Time Sharing System (LTSS) for the CDC 6600 operating system from twenty years earlier. In developing supercomputers, rising software costs soon became dominant, as evidenced by the 1980s cost for software development at Cray growing to equal their cost for hardware. That trend was partly responsible for a move away from the in-house Cray Operating System to UNICOS system based on Unix. In 1985, the Cray-2 was the first system to ship with the UNICOS operating system. Around the same time, the EOS operating system was developed by ETA Systems for use in their ETA10 supercomputers. Written in Cybil, a Pascal-like language from Control Data Corporation, EOS highlighted the stability problems in developing stable operating systems for supercomputers and eventually a Unix-like system was offered on the same machine. The lessons learned from developing ETA system software included the high level of risk associated with developing a new supercomputer operating system, and the advantages of using Unix with its large extant base of system software libraries. By the middle 1990s, despite the extant investment in older operating systems, the trend was toward the use of Unix-based systems, which also facilitated the use of interactive graphical user interfaces (GUIs) for scientific computing across multiple platforms. The move toward a commodity OS had opponents, who cited the fast pace and focus of Linux development as a major obstacle against adoption. As one author wrote "Linux will likely catch up, but we have large-scale systems now". Nevertheless, that trend continued to gain momentum and by 2005, virtually all supercomputers used some Unix-like OS. These variants of Unix included IBM AIX, the open source Linux system, and other adaptations such as UNICOS from Cray. By the end of the 20th century, Linux was estimated to command the highest share of the supercomputing pie. == Modern approaches == The IBM Blue Gene supercomputer uses the CNK operating system on the compute nodes, but uses a modified Linux-based kernel called I/O Node Kernel (INK) on the I/O nodes. CNK is a lightweight kernel that runs on each node and supports a single application running for a single user on that node. For the sake of efficient operation, the design of CNK was kept simple and minimal, with physical memory being statically mapped and the CNK neither needing nor providing scheduling or context switching. CNK does not even implement file I/O on the compute node, but delegates that to dedicated I/O nodes. However, given that on the Blue Gene multiple compute nodes share a single I/O node, the I/O node operating system does require multi-tasking, hence the selection of the Linux-based operating system. While in traditional multi-user computer systems and early supercomputers, job scheduling was in effect a task scheduling problem for processing and peripheral resources, in a massively parallel system, the job management system needs to manage the allocation of both computational and communication resources. It is essential to tune task scheduling, and the operating system, in different configurations of a supercomputer. A typical parallel job scheduler has a master scheduler which instructs some number of slave schedulers to launch, monitor, and control parallel jobs, and periodically receives reports from them about the status of job progress. Some, but not all supercomputer schedulers attempt to maintain locality of job execution. The PBS Pro scheduler used on the Cray XT3 and Cray XT4 systems does not attempt to optimize locality on its three-dimensional torus interconnect, but simply uses the first available processor. On the other hand, IBM's scheduler on the Blue Gene supercomputers aims to exploit locality a

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  • Are We Dating The Same Guy?

    Are We Dating The Same Guy?

