Wink Bingo

Wink Bingo

Wink Bingo is an online bingo website launched in 2008. It is part of Broadway Gaming Ireland DF Limited and is based and licensed in Ireland. == History == Wink Bingo launched in 2008 and under chief executive Eitan Boyd it grew to 60,000 active players within two years. It had an estimated £1.3 million profit in the first 11 months of trading, and by 2009 it had estimated annual revenue of £15 million. In 2009 Wink Bingo was purchased by 888 Holdings Plc, which operates a number of entertainment brands including 888casino, 888poker and 888sport. The initial up front fee was reported in the London Evening Standard to be £11 million, rising as high as £59.7 million depending on performance-based earn out arrangements. The acquisition included Daub Ltd’s other online bingo businesses Posh Bingo and Bingo Fabulous. In 2011, the sellers agreed to amend the terms and accept two subsequent payments in addition to the initial cost, of £9.2 million in May and £6.1 million in August. In 2011 Wink Bingo sponsored ITV2's The Only Way Is Essex, and other notable advertising campaigns have included sponsorship of Harry Hill's TV Burp. In 2014, Wink Bingo rebranded with an updated slogan 'Wink if you're in!', with an aim of creating a 'sunny, calm and inclusive' online destination, and an accompanying TV commercial featuring the Ottawan song D.I.S.C.O. re-recorded as B.I.N.G.O.. Wink also launched a new digital magazine, 'Winkly', and 'Winkipedia, a bingo encyclopedia'. Wink Bingo is available on desktop and as a mobile app. Wink launched Wink Slots in 2016 as a companion site to Wink Bingo. The Advertising Standards Authority has ruled on Wink Bingo's advertisements on a number of occasions. In August 2008, Wink ran a television ad which showed a midwife celebrating while at work at a hospital maternity unit. The ASA banned the ad, concluding that it condoned gambling in the workplace and suggested that it took priority over professional commitments. In June 2013, the Gambling Reform & Society Perception Group (GRASP) challenged the use of semi-naked "athletic" men together with the claim "Go on ... you know you want to" on an outdoor ad, suggesting it linked gambling to seduction and enhanced attractiveness. The complaint was not upheld. The site underwent another rebrand and pop art inspired redesign in April 2018, taking on a new tone of voice and a new slogan, "You’ve Earned It". An online shop was added, where players can redeem reward points for free play or vouchers for online high street retailers. In 2021 Wink Bingo was purchased by Saphalata Holdings, a company that forms part of the Broadway Gaming group. === Cancer Research UK campaign === In 2015 Wink Bingo began an open-ended partnership with the Peter Andre Fund to raise money for Cancer Research UK. Peter Andre also met with players who were selected in a raffle. == Awards ==

