AI Image Generators

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

  • Distinguishable interfaces

    Distinguishable interfaces

    Distinguishable interfaces use computer graphic principles to automatically generate easily distinguishable appearance for computer data. Although the desktop metaphor revolutionized user interfaces, there is evidence that a spatial layout alone does little to help in locating files and other data; distinguishable appearance is also required. Studies have shown that average users have considerable difficulty finding files on their personal computers, even ones that they created the same day. Search engines do not always help, since it has been found that users often know of the existence of a file without being able to specify relevant search terms. On the contrary, people appear to incrementally search for files using some form of context. Recently researchers and web developers have argued that the problem is the lack of distinguishable appearance: in the traditional computer interface most objects and locations appear identical. This problem rarely occurs in the real world, where both objects and locations generally have easily distinguishable appearance. Discriminability was one of the recommendations in the ISO 9241-12 recommendation on presentation of information on visual displays (part of the overall report on Ergonomics of Human System Interaction), however it was assumed in that report that this would be achieved by manual design of graphical symbols. == VisualIDs, semanticons, and identicons == The mass availability of computer graphics supported the introduction of approaches that make better use of the brain's "visual hardware", by providing individual files and other abstract data with distinguishable appearance. This idea initially appeared in strictly academic VisualIDs and Semanticons works, but the web community has explored and rapidly adopted similar ideas, such as the Identicon. The VisualIDs project automatically generated icons for files or other data based on a hash of the data identifier, so the icons had no relation to the content or meaning of the data. It was argued not only that generating meaningful icons is unnecessary (their user study showed rapid learning of the arbitrary icons), but also that basing icons on content is actually incorrect ("contrasting visualization with visual identifiers"). The Semanticons project developed by Setlur et al. demonstrated an algorithm to create icons that reflect the content of files. In this work the name, location and content of a file are parsed and used to retrieve related image(s) from an image database. These are then processed using a Non-photorealistic rendering technique in order to generate graphical icons. Developer Don Park introduced the identicon library for making a visual icon from a hash of a data identifier. This initial public implementation has spawned a large number of implementations for various environments. In particular, identicons are now being used as default visual user identifiers (avatars) for several widely used systems. They are also used as a complement to Gravatars, which are pre-existing avatar images created or chosen by users, instead of automatically generated images. (see #External links). == Current research == While current web practice has followed the semantics-free approach of VisualIDs, recent research has followed the semantics-based approach of Semanticons. Examples include using data mining principles to automatically create "intelligent icons" that reflect the contents of files and creating icons for music files that reflect audio characteristics or affective content.

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  • Cozi

    Cozi

    Cozi is a family organization website and mobile app designed to streamline household management. It offers shared calendars, to-do lists, shopping lists, and messaging tools, allowing multiple users to coordinate under one account. Founded in 2005 by former Microsoft employees, Cozi has evolved through acquisitions and now operates under OurFamilyWizard. The app is available in both free and premium versions on iOS, Android, and desktop platforms. == History == Cozi was founded in 2005 by Robbie Cape and Jan Miksovsky, two former Microsoft employees who sought to simplify family logistics with technology. The company's first product, Cozi Central, was released on September 25, 2006, and included a family calendar, shopping lists, family messaging and a photo collage screensaver. The company is based in Seattle, Washington. Cozi has both a freemium version, and a paid version called Cozi Gold. Cozi Gold's additional features include Cozi Contacts, a birthday tracker, more reminders, mobile month view, and change notifications. The software can be used on desktop or mobile applications for iOS and Android. On June 5, 2011, Cozi set a Guinness World Record for the longest line of ducks in a row. The line stretched for one mile and was made up of 17,782 rubber ducks. Cozi was acquired by Time Inc. in 2014. After the Meredith Corporation acquired Time in 2018, Cozi was moved into the Parents Network division. On May 4, 2022, Cozi was acquired by OurFamilyWizard of Minneapolis, Minnesota, reporting more than 20 million registered users.

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  • Easyrec

    Easyrec

    easyrec is an open-source program that provides personalized recommendations using RESTful Web services to be integrated into Web enabled applications. It is distributed under the GNU General Public License by the Studio Smart Agent Technologies and hosted at SourceForge. It is written in Java, uses a MySQL database and comes with an administration tool. == History == The development of easyrec, an implementation of the Adaptive Personalization approach, started in the course of several research and development projects conducted by the Studio Smart Agent Technologies in close cooperation with international companies. During the year of 2008 the core functionality of easyrec was developed forming the basis of research prototypes focusing on the music domain (e.g. MusicExplorer). In June 2009 a beta version of easyrec, containing basic administration features, was integrated into a movie streaming portal for evaluation purposes. Furthermore, in September 2009 easyrec was awarded a special recognition in the category “Award for Innovations – IT Innovations for an economic upswing” by the jury of the Austrian state prize for multimedia and e-business. After a comprehensive refactoring phase and the integration of the evaluation results easyrec was published on SourceForge on 18 February 2010. In course of the CeBIT tradeshow 2011 in Hanover easyrec has been awarded the German “INNOVATIONSPREIS-IT 2011”. == Principles == The following five primary goals guided the development of easyrec. It should be a ready-to-use application, not another algorithmic framework It should be easy to use, concerning installation, integration and administration It should be robust and scalable for serving real world applications It should be free of charge, so that anyone can profit from personalization features It should rely on a community-driven development == Uses == Although easyrec is a domain-agnostic, general purpose personalization system, the current Web service API is customized for providing online shops with item recommendations. Especially for small and medium enterprises, easyrec provides a low barrier entrance to personalization. == Features == A major feature of easyrec is a set of usage statistics and other business relevant information presented via an administration and management interface. Furthermore, the easyrec administrator is supported by a variety of administration and configuration functions including the manual import or adaptation of business rules. Integrators or developers benefit from the lightweight Web service APIs (REST and SOAP) as well as from the guided installation wizard. Concerning personalization functionality easyrec is providing the following services unpersonalized recommendations of the form "other users also bought/viewed/...", etc. personalized recommendation depending on individual preferences rankings such as "most bought items", "most viewed...", etc. Additionally, as an integration showcase, a MediaWiki extension was developed and is bundled with the application. Currently additional features like further recommender algorithms and a plugin-system are evaluated and prepared for integration into the easyrec system. == Architecture == The underlying architecture of easyrec is designed to be robust and scalable—separating time-consuming computations from the task of online assembling of recommendations. easyrec is designed as a multi-layer system consisting of a database layer as storage of user actions and pre-calculated business rules an application layer for hosting online and offline recommendation services and an API layer for various Web service interfaces. Moreover, the generator server contains different item association generators which create business rules that define a relation between two items.

