Integrated writing environment

Integrated writing environment

An integrated writing environment (IWE) is software that provides comprehensive writing and knowledge management functionality for writers and information workers. IWEs enable writers and information workers to perform a variety of tasks related to the document in the IWE in a single environment. This provides a distraction-free workspace and streamlined writing experience. IWEs provide similar efficiency and functionality benefits to writers and information professionals that integrated development environments (IDEs) provide to software developers. == Overview == IWEs are designed to maximize productivity and help improve the quality of written work by integrating together tools that allow users to work effectively in a single application. The IWE features may include integrated content search, reversion management, outlining, note management, and reference management, as may be suitable for the target field of use. == List of IWEs == Celtx This IWE is intended for screenplay writers and has screenplay writing and management tools. Celtex provides tools for the pre-production work phase, story development, storyboarding, script breakdowns, production scheduling, and reports. Scrivener This IWE targets novel, research paper, and script writing. Scrivener provides tools to organize notes and research documents for easy access and referencing. After completing the writing, Scrivener allows the user to export the document to formats supported by common word processors, such as Microsoft Word. TeXstudio This IWE targets LaTeX documents and provides interactive spelling checker, code folding, and syntax highlighting.

Texture filtering

In computer graphics, texture filtering or texture smoothing is the method used to determine the texture color for a texture mapped pixel, using the colors of nearby texels (ie. pixels of the texture). Filtering describes how a texture is applied at many different shapes, size, angles and scales. Depending on the chosen filter algorithm, the result will show varying degrees of blurriness, detail, spatial aliasing, temporal aliasing and blocking. Depending on the circumstances, filtering can be performed in software (such as a software rendering package) or in hardware, eg. with either real time or GPU accelerated rendering circuits, or in a mixture of both. For most common interactive graphical applications, modern texture filtering is performed by dedicated hardware which optimizes memory access through memory cacheing and pre-fetch, and implements a selection of algorithms available to the user and developer. There are two main categories of texture filtering: magnification filtering and minification filtering. Depending on the situation, texture filtering is either a type of reconstruction filter where sparse data is interpolated to fill gaps (magnification), or a type of anti-aliasing (AA) where texture samples exist at a higher frequency than required for the sample frequency needed for texture fill (minification). There are many methods of texture filtering, which make different trade-offs between computational complexity, memory bandwidth and image quality. == The need for filtering == During the texture mapping process for any arbitrary 3D surface, a texture lookup takes place to find out where on the texture each pixel center falls. For texture-mapped polygonal surfaces composed of triangles typical of most surfaces in 3D games and movies, every pixel (or subordinate pixel sample) of that surface will be associated with some triangle(s) and a set of barycentric coordinates, which are used to provide a position within a texture. Such a position may not lie perfectly on the "pixel grid," necessitating some function to account for these cases. In other words, since the textured surface may be at an arbitrary distance and orientation relative to the viewer, one pixel does not usually correspond directly to one texel. Some form of filtering has to be applied to determine the best color for the pixel. Insufficient or incorrect filtering will show up in the image as artifacts (errors in the image), such as 'blockiness', jaggies, or shimmering. There can be different types of correspondence between a pixel and the texel/texels it represents on the screen. These depend on the position of the textured surface relative to the viewer, and different forms of filtering are needed in each case. Given a square texture mapped on to a square surface in the world, at some viewing distance the size of one screen pixel is exactly the same as one texel. Closer than that, the texels are larger than screen pixels, and need to be scaled up appropriately — a process known as texture magnification. Farther away, each texel is smaller than a pixel, and so one pixel covers multiple texels. In this case an appropriate color has to be picked based on the covered texels, via texture minification. Graphics APIs such as OpenGL allow the programmer to set different choices for minification and magnification filters. Note that even in the case where the pixels and texels are exactly the same size, one pixel will not necessarily match up exactly to one texel. It may be misaligned or rotated, and cover parts of up to four neighboring texels. Hence some form of filtering is still required. == Mipmapping == Mipmapping is a standard technique used to save some of the filtering work needed during texture minification. It is also highly beneficial for cache coherency - without it the memory access pattern during sampling from distant textures will exhibit extremely poor locality, adversely affecting performance even if no filtering is performed. During texture magnification, the number of texels that need to be looked up for any pixel is always four or fewer; during minification, however, as the textured polygon moves farther away potentially the entire texture might fall into a single pixel. This would necessitate reading all of its texels and combining their values to correctly determine the pixel color, a prohibitively expensive operation. Mipmapping avoids this by prefiltering the texture and storing it in smaller sizes down to a single pixel. As the textured surface moves farther away, the texture being applied switches to the prefiltered smaller size. Different sizes of the mipmap are referred to as 'levels', with Level 0 being the largest size (used closest to the viewer), and increasing levels used at increasing distances. == Filtering methods == This section lists the most common texture filtering methods, in increasing order of computational cost and image quality. === Nearest-neighbor interpolation === Nearest-neighbor interpolation is the simplest and crudest filtering method — it simply uses the color of the texel closest to the pixel center for the pixel color. While simple, this results in a large number of artifacts - texture 'blockiness' during magnification, and aliasing and shimmering during minification. This method is fast during magnification but during minification the stride through memory becomes arbitrarily large and it can often be less efficient than MIP-mapping due to the lack of spatially coherent texture access and cache-line reuse. === Nearest-neighbor with mipmapping === This method still uses nearest neighbor interpolation, but adds mipmapping — first the nearest mipmap level is chosen according to distance, then the nearest texel center is sampled to get the pixel color. This reduces the aliasing and shimmering significantly during minification but does not eliminate it entirely. In doing so it improves texture memory access and cache-line reuse through avoiding arbitrarily large access strides through texture memory during rasterization. This does not help with blockiness during magnification as each magnified texel will still appear as a large rectangle. === Linear mipmap filtering === Less commonly used, OpenGL and other APIs support nearest-neighbor sampling from individual mipmaps whilst linearly interpolating the two nearest mipmaps relevant to the sample. === Bilinear filtering === In Bilinear filtering, the four nearest texels to the pixel center are sampled (at the closest mipmap level), and their colors are combined by weighted average according to distance. This removes the 'blockiness' seen during magnification, as there is now a smooth gradient of color change from one texel to the next, instead of an abrupt jump as the pixel center crosses the texel boundary. Bilinear filtering for magnification filtering is common. When used for minification it is often used with mipmapping; though it can be used without, it would suffer the same aliasing and shimmering problems as nearest-neighbor filtering when minified too much. For modest minification ratios, however, it can be used as an inexpensive hardware accelerated weighted texture supersample. The Nintendo 64 used an unusual version of bilinear filtering where only three pixels are used known as 3-point texture filtering, instead of four due to hardware optimization concerns. This introduces a noticeable "triangulation bias" in some textures. === Trilinear filtering === Trilinear filtering is a remedy to a common artifact seen in mipmapped bilinearly filtered images: an abrupt and very noticeable change in quality at boundaries where the renderer switches from one mipmap level to the next. Trilinear filtering solves this by doing a texture lookup and bilinear filtering on the two closest mipmap levels (one higher and one lower quality), and then linearly interpolating the results. This results in a smooth degradation of texture quality as distance from the viewer increases, rather than a series of sudden drops. Of course, closer than Level 0 there is only one mipmap level available, and the algorithm reverts to bilinear filtering. === Anisotropic filtering === Anisotropic filtering is the highest quality filtering available in current consumer 3D graphics cards. Simpler, "isotropic" techniques use only square mipmaps which are then interpolated using bi– or trilinear filtering. (Isotropic means same in all directions, and hence is used to describe a system in which all the maps are squares rather than rectangles or other quadrilaterals.) When a surface is at a high angle relative to the camera, the fill area for a texture will not be approximately square. Consider the common case of a floor in a game: the fill area is far wider than it is tall. In this case, none of the square maps are a good fit. The result is blurriness and/or shimmering, depending on how the fit is chosen. Anisotropic filtering corrects this by sampling the texture as a non-square shape. The goal is