Biohybrid microswimmer

A biohybrid microswimmer also known as biohybrid nanorobot, can be defined as a microswimmer that consist of both biological and artificial constituents, for instance, one or several living microorganisms attached to one or various synthetic parts. In recent years nanoscopic and mesoscopic objects have been designed to collectively move through direct inspiration from nature or by harnessing its existing tools. Small mesoscopic to nanoscopic systems typically operate at low Reynolds numbers (Re ≪ 1), and understanding their motion becomes challenging. For locomotion to occur, the symmetry of the system must be broken. In addition, collective motion requires a coupling mechanism between the entities that make up the collective. To develop mesoscopic to nanoscopic entities capable of swarming behaviour, it has been hypothesised that the entities are characterised by broken symmetry with a well-defined morphology, and are powered with some material capable of harvesting energy. If the harvested energy results in a field surrounding the object, then this field can couple with the field of a neighbouring object and bring some coordination to the collective behaviour. Such robotic swarms have been categorised by an online expert panel as among the 10 great unresolved group challenges in the area of robotics. Although investigation of their underlying mechanism of action is still in its infancy, various systems have been developed that are capable of undergoing controlled and uncontrolled swarming motion by harvesting energy (e.g., light, thermal, etc.). Over the past decade, biohybrid microrobots, in which living mobile microorganisms are physically integrated with untethered artificial structures, have gained growing interest to enable the active locomotion and cargo delivery to a target destination. In addition to the motility, the intrinsic capabilities of sensing and eliciting an appropriate response to artificial and environmental changes make cell-based biohybrid microrobots appealing for transportation of cargo to the inaccessible cavities of the human body for local active delivery of diagnostic and therapeutic agents. == Background == Biohybrid microswimmers can be defined as microswimmers that consist of both biological and artificial constituents, for instance, one or several living microorganisms attached to one or various synthetic parts. The pioneers of this field, ahead of their time, were Montemagno and Bachand with a 1999 work regarding specific attachment strategies of biological molecules to nanofabricated substrates enabling the preparation of hybrid inorganic/organic nanoelectromechanical systems, so called NEMS. They described the production of large amounts of F1-ATPase from the thermophilic bacteria Bacillus PS3 for the preparation of F1-ATPase biomolecular motors immobilized on a nanoarray pattern of gold, copper or nickel produced by electron beam lithography. These proteins were attached to one micron microspheres tagged with a synthetic peptide. Consequently, they accomplished the preparation of a platform with chemically active sites and the development of biohybrid devices capable of converting energy of biomolecular motors into useful work. One of the most fundamental questions in science is what defines life. Collective motion is one of the hallmarks of life. This is commonly observed in nature at various dimensional levels as energized entities gather, in a concerted effort, into motile aggregated patterns. These motile aggregated events can be noticed, among many others, as dynamic swarms; e.g., unicellular organisms such as bacteria, locust swarms, or the flocking behaviour of birds. Ever since Newton established his equations of motion, the mystery of motion on the microscale has emerged frequently in scientific history, as famously demonstrated by a couple of articles that should be discussed briefly. First, an essential concept, popularized by Osborne Reynolds, is that the relative importance of inertia and viscosity for the motion of a fluid depends on certain details of the system under consideration. The Reynolds number Re, named in his honor, quantifies this comparison as a dimensionless ratio of characteristic inertial and viscous forces: R e = ρ u l μ {\displaystyle \mathrm {Re} ={\frac {\rho ul}{\mu }}} Here, ρ represents the density of the fluid; u is a characteristic velocity of the system (for instance, the velocity of a swimming particle); l is a characteristic length scale (e.g., the swimmer size); and μ is the viscosity of the fluid. Taking the suspending fluid to be water, and using experimentally observed values for u, one can determine that inertia is important for macroscopic swimmers like fish (Re = 100), while viscosity dominates the motion of microscale swimmers like bacteria (Re = 10−4). The overwhelming importance of viscosity for swimming at the micrometer scale has profound implications for swimming strategy. This has been discussed memorably by E. M. Purcell, who invited the reader into the world of microorganisms and theoretically studied the conditions of their motion. In the first place, propulsion strategies of large scale swimmers often involve imparting momentum to the surrounding fluid in periodic discrete events, such as vortex shedding, and coasting between these events through inertia. This cannot be effective for microscale swimmers like bacteria: due to the large viscous damping, the inertial coasting time of a micron-sized object is on the order of 1 μs. The coasting distance of a microorganism moving at a typical speed is about 0.1 angstroms (Å). Purcell concluded that only forces that are exerted in the present moment on a microscale body contribute to its propulsion, so a constant energy conversion method is essential. Microorganisms have optimized their metabolism for continuous energy production, while purely artificial microswimmers (microrobots) must obtain energy from the environment, since their on-board-storage-capacity is very limited. As a further consequence of the continuous dissipation of energy, biological and artificial microswimmers do not obey the laws of equilibrium statistical physics, and need to be described by non-equilibrium dynamics. Mathematically, Purcell explored the implications of low Reynolds number by taking the Navier-Stokes equation and eliminating the inertial terms: μ ∇ 2 u − ∇ p = 0 {\displaystyle {\begin{aligned}\mu \nabla ^{2}\mathbf {u} -{\boldsymbol {\nabla }}p&={\boldsymbol {0}}\\\end{aligned}}} where u {\displaystyle \mathbf {u} } is the velocity of the fluid and ∇ p {\displaystyle {\boldsymbol {\nabla }}p} is the gradient of the pressure. As Purcell noted, the resulting equation — the Stokes equation — contains no explicit time dependence. This has some important consequences for how a suspended body (e.g., a bacterium) can swim through periodic mechanical motions or deformations (e.g., of a flagellum). First, the rate of motion is practically irrelevant for the motion of the microswimmer and of the surrounding fluid: changing the rate of motion will change the scale of the velocities of the fluid and of the microswimmer, but it will not change the pattern of fluid flow. Secondly, reversing the direction of mechanical motion will simply reverse all velocities in the system. These properties of the Stokes equation severely restrict the range of feasible swimming strategies. Recent publications of biohybrid microswimmers include the use of sperm cells, contractive muscle cells, and bacteria as biological components, as they can efficiently convert chemical energy into movement, and additionally are capable of performing complicated motion depending on environmental conditions. In this sense, biohybrid microswimmer systems can be described as the combination of different functional components: cargo and carrier. The cargo is an element of interest to be moved (and possibly released) in a customized way. The carrier is the component responsible for the movement of the biohybrid, transporting the desired cargo, which is linked to its surface. The great majority of these systems rely on biological motile propulsion for the transportation of synthetic cargo for targeted drug delivery/ There are also examples of the opposite case: artificial microswimmers with biological cargo systems. Over the past decade, biohybrid microrobots, in which living mobile microorganisms are physically integrated with untethered artificial structures, have gained growing interest to enable the active locomotion and cargo delivery to a target destination. In addition to the motility, the intrinsic capabilities of sensing and eliciting an appropriate response to artificial and environmental changes make cell-based biohybrid microrobots appealing for transportation of cargo to the inaccessible cavities of the human body for local active delivery of diagnostic and therapeutic agents. Active locomotion, targeting and steering of concentrated therape

