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  • STIT logic

    STIT logic

    STIT logic (from seeing to it that) is a family of modal and branching-time logics for reasoning about agency and choice. A typical STIT operator has the form [ i s t i t : φ ] {\displaystyle [i\ {\mathsf {stit}}:\varphi ]} , usually read as "agent i {\displaystyle i} sees to it that φ {\displaystyle \varphi } ", and is interpreted in models where agents choose between alternative possible futures. STIT logics are used in action theory, deontic logic, epistemic logic, and the theory of intelligent agents to formalise notions such as "could have done otherwise", responsibility, joint action, and strategic ability in an indeterministic world. == Etymology == The acronym STIT comes from the English phrase "seeing to it that", introduced in influential work by Nuel Belnap and Michael Perloff on the logical analysis of agentive expressions. In this tradition, "to see to it that φ {\displaystyle \varphi } " is treated as a primitive agency operator, rather than being reduced to ordinary modal necessity. == History == Modern STIT logic arose in the 1980s in the context of branching-time semantics and formal theories of agency. Belnap and Perloff's article "Seeing to it that: A canonical form for agentives" introduced the idea of treating expressions of the form "agent i sees to it that φ" as a primitive modal operator, and analysed such sentences using a branching tree of moments and histories. This approach was further developed in a series of papers on indeterminism and agency and provided the conceptual core for later STIT formalisms. In the 1990s the basic formal systems of STIT logic were worked out. Horty and Belnap's influential paper on the deliberative STIT operator distinguished between a "Chellas" STIT that merely records the result of an agent's present choice and a "deliberative" STIT that requires the agent's choice to make a difference, and connected STIT with issues of action, omission, ability and obligation. Around the same time, Ming Xu proved completeness and decidability results for basic STIT systems, including a single-agent logic with Kripke-style semantics and axiomatizations for multi-agent deliberative STIT, thereby establishing STIT as a well-behaved normal modal framework. This early work was systematised in Belnap, Perloff and Xu's monograph Facing the Future: Agents and Choices in Our Indeterminist World, which presents a general branching-time semantics for individual and group STIT operators, discusses independence-of-agents conditions and articulates the metaphysical picture of an indeterministic "tree" of moments. At roughly the same time, Horty's book Agency and Deontic Logic developed deontic STIT logics in which obligations are tied to agents' available choices rather than to static states of affairs, and used the resulting systems to analyse "ought implies can", contrary-to-duty obligations and deontic paradoxes. These works helped to position STIT at the intersection of action theory, temporal logic and deontic logic. From the late 1990s and 2000s onward, STIT logics were combined with epistemic, temporal and strategic modalities. Broersen introduced complete STIT logics for knowledge and action and deontic-epistemic STIT systems that distinguish different modes of mens rea, with applications to responsibility and the specification of multi-agent systems. Work on group and coalitional agency investigated axiomatisations and complexity results for group STIT logics, and related STIT-based analyses of agency to coalition logic and alternating-time temporal logic (ATL) by exhibiting formal embeddings between the frameworks. Explicit temporal operators were added to STIT in so-called temporal STIT logics. Lorini proposed a temporal STIT with "next" and "until" operators along histories and showed how it can be applied to normative reasoning about ongoing behaviour and commitments. Ciuni and Lorini compared different semantics for temporal STIT, clarifying the relationships between branching-time, game-based and epistemic approaches, while Boudou and Lorini gave a semantics for temporal STIT based on concurrent game structures, thus strengthening links with standard models of multi-agent interaction used for ATL and strategy logic. In parallel, complexity-theoretic work by Balbiani, Herzig and Troquard and by Schwarzentruber and co-authors investigated the satisfiability and model-checking problems for various STIT fragments, showing for instance that many expressive group STIT logics are undecidable or of high computational complexity. In the 2010s, STIT ideas were combined with justification logic, imagination operators and refined deontic notions. Justification STIT logics, developed by Olkhovikov and others, merge explicit justifications with STIT-style agency so that producing a proof can itself be treated as an action that brings about knowledge, and they come with completeness and decidability results. Olkhovikov and Wansing introduced STIT imagination logics, together with axiomatic systems and tableau calculi, to model acts of voluntary imagining and their role in doxastic control. Other authors have proposed STIT-based logics of responsibility, blameworthiness and intentionality for use in philosophical and AI settings. Xu's survey article "Combinations of STIT with Ought and Know" (2015) reviews many of these developments and emphasises the interplay between deontic and epistemic STIT logics. Current research on STIT focuses on proof theory, automated reasoning and richer expressive resources. Lyon and van Berkel, building on earlier work on labelled calculi for STIT, have developed cut-free sequent systems and proof-search algorithms that yield syntactic decision procedures for a range of deontic and non-deontic multi-agent STIT logics and support applications such as duty checking and compliance checking in autonomous systems. Sawasaki has proposed first-order cstit-based STIT logics that can distinguish de re and de dicto readings of agency statements and has proved strong completeness results for Hilbert systems over finite models, moving the STIT programme beyond the purely propositional level. Further work investigates interpreted-system and computationally grounded semantics for STIT and its extensions in order to model the behaviour of autonomous agents in multi-agent settings, and proposes STIT-based semantics for epistemic notions based on patterns of information disclosure in interactive systems. == Branching-time semantics == STIT logics are usually interpreted over branching-time models. A standard STIT frame consists of: a non-empty set of moments T {\displaystyle T} , partially ordered by < {\displaystyle <} so that ( T , < ) {\displaystyle (T,<)} forms a tree (every pair of moments with a common predecessor has a greatest lower bound); a set of histories, each history being a maximal linearly ordered subset of T {\displaystyle T} ; a non-empty set of agents A g {\displaystyle Ag} ; for each agent i ∈ A g {\displaystyle i\in Ag} and moment m {\displaystyle m} , a choice function c h o i c e i m {\displaystyle {\mathsf {choice}}_{i}^{m}} that partitions the set of histories passing through m {\displaystyle m} into choice cells. The idea is that a moment represents a time at which choices are made, and histories represent complete possible future courses of events. At each moment, each agent's choice corresponds to selecting one of the available cells of histories determined by their choice function. Formulas are evaluated at pairs ( m , h ) {\displaystyle (m,h)} of a moment and a history through that moment (sometimes written m / h {\displaystyle m/h} ). A valuation assigns truth-values to atomic propositions at such indices; Boolean connectives are interpreted pointwise as in Kripke-style modal logic. == Chellas and deliberative STIT operators == Several STIT operators have been distinguished in the literature. A common approach uses two closely related operators, often called Chellas STIT and deliberative STIT. Let H m {\displaystyle H_{m}} be the set of histories passing through a moment m {\displaystyle m} , and write H m {\displaystyle H_{m}} ⟦ φ ⟧ m = { h ∈ H m ∣ M , m / h ⊨ φ } {\displaystyle {\text{⟦}}\varphi {\text{⟧}}_{m}=\{h\in H_{m}\mid M,m/h\models \varphi \}} for the set of histories at m {\displaystyle m} where φ {\displaystyle \varphi } holds. The Chellas STIT operator, often written [ i c s t i t : φ ] {\displaystyle [i\ {\mathsf {cstit}}:\varphi ]} , is given by M , m / h ⊨ [ i c s t i t : φ ] iff c h o i c e i m ( h ) ⊆ ⟦ φ ⟧ m . {\displaystyle M,m/h\models [i\ {\mathsf {cstit}}:\varphi ]\quad {\text{iff}}\quad {\mathsf {choice}}_{i}^{m}(h)\subseteq {\text{⟦}}\varphi {\text{⟧}}_{m}.} Intuitively, agent i {\displaystyle i} sees to it that φ {\displaystyle \varphi } if φ {\displaystyle \varphi } holds at all histories compatible with their present choice. The deliberative STIT operator, [ i d s t i t : φ ] {\displaystyle [i\ {\mathsf {dstit}}:\varphi ]} , adds

