Elasticity (data store)

Elasticity (data store)

The elasticity of a data store relates to the flexibility of its data model and clustering capabilities. The greater the number of data model changes that can be tolerated, and the more easily the clustering can be managed, the more elastic the data store is considered to be. == Types == === Clustering elasticity === Clustering elasticity is the ease of adding or removing nodes from the distributed data store. Usually, this is a difficult and delicate task to be done by an expert in a relational database system. Some NoSQL data stores, like Apache Cassandra have an easy solution, and a node can be added/removed with a few changes in the properties and by adding specifying at least one seed. === Data-modelling elasticity === Relational databases are most often very inelastic, as they have a predefined data model that can only be adapted through redesign. Most NoSQL data stores, however, do not have a fixed schema. Each row can have a different number and even different type of columns. Concerning the data store, modifications in the schema are no problem. This makes this kind of data stores more elastic concerning the data model. The drawback is that the programmer has to take into account that the data model may change over time.

Evaluation of binary classifiers

Evaluation of a binary classifier typically assigns a numerical value, or values, to a classifier that represent its accuracy. An example is error rate, which measures how frequently the classifier makes a mistake. There are many metrics that can be used; different fields have different preferences. For example, in medicine sensitivity and specificity are often used, while in computer science precision and recall are preferred. An important distinction is between metrics that are independent of the prevalence or skew (how often each class occurs in the population), and metrics that depend on the prevalence – both types are useful, but they have very different properties. Often, evaluation is used to compare two methods of classification, so that one can be adopted and the other discarded. Such comparisons are more directly achieved by a form of evaluation that results in a single unitary metric rather than a pair of metrics. == Contingency table == Given a data set, a classification (the output of a classifier on that set) gives two numbers: the number of positives and the number of negatives, which add up to the total size of the set. To evaluate a classifier, one compares its output to another reference classification – ideally a perfect classification, but in practice the output of another gold standard test – and cross tabulates the data into a 2×2 contingency table, comparing the two classifications. One then evaluates the classifier relative to the gold standard by computing summary statistics of these 4 numbers. Generally these statistics will be scale invariant (scaling all the numbers by the same factor does not change the output), to make them independent of population size, which is achieved by using ratios of homogeneous functions, most simply homogeneous linear or homogeneous quadratic functions. Say we test some people for the presence of a disease. Some of these people have the disease, and our test correctly says they are positive. They are called true positives (TP). Some have the disease, but the test incorrectly claims they don't. They are called false negatives (FN). Some don't have the disease, and the test says they don't – true negatives (TN). Finally, there might be healthy people who have a positive test result – false positives (FP). These can be arranged into a 2×2 contingency table (confusion matrix), conventionally with the test result on the vertical axis and the actual condition on the horizontal axis. These numbers can then be totaled, yielding both a grand total and marginal totals. Totaling the entire table, the number of true positives, false negatives, true negatives, and false positives add up to 100% of the set. Totaling the columns (adding vertically) the number of true positives and false positives add up to 100% of the test positives, and likewise for negatives. Totaling the rows (adding horizontally), the number of true positives and false negatives add up to 100% of the condition positives (conversely for negatives). The basic marginal ratio statistics are obtained by dividing the 2×2=4 values in the table by the marginal totals (either rows or columns), yielding 2 auxiliary 2×2 tables, for a total of 8 ratios. These ratios come in 4 complementary pairs, each pair summing to 1, and so each of these derived 2×2 tables can be summarized as a pair of 2 numbers, together with their complements. Further statistics can be obtained by taking ratios of these ratios, ratios of ratios, or more complicated functions. The contingency table and the most common derived ratios are summarized below; see sequel for details. Note that the rows correspond to the condition actually being positive or negative (or classified as such by the gold standard), as indicated by the color-coding, and the associated statistics are prevalence-independent, while