Tabletopia

Tabletopia is an online portal for users to play and create virtual tabletop games. The platform is developed by Tabletopia Inc and initially was released as a web browser based service after a successful crowdfunding campaign in August 2015. In December 2016 Tabletopia was released on Steam, and later in 2018 became available in AppStore and Google Play. == Gameplay == Tabletopia is a sandbox system for running any game. That means no AI or rules enforcement. Participating players will have to know how to play the game. Nevertheless, the platform has some automated actions available, like card-shuffling and dealing, dice-rolling, magnetic placement of components in special zones, hand management, and some others. Tabletopia also features ready game setups for various player numbers to facilitate gameplay. It also has customisable camera controls which let players save camera positions and switch between them using hot keys. People can use the Game Designer mode to design and create their own board games using the component library. They can then monetise the games with a 70/30 split to the game designer. == Development == Tabletopia was created in early 2014, by Tim Bokarev and his partners Artem Zinoviev and Dmitry Sergeev. These co-founders already had experience in the video and board games industry. Their other projects include Promo Interactive, an internet advertising agency, Playtox, a mobile MMORPG, Igrology, a game studio, and Tesera.ru, the main Russian-speaking board gaming portal. By Spring 2014, Artem, Dmitry and Tim created Tabletopia Inc. USA and started development. Tabletopia is a multinational crew that includes professionals from USA, Ukraine, Australia, Ireland, and Germany. The Kickstarter campaign in August 2015 earned $133,721 by 2,545 backers. Tabletopia received Green Light on Steam in September 2015 and was released on Steam in March 2016. The platform remained in Early Access until December 2016, when it was officially released on Steam and on the web. In February 2018 it was released as a stand-alone app for iOS tablets, and in September 2018 for Android tablets.

Princh

Princh is a Danish software company, which is headquartered in Aarhus, Denmark. Founded in 2015, Princh develops cloud printing and electronic payment products. The company is headquartered in the city of Aarhus. While utilizing a smartphone or web app, users can locate a nearby printer to their current location, get directions to access said printer, and/or authorize a print and pay for the print job in question. The product is available as a native mobile apps for Android and iOS, as well as on web and desktop products for businesses and libraries. The app connects a network of printer owners and users around the world. Princh supports an array of printable files. == History == The company was founded in 2015. The company is currently based in the southern part of Aarhus. The Princh printing service was officially launched on June 23, 2015. Currently, Princh is available as a service in a multitude of locations such as print shops, libraries, hotels, or universities. Princh is a popular printing and payment product among libraries and can among other places be found in Denmark, Sweden, Norway, Germany, United Kingdom, United States, and Canada. == How it works == With the Princh app, users will be able to locate their nearest printer. Once the user is at the printer, the user chooses the document to be printed out and shares it with the Princh app. The user then selects the desired nearby printer entering the printer ID number or scanning the QR-code located on top of the printer, pays electronically and the print job is processed by the printer. Printer owners get access to a personal control panel where they can set printing prices and monitor all Princh activity for their business. == Notes and references ==

Geo-replication

Geo-replication systems are designed to provide improved availability and disaster tolerance by using geographically distributed data centers. This is intended to improve the response time for applications such as web portals. Geo-replication can be achieved using software, hardware or a combination of the two. == Software == Geo-replication software is a network performance-enhancing technology that is designed to provide improved access to portal or intranet content for users at the most remote parts of large organizations. It is based on the principle of storing complete replicas of portal content on local servers, and then keeping the content on those servers up-to-date using heavily compressed data updates. === Portal acceleration === Geo-replication technologies are used to provide replication of the content of portals, intranets, web applications, content and data between servers, across wide area networks WAN to allow users at remote sites to access central content at LAN speeds. Geo-replication software can improve the performance of data networks that suffer limited bandwidth, latency and periodic disconnection. Terabytes of data can be replicated over a wide area network, giving remote sites faster access to web applications. Geo-replication software uses a combination of data compression and content caching technologies. differencing technologies can also be employed to reduce the volume of data that has to be transmitted to keep portal content accurate across all servers. This update compression can reduce the load that portal traffic places on networks, and improve the response time of a portal. === Portal replication === Remote users of web portals and collaboration environments will frequently experience network bandwidth and latency problems which will slow down their experience of opening and closing files, and otherwise interacting with the portal. Geo-replication technology is deployed to accelerate the remote end user portal performance to be equivalent to that experienced by users locally accessing the portal in the central office. === Differencing engine technologies === To deliver this reduction in the size of the required data updates across a portal, geo-replication systems often use differencing engine technologies. These systems are able to difference the content of each portal server right down to the byte level. This knowledge of the content that is already on each server enables the system to rebuild any changes to the content on one server, across each of the other servers in the deployment from content already hosted on those other servers. This type of differencing system ensures that no content, at the byte level, is ever sent to a server twice. === Offline portal replication on laptops === Geo-replication systems are often extended to deliver local replication beyond the server and down to the laptop used by a single user. Server to laptop replication enables mobile users to have access to a local replica of their business portal on a standard laptop. This technology may be employed to provide in the field access to portal content by, for example, sales forces and combat forces. == Geo-replication systems ==