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  • MetaMask

    MetaMask

    MetaMask is a software cryptocurrency wallet developed by ConsenSys for interacting with the Ethereum blockchain and other EVM-compatible networks. It enables users to manage Ethereum accounts and connect to decentralized applications (dApps) via a browser extension or mobile app. As of early 2026, MetaMask reports over 100 million users worldwide. == Overview == MetaMask allows users to store and manage private keys, send and receive Ethereum-based cryptocurrencies and tokens (including ERC-20 and ERC-721 standards), broadcast transactions, and interact with dApps. dApps connect to the wallet via JavaScript interfaces, prompting users to approve signatures or transactions. The wallet features MetaMask Swaps, an in-app token swap aggregator sourcing liquidity from multiple decentralized exchanges (DEXs), with a service fee of 0.875%. In 2025, MetaMask introduced the MetaMask Rewards program (initially mobile-only), where users earn points for activities such as swaps, bridging, and referrals. Season 1 (October 2025 – January 2026) distributed over $30 million in Linea tokens and other perks to participants. == History == MetaMask launched in 2016 as open-source software under the MIT license. It initially supported browser extensions for Chrome and Firefox. Mobile versions were in closed beta from 2019 and publicly released for iOS and Android in September 2020. In August 2020, the license changed to a custom proprietary one. MetaMask Swaps launched on desktop in October 2020 and on mobile in March 2021. The Rewards program launched in late 2025 with Linea integration. == Criticism == MetaMask has faced criticism over privacy, including default analytics settings that share some user data (which can be disabled). Its reliance on Infura (acquired by ConsenSys in 2019) has raised concerns about centralization in Ethereum infrastructure. The wallet regularly issues warnings about phishing scams and fake airdrops impersonating MetaMask.

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  • WomanStats Project

    WomanStats Project

    The WomanStats Project is a donor-funded research and database project housed at Brigham Young University that "seeks to collect detailed statistical data on the status of women around the world, and to connect that data with data on the security of states." The WomanStats Database aims to provide a comprehensive compilation of information on the status of women in the world. Coders comb the extant literature and conduct expert interviews to find qualitative and quantitative information on over 300 indicators of women's status in 174 countries with populations of at least 200,000. Access to the online database is free. == History and structure == WomanStats began as an outgrowth of a paper Dr. Valerie M. Hudson (of the Brigham Young University Political Science department) and one of her graduate students, Andrea den Boer, published in International Security on the association between national security and the abnormal sex ratio in Asia. After the success and influence of their first article, (later added as one of their top twenty national security articles of that journal of all time), Hudson and den Boer did further research on the connection between the status of women and national security, but found that there was no single database that covered the range of topics that they needed for their research. Consequently, they began compiling information on variables regarding the status of women around the world. The database was officially formed in 2001 and grew exponentially as it later added more variables. The Project went live on the Internet in July 2007. The principal investigators are: Valerie M. Hudson (International Relations), Bonnie Ballif-Spanvill (Psychology, emeritus), and Chad F. Emmett (Geography) all from Brigham Young University, Mary Caprioli from the University of Minnesota, Duluth (International Relations), Rose McDermott from Brown University (International Relations), Andrea Den Boer from the University of Kent at Canterbury in the United Kingdom (International Relations) and S. Matthew Stearmer from the Ohio State University (Sociology; doctoral student). Approximately a dozen undergraduate and graduate students at Brigham Young University and Texas A&M University work at any one time as coders for the project. The coders take the raw quantitative and qualitative data collected in government reports, news articles, research papers, etc. and sort the applicable information on women into categories. They may also implement scales developed by the principal investigators, or that they (the students) themselves have developed. == Database == As of February 2011, the database has 307 variables, covers 174 nations with populations over 200,000, uses 18,015 sources and contains over 111,000 individual data points. All data is referenced to original sources. Not every variable has information for each country; similarly, not all countries have information for each variable: overall, about 70% of country-variable combinations have information. These database coding gaps exist where information is not available or is incomplete, or variables are not collected and reported by governments or international organizations. At times, information from different sources may be contradictory, and the WomanStats Database records this discrepant information for triangulation purposes. == Users and role of the database == The database is meant to help fill a hole in the extant data on the situation of women around the world. WomanStats data and research has been vetted and/or used by the United Nations, the United States Department of Defense, the Central Intelligence Agency, and the World Bank. Their data and research were also used by the United States Senate Committee on Foreign Relations in crafting the International Violence Against Women’s Act. The Inter-Agency Network on Women and Gender Equality (IANWGE) of the United Nations has stated that the WomanStats project "filled a major gap in the availability of data on women" (2007). Victor Asal and Mitchell Brown, researchers not affiliated with WomanStats, stated in an article published in Politics and Policy that "one of the most significant challenges of cross-national empirical studies of the prevalence of interpersonal violence is the paucity of available data, particularly reliable data," and that "WomanStats has allowed for an important first glimpse at analyzing the factors related to interpersonal violence." They conclude by stating that "Our findings suggest that, in the same way that larger disciplinary resources have invested in interstate and intrastate war, disciplinary resources need to be expended in creating a data set exploring interpersonal violence. Until the rights and the lives of women and children are taken as seriously as the survival of states by more proactively collaborating on projects like WomanStats, we will continue to only have a small lens through which to understand problems like this." Princeton University professor Evan S. Liberman wrote, "Although data on political regimes and group conflict have been in far greater demand by political scientists than data on gender politics and policies, two gender-related databases provide...examples of innovative HIRDs. Both the Womanstats database project (Hudson et al. 2009) and the Research Network on Gender Politics and the State (RNGS) project (McBride et al. 2008) are well-integrated presentations of quantitative and qualitative data characterizing the quality of gender relations around the world and, in particular, analytic descriptions of the treatment of women."." == Research == The research component of WomanStats focuses on exploring the relationship between the situation of women and the behavior and security of states. Current research initiatives include: Exploring the relationship between violent instability and inequity and family law. Examining the effect of polygyny and marriage market dislocations on the rise of suicide terrorism. Documenting discrepancies between laws on the books and cultural practices on the ground concerning gender issues. Investigating how well the situation of women predicts the peacefulness of nations-states, compared to their variables such as democracy, wealth, and civilization. The Project has published articles in International Security, International Studies Quarterly, Peace and Conflict, Journal of Peace Research, Political Psychology, Cumberland Law Review, and World Political Review, and has a forthcoming book from Columbia University Press.