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  • Easyrec

    Easyrec

    easyrec is an open-source program that provides personalized recommendations using RESTful Web services to be integrated into Web enabled applications. It is distributed under the GNU General Public License by the Studio Smart Agent Technologies and hosted at SourceForge. It is written in Java, uses a MySQL database and comes with an administration tool. == History == The development of easyrec, an implementation of the Adaptive Personalization approach, started in the course of several research and development projects conducted by the Studio Smart Agent Technologies in close cooperation with international companies. During the year of 2008 the core functionality of easyrec was developed forming the basis of research prototypes focusing on the music domain (e.g. MusicExplorer). In June 2009 a beta version of easyrec, containing basic administration features, was integrated into a movie streaming portal for evaluation purposes. Furthermore, in September 2009 easyrec was awarded a special recognition in the category “Award for Innovations – IT Innovations for an economic upswing” by the jury of the Austrian state prize for multimedia and e-business. After a comprehensive refactoring phase and the integration of the evaluation results easyrec was published on SourceForge on 18 February 2010. In course of the CeBIT tradeshow 2011 in Hanover easyrec has been awarded the German “INNOVATIONSPREIS-IT 2011”. == Principles == The following five primary goals guided the development of easyrec. It should be a ready-to-use application, not another algorithmic framework It should be easy to use, concerning installation, integration and administration It should be robust and scalable for serving real world applications It should be free of charge, so that anyone can profit from personalization features It should rely on a community-driven development == Uses == Although easyrec is a domain-agnostic, general purpose personalization system, the current Web service API is customized for providing online shops with item recommendations. Especially for small and medium enterprises, easyrec provides a low barrier entrance to personalization. == Features == A major feature of easyrec is a set of usage statistics and other business relevant information presented via an administration and management interface. Furthermore, the easyrec administrator is supported by a variety of administration and configuration functions including the manual import or adaptation of business rules. Integrators or developers benefit from the lightweight Web service APIs (REST and SOAP) as well as from the guided installation wizard. Concerning personalization functionality easyrec is providing the following services unpersonalized recommendations of the form "other users also bought/viewed/...", etc. personalized recommendation depending on individual preferences rankings such as "most bought items", "most viewed...", etc. Additionally, as an integration showcase, a MediaWiki extension was developed and is bundled with the application. Currently additional features like further recommender algorithms and a plugin-system are evaluated and prepared for integration into the easyrec system. == Architecture == The underlying architecture of easyrec is designed to be robust and scalable—separating time-consuming computations from the task of online assembling of recommendations. easyrec is designed as a multi-layer system consisting of a database layer as storage of user actions and pre-calculated business rules an application layer for hosting online and offline recommendation services and an API layer for various Web service interfaces. Moreover, the generator server contains different item association generators which create business rules that define a relation between two items.

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  • Moj

    Moj

    Moj is an Indian short-form video-sharing social networking service owned by Mohalla Tech Pvt Ltd, the parent company of ShareChat. Launched on 29 June 2020, shortly after the Government of India banned TikTok and several other Chinese apps, Moj quickly gained popularity as one of the leading domestic alternatives for short-form video content in India. == History == Moj was introduced by Mohalla Tech, the Bengaluru-based parent company of ShareChat, within days of the TikTok ban in India in June 2020. The app targeted the growing demand for short-form video platforms in the country. By early 2021, Moj had amassed over 100 million downloads on the Google Play Store. In February 2021, Mohalla Tech raised significant funding from investors like Tiger Global, Snapchat, and others, which supported both Moj and ShareChat’s growth. In 2022, Moj partnered with several music labels to expand its licensed music library, competing directly with global platforms such as Instagram Reels and YouTube Shorts. == Features == Short Videos: Users can create and watch videos up to 15–60 seconds. Filters & Effects: The platform provides AR filters, editing tools, stickers, and music integration. Regional Language Support: Moj supports more than 15 Indian languages including Hindi, Bengali, Tamil, Telugu, Kannada, and Marathi. Music Integration: Users can add music tracks to their videos from licensed Indian and international music libraries. Creator Program: Moj launched initiatives to support influencers and creators, offering training, monetization, and promotional opportunities. == Popularity == By mid-2021, Moj reported over 160 million monthly active users. According to reports, Moj consistently ranked among the top social media apps in India in terms of downloads. The app gained traction in Tier-2 and Tier-3 cities due to its multilingual support and focus on local content. == Competitors == Moj competes with several other short video platforms in India, including: Instagram Reels (Meta) YouTube Shorts (Google) Josh (Dailyhunt/VerSe Innovation) Roposo (InMobi) MX TakaTak (later merged with Moj in 2022) RedPost (an emerging Indian social networking platform) == Merger with MX TakaTak == In February 2022, Mohalla Tech announced that Moj would merge with MX TakaTak, another leading short video app owned by Times Internet. The merger created one of the largest short-video ecosystems in India, with a combined user base of over 300 million monthly active users.

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  • Server.com

    Server.com

    Server.com is a domain name that was owned by software as a service (SaaS) company Server Corporation. They offered a suite of services from 1996 until 2007. It was the first SaaS site to offer a variety of services and the first to use the term WebApp to describe its services. It was selected as an Incredibly Useful Site by Yahoo! Internet Life magazine. net magazine listed Server.com among the 100 most influential websites of all time. Server.com launched in 1996 offering the first online personal information manager. In 1997, they rolled out the first threaded message board service; the first web based mailing list manager; one of the first online calendar services; and one of the first online form builders. In 2000, Server.com partnered with NBCi and became server.snap.com until 2001. In 2001, Server.com was serving 100 million monthly pageviews. Media Life declared it one of the 20 biggest ad domains on the Web. In 2002, Server.com developed one of the first web-based RSS aggregators. In 2007, all services were moved to YourWebApps.com. The domain name Server.com was sold in 2009 for $770,000.