the columns correspond to the test being positive or negative, and the associated statistics are prevalence-dependent. There are analogous likelihood ratios for prediction values, but these are less commonly used, and not depicted above. == Pairs of metrics == Often accuracy is evaluated with a pair of metrics composed in a standard pattern. === Sensitivity and specificity === The fundamental prevalence-independent statistics are sensitivity and specificity. Sensitivity or True Positive Rate (TPR), also known as recall, is the proportion of people that tested positive and are positive (True Positive, TP) of all the people that actually are positive (Condition Positive, CP = TP + FN). It can be seen as the probability that the test is positive given that the patient is sick. With higher sensitivity, fewer actual cases of disease go undetected (or, in the case of the factory quality control, fewer faulty products go to the market). Specificity (SPC) or True Negative Rate (TNR) is the proportion of people that tested negative and are negative (True Negative, TN) of all the people that actually are negative (Condition Negative, CN = TN + FP). As with sensitivity, it can be looked at as the probability that the test result is negative given that the patient is not sick. With higher specificity, fewer healthy people are labeled as sick (or, in the factory case, fewer good products are discarded). The relationship between sensitivity and specificity, as well as the performance of the classifier, can be visualized and studied using the Receiver Operating Characteristic (ROC) curve. In theory, sensitivity and specificity are independent in the sense that it is possible to achieve 100% in both (such as in the red/blue ball example given above). In more practical, less contrived instances, however, there is usually a trade-off, such that they are inversely proportional to one another to some extent. This is because we rarely measure the actual thing we would like to classify; rather, we generally measure an indicator of the thing we would like to classify, referred to as a surrogate marker. The reason why 100% is achievable in the ball example is because redness and blueness is determined by directly detecting redness and blueness. However, indicators are sometimes compromised, such as when non-indicators mimic indicators or when indicators are time-dependent, only becoming evident after a certain lag time. The following example of a pregnancy test will make use of such an indicator. Modern pregnancy tests do not use the pregnancy itself to determine pregnancy status; rather, human chorionic gonadotropin is used, or hCG, present in the urine of gravid females, as a surrogate marker to indicate that a woman is pregnant. Because hCG can also be produced by a tumor, the specificity of modern pregnancy tests cannot be 100% (because false positives are possible). Also, because hCG is present in the urine in such small concentrations after fertilization and early embryogenesis, the sensitivity of modern pregnancy tests cannot be 100% (because false negatives are possible). === Positive and negative predictive values === In addition to sensitivity and specificity, the performance of a binary classification test can be measured with positive predictive value (PPV), also known as precision, and negative predictive value (NPV). The positive prediction value answers the question "If the test result is positive, how well does that predict an actual presence of disease?". It is calculated as TP/(TP + FP); that is, it is the proportion of true positives out of all positive results. The negative prediction value is the same, but for negatives, naturally. ==== Impact of prevalence on predictive values ==== Prevalence has a significant impact on prediction values. As an example, suppose there is a test for a disease with 99% sensitivity and 99% specificity. If 2000 people are tested and the prevalence (in the sample) is 50%, 1000 of them are sick and 1000 of them are healthy. Thus about 990 true positives and 990 true negatives are likely, with 10 false positives and 10 false negatives. The positive and negative prediction values would be 99%, so there can be high confidence in the result. However, if the prevalence is only 5%, so of the 2000 people only 100 are really sick, then the prediction values change significantly. The likely result is 99 true positives, 1 false negative, 1881 true negatives and 19 false positives. Of the 19+99 people tested positive, only 99 really have the disease – that means, intuitively, that given that a patient's test result is positive, there is only 84% chance that they really have the disease. On the other hand, given that the patient's test result is negative, there is only 1 chance in 1882, or 0.05% probability, that the patient has the disease despite the test result. === Precision and recall === Precision and recall can be interpreted as (estimated) conditional probabilities: Precision is given by P ( C = P | C ^ = P ) {\displaystyle P(C=P|{\hat {C}}=P)} while recall is given by P ( C ^ = P | C = P ) {\displaystyle P({\hat {C}}=P|C=P)} , where C ^ {\