List of .NET libraries and frameworks

This article contains a list of libraries that can be used in .NET languages. These languages require .NET Framework, Mono, or .NET, which provide a basis for software development, platform independence, language interoperability and extensive framework libraries. Standard Libraries (including the Base Class Library) are not included in this article. == Introduction == Apps created with .NET Framework or .NET run in a software environment known as the Common Language Runtime (CLR), an application virtual machine that provides services such as security, memory management, and exception handling. The framework includes a large class library called Framework Class Library (FCL). Thanks to the hosting virtual machine, different languages that are compliant with the .NET Common Language Infrastructure (CLI) can operate on the same kind of data structures. These languages can therefore use the FCL and other .NET libraries that are also written in one of the CLI compliant languages. When the source code of such languages are compiled, the compiler generates platform-independent code in the Common Intermediate Language (CIL, also referred to as bytecode), which is stored in CLI assemblies. When a .NET app runs, the just-in-time compiler (JIT) turns the CIL code into platform-specific machine code. To improve performance, .NET Framework also comes with the Native Image Generator (NGEN), which performs ahead-of-time compilation to machine code. This architecture provides language interoperability. Each language can use code written in other languages. Calls from one language to another are exactly the same as would be within a single programming language. If a library is written in one CLI language, it can be used in other CLI languages. Moreover, apps that consist only of pure .NET assemblies, can be transferred to any platform that contains an implementation of CLI and run on that platform. For example, apps written using .NET can run on Windows, macOS, and various versions of Linux. .NET apps or their libraries, however, may depend on native platform features, e.g. COM. As such, platform independence of .NET apps depends on the ability to transfer necessary native libraries to target platforms. In 2019, the Windows Forms and Windows Presentation Foundation portions of .NET Framework were made open source. === .NET implementations === There are four primary .NET implementations that are actively developed and maintained: .NET Framework: The original .NET implementation that has existed since 2002. While not yet discontinued, Microsoft does not plan on releasing its next major version, 5.0. Mono: A cross-platform implementation of .NET Framework by Ximian, introduced in 2004. It is free and open-source. It is now developed by Xamarin, a subsidiary of Microsoft. Universal Windows Platform (UWP): An implementation of .NET used for building UWP apps. It's designed to unify development for different targeted types of devices, including PCs, tablets, phablets, phones, and the Xbox. .NET: A cross-platform re-implementation of .NET Framework, introduced in 2016 and initially called .NET Core. It is free and open-source. .NET superseded .NET Framework with the release of .NET 5. Each implementation of .NET includes the following components: One or more runtime environments, e.g. Common Language Runtime (CLR) for .NET Framework and CoreCLR for .NET A class library The .NET Standard is a set of common APIs that are implemented in the Base Class Library of any .NET implementation. The class library of each implementation must implement the .NET Standard, but may also implement additional APIs. Traditionally, .NET apps targeted a certain version of a .NET implementation, e.g. .NET Framework 4.6. Starting with the .NET Standard, an app can target a version of the .NET Standard and then it could be used (without recompiling) by any implementation that supports that level of the standard. This enables portability across different .NET implementations. The following table lists the .NET implementations that adhere to the .NET Standard and the version number at which each implementation became compliant with a given version of .NET Standard. For example, according to this table, .NET Core 3.0 was the first version of .NET Core that adhered to .NET Standard 2.1. This means that any version of .NET Core bigger than 3.0 (e.g. .NET Core 3.1) also adheres to .NET Standard 2.1. == Web frameworks == === ASP.NET === First released