Karl Steinbuch

Karl Steinbuch

Karl W. Steinbuch (June 15, 1917 in Stuttgart-Bad Cannstatt – June 4, 2005 in Ettlingen) was a German computer scientist, cyberneticist, and electrical engineer. He was an early and influential researcher in German computer science, and was the developer of the Lernmatrix, an early implementation of artificial neural networks. From the late 1960s onwards the focus of his activity shifted from scientific research to right-wing political activism supporting the Neue Rechte. == Biography == Steinbuch joined the National Socialist German Students' League (NSDStB) and the Nazi Party. Steinbuch studied at the University of Stuttgart and in 1944 he received his PhD in physics. In 1948 he joined Standard Elektrik Lorenz (SEL, part of the ITT group) in Stuttgart, as a computer design engineer and later as a director of research and development, where he filed more than 70 patents. Steinbuch completed the first European fully transistorized computer, the ER 56 marketed by SEL. In 1958 he became professor and director of the Institute of Technology for information processing (ITIV) of the University of Karlsruhe, where he retired in 1980. In 1967 he began publishing books, in which he tried to influence German education policy. Together with books from colleagues like Jean Ziegler from Switzerland, Eric J. Hobsbawm from the UK, and John Naisbitt his books predicted what he regarded as the coming education disaster of the emerging civic lobby society. In 1957, together with Helmut Gröttrup, Steinbuch coined the term Informatik, the German word for computer science, which gave informatics, and the term kybernetische Anthropologie. == Awards and recognition == Wilhelm-Boelsche award - medal in Gold German non-fiction book award Gold medal award of the XXI. International Congresses on Aerospace Medicine Konrad Adenauer award of science Jakob Fugger award medal Medal of merit of the state of Baden-Wuerttemberg member, German Academy of Sciences Leopoldina member, International Academy of Science, Munich. grants from a state government grants program, named "Karl-Steinbuch-Stipendium" Steinbuch Centre for Computing at the Karlsruhe Institute of Technology named after him == Books == Steinbuch wrote several books and articles, including: 1957 Informatik: Automatische Informationsverarbeitung ("Informatics: automatic information processing"). 1963 Learning matrices and their applications (together with U. A. W. Piske) 1965 A critical comparison of two kinds of adaptive classification networks (together with Bernard Widrow) 1966 (1969): Die informierte Gesellschaft. Geschichte und Zukunft der Nachrichtentechnik (The informed society. History and Future of telecommunications) 1989: Die desinformierte Gesellschaft (The disinformed society) 1968: Falsch programmiert. Über das Versagen unserer Gesellschaft in der Gegenwart und vor der Zukunft und was eigentlich geschehen müßte. (as a bestseller listet in: Der Spiegel) (Programmed falsely. About our society's failure in the present and with respect to the future and what should be done.) 1969: Programm 2000. (as a bestseller listet in: Der Spiegel) 1971: Automat und Mensch. Auf dem Weg zu einer kybernetischen Anthropologie (Machine and Man. On the way to a cybernetic anthropology; 4th revised edition) 1971: Mensch Technik Zukunft. Probleme von Morgen (German non-fiction book award) (Man Technology Future. Problems of Tomorrow) 1973: Kurskorrektur (Correcting the Course) 1978: Maßlos informiert. Die Enteignung des Denkens (Excessively informed. The Deprivation of Thinking) 1984: Unsere manipulierte Demokratie. Müssen wir mit der linken Lüge leben? (Our Thought-controlled Democracy. Do we have to live with the leftist lie?)