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  • IMPACT (computer graphics)

    IMPACT (computer graphics)

    IMPACT (sometimes spelled Impact) is a computer graphics architecture for Silicon Graphics computer workstations. IMPACT Graphics was developed in 1995 and was available as a high-end graphics option on workstations released during the mid-1990s. IMPACT graphics gives the workstation real-time 2D and 3D graphics rendering capability similar to that of even high-end PCs made well after IMPACT's introduction. IMPACT graphics systems consist of either one or two Geometry Engines and one or two Raster Engines in various configurations. IMPACT graphics consists of five graphics subsystems: the Command Engine, Geometry Subsystem, Raster Engine, framebuffer and Display Subsystem. IMPACT Graphics can produce resolutions up to 1600 x 1200 pixels with 32-bit color and can also process unencoded NTSC and PAL analog television signals. IMPACT graphics subsystems come in three configurations for SGI Indigo2 IMPACT workstations: Solid IMPACT, High IMPACT, and Maximum IMPACT. The equivalent configurations also exist for the SGI Octane workstation but are referred to as SI, SSI, and MXI (I-series). Later Octane workstations used a similar configuration but with updated ASIC chips and are referred to as SE, SSE, and MXE (E-series). IMPACT uses Rambus RDRAM for texture memory. The IMPACT graphics architecture was superseded by SGI's VPro graphics architecture in 1997.