in 2002, ASP.NET is an open-source server-side web application framework designed for web development to produce dynamic web pages. It is the successor to Microsoft's Active Server Pages (ASP) technology, built on the Common Language Runtime (CLR). === ASP.NET Core === ASP.NET was completely rewritten in 2016 as a modular web framework, together with other frameworks like Entity Framework. The re-written framework uses the new open-source .NET Compiler Platform (also known by its codename "Roslyn") and is cross platform. The programming models ASP.NET MVC, ASP.NET Web API, and ASP.NET Web Pages (a model using only Razor pages) were merged into a unified MVC 6. === Blazor === Blazor is a free and open-source web framework that enables developers to create Single-page Web apps using C# and HTML in ASP.NET Razor pages ("components"). Blazor is part of the ASP.NET Core framework. Blazor Server apps are hosted on a web server, while Blazor WebAssembly apps are downloaded to the client's web browser before running. In addition, a Blazor Hybrid framework is available with server-based and client-based application components. == Numerical libraries == === Open-source numerical libraries === ==== AForge.NET ==== This is a computer vision and artificial intelligence library. It implements a number of genetic, fuzzy logic and machine learning algorithms with several architectures of artificial neural networks with corresponding training algorithms. ==== ALGLIB ==== This is a cross-platform open source numerical analysis and data processing library. It consists of algorithm collections written in different programming languages (C++, C#, FreePascal, Delphi, VBA) and has dual licensing – commercial and GPL. ==== Math.NET Numerics ==== This library aims to provide methods and algorithms for numerical computations in science, engineering and everyday use. Covered topics include special functions, linear algebra, probability models, random numbers, interpolation, integral transforms and more. MIT/X11 license. ==== Meta.Numerics ==== This is a library for advanced scientific computation in the .NET Framework. ==== ML.NET ==== This is a free software machine learning library. The preview release of ML.NET included transforms for feature engineering like n-gram creation, and learners to handle binary classification, multi-class classification, and regression tasks. Additional ML tasks like anomaly detection and recommendation systems have since been added, and other approaches like deep learning will be included in future versions. === Proprietary numerical libraries === ==== ILNumerics.Net ==== This is a high performance, typesafe numerical array set of classes and functions for general math, FFT and linear algebra. The library, developed for .NET/Mono, aims to provide 32- and 64-bit script-like syntax in C#, 2D & 3D plot controls, and efficient memory management. It is released under GPLv3 or commercial license. ==== Measurement Studio ==== This is an integrated suite of UI controls and class libraries for use in developing test and measurement applications. The analysis class libraries provide various digital signal processing, signal filtering, signal generation, peak detection, and other general mathematical functionality. ==== NMath ==== This is a numerical component library for the .NET platform developed by CenterSpace Software. It includes signal processing (FFT) classes, a linear algebra (LAPACK & BLAS) framework, and a statistics package. == 3D graphics == === Open-source 3D graphics === ==== Open Toolkit (OpenTK) ==== This is a low-level C# binding for OpenGL, OpenGL ES and OpenAL. It runs on Windows, Linux, Mac OS X, BSD, Android and iOS. It can be used standalone or integrated into a GUI. ==== Windows Presentation Foundation (WPF) ==== This is a graphical subsystem for rendering user interfaces, developed by Microsoft. It also contains a 3D rendering engine. In addition, interactive 2D content can be overlaid on 3D surfaces natively. It only runs on Windows operating systems. === Proprietary 3D graphics === ==== Unity ==== This is a cross-platform game engine developed by Unity Technologies and used to develop video games for PC, consoles, mobile devices and websites. == Image processing == === AForge.NET === This is a computer vision and artificial intelligence library. It implements a number of image processing algorithms and filters. It is released under the LGPLv3 and partly GPLv3 license. Majority of the library is written in C# and th