Coalition for App Fairness

The Coalition for App Fairness (CAF) is a coalition comprised by companies, who aim to reach a fairer deal for the inclusion of their apps into the Apple App Store or the Google Play Store. The organization's executive director is Meghan DiMuzio and its headquarters are located in Washington, D.C. == Background == In July 2015, Spotify launched an email campaign to urge its App Store subscribers to cancel their subscriptions and start new ones through its website, bypassing the 30% transaction fee for in-app purchases required for iOS applications by technology company Apple Inc. A later update to the Spotify app on iOS was rejected by Apple, prompting Spotify's general counsel Horacio Gutierrez to write a letter to Apple's then-general counsel Bruce Sewell, stating: "This latest episode raises serious concerns under both U.S. and EU competition law. It continues a troubling pattern of behavior by Apple to exclude and diminish the competitiveness of Spotify on iOS and as a rival to Apple Music, particularly when seen against the backdrop of Apple's previous anticompetitive conduct aimed at Spotify … we cannot stand by as Apple uses the App Store approval process as a weapon to harm competitors." In August 2020, Epic Games updated their Fortnite Battle Royale game app on both Apple's App Store and Google's Google Play to include its own storefront that offered a 20% discount on V-Bucks, the in-game currency, if players bought through there rather than through the app stores' storefront, both which take a 30% revenue cut of the sale. Both Apple and Google removed the Fortnite app within hours, as this alternate storefront violated their terms of use that required all in-app purchases to be made through their storefronts. Epic immediately filed lawsuits against both companies challenging their storefront policies on antitrust principles, arguing that their non-negotiable 30% revenue cut is too high and the restrictions against alternate storefronts anticompetitive. Apple countersued Epic over its behavior, leading to a highly publicized 2021 bench trial. Ultimately, Epic largely lost its lawsuit against Apple, though the court did order Apple to allow developers to point users to alternative payment methods. Conversely, Epic won its antitrust lawsuit against Google in late 2023. == Foundation == On 24 September 2020, Epic Games joined forces with thirteen other prominent companies—including the music streaming platform Spotify, Tinder owner Match Group, the encrypted mail service Proton Mail, and the crypto currency website Blockchain.com—to establish the Coalition for App Fairness. It also includes Basecamp. The coalition criticizes the fact that for now the app stores of both Apple and Google charge their clients a 30% fee on any purchases made over their stores. Apple and Google defended themselves by arguing that the 30% transaction fee is a standard in the industry while the Coalition for App Fairness states that there is no other transaction fee which is even close to the 30%. In October 2020, it was reported that the coalition grew from 13 to 40 members since its foundation and received more than 400 applications for membership. In October 2025, X (formerly Twitter) joined CAF. This was seen as a larger pushback in the industry against Apple and Google, and a step towards hopefully passing the Bipartisan Open App Markets Act. == Aims == The group has broadened their demands for the app stores and now also aim for a better treatment for the apps available in the App Store. They claim that Apple favors its own services before other services available on the market and unjustifiably excludes other apps from their App Store. The group has also been viewing other transaction fees like the 5% fee which is charged by credit card companies, and states that Apple charges up to 600% more and would like the 30% fee, which was only included in 2011 by Apple, adapted to a comparable percentage that charge other providers of payment solutions. Its demands are mainly directed at Apple's strict control over its App Store, but to a lesser extent are also directed towards Google. Google allows apps to be downloaded over an independent web link or also another App Store, such as the Epic Game App Store. The organization emphasizes that no app developer should come into the position in which they are discriminated and are not granted the same rights as to the developers of the owner of the app store. == Reactions == In October 2020, Microsoft presented a new framework concerning the access to its Windows 10 operating system by app stores other than the one offered by Microsoft. The new framework is based on the demands of the Coalition for App Fairness. Microsoft emphasized though, that these principles would not apply to the Xbox. In December 2020, Apple announced that they would be lowering the revenue cut Apple takes for app developers making $1M or less from 30% to 15% if app developers fill out an application for the lowered revenue cut. In March 2021, Google followed suit by also lowering the revenue cut from the Play Store from 30% to 15% for the first million in revenue earned by a developer each year. == Notable members == Members listed are notable companies listed as members the groups website: Blockchain.com Deezer Epic Games European Digital SME Alliance Fanfix Life360 Masimo Nium Proton Mail Spotify TapTap Threema Vipps