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  • Availability zone

    Availability zone

    In cloud computing, an availability region is a group of data centres that are located in the same geographical region. Availability regions comprise multiple availability zones, which are groups of data centres that are located far enough from each other to prevent large-scale outages in the event of failure of a single zone, whilst still being close enough to each other to enable low-latency connections. Distributed systems spanning multiple availability zones allow for high availability, even in the event of catastrophic failure, such as natural disasters. Services offering distinct availability zones include Amazon Web Services, Microsoft Azure and Google Cloud.

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  • ImHex

    ImHex

    ImHex is a free cross-platform hex editor available on Windows, macOS, and Linux. ImHex is used by programmers and reverse engineers to view and analyze binary data. == History == The initial release of the project in November 2020, saw significant interest on GitHub. == Features == Features include: Hex editor Custom pattern matching and analysis scripting language Visual, node based data pre-processor Disassembler Running and visualizing of YARA rules Bookmarks Binary data diffing Additional Tools MSVC, Itanium, D and Rust name demangler ASCII table Calculator Base converter File utilities IEEE 754 floating point decoder Division by invariant multiplication calculator TCP/IP client and server Support for: Data importing and exporting ASCII string, Unicode string, numeric, hexadecimal and regular expressions search Byte manipulation File hashing Plug-ins

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  • Universal psychometrics

    Universal psychometrics

    Universal psychometrics encompasses psychometrics instruments that could measure the psychological properties of any intelligent agent. Up until the early 21st century, psychometrics relied heavily on psychological tests that require the subject to cooperate and answer questions, the most famous example being an intelligence test. Such methods are only applicable to the measurement of human psychological properties. As a result, some researchers have proposed the idea of universal psychometrics - they suggest developing testing methods that allow for the measurement of non-human entities' psychological properties. For example, it has been suggested that the Turing test is a form of universal psychometrics. This test involves having testers (without any foreknowledge) attempt to distinguish a human from a machine by interacting with both (while not being to see either individuals). It is supposed that if the machine is equally intelligent to a human, the testers will not be able to distinguish between the two, i.e., their guesses will not be better than chance. Thus, Turing test could measure the intelligence (a psychological variable) of an AI. Other instruments proposed for universal psychometrics include reinforcement learning and measuring the ability to predict complexity.

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  • Cygwin

    Cygwin

    Cygwin ( SIG-win) is a free and open-source Unix-like environment and command-line interface (CLI) for Microsoft Windows. The project also provides a software repository containing open-source packages. Cygwin allows source code for Unix-like operating systems to be compiled and run on Windows. Cygwin provides native integration of Windows-based applications. The terminal emulator mintty is the default command-line interface provided to interact with the environment. The Cygwin installation directory layout mimics the root file system of Unix-like systems, with directories such as /bin, /home, /etc, /usr, and /var. Cygwin is released under the GNU Lesser General Public License version 3. It was originally developed by Cygnus Solutions, which was later acquired by Red Hat (now part of IBM), to port the GNU toolchain to Win32, including the GNU Compiler Suite. Rather than rewrite the tools to use the Win32 runtime environment, Cygwin implemented a POSIX-compatible environment in the form of a DLL. The brand motto is "Get that Linux feeling – on Windows", although Cygwin doesn't have Linux in it. == History == Cygwin began in 1995 as a project of Steve Chamberlain, a Cygnus engineer who observed that Windows NT and 95 used COFF as their object file format, and that GNU already included support for x86 and COFF, and the C library newlib. He thought that it would be possible to retarget GCC and produce a cross compiler generating executables that could run on Windows. A prototype was later developed. Chamberlain bootstrapped the compiler on a Windows system, to emulate Unix to let the GNU configure shell script run. Initially, Cygwin was called Cygwin32. When Microsoft registered the trademark Win32, the "32" was dropped to simply become Cygwin. In 1999, Cygnus offered Cygwin 1.0 as a commercial product. Subsequent versions have not been released, instead relying on continued open source releases. Geoffrey Noer was the project lead from 1996 to 1999. Christopher Faylor was lead from 1999 to 2004; he left Red Hat and became co-lead with Corinna Vinschen. Corinna Vinschen has been the project lead from mid-2014 to date (as of September, 2024). From June 23, 2016, the Cygwin library version 2.5.2 was licensed under the GNU Lesser General Public License (LGPL) version 3. == Description == Cygwin is provided in two versions: the full 64-bit version and a stripped-down 32-bit version, whose final version was released in 2022. Cygwin consists of a library that implements the POSIX system call API in terms of Windows system calls to enable the running of a large number of application programs equivalent to those on Unix systems, and a GNU development toolchain (including GCC and GDB). Programmers have ported the X Window System, K Desktop Environment 3, GNOME, Apache, and TeX. Cygwin permits installing inetd, syslogd, sshd, Apache, and other daemons as standard Windows services. Cygwin programs have full access to the Windows API and other Windows libraries. Cygwin programs are installed by running Cygwin's "setup" program, which downloads them from repositories on the Internet. The Cygwin API library is licensed under the GNU Lesser General Public License version 3 (or later), with an exception to allow linking to any free and open-source software whose license conforms to the Open Source Definition. Cygwin consists of two parts: A dynamic-link library in the form of a C standard library that acts as a compatibility layer for the POSIX API and A collection of software tools and applications that provide a Unix-like look and feel. Cygwin supports POSIX symbolic links, representing them as plain-text files with the system attribute set. Cygwin 1.5 represented them as Windows Explorer shortcuts, but this was changed for reasons of performance and POSIX correctness. Cygwin also recognises NTFS junction points and symbolic links and treats them as POSIX symbolic links, but it does not create them. The POSIX API for handling access control lists (ACLs) is supported. === Technical details === A Cygwin-specific version of the Unix mount command allows mounting Windows paths as "filesystems" in the Unix file space. Initial mount points can be configured in /etc/fstab, which has a format very similar to Unix systems, except that Windows paths appear in place of devices. Filesystems can be mounted in binary mode (by default), or in text mode, which enables automatic conversion between LF and CRLF endings (which only affects programs that open files without explicitly specifying text or binary mode). Cygwin 1.7 introduced comprehensive support for POSIX locales, and the UTF-8 Unicode encoding became the default. The fork system call for duplicating a process is fully implemented, but the copy-on-write optimization strategy could not be used. Cygwin's default user interface is the bash shell running in the mintty terminal emulator. The DLL also implements pseudo terminal (pty) devices, and Cygwin ships with a number of terminal emulators that are based on them, including rxvt/urxvt and xterm. The version of GCC that comes with Cygwin has various extensions for creating Windows DLLs, such as specifying whether a program is a windowing or console-mode program. Support for compiling programs that do not require the POSIX compatibility layer provided by the Cygwin DLL used to be included in the default GCC, but as of 2014, it is provided by cross-compilers contributed by the MinGW-w64 project. == Software packages == Cygwin's base package selection is approximately 100MB, containing the bash (interactive user) and dash (installation) shells and the core file and text manipulation utilities. Additional packages are available as optional installs from within the Cygwin "setup" program and package manager ("setup-x86_64.exe" – 64 bit). The Cygwin Ports project provided additional packages that were not available in the Cygwin distribution itself. Examples included GNOME, K Desktop Environment 3, MySQL database, and the PHP scripting language. Most ports have been adopted by volunteer maintainers as Cygwin packages, and Cygwin Ports are no longer maintained. Cygwin ships with GTK+ and Qt. The Cygwin/X project allows graphical Unix programs to display their user interfaces on the Windows desktop for both local and remote programs.