Imieliński–Lipski algebra

In database theory, Imieliński–Lipski algebra is an extension of relational algebra onto tables with different types of null values. It is used to operate on relations with incomplete information. Imieliński–Lipski algebras are defined to satisfy precise conditions for semantically meaningful extension of the usual relational operators, such as projection, selection, union, and join, from operators on relations to operators on relations with various kinds of "null values". These conditions require that the system be safe in the sense that no incorrect conclusion is derivable by using a specified subset F of the relational operators; and that it be complete in the sense that all valid conclusions expressible by relational expressions using operators in F are in fact derivable in this system. For example, it is well known that the three-valued logic approach to deal with null values, supported treatment of nulls values by SQL is not complete, see Ullman book. To show this, let T be: Take SQL query Q SQL query Q will return empty set (no results) under 3-valued semantics currently adopted by all variants of SQL. This is the case because in SQL, NULL is never equal to any constant – in this case, neither to “Spring” nor “Fall” nor “Winter” (if there is Winter semester in this school). NULL='Spring' will evaluate to MAYBE and so will NULL='Fall'. The disjunction MAYBE OR MAYBE evaluates to MAYBE (not TRUE). Thus Igor will not be part of the answer (and of course neither will Rohit). But Igor should be returned as the answer. Indeed, regardless what semester Igor took the Networks class (no matter what was the unknown value of NULL), the selection condition will be true. This “Igor” will be missed by SQL and the SQL answer would be incomplete according to completeness requirements specified in Tomasz Imieliński, Witold Lipski, 'Incomplete Information in Relational Databases'. It is also argued there that 3-valued logic (TRUE, FALSE, MAYBE) can never provide guarantee of complete answer for tables with incomplete information. Three algebras which satisfy conditions of safety and completeness are defined as Imielinski–Lipski algebras: the Codd-Tables algebra, the V-tables algebra and the Conditional tables (C-tables) algebra. == Codd-tables algebra == Codd-tables algebra is based on the usual Codd's single NULL values. The table T above is an example of Codd-table. Codd-table algebra supports projection and positive selections only. It is also demonstrated in [IL84 that it is not possible to correctly extend more relational operators over Codd-Tables. For example, such basic operation as join is not extendable over Codd-tables. It is not possible to define selections with Boolean conditions involving negation and preserve completeness. For example, queries like the above query Q cannot be supported. In order to be able to extend more relational operators, more expressive form of null value representation is needed in tables which are called V-table. == V-tables algebra == V-tables algebra is based on many different ("marked") null values or variables allowed to appear in a table. V-tables allow to show that a value may be unknown but the same for different tuples. For example, in the table below Gaurav and Igor order the same (but unknown) beer in two unknown bars (which may, or may not be different – but remain unknown). Gaurav and Jane frequent the same unknown bar (Y1). Thus, instead one NULL value, we use indexed variables, or Skolem constants . V-tables algebra is shown to correctly support projection, positive selection (with no negation occurring in the selection condition), union, and renaming of attributes, which allows for processing arbitrary conjunctive queries. A very desirable property enjoyed by the V-table algebra is that all relational operators on tables are performed in exactly the same way as in the case of the usual relations. === Conditional tables (c-tables) algebra === Example of conditional table (c-table) is shown below. It has additional column “con” which is a Boolean condition involving variables, null values – same as in V-tables. over the following table c-table Conditional tables algebra, mainly of theoretical interest, supports projection, selection, union, join, and renaming. Under closed-world assumption, it can also handle the operator of difference, thus it can support all relational operators. == History == Imieliński–Lipski algebras were introduced by Tomasz Imieliński and Witold Lipski Jr. in Incomplete Information in Relational Databases.

Free boundary condition

In image processing, the free boundary condition is the convention used when applying a convolution kernel to a digital image in which pixel locations that lie outside the image boundaries are interpreted as having a value of zero.[1] The question of what value to assign out-of-bounds pixels may arise, for instance, when applying a 3×3 kernel to the corner pixel in an image.