T-pose

In computer animation, a T-pose is a default posing for a humanoid 3D model's skeleton before it is animated. It is called so because of its shape: the straight legs and arms of a humanoid model combine to form a capital letter T. When the arms are angled downwards, the pose is sometimes referred to as an A-pose instead. Likewise, if the arms are angled upward, it is called a Y-pose. Generic terms encompassing all these (especially for non-humanoid models) include bind pose, blind pose, and reference pose. == Usage == The T-pose is primarily used as the default armature pose for skeletal animation in 3D software, which is then manipulated to create animation. The purpose of the T-pose relates to the important elements of the body being axis-aligned, thereby making it easier to rig the model for animation, physics, and other controls. Depending on the exact geometry of the model, other poses such as the A-pose may be more suitable for vertex deformation around areas such as the shoulders. Outside of being default poses in animation software, T-poses are typically used as placeholders for animation not yet completed, particularly in 3D animated video games. In some motion capture software, a T-pose must be assumed by the actor in the motion capture suit before motion capturing can begin. There are other poses used, but the T-pose is the most common one. == As an Internet meme == Starting in 2016 and resurfacing in 2017, the T-pose has become a widespread Internet meme due to its bizarre and somewhat comedic appearance, especially in video game glitches where a character's animation is unexpectedly supplanted by a T-pose. In a prerelease video of the game NBA Elite 11, the demo was filled with glitches, notably one unintentionally showing a T-pose in place of the proper animation for the model of player Andrew Bynum. The glitch later gained fame as the "Jesus Bynum glitch". Publisher EA eventually cancelled the game as they found it unsatisfactory. A similar occurrence happened with Cyberpunk 2077. In the 2023 Formula One season, driver George Russell performed a T-pose in the opening credits of the series' TV broadcasts. This quickly became a meme within the motorsports community. Russell repeated the pose after claiming pole position at the 2024 Canadian Grand Prix and winning the 2024 Austrian Grand Prix.

List of security assessment tools

This is a list of available software and hardware tools that are designed for or are particularly suited to various kinds of security assessment and security testing. == Operating systems and tool suites == Several operating systems and tool suites provide bundles of tools useful for various types of security assessment. === Operating system distributions === Kali Linux (formerly BackTrack), a penetration-test-focused Linux distribution based on Debian Pentoo, a penetration-test-focused Linux distribution based on Gentoo ParrotOS, a Linux distro focused on penetration testing, forensics, and online anonymity. == Tools ==

Imo.im

imo.im is a proprietary audio/video calling and instant messaging software service. It allows sending music, video, PDFs and other files, along with various free stickers. It supports encrypted group video and voice calls with up to 20 participants. According to its developer, the service possesses over 200 million users and over 50 million messages per day are sent through it. == History == The product was created as a web-based application in 2005 for accessing multiple chat platforms, including Facebook Messenger, Google Talk, Yahoo! Messenger, and Skype chat. It was developed by Pagebites, which is a subsidiary of Singularity IM, Inc. and required a subscriber's phone number to verify the users' account. In March 2014, support for all third-party messaging networks ended. In January 2018, the app reached 500 million installs. imo.im has implemented end-to-end encryption for its chats and calls, ensuring that the conversations remain private between the sender and receiver.

List of Haskell software and tools

This is a list of Haskell software and tools, including compilers, interpreters, build tools, package managers, integrated development environments, libraries, and other development utilities. == Compilers, interpreters and editors == Emacs — text editor Glasgow Haskell Compiler (GHC) Hugs — bytecode interpreter (discontinued) IntelliJ IDEA — IDE with Haskell support via plugins Vim — text editor Visual Studio Code — editor/IDE with Haskell support via extensions == Libraries and frameworks == Parsec — parser combinator library Servant — web framework Yesod — web framework == Build tools and package management == Cabal — build system and packaging infrastructure Haskell Platform — bundled distribution of Haskell tools and libraries (deprecated) Stack — build tool and dependency manager == Language tools and static analysis == Fourmolu — code formatter based on Ormolu Haskell Language Server — implementation of the Language Server Protocol for Haskell HLint — source code suggestion and linting tool Hoogle — Haskell API search engine Ormolu — code formatter Stan — static analysis tool Stylish Haskell — source code formatter == Interactive environments == GHCi — interactive REPL for the Glasgow Haskell Compiler IHaskell — Jupyter kernel for Haskell == Debugging and profiling tools == hp2ps — heap profiling visualization tool ThreadScope — parallel execution visualizer for Haskell programs == Documentation generators == Haddock — API documentation generator for Haskell == Parser and lexer generators == Alex — lexer generator for Haskell Happy — parser generator for Haskell == Testing frameworks == HUnit — unit testing framework QuickCheck — property-based testing library == Version control == Darcs — distributed version control system written in Haskell