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  • Kounta (software company)

    Kounta (software company)

    Kounta is an Australian software company founded in 2012. The company's flagship product, Kounta, comprises a cloud based point of sale mobile app. == History == Kounta was founded in 2012 by entrepreneur Nick Cloete. The company is headquartered in Sydney, Australia. In 2012, the company launched its flagship product, Kounta, a hospitality-focused point of sale (POS) mobile app for iPad, Android, Mac, and Windows. The app was initially a web-based application, and later developed into an online cash register and inventory management system that allows businesses to take payments from customers via mobile devices. The app has been made available for iPad, iPhone, and Android devices; as well as iOS, Windows, and other peripherals. In 2012, Kounta partnered with Epson, providing a cloud-based POS platform for Epson printers. In 2013, the company formed a partnership with PayPal, integrating cashless and cardless transaction options via PayPal's mobile app. In 2014, MYOB (company) made an undisclosed investment towards Kounta. This partnership led to the development of MYOB Kounta, a co-branded application merging Kounta's POS with MYOB's application software. MYOB Kounta launched in October of the same year. In 2016, Kounta announced a partnership with the Commonwealth Bank of Australia to include the Kounta app onto "Albert", the bank's EFTPOS tablet, which allowed the Commonwealth Bank of Australia to become the first bank to manage all customers operations from a single device and mobile application. == Technology == The Kounta POS is a software-as-a-service (SaaS) that runs as an application in web browsers as well as natively on iOS and Android operating systems. Kounta also incorporates an Open API, making it possible for other software providers to integrate complementary apps, further extending the software's use. Traditional IT tasks, such as data backup and encryption, hardware maintenance, and server upgrades are handled by Kounta's data center. Kounta is made accessible via paid monthly subscription licenses. == Acquisition by Lightspeed == In October 2019, Kounta was acquired by Lightspeed, an advanced commerce platform for retail, hospitality, and golf businesses based in Montreal, Canada. Lightspeed acquired Kounta for $35.3 million USD.