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  • Human image synthesis

    Human image synthesis

    Human image synthesis is technology that can be applied to make believable and even photorealistic renditions of human-likenesses, moving or still. It has effectively existed since the early 2000s. Many films using computer generated imagery have featured synthetic images of human-like characters digitally composited onto the real or other simulated film material. Towards the end of the 2010s deep learning artificial intelligence has been applied to synthesize images and video that look like humans, without need for human assistance, once the training phase has been completed, whereas the old school 7D-route required massive amounts of human work. == Timeline of human image synthesis == In 1971 Henri Gouraud made the first CG geometry capture and representation of a human face. Modeling was his wife Sylvie Gouraud. The 3D model was a simple wire-frame model and he applied the Gouraud shader he is most known for to produce the first known representation of human-likeness on computer. The 1972 short film A Computer Animated Hand by Edwin Catmull and Fred Parke was the first time that computer-generated imagery was used in film to simulate moving human appearance. The film featured a computer simulated hand and face (watch film here). The 1976 film Futureworld reused parts of A Computer Animated Hand on the big screen. The 1983 music video for song Musique Non-Stop by German band Kraftwerk aired in 1986. Created by the artist Rebecca Allen, it features non-realistic looking, but clearly recognizable computer simulations of the band members. The 1994 film The Crow was the first film production to make use of digital compositing of a computer simulated representation of a face onto scenes filmed using a body double. Necessity was the muse as the actor Brandon Lee portraying the protagonist was tragically killed accidentally on-stage. In 1999 Paul Debevec et al. of USC captured the reflectance field of a human face with their first version of a light stage. They presented their method at the SIGGRAPH 2000 In 2003 audience debut of photo realistic human-likenesses in the 2003 films The Matrix Reloaded in the burly brawl sequence where up-to-100 Agent Smiths fight Neo and in The Matrix Revolutions where at the start of the end showdown Agent Smith's cheekbone gets punched in by Neo leaving the digital look-alike unnaturally unhurt. The Matrix Revolutions bonus DVD documents and depicts the process in some detail and the techniques used, including facial motion capture and limbal motion capture, and projection onto models. In 2003 The Animatrix: Final Flight of the Osiris a state-of-the-art want-to-be human likenesses not quite fooling the watcher made by Square Pictures. In 2003 digital likeness of Tobey Maguire was made for movies Spider-man 2 and Spider-man 3 by Sony Pictures Imageworks. In 2005 the Face of the Future project was an established. by the University of St Andrews and Perception Lab, funded by the EPSRC. The website contains a "Face Transformer", which enables users to transform their face into any ethnicity and age as well as the ability to transform their face into a painting (in the style of either Sandro Botticelli or Amedeo Modigliani). This process is achieved by combining the user's photograph with an average face. In 2009 Debevec et al. presented new digital likenesses, made by Image Metrics, this time of actress Emily O'Brien whose reflectance was captured with the USC light stage 5 Motion looks fairly convincing contrasted to the clunky run in the Animatrix: Final Flight of the Osiris which was state-of-the-art in 2003 if photorealism was the intention of the animators. In 2009 a digital look-alike of a younger Arnold Schwarzenegger was made for the movie Terminator Salvation though the end result was critiqued as unconvincing. Facial geometry was acquired from a 1984 mold of Schwarzenegger. In 2010 Walt Disney Pictures released a sci-fi sequel entitled Tron: Legacy with a digitally rejuvenated digital look-alike of actor Jeff Bridges playing the antagonist CLU. In SIGGGRAPH 2013 Activision and USC presented a real-time "Digital Ira" a digital face look-alike of Ari Shapiro, an ICT USC research scientist, utilizing the USC light stage X by Ghosh et al. for both reflectance field and motion capture. The end result both precomputed and real-time rendering with the modernest game GPU shown here and looks fairly realistic. In 2014 The Presidential Portrait by USC Institute for Creative Technologies in conjunction with the Smithsonian Institution was made using the latest USC mobile light stage wherein President Barack Obama had his geometry, textures and reflectance captured. In 2014 Ian Goodfellow et al. presented the principles of a generative adversarial network. GANs made the headlines in early 2018 with the deepfakes controversies. For the 2015 film Furious 7 a digital look-alike of actor Paul Walker who died in an accident during the filming was done by Weta Digital to enable the completion of the film. In 2016 techniques which allow near real-time counterfeiting of facial expressions in existing 2D video have been believably demonstrated. In 2016 a digital look-alike of Peter Cushing was made for the Rogue One film where its appearance would appear to be of same age as the actor was during the filming of the original 1977 Star Wars film. In SIGGRAPH 2017 an audio driven digital look-alike of upper torso of Barack Obama was presented by researchers from University of Washington. It was driven only by a voice track as source data for the animation after the training phase to acquire lip sync and wider facial information from training material consisting 2D videos with audio had been completed. Late 2017 and early 2018 saw the surfacing of the deepfakes controversy where porn videos were doctored using deep machine learning so that the face of the actress was replaced by the software's opinion of what another persons face would look like in the same pose and lighting. In 2018 Game Developers Conference Epic Games and Tencent Games demonstrated "Siren", a digital look-alike of the actress Bingjie Jiang. It was made possible with the following technologies: CubicMotion's computer vision system, 3Lateral's facial rigging system and Vicon's motion capture system. The demonstration ran in near real time at 60 frames per second in the Unreal Engine 4. In 2018 at the World Internet Conference in Wuzhen the Xinhua News Agency presented two digital look-alikes made to the resemblance of its real news anchors Qiu Hao (Chinese language) and Zhang Zhao (English language). The digital look-alikes were made in conjunction with Sogou. Neither the speech synthesis used nor the gesturing of the digital look-alike anchors were good enough to deceive the watcher to mistake them for real humans imaged with a TV camera. In September 2018 Google added "involuntary synthetic pornographic imagery" to its ban list, allowing anyone to request the search engine block results that falsely depict them as "nude or in a sexually explicit situation." In February 2019 Nvidia open sources StyleGAN, a novel generative adversarial network. Right after this Phillip Wang made the website ThisPersonDoesNotExist.com with StyleGAN to demonstrate that unlimited amounts of often photo-realistic looking facial portraits of no-one can be made automatically using a GAN. Nvidia's StyleGAN was presented in a not yet peer reviewed paper in late 2018. At the June 2019 CVPR the MIT CSAIL presented a system titled "Speech2Face: Learning the Face Behind a Voice" that synthesizes likely faces based on just a recording of a voice. It was trained with massive amounts of video of people speaking. Since 1 July 2019 Virginia has criminalized the sale and dissemination of unauthorized synthetic pornography, but not the manufacture., as § 18.2–386.2 titled 'Unlawful dissemination or sale of images of another; penalty.' became part of the Code of Virginia. The law text states: "Any person who, with the intent to coerce, harass, or intimidate, maliciously disseminates or sells any videographic or still image created by any means whatsoever that depicts another person who is totally nude, or in a state of undress so as to expose the genitals, pubic area, buttocks, or female breast, where such person knows or has reason to know that he is not licensed or authorized to disseminate or sell such videographic or still image is guilty of a Class 1 misdemeanor.". The identical bills were House Bill 2678 presented by Delegate Marcus Simon to the Virginia House of Delegates on 14 January 2019 and three-day later an identical Senate bill 1736 was introduced to the Senate of Virginia by Senator Adam Ebbin. Since 1 September 2019 Texas senate bill SB 751 amendments to the election code came into effect, giving candidates in elections a 30-day protection period to the elections during which making and distributing digital look-alikes or synthetic fakes of the candidates is an offense. Th