Stencil buffer

A stencil buffer is an extra data buffer, in addition to the color buffer and Z-buffer, found on modern graphics hardware. The buffer is per pixel and works on integer values, usually with a depth of one byte per pixel. The Z-buffer and stencil buffer often share the same area in the RAM of the graphics hardware. In the simplest case, the stencil buffer is used to limit the area of rendering (stenciling). More advanced usage of the stencil buffer makes use of the strong connection between the Z-buffer and the stencil buffer in the rendering pipeline. For example, stencil values can be automatically increased/decreased for every pixel that fails or passes the depth test. The simple combination of depth test and stencil modifiers make a vast number of effects possible (such as stencil shadow volumes, Two-Sided Stencil, compositing, decaling, dissolves, fades, swipes, silhouettes, outline drawing, or highlighting of intersections between complex primitives) though they often require several rendering passes and, therefore, can put a heavy load on the graphics hardware. The most typical application is still to add shadows to 3D applications. It is also used for planar reflections. Other rendering techniques, such as portal rendering, use the stencil buffer in other ways; for example, it can be used to find the area of the screen obscured by a portal and re-render those pixels correctly. The stencil buffer and its modifiers can be accessed in computer graphics by using APIs like OpenGL, Direct3D, Vulkan or Metal. == Architecture == The stencil buffer typically shares the same memory space as the Z-buffer, and typically the ratio is 24 bits for Z-buffer + 8 bits for stencil buffer or, in the past, 15 bits for Z-buffer + 1 bit for stencil buffer. Another variant is 4 + 24, where 28 of the 32 bits are used and 4 ignored. Stencil and Z-buffers are part of the frame buffer, coupled to the color buffer. The first chip available to a wider market was 3Dlabs' Permedia II, which supported a one-bit stencil buffer. The bits allocated to the stencil buffer can be used to represent numerical values in the range [0, 2n-1], and also as a Boolean matrix (n is the number of allocated bits), each of which may be used to control the particular part of the scene. Any combination of these two ways of using the available memory is also possible. == Stencil test == Stencil test or stenciling is among the operations on the pixels/fragments (Per-pixel operations), located after the alpha test, and before the depth test. The stencil test ensures undesired pixels do not reach the depth test. This saves processing time for the scene. Similarly, the alpha test can prevent corresponding pixels to reach the stencil test. The test itself is carried out over the stencil buffer to some value in it, or altered or used it, and carried out through the so-called stencil function and stencil operations. The stencil function is a function by which the stencil value of a certain pixel is compared to a given reference value. If this comparison is logically true, the stencil test passes. Otherwise not. In doing so, the possible reaction caused by the result of comparing three different state-depth and stencil buffer: Stencil test is not passed Stencil test is passed but not the depth test Both tests are passed (or stencil test is passed, and the depth is not enabled) For each of these cases, different operations can be set over the examined pixel. In the OpenGL stencil functions, the reference value and mask, respectively, define the function glStencilFunc. In Direct3D each of these components is adjusted individually using methods SetRenderState devices currently in control. This method expects two parameters, the first of which is a condition that is set and the other its value. In the order that was used above, these conditions are called D3DRS_STENCILFUNC, D3DRS_STENCILREF, and D3DRS_STENCILMASK. Stencil operations in OpenGL adjust glStencilOp function that expects three values. In Direct3D, again, each state sets a specific method SetRenderState. The three states that can be assigned to surgery are called D3DRS_STENCILFAIL, D3DRENDERSTATE_STENCILZFAIL, and D3DRENDERSTATE_STENCILPASS. == Z-fighting == Due to the lack of precision in the Z-buffer, coplanar polygons that are short-range, or overlapping, can be portrayed as a single plane with a multitude of irregular cross-sections. These sections can vary depending on the camera position and other