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  • Software design

    Software design

    Software design is the process of conceptualizing how a software system will work before it is implemented or modified. Software design also refers to the direct result of the design process – the concepts of how the software will work which may be formally documented or may be maintained less formally, including via oral tradition. The design process enables a designer to model aspects of a software system before it exists with the intent of making the effort of writing the code more efficiently. Creativity, past experience, a sense of what makes "good" software, and a commitment to quality are success factors for a competent design. A software design can be compared to an architected plan for a house. High-level plans represent the totality of the house (e.g., a three-dimensional rendering of the house). Lower-level plans provide guidance for constructing each detail (e.g., the plumbing lay). Similarly, the software design model provides a variety of views of the proposed software solution. == Part of the overall process == In terms of the waterfall development process, software design is the activity that occurs after requirements analysis and before coding. Requirements analysis determines what the system needs to do without determining how it will do it, and thus, multiple designs can be imagined that satisfy the requirements. The design can be created while coding, without a plan or requirements analysis, but for more complex projects this is less feasible. Completing a design prior to coding allows for multidisciplinary designers and subject-matter experts to collaborate with programmers to produce software that is useful and technically sound. Sometimes, a simulation or prototype is created to model the system in an effort to determine a valid and good design. == Code as design == A common point of confusion with the term design in software is that the process applies at multiple levels of abstraction such as a high-level software architecture and lower-level components, functions and algorithms. A relatively formal process may occur at high levels of abstraction but at lower levels, the design process is almost always less formal where the only artifact of design may be the code itself. To the extent that this is true, software design refers to the design of the design. Edsger W. Dijkstra referred to this layering of semantic levels as the "radical novelty" of computer programming, and Donald Knuth used his experience writing TeX to describe the futility of attempting to design a program prior to implementing it: TEX would have been a complete failure if I had merely specified it and not participated fully in its initial implementation. The process of implementation constantly led me to unanticipated questions and to new insights about how the original specifications could be improved. == Artifacts == A design process may include the production of art Software design documentation such as flow chart, use case, Pseudocode, Unified Modeling Language model and other Fundamental modeling concepts. For user centered software, design may involve user experience design yielding a storyboard to help determine those specifications. Documentation may be reviewed to allow constraints, specifications and even requirements to be adjusted prior to coding. == Iterative design == Software systems inherently deal with uncertainties, and the size of software components can significantly influence a system's outcomes, both positively and negatively. Neal Ford and Mark Richards propose an iterative approach to address the challenge of identifying and right-sizing components. This method emphasizes continuous refinement as teams develop a more nuanced understanding of system behavior and requirements. The approach typically involves a cycle with several stages: A high-level partitioning strategy is established, often categorized as technical or domain-based. Guidelines for the smallest meaningful deployable unit, referred to as "quanta," are defined. While these foundational decisions are made early, they may be revisited later in the cycle if necessary. Initial components are identified based on the established strategy. Requirements are assigned to the identified components. The roles and responsibilities of each component are analyzed to ensure clarity and minimize overlap. Architectural characteristics, such as scalability, fault tolerance, and maintainability, are evaluated. Components may be restructured based on feedback from development teams. This cycle serves as a general framework and can be adapted to different domains. == Design principles == Design principles enable a software engineer to navigate the design process. Davis suggested principles which have been refined over time as: The design process should not suffer from "tunnel vision" A good designer should consider alternative approaches, judging each based on the requirements of the problem, the resources available to do the job. The design should be traceable to the analysis model Because a single element of the design model can often be traced back to multiple requirements, it is necessary to have a means for tracking how requirements have been satisfied by the design model. The design should not reinvent the wheel Systems are constructed using a set of design patterns, many of which have likely been encountered before. These patterns should always be chosen as an alternative to reinvention. Time is short and resources are limited; design time should be invested in representing (truly new) ideas by integrating patterns that already exist (when applicable). The design should "minimize the intellectual distance" between the software and the problem as it exists in the real world That is, the structure of the software design should, whenever possible, mimic the structure of the problem domain. The design should exhibit uniformity and integration A design is uniform if it appears fully coherent. In order to achieve this outcome, rules of style and format should be defined for a design team before design work begins. A design is integrated if care is taken in defining interfaces between design components. The design should be structured to accommodate change The design concepts discussed in the next section enable a design to achieve this principle. The design should be structured to degrade gently, even when aberrant data, events, or operating conditions are encountered Well-designed software should never "bomb"; it should be designed to accommodate unusual circumstances, and if it must terminate processing, it should do so in a graceful manner. Design is not coding, coding is not design Even when detailed procedural designs are created for program components, the level of abstraction of the design model is higher than the source code. The only design decisions made at the coding level should address the small implementation details that enable the procedural design to be coded. The design should be assessed for quality as it is being created, not after the fact A variety of design concepts and design measures are available to assist the designer in assessing quality throughout the development process. The design should be reviewed to minimize conceptual (semantic) errors There is sometimes a tendency to focus on minutiae when the design is reviewed, missing the forest for the trees. A design team should ensure that major conceptual elements of the design (omissions, ambiguity, inconsistency) have been addressed before worrying about the syntax of the design model. == Design concepts == Design concepts provide a designer with a foundation from which more sophisticated methods can be applied. Design concepts include: Abstraction Reducing the information content of a concept or an observable phenomenon, typically to retain only information that is relevant for a particular purpose. It is an act of Representing essential features without including the background details or explanations. Architecture The overall structure of the software and the ways in which that structure provides conceptual integrity for a system. Good software architecture will yield a good return on investment with respect to the desired outcome of the project, e.g. in terms of performance, quality, schedule and cost. Control hierarchy A program structure that represents the organization of a program component and implies a hierarchy of control. Data structure Representing the logical relationship between elements of data. Design pattern A designer may identify a design aspect of the system that has solved in the past. The reuse of such patterns can increase software development velocity. Information hiding Modules should be specified and designed so that information contained within a module is inaccessible to other modules that have no need for such information. Modularity Dividing the solution into parts (modules). Refinement The process of elaboration. A hierarchy is developed by decomposing a macrosco