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  • Two-phase locking

    Two-phase locking

    In databases and transaction processing, two-phase locking (2PL) is a pessimistic concurrency control method that guarantees conflict-serializability. It is also the name of the resulting set of database transaction schedules (histories). The protocol uses locks, applied by a transaction to data, which may block (interpreted as signals to stop) other transactions from accessing the same data during the transaction's life. By the 2PL protocol, locks are applied and removed in two phases: Expanding phase: locks are acquired and no locks are released. Shrinking phase: locks are released and no locks are acquired. Two types of locks are used by the basic protocol: Shared and Exclusive locks. Refinements of the basic protocol may use more lock types. Using locks that block processes, 2PL, S2PL, and SS2PL may be subject to deadlocks that result from the mutual blocking of two or more transactions. == Read and write locks == Locks are used to guarantee serializability. A transaction is holding a lock on an object if that transaction has acquired a lock on that object which has not yet been released. For 2PL, the only used data-access locks are read-locks (shared locks) and write-locks (exclusive locks). Below are the rules for read-locks and write-locks: A transaction is allowed to read an object if and only if it is holding a read-lock or write-lock on that object. A transaction is allowed to write an object if and only if it is holding a write-lock on that object. A schedule (i.e., a set of transactions) is allowed to hold multiple locks on the same object simultaneously if and only if none of those locks are write-locks. If a disallowed lock attempts on being held simultaneously, it will be blocked. == Variants == Note that all conflict serializable schedules are also view serializable (but not vice-versa). === Two-phase locking === According to the two-phase locking protocol, each transaction handles its locks in two distinct, consecutive phases during the transaction's execution: Expanding phase (aka Growing phase): locks are acquired and no locks are released (the number of locks can only increase). Shrinking phase (aka Contracting phase): locks are released and no locks are acquired. The two phase locking rules can be summarized as: each transaction must never acquire a lock after it has released a lock. The serializability property is guaranteed for a schedule with transactions that obey this rule. Typically, without explicit knowledge in a transaction on end of phase 1, the rule is safely determined only when a transaction has completed processing and requested commit. In this case, all the locks can be released at once (phase 2). === Conservative two-phase locking === Conservative two-phase locking (C2PL) differs from 2PL in that transactions obtain all the locks they need before the actual execution begins. This is to ensure that a transaction that already holds some locks will not block waiting for other locks. C2PL prevents deadlocks. In cases of heavy lock contention, C2PL reduces the time locks are held on average, relative to 2PL and Strict 2PL, because transactions that hold locks are never blocked. In light lock contention, C2PL holds more locks than is necessary, because it is difficult to predict which locks will be needed in the future, thus leading to higher overhead. A C2PL transaction will not obtain any locks if it cannot obtain all the locks it needs in its initial request. Furthermore, each transaction needs to declare its read and write set (the data items that will be read/written), which is not always possible. Because of these limitations, C2PL is not used very frequently. === Strict two-phase locking === To comply with the strict two-phase locking (S2PL) protocol, a transaction needs to comply with 2PL, and release its write (exclusive) locks only after the transaction has ended (i.e., either committed or aborted). On the other hand, read (shared) locks are released regularly during the shrinking phase. Unlike 2PL, S2PL provides strictness (a special case of cascade-less recoverability). This protocol is not appropriate in B-trees because it causes Bottleneck (while B-trees always starts searching from the parent root). === Strong strict two-phase locking === or Rigorousness, or Rigorous scheduling, or Rigorous two-phase locking To comply with strong strict two-phase locking (SS2PL), a transaction's read and write locks are released only after that transaction has ended (i.e., either committed or aborted). A transaction obeying SS2PL has only a phase 1 and lacks a phase 2 until the transaction has completed. Every SS2PL schedule is also an S2PL schedule, but not vice versa.

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  • Probiv

    Probiv

    Probiv (Russian: пробив, literally "to pierce" or "to punch through") is an illicit data market operating primarily in Russia, where personal information from restricted government and corporate databases is bought and sold through networks of corrupt officials and insiders. The probiv market operates as a parallel information economy built on corrupt officials from various sectors including traffic police, banks, telecommunications companies, and security services who sell access to restricted databases. For fees ranging from as little as $10 to several hundred dollars, buyers can obtain passport numbers, addresses, travel histories, vehicle registrations, and telecommunications records. The market operates through various channels, including specialized Telegram bots and darknet forums. == Notable uses == Probiv services have been utilized by diverse actors for various purposes. Investigative journalists have used the market to conduct high-profile investigations, including tracing the FSB unit allegedly behind the poisoning of Alexei Navalny. Russian police and security services themselves have routinely used the black market to track activists and opposition figures. Since Russia's invasion of Ukraine, Ukrainian intelligence services have exploited the market to identify Russian military officials. == Government response == In late 2024, Russian authorities introduced legislation imposing penalties of up to ten years in prison for accessing or distributing leaked data. Several operators of probiv services, including the teams behind Usersbox and Solaris, have been arrested. However, the crackdown appears to have had unintended consequences. Many operators have relocated their businesses abroad, where they operate with fewer constraints. Some services that previously cooperated with Russian authorities have severed those ties and moved staff out of the country.

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  • Resilience week

    Resilience week

    Resilience week is an annual symposium established to enable cross-disciplinary and role based discussions to advance strategies and research that engenders resilience in critical infrastructure systems and communities. Damaging storms, cyber attack and the interconnection of critical infrastructure systems can lead to cascading events that not only affect local but also across regions. However, many of these interdependencies are not easily recognized and obscure and complicate the mitigation of risk. The purpose of the symposia series is hence to facilitate best practice in managing critical infrastructure risks, by bringing together businesses, government and researchers. == Background == Originally organized in 2008 as a focus on the new research area of resilient control systems, including the disciplinary areas of control system, cyber-security, cognitive psychology and any number of critical infrastructure domains. Resilience has long been recognized as an area that requires not only the contributions of multiple disciplines or multidisciplinary participation, but interdisciplinary interaction where there is a common language and familiarity of the contributors to what other disciplines (and roles) contribute. The resulting interactions developed by Resilience Week and associated activities are intended to culture this sharing environment as a safe zone for inclusion; more importantly, an environment that lends to developing the new science and practice. As the attributes of resilience are complex, the contributions and topics for the event have included both the disciplinary and the project considerations, in keynotes, panels and research presentations. Keynotes have included senior leadership in the Department of Energy, Department of Defense, Department of Homeland Security, the National Science Foundation, and other agencies in addition to National Academy and professional organization fellows and senior industry leaders. Project panels and research presentations include emergent topics in resilience to climate change, cyber attack, damaging storms and the energy assurance. Topics Areas of focus have included: Control Systems Cyber Systems Cognitive Systems Communications Systems Communities and Infrastructure Project Focus Areas have included: Dependencies and Interdependencies Cyber Resilience for Operating Technology Commercializing Research and Development Building Critical Infrastructure Resilience through Distributed Energy Resources Energy Equity and Community Resilience Proceedings are developed for each year of the event, documenting the diversity of the research and engagements within these topical areas. == Impacts for the future == Since its inception, the Resilience Week community has evolved from one that primarily included only university researchers to one that includes many government laboratories, universities and private industries in the US and internationally. This type of collaboration forms a feedback loop that informs the research with the current needs and hones best practices. The future of the event is to further advance discussions that advance investment, recognize priorities and expedite technologies and tools to proactively address our energy future, in light of the natural and manmade challenges, and rationalizing the complex relationships that exist in critical infrastructure.