parameters and are rapidly changing. This is called Z-fighting. There exist multiple solutions to this issue: - Bring the far plane closer to restrict the scene's depth, thus increasing the accuracy of the Z-buffer, or reducing the distance at which objects are visible in the scene. - Increase the number of bits allocated to the Z-buffer, which is possible at the expense of memory for the stencil buffer. - Move polygons farther apart from one another, which restricts the possibilities for the artist to create an elaborate scene. All of these approaches to the problem can only reduce the likelihood that the polygons will experience Z-fighting, and do not guarantee a definitive solution in the general case. A solution that includes the stencil buffer is based on the knowledge of which polygon should be in front of the others. The silhouette of the front polygon is drawn into the stencil buffer. After that, the rest of the scene can be rendered only where the silhouette is negative, and so will not clash with the front polygon. == Shadow volume == Shadow volume is a technique used in 3D computer graphics to add shadows to a rendered scene. They were first proposed by Frank Crow in 1977 as the geometry describing the 3D shape of the region occluded from a light source. A shadow volume divides the virtual world in two: areas that are in shadow and areas that are not. The stencil buffer implementation of shadow volumes is generally considered among the most practical general-purpose real-time shadowing techniques for use on modern 3D graphics hardware. It has been popularised by the video game Doom 3, and a particular variation of the technique used in this game has become known as Carmack's Reverse. == Reflections == Reflection of a scene is drawn as the scene itself transformed and reflected relative to the "mirror" plane, which requires multiple render passes and using of stencil buffer to restrict areas where the current render pass works: Draw the scene excluding mirror areas – for each mirror lock the Z-buffer and color buffer Render visible part of the mirror Depth test is set up so that each pixel is passed to enter the maximum value and always passes for each mirror: Depth test is set so that it passes only if the distance of a pixel is less than the current (default behavior) The matrix transformation is changed to reflect the scene relative to the mirror plane Unlock the Z-buffer and color buffer Draw the scene, but only the part of it that lies between the mirror plane and the camera. In other words, a mirror plane is also a clipping plane Again locks color buffer, depth test is set so that it always passes, reset stencil for the next mirror. == Planar Shadows == While drawing a plane of shadows, there are two dominant problems: The first concerns the problem of deep struggle in case the flat geometry is not awarded on the part covered with the shadow of shadows and outside. See the section that relates to this. Another problem relates to the extent of the shadows outside the area where the plane there. Another problem, which may or may not appear, depending on the technique, the design of more polygons in one part of the shadow, resulting in darker and lighter parts of the same shade. All three problems can be solved geometrically, but because of the possibility that hardware acceleration is directly used, it is a far more elegant implementation using the stencil buffer: 1. Enable lights and the lights 2. Draw a scene without any polygon that should be projected shadows 3. Draw all polygons which should be projected shadows, but without lights. In doing so, the stencil buffer, the pixel of each polygon to be assigned to a specific value for the ground to which they belong. The distance between these values should be at least two, because for each plane to be used two values for two states: in the shadows and bright. 4. Disable any global illumination (to ensure that the next steps will affect only individual selected light) For each plane: For each light: 1. Edit a stencil buffer and only the pixels that carry a specific value for the selected level. Increase the value of all the pixels that are projected objects between the date of a given level and bright. 2. Allow only selected light for him to draw level at which part of her specific value was not changed. == Spatial shadows == Stencil buffer implementation of spatial drawing shadows is any shadow of a geometric body that its volume includes part of the scene that is