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  • VEX Robotics

    VEX Robotics

    VEX Robotics is one of the main robotics programs for elementary through university students, and a subset of Innovation First International. The VEX Robotics competitions and programs were overseen by the Robotics Education & Competition Foundation (RECF), until May 2026 when VEX split from the foundation. VEX Robotics Competition was named the largest robotics competition in the world by Guinness World Records. There are four leagues of VEX Robotics competitions designed for different age groups and skill levels: VEX V5 Robotics Competition (previously VEX EDR, VRC) is for middle and high school students, and is the largest competition out of the four. VEX Robotics teams have an opportunity to compete annually in the VEX V5 Robotics Competition (V5RC). VEX IQ Robotics Competition is for elementary and middle school students. VEX IQ robotics teams have an opportunity to compete annually in the VEX IQ Robotics Competition (VIQRC). VEX AI is a 'spinoff' of VEX U, for high school and college level students. The competition features no driver control periods, hence the name 'VEX AI'. VEX AI robotics teams have an opportunity to compete in the VEX AI Competition (VAIC). VEX U is a robotics competition for college and university students. The game is similar to V5RC, but traditionally with separate, more relaxed rules on the construction of their robots. In each of the four leagues, students are given a new challenge annually and must design, build, program, and drive a robot to complete the challenge as best they can. The robotics teams that consistently display exceptional mastery in all of these areas will eventually progress to the VEX Robotics World Championship. The description and rules for the season's competition are released during the world championship of the previous season. From 2021 to 2025, the VEX Robotics World Championship was held in Dallas, Texas each year in mid-April or mid-May, depending on which league the teams are competing in. St. Louis, Missouri will host the event in 2026 and 2027. == VEX V5 == VEX V5 is a STEM learning system designed by VEX Robotics and the REC Foundation to help middle and high school students develop problem-solving and computational thinking skills. It was introduced at the VEX Robotics World Championship in April 2019 as a replacement for a previous system called VEX EDR (VEX Cortex). The program utilizes the VEX V5 Construction and Control System as a standardized hardware, firmware, and software compatibility platform. Robotics teams and clubs can use the VEX V5 system to build robots to compete in the annual VEX V5 Robotics Competition. === Construction and Control System === The VEX V5 Construction and Control System is a metal-based robotics platform with machinable, bolt-together pieces that can be used to construct custom robotic mechanisms. The robot is controlled by a programmable processor known as the VEX V5 Brain. The Brain is equipped with a color LCD touchscreen, 21 hardware ports, an SD card port, a battery port, 8 legacy sensor ports, and a micro-USB programming port. Usage with a VEX V5 Radio enables wireless driving and wireless programming of the brain via the VEX V5 Controller. The controller allows wireless user input to the robot brain, and two controllers can be daisy-chained if necessary. Each controller has two hardware ports, a micro-USB port, two 2-axis joysticks, a monochrome LCD, and twelve buttons. The controller's LCD can be written wirelessly from the robot, providing users with configurable feedback from the robot brain. The VEX V5 Motors connect to the brain via the hardware ports and are equipped with an internal optical shaft encoder to provide feedback on the rotational status of the motor. The motor's speed is programmable but may also be altered by exchanging the internal gear cartridge with one of three cartridges of different gear ratios. The three cartridges are 100 rpm, 200 rpm, and 600 rpm. === VEXcode V5 === VEXcode V5 is a Scratch-based coding environment designed by VEX Robotics for programming VEX Robotics hardware, such as the VEX V5 Brain. The block-style interface makes programming simple for elementary through high-school students. VEXcode is consistent across VEX 123, GO, IQ, and V5 and can be used to program the devices from each. VEXcode allows the block programs to be viewed as equivalent C++ or programs to help more advanced students transition from blocks to text. This also allows easy interconversion between text-based and block-based programming. VEXcode also lets students code in C++, which gives the opportunity to learn basic C++, but to collect data from sensors or to move the drivetrain, VEX uses a header file. === PROS === PROS is a C/C++ programming environment for VEX V5 hardware maintained by students of Purdue University through Purdue ACM SIGBots. It provides a more bare-bones environment for more knowledgeable students that allows for an industry-applicable experience. It has a more robust API that allows for more precise control of the hardware for competition-level uses in VRC/VEX U. It is based on FreeRTOS. == VEX V5 Robotics Competition == VEX V5 Robotics Competition (V5RC) is a robotics competition for registered middle and high school teams that utilize the VEX V5 Construction and Control System. In this competition, teams design, cad, build, and program robots to compete at tournaments. At tournaments, teams participate in qualifying matches where two randomly chosen alliances of two teams each compete for the highest team ranking. Before the Elimination Rounds, the top-ranking teams choose their permanent alliance partners, starting with the highest-ranked team, and continuing until the alliance capacity for the tournament is reached. The new alliances then compete in an elimination bracket, and the tournament champions, alongside other award winners, qualify for their regional culminating event. . The current challenge is VEX V5 Robotics Competition: Override. === General rules === Middle and high school students have the same game and rules. The most general and basic rules for the VEX V5 Robotics Competition are as follows, but each year may have exceptions and/or additional constraints. Each robot is partnered with another robot in a pair called an "alliance". In any given match, each alliance competes against one other alliance. One team is designated as the red alliance, and the other as the blue alliance. No robot may exceed the dimensions of an 18-inch cube until the match has begun. No robot may contain hardware, software, material, or content that is not distributed by or explicitly allowed by VEX Robotics. The playing field consists of a 12-foot by 12-foot square of foam tiles bordered by a wall of metal-framed polycarbonate dividers. Anything outside of these border walls is considered as off of the playing field. The various field elements associated with that season's competition are arranged in a defined and reproducible manner before the start of each match. At the start of the match is a 15-second 'autonomous' period, where all four robots navigate the field based on pre-programmed instructions without driver input. After the autonomous period has ended, the 'driver control' period begins. This stage of the match consists of one minute and forty-five seconds of manual control of the robot using one or two handheld controllers utilized by the respective number of 'drivers'. The object of the match is to attain a higher score, i.e. more points, than the opposing alliance. The method by which the alliances attain these points varies significantly with each season. Throughout the match, the blue alliance is not allowed to enter the red alliance's 'protected zone' of the field, and vice versa. The designated areas of the field are often different for each season. During the autonomous period, the protected zone normally consists of half of the field where the alliance starts, whereas the driver control period rarely features a defined protected zone, as was the case for VRC Tipping Point, VRC High Stakes, and VRC Push Back. Intentionally removing game objects from the field will result in a warning, minor violation, and/or major violation (disqualification). Intentionally and repeatedly damaging any of the robots involved, either during the match or otherwise, will result in immediate disqualification. === 2025-2026 Game: Push Back === The objective of the game is to score as many blocks as possible in goals within a 15-second autonomous period, and 1:45 driver control period. Each field consists of two long goals, two center goals, four loaders, and two park zones. ==== Field Element - Goals ==== The goals may be pictured as 'bridges' above the field. Long goals can fit fifteen blocks of any color, while center goals can fit seven. Goals feature control bonuses that are always awarded to the alliance with the most blocks scored in the control zone of each goal. Center goal control zones inco

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  • List of publications in data science