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  • ISSCO Graphics

    ISSCO Graphics

    Integrated Software Systems Corporation (ISSCO), doing business as ISSCO Graphics, was an American software developer and publisher based in San Diego, California, and active from 1970 to 1986. They were best known for their enterprise graphics software packages, including Tellagraf, CueChart and Disspla. == History == ISSCO Graphics had considered acquiring Breakthrough Software, whose software focus involved PC DOS, as a means of getting into the PC arena, but backed off when Computer Associates made an offer to acquire ISSCO. By early 1987 it was reported that "Issco users breathe sigh of relief" that all was well. The ISSCO User's Group was founded in 1976. ISSCO, which was founded in 1970 by Peter Preuss, was acquired by Computer Associates in 1986. == Notable products == === Tellagraf === ISSCO's Tellagraf is an early software package designed to allow end-users to "turn out full color, professional quality charts" with initial results displayed on a screen, modified as needed, and then "a final 'hard-copy' can be made .. or made into 35mm color transparencies for projection onto a screen." Users of Tellagraf often had access to CueChart and Disspla software. Often computer sites having one had all three. Terminals with varying degrees of graphics, such as the DEC's VT100 and Tektronix's Tektronix 4xxx family of text and graphics terminals. were supported, and the software ran on popular computing platforms. Four years are important to Tellagraf's early history: 1978: ease of use 1980: graphic-artist quality 1982: introduction of CueChart, and recognition by IEEE. 1983: "quality graphics enters the mainstream of data processing with ..." Tellegraf was eventually acquired by Computer Associates and renamed CA-Tellegraf. SAS users found it helpful. Universities, research institutes and financial services firms were among early users. === Disspla === Disspla is a package of data plotting subroutines that can be used from high level languages. It was also acquired by Computer Associates. === Tellaplan === In 1983 ISSCO introduced Tellaplan, "a project planning, report and schedule charting system for Tell-A- Graf users in IBM MVS or CMS or Digital Equipment Corp. VAX computers" atop which they built "two visual project management software packages" three years later.

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  • Spanner (database)

    Spanner (database)

    Spanner is a distributed SQL database management and storage service developed by Google. It provides features such as global transactions, strongly consistent reads, and automatic multi-site replication and failover. Spanner is used in Google F1, the database for its advertising business Google Ads, as well as Gmail and Google Photos. == Features == Spanner stores large amounts of mutable structured data. Spanner allows users to perform arbitrary queries using SQL with relational data while maintaining strong consistency and high availability for that data with synchronous replication. Key features of Spanner: Transactions can be applied across rows, columns, tables, and databases within a Spanner universe. Clients can control the replication and placement of data using automatic multi-site replication and failover. Replication is synchronous and strongly consistent. Reads are strongly consistent and data is versioned to allow for stale reads: clients can read previous versions of data, subject to garbage collection windows. Supports a native SQL interface for reading and writing data. Support for Graph Query Language == History == Spanner was first described in 2012 for internal Google data centers. Spanner's SQL capability was added in 2017 and documented in a SIGMOD 2017 paper. It became available as part of Google Cloud Platform in 2017, under the name "Cloud Spanner". == Architecture == Spanner uses the Paxos algorithm as part of its operation to shard (partition) data across up to hundreds of servers. It makes heavy use of hardware-assisted clock synchronization using GPS clocks and atomic clocks to ensure global consistency. TrueTime is the brand name for Google's distributed cloud infrastructure, which provides Spanner with the ability to generate monotonically increasing timestamps in data centers around the world. Google's F1 SQL database management system (DBMS) is built on top of Spanner, replacing Google's custom MySQL variant.

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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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  • Tactical NAV

    Tactical NAV

    Tactical NAV, also known as TACNAV-X, is a location-based tracking app designed for use by military personnel. The app is primarily designed to assist in pinpointing enemy fire and mapping waypoints. Tactical NAV also helps users efficiently relay critical information to tactical operations centers for prompt decision-making regarding airstrikes or medical evacuations. The TACNAV-X platform is intended to enhance situational awareness, refine navigation capabilities, and assist in tactical decision-making across various operational environments. == Overview == Tactical NAV allows users to pinpoint enemy fire. == History == Tactical NAV was designed by U.S. Army Captain Jonathan J. Springer, a Field Artillery officer serving as a Battalion Fire Support Officer (FSO) in the 101st Airborne Division. Springer conceived the idea for the app during his third tour in Afghanistan in support of Operation Enduring Freedom. On June 25, 2010, after a rocket attack by the Taliban killed two soldiers in his battalion, he was inspired to create an app that would prevent similar losses in the future, enhance situational awareness, and assist soldiers serving on combat deployments. In 2010, Springer founded TacNav Systems (formerly AppDaddy Technologies) to develop mobile applications for use by military personnel. He tested the app during combat operations in eastern Afghanistan and verified TACNAV-X's accuracy using DAGRs, AFATDS, Falcon View, CPOF, ATAK, and other approved Department of Defense (DoD) systems. As of 2012, the app had been downloaded 8,000 times.