    Are We Dating The Same Guy?, also abbreviated AWDTSG is a series of over 200 individual Facebook groups where women share dating profiles of men they matched with on dating networks to seek the opinion of other women who may have dated the same man in the past. The first group was created by Paola Sanchez and aimed at women living in the New York City environs. The groups have over 3.5 million members as of January 2024. The group's function is to post screenshots of a man's dating profile to that city's designated Facebook group, after which the poster asks "any tea?". Other users in the group will then share information about the man and share warnings. The groups are moderated by volunteers, and have been described as a feminist group. The groups have rules saying that personal information such as addresses must not be included in the Facebook posts. Users attempting to join the group are also examined to prevent fake profiles. The group is mainly for straight women. According to Vice, the men being posted about have no way to defend against accusations made about them, and on the other hand, posters cannot prove their stories unless backed up by others. Often times, members post pictures alongside personal information such as names, which may infringe on subjects' legal right to privacy. Lawyers have said these issues can lead to defamation lawsuits, and members can make false allegations and create fabricated stories. If members tell a man that he's been talked about on the group, the "snitch" will be banned and be "exposed to the whole group". == History == The first Are We Dating The Same Guy group was created by Paola Sanchez. The first group was created in March 2022 in New York City. A male counterpart, named "Are We Dating the Same Girl NYC" was created for New York, with mostly the same guidelines and rules to the original. When the original Are We Dating The Same Guy group found it, they denounced the new group. == Operations == Administrators are told not to respond to men asking to have posts about them removed, and to not remove said posts. The people being posted about have reported being questioned by their employers about things they have not done. Members of the groups sometimes criticise the physical appearance of the men being posted about. According to the Evening Standard, the groups "frequent[ly] mock" the appearance or dating profiles of the men who are posted about, despite being against the rules. For this behaviour, women are sometimes kicked out, or the group is disciplined en masse by admins. The groups have rules against hate towards men, but the rules can be difficult to enforce in large groups, with some having over 100,000 members. Some men have also been able to join the groups without being noticed. == Reception == In October 2023, Sera Bozza of Body+Soul wrote that consistently using Are We Dating The Same Guy can "affect your real-world view". She wrote that "A few stories of cheating may persuade you to believe that all men are unfaithful". Some lawyers and commentators have expressed concern that the groups fail to acknowledge the legal right to privacy and users can create false allegations and fabricated stories, and cyberbully men without them being able to defend themselves. This may lead to civil lawsuits against the author for defamation, harassment, and other related privacy torts. Netsafe, an online safety organisation in New Zealand, advises users of a similar group to familiarise themselves with the Harmful Digital Communications Act to ensure that posts do not lead to "harmful consequences". The Independent reported that men who have been posted on the dating groups have felt violated, and that even if reviewed positively by potentially thousands of strangers, the men being discussed about may have their reputation slightly decreased due to the association with being on the groups. The Independent also reported that some men believe that the groups are created to spread lies or mock them. Mashable reported that the growth of AWDTSG in recent years has led to the rise of a small industry of online reputation and content removal services, as increasing numbers of men seek assistance. A co-founder of Maximatic Media, one such agency offering these removal services, stated that many of the men contacting the firm do so in a state of panic after learning that allegations about them have circulated among tens of thousands of participants without their knowledge. Mashable similarly reported that the growing visibility of AWDTSG and similar platforms has contributed to what commentators describe as a "public trial" dynamic, where subjective accounts about dating behavior are interpreted as factual assessments and can influence a person's reputation among large audiences within their locale. The Oklahoman reported that anonymous, unverified claims in these groups have led some men to experience social and dating repercussions, although legal analysts argue that the benefits of community-based safety networks still outweigh these concerns in modern, app based dating environments. UTV/ITV News reportedly spoke to a man who was posted who alleged he attempted suicide, was clinically dead for three minutes, and spent three weeks in a psychiatric hospital as a result of the posts made about him. Many other men have talked about malicious false claims made about them. Self-described men’s rights activists have taken a dislike to these groups and have gotten multiple North American groups shut down by running campaigns, threatening lawsuits, and mass Facebook reporting. They also have Reddit communities dedicated to getting rid of such groups. Women who have posted in the groups have felt that they have put their safety at risk, with some having been confronted by the men they posted about. The group has been noted for exposing men who use dating apps while already in a relationship, misrepresent their ages, or repeatedly stand up the women they meet through apps, among other bad dating behaviors. For example, some members of the group had matched on a dating site with a man who had, several years prior, killed a stranger while having a mental break. After this information came to light, members of the group were warned. The group has also been noted to be complimentary of some men. == Lawsuits == In 2023, a 41-year-old man sued the administrators of the London group for $35,000 under defamation, alleging that the group "called names, accused of sending lewd photos and of being a bad parent". In January 2024 a man sued Meta, the owner of Facebook, along with Patreon, GoFundMe, and the AWDTSG website, as well as almost 30 group members due to alleged defamation, emotional distress, and invasion of privacy. Claiming that the groups violate anti-doxxing laws and do not fact check, seeking $75,000 in damages. He claims that the group shared fake images of him sending women texts containing harassment, his name and photo. His attorneys claim that if the images were real, they would fall under free speech in the First Amendment. By February, groups had raised $80,000. The Washington Post said that this case caused AWDTSG to "explode into public view". The case was dismissed in 2025 by the United States District Court for the Northern District of Illinois. On May 15, 2026, the United States Court of Appeals for the Seventh Circuit declined to renew the case in D'Ambrosio v. Meta Platforms Inc., et al. The plaintiff and his attorneys, Marc Trent and Aaron Walner of Trent Law Firm, were sanctioned "for frivolously appealing the dismissal of the claims," "misrepresentations of law," in connection with falsified citations included in the plaintiff's brief, and " disputing at oral argument without any evidentiary basis that [the plaintiff] client sent the text message she attributed to him." == By country == === Australia === In Australia, there are groups for multiple cities including Sydney, Melbourne, Adelaide, Perth, Brisbane and Rockhampton with many having several thousand members. The Sydney group has 30,000 members. In March 2023, the Adelaide version of the group, which had 7,000 members, was shut down. In 2024, groups titled "Sis, Are We Dating The Same Guy" stopped accepting new posts after an admin was sued for defamation and had to pay over AU$20,000 in legal fees. The case was settled out of court. The administrator announcing these closures cited a 2021 defamation High Court case involving detainee Dylan Voller, which led to the High Court saying that owners of Facebook groups can be held liable for defamatory comments, even if they did not know the comments had been made. === Canada === In 2023, a group was started for Ottawa. The founder previously was in a relationship full of "cheating and lies", which prompted her to creating the Facebook community. In 2023, the group for Vancouver and British Columbia was shut down after concerns about men being unable to protect themselves against fa

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