Serverless computing

Serverless computing is "a cloud service category where the customer can use different cloud capability types without the customer having to provision, deploy and manage either hardware or software resources, other than providing customer application code or providing customer data. Serverless computing represents a form of virtualized computing", according to ISO/IEC 22123-2. Serverless computing is a broad ecosystem that includes the cloud provider, function as a service (FaaS), managed services, tools, frameworks, engineers, stakeholders, and other interconnected elements. == Overview == Serverless is a misnomer in the sense that servers are still used by cloud service providers to execute code for developers. The definition of serverless computing has evolved over time, leading to varied interpretations. According to Ben Kehoe, serverless represents a spectrum rather than a rigid definition. Emphasis should shift from strict definitions and specific technologies to adopting a serverless mindset, focusing on leveraging serverless solutions to address business challenges. Serverless computing does not eliminate complexity but shifts much of it from the operations team to the development team. However, this shift is not absolute, as operations teams continue to manage aspects such as identity and access management (IAM), networking, security policies, and cost optimization. Additionally, while breaking down applications into finer-grained components can increase management complexity, the relationship between granularity and management difficulty is not strictly linear. There is often an optimal level of modularization where the benefits outweigh the added management overhead. According to Yan Cui, serverless techniques should be adopted only when they help to deliver customer value faster. And while adopting, organizations should take small steps and de-risk along the way. == Challenges == Serverless applications are prone to fallacies of distributed computing. In addition, they are prone to the following fallacies: Versioning is simple Compensating transactions always work Observability is optional === Monitoring and debugging === Monitoring and debugging serverless applications can present unique challenges due to their distributed, event-driven nature and proprietary environments. Traditional tools may fall short, making it difficult to track execution flows across services. However, modern solutions such as distributed tracing tools (e.g., AWS X-Ray, Datadog), centralized logging, and cloud-agnostic observability platforms are mitigating these challenges. Emerging technologies like OpenTelemetry, AI-powered anomaly detection, and serverless-specific frameworks are further improving visibility and root cause analysis. While challenges persist, advancements in monitoring and debugging tools are steadily addressing these limitations. === Security === According to OWASP, serverless applications are vulnerable to variations of traditional attacks, insecure code, and some serverless-specific attacks (like denial of wallet). So, the risks have changed and attack prevention requires a shift in mindset. === Vendor lock-in === Serverless computing is provided as a third-party service. Applications and software that run in the serverless environment are by default locked to a specific cloud vendor. This issue is exacerbated in serverless computing, as with its increased level of abstraction, public vendors only allow customers to upload code to a FaaS platform without the authority to configure underlying environments. More importantly, when considering a more complex workflow that includes backend-as-a-service (BaaS), a BaaS offering can typically only natively trigger a FaaS offering from the same provider. This makes the workload migration in serverless computing virtually impossible. Therefore, considering how to design and deploy serverless workflows from a multi-cloud perspective could mitigate this. == High-performance computing == Serverless computing may not be ideal for certain high-performance computing (HPC) workloads due to resource limits often imposed by cloud providers, including maximum memory, CPU, and runtime restrictions. For workloads requiring sustained or predictable resource usage, bulk-provisioned servers can sometimes be more cost-effective than the pay-per-use model typical of serverless platforms. However, serverless computing is increasingly capable of supporting specific HPC workloads, particularly those that are highly parallelizable and event-driven, by leveraging its scalability and elasticity. The suitability of serverless computing for HPC continues to evolve with advancements in cloud technologies. == Anti-patterns == The grain of sand anti-pattern refers to the creation of excessively small components (e.g., functions) within a system, often resulting in increased complexity, operational overhead, and performance inefficiencies. Lambda pinball is a related anti-pattern that can occur in serverless architectures when functions (e.g., AWS Lambda, Azure functions) excessively invoke each other in fragmented chains, leading to latency, debugging and testing challenges, and reduced observability. These anti-patterns are associated with the formation of a distributed monolith. These anti-patterns are often addressed through the application of clear domain boundaries, which distinguish between public and published interfaces. Public interfaces are technically accessible interfaces, such as methods, classes, API endpoints, or triggers, but they do not come with formal stability guarantees. In contrast, published interfaces involve an explicit stability contract, including formal versioning, thorough documentation, a defined deprecation policy, and often support for backward compatibility. Published interfaces may also require maintaining multiple versions simultaneously and adhering to formal deprecation processes when breaking changes are introduced. Fragmented chains of function calls are often observed in systems where serverless components (functions) interact with other resources in complex patterns, sometimes described as spaghetti architecture or a distributed monolith. In contrast, systems exhibiting clearer boundaries typically organize serverless components into cohesive groups, where internal public interfaces manage inter-component communication, and published interfaces define communication across group boundaries. This distinction highlights differences in stability guarantees and maintenance commitments, contributing to reduced dependency complexity. Additionally, patterns associated with excessive serverless function chaining are sometimes addressed through architectural strategies that emphasize native service integrations instead of individual functions, a concept referred to as the functionless mindset. However, this approach is noted to involve a steeper learning curve, and integration limitations may vary even within the same cloud vendor ecosystem. Reporting on serverless databases presents challenges, as retrieving data for a reporting service can either break the bounded contexts, reduce the timeliness of the data, or do both. This applies regardless of whether data is pulled directly from databases, retrieved via HTTP, or collected in batches. Mark Richards refers to this as the reach-in reporting anti-pattern. A possible alternative to this approach is for databases to asynchronously push the necessary data to the reporting service instead of the reporting service pulling it. While this method requires a separate contract between services and the reporting service and can be complex to implement, it helps preserve bounded contexts while maintaining a high level of data timeliness. == Principles == Adopting DevSecOps practices can help improve the use and security of serverless technologies. In serverless applications, the distinction between infrastructure and business logic is often blurred, with applications typically distributed across multiple services. To maximize the effectiveness of testing, integration testing is emphasized for serverless applications. Additionally, to facilitate debugging and implementation, orchestration is used within the bounded context, while choreography is employed between different bounded contexts. Ephemeral resources are typically kept together to maintain high cohesion. However, shared resources with long spin-up times, such as AWS RDS clusters and landing zones, are often managed in separate repositories, deployment pipeline, and stacks.