    List of publications in data science

    This is a list of publications in data science, generally organized by order of use in a data analysis workflow. See the list of publications in statistics for more research-based and fundamental publications; while this list is more applied, business oriented, and cross-disciplinary. General article inclusion criteria are: Papers from notable practitioners or notable professors, either with a Wikipedia page or reference to their notability Common knowledge all data professionals should know, with references validating this claim Highly cited applied statistics and machine learning publications Discussion-facilitating papers on the field of data science as a whole (for example, the Attention Is All You Need paper is arguably a landmark paper that can be added here, but it is specific to generative artificial intelligence, not for all practitioners of data) Some reasons why a particular publication might be regarded as important: Topic creator – A publication that created a new topic Breakthrough – A publication that changed scientific knowledge significantly Influence – A publication which has significantly influenced the world or has had a massive impact on the teaching of data science. When possible, a reference is used to validate the inclusion of the publication in this list. == History == Statistical Modeling: The Two Cultures (with comments and a rejoinder by the author) Author: Leo Breiman Publication data: Online version: https://projecteuclid.org/journals/statistical-science/volume-16/issue-3/Statistical-Modeling--The-Two-Cultures-with-comments-and-a/10.1214/ss/1009213726.pdf Description: Describes two cultures of statistics, one using a parsimonious and generative stochastic model, while the other is an algorithmic model with no known mechanism for how the data is generated. Breiman argues that while statistics has traditionally favored using the stochastic model, there is value in expanding the methods that statisticians can use to study phenomenon. Importance: Influence on the philosophies of statisticians right before the increased use of machine learning and deep learning methods. In a 20-year retrospective on this article, "Breiman's words are perhaps more relevant than ever". Notable statisticians at the time wrote opinion pieces about the publication. Although overall critical of the publication, David Cox writes that the publication "contains enough truth and exposes enough weaknesses to be thought-provoking." Bradley Efron commented that this publication is a "stimulating paper". Emanuel Parzen also comments about this publication that "Breiman alerts us to systematic blunders (leading to wrong conclusions) that have been committed applying current statistical practice of data modeling". Data Scientist: The Sexiest Job of the 21st Century Author: Thomas H. Davenport and DJ Patil Publication data: Online version: hbr.org/2022/07/is-data-scientist-still-the-sexiest-job-of-the-21st-century Description: Describes the new role at companies that is coined "Data scientist", what they do, how an organization might recruit one to their organization, and how to work with one effectively. Importance: This publication has been an influence on the data community as mentioned near the time it was published in 2012 by institutions like IEEE Spectrum, but also mentioned nearly a decade later asking the same question the title poses. In a retrospective response to their own publication 10 years earlier, authors Davenport and Patil have reflected that the role of a data scientist has "become better institutionalized, the scope of the job has been redefined, the technology it relies on has made huge strides, and the importance of non-technical expertise, such as ethics and change management, has grown". 50 Years of Data Science Author: David Donoho Publication data: Online version: https://www.tandfonline.com/doi/full/10.1080/10618600.2017.1384734 Description: Retrospective discussion paper on the history and origins of data science, with a number of commentary from notable statisticians. Importance: This has been described as "the first in the field to present such a comprehensive and in-depth survey and overview", and helps to define the field that has many definitions. The Composable Data Management System Manifesto Author: Pedro Pedreira, Orri Erling, Konstantinos Karanasos, Scott Schneider, Wes McKinney, Satya R Valluri, Mohamed Zait, Jacques Nadeau Publication data: Online version: https://www.vldb.org/pvldb/vol16/p2679-pedreira.pdf Description: The vision paper advocating for a paradigm shift in how data management systems are designed using standard, composable, interoperable tools rather than siloed software tools. Importance: A paradigm shifting view on how future data science software tools should be designed for more efficient workflows, the principles of which "will be especially crucial for addressing fragmentation, improving interoperability, and promoting user-centricity as data ecosystems grow increasingly complex". == Data collection and organization == Tidy Data Author: Hadley Wickham Publication data: Online version: https://www.jstatsoft.org/article/view/v059i10/ https://vita.had.co.nz/papers/tidy-data.pdf Description: Describes a framework for data cleaning that is summarized in the quote, "each variable is a column, each observation is a row, and each type of observational unit is a table". This allows a standard data structure for which data analysis tools can be consistently built around. Importance: Cited over 1,500 times, this effort for tidy data has been described by David Donoho as having "more impact on today's practice of data analysis than many highly regarded theoretical statistics articles". In the context of data visualization, this publication is said to support "efficient exploration and prototyping because variables can be assigned different roles in the plot without modifying anything about the original dataset". Data Organization in Spreadsheets Author: Karl W. Broman and Kara H. Woo Publication data: Online version: https://www.tandfonline.com/doi/full/10.1080/00031305.2017.1375989 Description: This article offers practical recommendations for organizing data in spreadsheets, like Microsoft Excel and Google Sheets, to reduce errors and lower the barrier for later analyses due to limitations in spreadsheets or quirks in the software. Importance: Influences teaching both data and non-data practitioners to create more analysis-friendly spreadsheets, and has been described to outline "spreadsheet best practices". == Data visualizations == Quantitative Graphics in Statistics: A Brief History Author: James R. Beniger and Dorothy L. Robyn Publication data: Online version: https://www.jstor.org/stable/2683467 Description: Outlines history and evolution of quantitative graphics in statistics, going through spatial organization (17th and 18th centuries), discrete comparison (18th and 19th centuries), continuous distribution (19th century), and multivariate distribution and correlation (late 19th and 20th centuries). Importance: Helps put into perspective for learning data practitioners the recency of graphics that are used. A later publication "Graphical Methods in Statistics" by Stephen Fienberg in 1979 writes that his publication "owes much to the work of Beniger and Robyn". == Practice == Data Science for Business Author: Foster Provost and Tom Fawcett Publication data: Online version: N/A Description: Broadly outlines principles of data science and data-analytic thinking for businesses. Importance: Cited over 3,000 times, it is "highly recommended for students" but also it is also recommended due to its "relevance to senior management leaders who want to build and lead a team of data scientists and implement data science in solving complex business problems". == Tooling == Hidden Technical Debt in Machine Learning Systems Author: D. Sculley, Gary Holy, Daniel Golovin, Eugene Davydov, Todd Phillips, Dietmar Ebner, Vinay Chaudhary, Michael Young, Jean-François Crespo, Dan Dennison Publication data: Online version: https://proceedings.neurips.cc/paper_files/paper/2015/file/86df7dcfd896fcaf2674f757a2463eba-Paper.pdf Description: This paper argues that it is "dangerous to think of [complex machine learning] quick wins as coming for free" and overviews risk factors to account for when implementing a machine learning system. Importance: All authors worked for Google, article is cited over 2,000 times, and helped practitioners thinking about quickly implementing a machine learning tool without understanding the long-term maintenance of the tool. A few useful things to know about machine learning Author: Pedro Domingos Publication data: Online version: https://dl.acm.org/doi/10.1145/2347736.2347755 https://homes.cs.washington.edu/~pedrod/papers/cacm12.pdf Description: The purpose of this paper is to distill inaccessible "folk knowledge" to effectively implement machine learning projects because "machin

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  • Software engineering professionalism