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  • Pharmacy automation

    Pharmacy automation

    Pharmacy automation involves the mechanical processes of handling and distributing medications. Any pharmacy task may be involved, including counting small objects (e.g., tablets, capsules); measuring and mixing powders and liquids for compounding; tracking and updating customer information in databases (e.g., personally identifiable information (PII), medical history, drug interaction risk detection); and inventory management. This article focuses on the changes that have taken place in the local, or community pharmacy since the 1960s. == History == Dispensing medications in a community pharmacy before the 1970s was a time-consuming operation. The pharmacist dispensed prescriptions in tablet or capsule form with a simple tray and spatula. Many new medications were developed by pharmaceutical manufacturers at an ever-increasing pace, and medications prices were rising steeply. A typical community pharmacist was working longer hours and often forced to hire staff to handle increased workloads which resulted in less time to focus on safety issues. These additional factors led to use of a machine to count medications. The original electronic portable digital tablet counting technology was invented in Manchester, England between 1967 and 1970 by the brothers John and Frank Kirby. I had the original idea of how the machine would work and it was my patent, but it was a joint effort getting it to work in a saleable form. It was 3 years of very hard work. I had originally studied heavy electrical engineering before changing over to Medical School and qualifying as a Medical Doctor in 1968. In fact I was Senior House (Casualty) Officer (A&E or ER) in 1970 at North Manchester General Hospital when I filed the patent. I must have been the only hospital doctor in Britain with an oscilloscope, a soldering iron and a drawing board in his room in the Doctors' Residence. The housekeepers were bemused by all the wires. Frank originally trained as a Banker but quit to take a job with a local electronics firm during the development. He died in 1987, a terrible loss. [Extract from personal communication received in March 2010 from John Kirby.] Frank and John Kirby and their associate Rodney Lester were pioneers in pharmacy automation and small-object counting technology. In 1967, the Kirbys invented a portable digital tablet counter to count tablets and capsules. With Lester they formed a limited company. In 1970, their invention was patented and put into production in Oldham, England. The tablet counter aided the pharmacy industry with time-consuming manual counting of drug prescriptions. A counting machine consistently counted medications accurately and quickly. This aspect of pharmacy automation was quickly adopted, and innovations emerged every decade to aid the pharmacy industry to deliver medications quickly, safely, and economically. Modern pharmacies have many new options to improve their workflow by using the new technology, and can choose intelligently from the many options available. === Chronology === On 1 January 1971 commercial production of the first portable digital tablet counters in the World began. John Kirby had filed U.K. Patent number GB1358378(A) on 8 September 1970 and U.S. patent number 3789194 on 9 August 1971. These early electronic counters were designed to help pharmacies replace the common (but often inaccurate) practice of counting medications by hand. In 1975, the digital technology was exported to America. In early 1980 a dedicated research, development and production facility was built in Oldham, England at a cost of £500,000. Between 1982 and 1983, two separate development facilities had been created. In America, overseen by Rodney Lester; and in England, overseen by the Kirby brothers. In 1987, Frank Kirby died. In 1989, John Kirby moved his UK facility to Devon, England. A simple to operate machine had been developed to accurately and quickly count prescription medications. Technology improvements soon resulted in a more compact model. The price of such equipment in 1980 was around £1,300. This substantial investment in new technology was a major financial consideration, but the pharmacy community considered the use of a counting machine as a superior method compared to hand-counting medications. These early devices became known as tablet counter, capsule counter, pill counter, or drug counter. The new counting technology replaced manual methods in many industries such as, vitamin and diet supplement manufacturing. Technicians needed a small, affordable device to count and bottle medications. In England and America, the 1980s and 1990s saw new the development of high-speed machines for counting and bottle filling, Like their pharmacy-based counterparts, these industrial units were designed to be fast and simple to operate, yet remain small and cost effective. In America, in the late 1990s/early 2000s a new type of tablet counter appeared. It was simple to use, compact, inexpensive, and had good counting accuracy. At the turn of the millennium technical advances allowed the design of counters with a software verification system. With an onboard computer, displaying photo images of medications to assist the pharmacist or pharmacy technician to verify that the correct medication was being dispensed. In addition, a database for storing all prescriptions that were counted on the device. Between September 2005 and May 2007, American Capital made a major financial investment in Kirby Lester, which then relocated to a larger facility to expand its research and development capabilities. This move added extra space for product research and development facility (R&D). It allowed the opportunity to develop new advanced technology products that met the pharmacy's needs for simple, accurate, and cost-effective ways to dispense prescriptions safely. Pictured here is an early American type of integrated counter and packaging device. This machine was a third generation step in the evolution of pharmacy automated devices. Later models held pre-counted containers of commonly-prescribed medications. == Global variations == In the EU member states legislation was introduced in 1998 which had a major effect on UK Pharmacy operations. It effectively prohibited the use of tablet counters for counting and dispensing bulk packaged tablets. Both usage and sales of the machines in the UK declined rapidly as a result of the introduction of blister packaging for medicines. == Current state of the industry == A tablet counter has become a standard in more than 30,000 sites in 35 countries (as of 2010) (including many non-pharmacy sites, such as manufacturing facilities that use a counting machine as a check for small items). During the 1990s through 2012, numerous new pharmacy automation products came to market. During this timeframe, counting technologies, robotics, workflow management software, and interactive voice recognition (IVR) systems for retail (both chain and independent), outpatient, government, and closed-door pharmacies (mail order and central fill) were all introduced. Additionally, the concept of scalability - of migrating from an entry-level product to the next level of automation (e.g., counting technology to robotics) - was introduced and subsequently launched a new product line in 1997. Pharmacists everywhere are making the switch to automation for its increased speed, greater accuracy, and better security. As the industry evolves and customer expectations grow, automation is becoming less of a luxury and more of a necessity. Especially for independent pharmacies, automation is now a means of keeping up with the competition of large chain pharmacies. == Technological changes and design improvements == Constant developments in technology make the dispensing of prescription medications safer, more accurate and more efficient. In America, in 2008, "next-generation" counting and verification systems were introduced. Based on the counting technology employed in preceding models, later machines included the ability to help the pharmacy operate more effectively. Equipped with a new computer interface to a pharmacy management system, with workflow and inventory software. It also included "checks and balances" to ensure the technician and pharmacist were dispensing the correct medication for each patient. This is something that is important to keep reported correctly when dealing with controlled substances like narcotics. This was a step forward to verify all 100% of prescriptions that were dispensed by pharmacy staff. In America, in 2009, further advanced counters were designed that included the ability to dispense hands-free – a feature that many operators had desired. This allowed pharmacies to automate their most commonly dispensed medications via calibrated cassettes. Thirty of a pharmacy's common medications would now be dispensed automatically. Another new model doubled that throughput via an enclosed robotic mechanism. Robo