SAP BTP

SAP Business Technology Platform (SAP BTP) is a platform as a service developed by SAP SE that offers a suite of services including database and data management, AI, analytics, application development, automation and integration all running on one unified platform. == Overview == SAP BTP is made up of four components: Application development and automation: to create applications or extend existing applications. Data and analytics: to access and analyze data across SAP and third-party systems using multi-cloud architecture. Integration: to integrate and connect applications and data. Artificial Intelligence (AI): to access large language models (LLMs) to develop AI. == History == SAP BTP was introduced as part of the SAP strategy to unify its portfolio and cloud offerings under a single platform. The platform was evolved from earlier initiatives such as SAP Cloud Platform and now serves as the central hub for cloud, data, analytics, integration and AI technologies. Initially unveiled as "SAP NetWeaver Cloud" belonging to the SAP HANA Cloud portfolio on October 16, 2012 the cloud platform was reintroduced with the new name "SAP HANA Cloud Platform" on May 13, 2013 as the foundation for SAP cloud products, including the SAP BusinessObjects Cloud. Adoption of the SAP HANA Cloud Platform in 2015 stood at over 4000 customers and 500 partners. In 2016, SAP and Apple Inc. partnered to develop mobile applications on iOS using cloud-based software development kits (SDKs) for the SAP Cloud Platform. On February 27, 2017, SAP HANA Cloud Platform was renamed "SAP Cloud Platform" at the Mobile World Congress. On January 18, 2021, the name "SAP Cloud Platform" was retired from the SAP product portfolio to support SAP BTP. As of October 2024, SAP states that SAP BTP is used by more than 27,000 customers and more than 2,800 partners. Recently, SAP Business One has worked on improving the functionalities of BTP to cater for the demands of digital transformation. The platform offers comprehensive services in AI, application development, automation, integration, data management, and analytics.

Flektor

Flektor was a web application that allowed users the ability to create and "mashup" their own content (photos, videos, music, etc.) and share it via email, on social networking websites MySpace, Facebook, Blogger, Digg, eBay or on personal blogs. The company's website (Flektor.com) launched on April 2, 2007, and over 40,000 people began utilizing its features just one month later. Flektor closed down in January 2009. Flektor offered tools and widgets that included audio, video, photos, text, and approximately 100 effects, transitions and filters to be used with media. Users could create personalized slideshows, polls, postcards, and streaming video projects which the website calls "fleks". Flektor also offered Chat (used as a MySpace addon) and Movie Editor, which provided the ability to edit content and assets together. Users of Flektor could import media from websites like Photobucket and Google's YouTube, and then edit their content with the site's editing tools. Flektor's erstwhile competitors include Slide.com (founded by PayPal co-founder Max Levchin), RockYou!, Yahoo's JumpCut and Brightcove. == History == Flektor was created by Jason Rubin, Andy Gavin and former HBO executive Jason R. Kay. Both Rubin and Gavin spent most of their careers in the video game industry developing games for publishers like Electronic Arts, Universal Interactive Studios and Sony Computer Entertainment America. They founded a successful game development studio called Naughty Dog and were responsible for games such as Crash Bandicoot and Jak and Daxter. After selling Naughty Dog to Sony, Rubin focused on a comic book series called Iron and the Maiden before teaming up again with Gavin to venture into the web industry with Flektor. Jason Kay spent four years at Home Box Office, working as a consultant to the EVP of Business Development. They recruited former employee and then Naughty Dog Lead Programmer Scott Shumaker to lead the technology team along with Gavin. Ryan Evans joined shortly thereafter, spearheading product development. Flektor is based in Culver City, California. In May 2007, the company was sold to Fox Interactive Media, which is a division of News Corp., for more than $20 million. The deal coincided with Fox's acquisition of Photobucket, an image-hosting and sharing website. Fox Interactive Media already holds possession of MySpace, IGN Entertainment, FOXSports.com, AmericanIdol.com and Rotten Tomatoes. After the acquisition, Rubin, Gavin and Kay departed, leaving the studio in the hands of Shumaker and Evans. In the fall of 2007, Flektor partnered with its sister company, MySpace, and MTV to provide instant audience feedback via polls for the interactive MySpace/ MTV Presidential Dialogues series with presidential candidates Senator Barack Obama, Senator John McCain and John Edwards. Use of Flektor's polling system, enabled hosts John McLaughlin and Geoffrey Garin to cater their questions towards subjects of voter-interest. In the fall of 2008, Flektor built the official site for the 2008 Presidential debates, hosted at MyDebates. In January 2009, due to a company directive to focus on the core MySpace property, Fox Interactive announced that Flektor would be shut down, with some of its technology being incorporated into MySpace.