    Software engineering professionalism

    Software engineering professionalism is a movement to make software engineering a profession, with aspects such as degree and certification programs, professional associations, professional ethics, and government licensing. The field is a licensed discipline in Texas in the United States (Texas Board of Professional Engineers, since 2013), Engineers Australia(Course Accreditation since 2001, not Licensing), and many provinces in Canada. == History == In 1993 the IEEE and ACM began a joint effort called JCESEP, which evolved into SWECC in 1998 to explore making software engineering into a profession. The ACM pulled out of SWECC in May 1999, objecting to its support for the Texas professionalization efforts, of having state licenses for software engineers. ACM determined that the state of knowledge and practice in software engineering was too immature to warrant licensing, and that licensing would give false assurances of competence even if the body of knowledge were mature. The IEEE continued to support making software engineering a branch of traditional engineering. In Canada the Canadian Information Processing Society established the Information Systems Professional certification process. Also, by the late 1990s (1999 in British Columbia) the discipline of software engineering as a professional engineering discipline was officially created. This has caused some disputes between the provincial engineering associations and companies who call their developers software engineers, even though these developers have not been licensed by any engineering association. In 1999, the Panel of Software Engineering was formed as part of the settlement between Engineering Canada and the Memorial University of Newfoundland over the school's use of the term "software engineering" in the name of a computer science program. Concerns were raised over the inappropriate use of the name "software engineering" to describe non-engineering programs could lead to student and public confusion, and ultimately threaten public safety. The Panel issued recommendations to create a Software Engineering Accreditation Board, but the task force created to carry out the recommendations was unable to get the various stakeholders to agree to concrete proposals, resulting in separate accreditation boards. == Ethics == Software engineering ethics is a large field. In some ways it began as an unrealistic attempt to define bugs as unethical. More recently it has been defined as the application of both computer science and engineering philosophy, principles, and practices to the design and development of software systems. Due to this engineering focus and the increased use of software in mission critical and human critical systems, where failure can result in large losses of capital but more importantly lives such as the Therac-25 system, many ethical codes have been developed by a number of societies, associations and organizations. These entities, such as the ACM, IEEE, EGBC and Institute for Certification of Computing Professionals (ICCP) have formal codes of ethics. Adherence to the code of ethics is required as a condition of membership or certification. According to the ICCP, violation of the code can result in revocation of the certificate. Also, all engineering societies require conformance to their ethical codes; violation of the code results in the revocation of the license to practice engineering in the society's jurisdiction. These codes of ethics usually have much in common. They typically relate the need to act consistently with the client's interest, employer's interest, and most importantly the public's interest. They also outline the need to act with professionalism and to promote an ethical approach to the profession. A Software Engineering Code of Ethics has been approved by the ACM and the IEEE-CS as the standard for teaching and practicing software engineering. === Examples of codes of conduct === The following are examples of codes of conduct for Professional Engineers. These 2 have been chosen because both jurisdictions have a designation for Professional Software Engineers. Engineers and Geoscientists of British Columbia (EGBC): All members in the association's code of Ethics must ensure that the government, the public can rely on BC's professional engineers and Geoscientists to act at all times with fairness, courtesy and good faith to their employers, employee and customers, and to uphold the truth, honesty and trustworthiness, and to safe guard human life and the environment. This is just one of the many ways in which BC's Professional Engineers and Professional Geoscientists maintain their competitive edge in today's global marketplace. Association of Professional Engineers and Geoscientists of Alberta (APEGA): Different with British Columbia, the Alberta Government granted self governance to engineers, Geoscientists and geophysicists. All members in the APEGA have to accept legal and ethical responsibility for the work and to hold the interest of the public and society. The APEGA is a standards guideline of professional practice to uphold the protection of public interest for engineering, Geoscientists and geophysics in Alberta. === Opinions on ethics === Bill Joy argued that "better software" can only enable its privileged end users, make reality more power-pointy as opposed to more humane, and ultimately run away with itself so that "the future doesn't need us." He openly questioned the goals of software engineering in this respect, asking why it isn't trying to be more ethical rather than more efficient. In his book Code and Other Laws of Cyberspace, Lawrence Lessig argues that computer code can regulate conduct in much the same way as the legal code. Lessig and Joy urge people to think about the consequences of the software being developed, not only in a functional way, but also in how it affects the public and society as a whole. Overall, due to the youth of software engineering, many of the ethical codes and values have been borrowed from other fields, such as mechanical and civil engineering. However, there are many ethical questions that even these, much older, disciplines have not encountered. Questions about the ethical impact of internet applications, which have a global reach, have never been encountered until recently and other ethical questions are still to be encountered. This means the ethical codes for software engineering are a work in progress, that will change and update as more questions arise. == Independent licensing and certification exams == Since 2002, the IEEE Computer Society offered the Certified Software Development Professional (CSDP) certification exam (in 2015 this was replaced by several similar certifications). A group of experts from industry and academia developed the exam and maintained it. Donald Bagert, and at a later period Stephen Tockey headed the certification committee. Contents of the exam centered around the SWEBOK (Software Engineering Body of Knowledge) guide, with an additional emphasis on Professional Practices and Software Engineering Economics knowledge areas (KAs). The motivation was to produce a structure at an international level for software engineering's knowledge areas. == Criticism of licensing == Professional licensing has been criticized for many reasons. The field of software engineering is too immature Licensing would give false assurances of competence even if the body of knowledge were mature Software engineers would have to study years of calculus, physics, and chemistry to pass the exams, which is irrelevant to most software practitioners. Many (most?) computer science majors don't earn degrees in engineering schools, so they are probably unqualified to pass engineering exams. == Licensing by country == === United States === The Bureau of Labor Statistics (BLS) classifies computer software engineers as a subcategory of "computer specialists", along with occupations such as computer scientist, Programmer, Database administrator and Network administrator. The BLS classifies all other engineering disciplines, including computer hardware engineers, as engineers. Many states prohibit unlicensed persons from calling themselves an Engineer, or from indicating branches or specialties not covered licensing acts. In many states, the title Engineer is reserved for individuals with a Professional Engineering license indicating that they have shown minimum level of competency through accredited engineering education, qualified engineering experience, and engineering board's examinations. In April 2013 the National Council of Examiners for Engineering and Surveying (NCEES) began offering a Professional Engineer (PE) exam for Software Engineering. The exam was developed in association with the IEEE Computer Society. NCEES ended the exam in April 2019 due to lack of participation. The American National Society of Professional Engineers provides a model law and lobbies legislatures to adopt occ

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