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  • Display list

    Display list

    A display list, also called a command list in Direct3D 12 and a command buffer in Vulkan, is a series of graphics commands or instructions that are run when the list is executed. Systems that make use of display list functionality are called retained mode systems, while systems that do not are as opposed to immediate mode systems. In OpenGL, display lists are useful to redraw the same geometry or apply a set of state changes multiple times. This benefit is also used with Direct3D 12's bundle command lists. In Direct3D 12 and Vulkan, display lists are regularly used for per-frame recording and execution. == Origins in vector displays == The vector monitors or calligraphic displays of the 1960s and 1970s used electron beam deflection to draw line segments, points, and sometimes curves directly on a CRT screen. Because the image would immediately fade, it needed to be redrawn many times a second (storage tube CRTs retained the image until blanked, but they were unsuitable for interactive graphics). To refresh the display, a dedicated CPU called a Display Processor or Display Processing Unit (DPU) was used, which had a memory buffer for a "display list", "display file", or "display program" containing line segment coordinates and other information. Advanced Display Processors also supported control flow instructions, which were useful for drawing repetitive graphics such as text, and some could perform coordinate transformations such as 3D projection. == Home computer display list functionality == One of the earliest systems with a true display list was the Atari 8-bit computers. The display list (actually called so in Atari terminology) is a series of instructions for ANTIC, the video co-processor used in these machines. This program, stored in the computer's memory and executed by ANTIC in real-time, can specify blank lines, any of six text modes and eight graphics modes, which sections of the screen can be horizontally or vertically fine-scrolled, and trigger Display List Interrupts (called raster interrupts or HBI on other systems). The Amstrad PCW family contains a Display List function called the 'Roller RAM'. This is a 512-byte RAM area consisting of 256 16-bit pointers in RAM, one for each line of the 720 × 256 pixel display. Each pointer identifies the location of 90 bytes of monochrome pixels that hold the line's 720 pixel states. The 90 bytes of 8 pixel states are spaced at 8-byte intervals, so there are 7 unused bytes between each byte of pixel data. This suits how the text-orientated PCW constructs a typical screen buffer in RAM, where the first character's 8 rows are stored in the first 8 bytes, the second character's rows in the next 8 bytes, and so on. The Roller RAM was implemented to speed up display scrolling as it would have been unacceptably slow for its 3.4 MHz Z80 to move up the 23 KB display buffer 'by hand' i.e. in software. The Roller RAM starting entry used at the beginning of a screen refresh is controlled by a Z80-writable I/O register. Therefore, the screen can be scrolled simply by changing this I/O register. Another system using a Display List-like feature in hardware is the Amiga, which, not coincidentally, was also designed by some of the same people who developed the custom hardware for the Atari 8-bit computers. Once directed to produce a display mode, it would continue to do so automatically for every following scan line. The computer also included a dedicated co-processor, called "Copper", which ran a simple program or 'Copper List' intended for modifying hardware registers in sync with the display. The Copper List instructions could direct the Copper to wait for the display to reach a specific position on the screen, and then change the contents of hardware registers. In effect, it was a processor dedicated to servicing raster interrupts. The Copper was used by Workbench to mix multiple display modes (multiple resolutions and color palettes on the monitor at the same time), and by numerous programs to create rainbow and gradient effects on the screen. The Amiga Copper was also capable of reconfiguring the sprite engine mid-frame, with only one scanline of delay. This allowed the Amiga to draw more than its 8 hardware sprites, so long as the additional sprites did not share scanlines (or the one scanline gap) with more than 7 other sprites. i.e., so long as at least one sprite had finished drawing, another sprite could be added below it on the screen. Additionally, the later 32-bit AGA chipset allowed the drawing of bigger sprites (more pixels per row) while retaining the same multiplexing. The Amiga also had dedicated block-shifter ("blitter") hardware, which could draw larger objects into a framebuffer. This was often used in place of, or in addition to, sprites. In more primitive systems, the results of a display list can be simulated, though at the cost of CPU-intensive writes to certain display modes, color control, or other visual effect registers in the video device, rather than a series of rendering commands executed by the device. Thus, one must create the displayed image using some other rendering process, either before or while the CPU-driven display generation executes. In many cases, the image is also modified or re-rendered between frames. The image is then displayed in various ways, depending on the exact way in which the CPU-driven display code is implemented. Examples of the results possible on these older machines requiring CPU-driven video include effects such as Commodore 64/128's FLI mode, or Rainbow Processing on the ZX Spectrum. == Usage in OpenGL == To delimit a display list, the glNewList and glEndList functions are used, and to execute the list, the glCallList function is used. Almost all rendering commands that occur between the function calls are stored in the display list. Commands that affect the client state are not stored in display lists. Display lists are named with an integer value, and creating a display list with the same name as one already created overrides the first. The glNewList function expects two arguments: an integer representing the name of the list, and an enumeration for the compilation mode. The two modes include GL_COMPILE_AND_EXECUTE, which compiles and immediately executes, and GL_COMPILE, which only compiles the list. Display lists enable the use of the retained mode rendering pattern, which is a system in which graphics commands are recorded (retained) to execute in succession at a later time. This is contrary to immediate mode, where graphics commands are immediately executed on client calls. == Usage in Direct3D 12 == Command lists are created using the ID3D12Device::CreateCommandList function. Command lists may be created in several types: direct, bundle, compute, copy, video decode, video process, and video encoding. Direct command lists specify that a command list the GPU can execute, and doesn't inherit any GPU state. Bundles, are best used for storing and executing small sets of commands any number of times. This is used differently than regular command lists, where commands stored in a command list are typically executed only once. Compute command lists are used for general computations, with a common use being calculating mipmaps. A copy command list is strictly for copying and the video decode and video process command lists are for video decoding and processing respectively. Upon creation, command lists are in the recording state. Command lists may be re-used by calling the ID3D12GraphicsCommandList::Reset function. After recording commands, the command list must be transitioned out of the recording state by calling ID3D12GraphicsCommandList::Close. The command list is then executed by calling ID3D12CommandQueue::ExecuteCommandLists.

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  • Digital video effect

    Digital video effect

    Digital video effects (DVEs) are visual effects that provide comprehensive live video image manipulation, in the same form as optical printer effects in film. DVEs differ from standard video switcher effects (often referred to as analog effects) such as wipes or dissolves, in that they deal primarily with resizing, distortion or movement of the image. Modern video switchers often contain internal DVE functionality. Modern DVE devices are incorporated in high-end broadcast video switchers. Early examples of DVE devices found in the broadcast post-production industry include the Ampex Digital Optics (ADO), Quantel DPE-5000, Vital Squeezoom, NEC E-Flex and the Abekas A5x series of DVEs. By 1988, Grass Valley Group caught up with the competition with their Kaleidoscope, which integrated ADO-type effects with their widely used line of broadcast switching gear. DVEs are used by the broadcast television industry in live television production environments like television studios and outside broadcasts. They are commonly used in video post-production.

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