Pedagogical agent

A pedagogical agent is a concept borrowed from computer science and artificial intelligence and applied to education, usually as part of an intelligent tutoring system (ITS). It is a simulated human-like interface between the learner and the content, in an educational environment. A pedagogical agent is designed to model the type of interactions between a student and another person. Mabanza and de Wet define it as "a character enacted by a computer that interacts with the user in a socially engaging manner". A pedagogical agent can be assigned different roles in the learning environment, such as tutor or co-learner, depending on the desired purpose of the agent. "A tutor agent plays the role of a teacher, while a co-learner agent plays the role of a learning companion". == History == The history of Pedagogical Agents is closely aligned with the history of computer animation. As computer animation progressed, it was adopted by educators to enhance computerized learning by including a lifelike interface between the program and the learner. The first versions of a pedagogical agent were more cartoon than person, like Microsoft's Clippy which helped users of Microsoft Office load and use the program's features in 1997. However, with developments in computer animation, pedagogical agents can now look lifelike. By 2006 there was a call to develop modular, reusable agents to decrease the time and expertise required to create a pedagogical agent. There was also a call in 2009 to enact agent standards. The standardization and re-usability of pedagogical agents is less of an issue since the decrease in cost and widespread availability of animation tools. Individualized pedagogical agents can be found across disciplines including medicine, math, law, language learning, automotive, and armed forces. They are used in applications directed to every age, from preschool to adult. == Learning theories related to pedagogical agent design == === Distributed cognition theory === Distributed cognition theory is the method in which cognition progresses in the context of collaboration with others. Pedagogical agents can be designed to assist the cognitive transfer to the learner, operating as artifacts or partners with collaborative role in learning. To support the performance of an action by the user, the pedagogical agent can act as a cognitive tool as long as the agent is equipped with the knowledge that the user lacks. The interactions between the user and the pedagogical agent can facilitate a social relationship. The pedagogical agent may fulfill the role of a working partner. === Socio-cultural learning theory === Socio-cultural learning theory is how the user develops when they are involved in learning activities in which there is interaction with other agents. A pedagogical agent can: intervene when the user requests, provide support for tasks that the user cannot address, and potentially extend the learners cognitive reach. Interaction with the pedagogical agent may elicit a variety of emotions from the learner. The learner may become excited, confused, frustrated, and/or discouraged. These emotions affect the learners' motivation. === Extraneous Cognitive Load === Extraneous cognitive load is the extra effort being exerted by an individual's working memory due to the way information is being presented. A pedagogical agent can increase the user's cognitive load by distracting them and becoming the focus of their attention, causing split attention between the instructional material and the agent. Agents can reduce the perceived cognitive load by providing narration and personalization that can also promote a user's interest and motivation. While research on the reduction of cognitive load from pedagogical agents is minimal, more studies have shown that agents do not increase it. == Effectiveness == It has been suggested by researchers that pedagogical agents may take on different roles in the learning environment. Examples of these roles are: supplanting, scaffolding, coaching, testing, or demonstrating or modelling a procedure. A pedagogical agent as a tutor has not been demonstrated to add any benefit to an educational strategy in equivalent lessons with and without a pedagogical agent. According to Richard Mayer, there is some support in research for pedagogical agent increasing learning, but only as a presenter of social cues. A co-learner pedagogical agent is believed to increase the student's self-efficacy. By pointing out important features of instructional content, a pedagogical agent can fulfill the signaling function, which research on multimedia learning has shown to enhance learning. Research has demonstrated that human-human interaction may not be completely replaced by pedagogical agents, but learners may prefer the agents to non-agent multimedia systems. This finding is supported by social agency theory. Much like the varying effectiveness of the pedagogical agent roles in the learning environment, agents that take into account the user's affect have had mixed results. Research has shown pedagogical agents that make use of the users’ affect have been found to increase user knowledge retention, motivation, and perceived self-efficacy. However, with such a broad range of modalities in affective expressions, it is often difficult to utilize them. Additionally, having agents detect a user's affective state with precision remains challenging, as displays of affect are different across individuals. == Design == === Attractiveness === The appearance of a pedagogical agent can be manipulated to meet the learning requirements. The attractiveness of a pedagogical agent can enhance student's learning when the users were the opposite gender of the pedagogical agent. Male students prefer a sexy appearance of a female pedagogical agents and dislike the sexy appearance of male agents. Female students were not attracted by the sexy appearance of either male or female pedagogical agents. === Affective Response === Pedagogical agents have reached a point where they can convey and elicit emotion, but also reason about and respond to it. These agents are often designed to elicit and respond to affective actions from users through various modalities such as speech, facial expressions, and body gestures. They respond to the affective state of the given user, and make use of these modalities using a wide array of sensors incorporated into the design of the agent. Specifically in education and training applications, pedagogical agents are often designed to increasingly recognize when users or learners exhibit frustration, boredom, confusion, and states of flow. The added recognition in these agents is a step toward making them more emotionally intelligent, comforting and motivating the users as they interact. === Digital Representation === The design of a pedagogical agent often begins with its digital representation, whether it will be 2D or 3D and static or animated. Several studies have developed pedagogical agents that were both static and animated, then evaluated the relative benefits. Similar to other design considerations, the improved learning from static or animated agents remains questionable. One study showed that the appearance of an agent portrayed using a static image can impact a user's recall, based on the visual appearance. Other research found results that suggest static agent images improve learning outcomes. However, several other studies found user's learned more when the pedagogical agent was animated rather than static. Recently a meta-analysis of such research found a negligible improvement in learning via pedagogical agents, suggesting more work needs to be done in the area to support any claims.

Sunrise Calendar

Sunrise is a discontinued electronic calendar application for mobile and desktop. The service was launched in 2013 by designers Pierre Valade and Jeremy Le Van. In October 2015, Microsoft announced that they had merged the Sunrise Calendar team into the larger Microsoft Outlook team where they will work closely with the Microsoft Outlook Mobile service. == History == The first iteration of Sunrise launched in 2012 and was a daily email digest of appointments, events and birthdays. Sunrise was launched initially as an iPhone application on February 19, 2013. In June 2013, Sunrise raised $2.2 million (~$2.91 million in 2024) in venture funding from Resolute.vc, NextView Ventures, Lerer Hippeau Ventures, SV Angel, and other angel investment firms like Loïc Le Meur, Dave Morin, Fabrice Grinda. In May 2014, Sunrise launched on Android as well as on the web via a web application. In July 2014, Sunrise announced it had raised $6 million (~$7.81 million in 2024) Series A from Balderton Capital. Bernard Liautaud joined the board. On February 11, 2015, Sunrise Atelier, Inc. was acquired by Microsoft for US$100 million (~$129 million in 2024). On October 28, 2015, Microsoft announced that Sunrise would be discontinued, and its functionality merged into Outlook Mobile. Microsoft later stated that the app would permanently cease functioning on August 31, 2016, but the shutdown was delayed to September 13, 2016, to coincide with an update to Outlook Mobile that incorporates aspects of Sunrise into its calendar interface. == Features == Sunrise allowed users to connect with Google Calendar, iCloud calendar and with Exchange Server. The following third-party services featured integration with Sunrise: Foursquare, GitHub, TripIt, Asana, Evernote, Google Tasks, Trello, Songkick, and Wunderlist. As a web app, users could sign-in and use Sunrise in a web browser, with no downloads required. A native Sunrise app could also be downloaded for OS X 10.9 and later, iOS 8.0 and later (both iPhone and iPad) as well as Android phones and tablets. In May 2015, Sunrise launched Meet, a keyboard for Android and iOS that lets users select available time slots in their calendar to schedule one-to-ones.