Wink Bingo

Wink Bingo is an online bingo website launched in 2008. It is part of Broadway Gaming Ireland DF Limited and is based and licensed in Ireland. == History == Wink Bingo launched in 2008 and under chief executive Eitan Boyd it grew to 60,000 active players within two years. It had an estimated £1.3 million profit in the first 11 months of trading, and by 2009 it had estimated annual revenue of £15 million. In 2009 Wink Bingo was purchased by 888 Holdings Plc, which operates a number of entertainment brands including 888casino, 888poker and 888sport. The initial up front fee was reported in the London Evening Standard to be £11 million, rising as high as £59.7 million depending on performance-based earn out arrangements. The acquisition included Daub Ltd’s other online bingo businesses Posh Bingo and Bingo Fabulous. In 2011, the sellers agreed to amend the terms and accept two subsequent payments in addition to the initial cost, of £9.2 million in May and £6.1 million in August. In 2011 Wink Bingo sponsored ITV2's The Only Way Is Essex, and other notable advertising campaigns have included sponsorship of Harry Hill's TV Burp. In 2014, Wink Bingo rebranded with an updated slogan 'Wink if you're in!', with an aim of creating a 'sunny, calm and inclusive' online destination, and an accompanying TV commercial featuring the Ottawan song D.I.S.C.O. re-recorded as B.I.N.G.O.. Wink also launched a new digital magazine, 'Winkly', and 'Winkipedia, a bingo encyclopedia'. Wink Bingo is available on desktop and as a mobile app. Wink launched Wink Slots in 2016 as a companion site to Wink Bingo. The Advertising Standards Authority has ruled on Wink Bingo's advertisements on a number of occasions. In August 2008, Wink ran a television ad which showed a midwife celebrating while at work at a hospital maternity unit. The ASA banned the ad, concluding that it condoned gambling in the workplace and suggested that it took priority over professional commitments. In June 2013, the Gambling Reform & Society Perception Group (GRASP) challenged the use of semi-naked "athletic" men together with the claim "Go on ... you know you want to" on an outdoor ad, suggesting it linked gambling to seduction and enhanced attractiveness. The complaint was not upheld. The site underwent another rebrand and pop art inspired redesign in April 2018, taking on a new tone of voice and a new slogan, "You’ve Earned It". An online shop was added, where players can redeem reward points for free play or vouchers for online high street retailers. In 2021 Wink Bingo was purchased by Saphalata Holdings, a company that forms part of the Broadway Gaming group. === Cancer Research UK campaign === In 2015 Wink Bingo began an open-ended partnership with the Peter Andre Fund to raise money for Cancer Research UK. Peter Andre also met with players who were selected in a raffle. == Awards ==

Jive (software)

Jive (formerly known as Clearspace, then Jive SBS, then Jive Engage) is a commercial Java EE-based Enterprise 2.0 collaboration and knowledge management tool produced by Jive Software. It was first released as "Clearspace" in 2006, then renamed SBS (for "Social Business Software") in March 2009, then renamed "Jive Engage" in 2011, and renamed simply to "Jive" in 2012. Jive integrates the functionality of online communities, microblogging, social networking, discussion forums, blogs, wikis, and IM under one unified user interface. Content placed into any of the systems (blog, wiki, documentation, etc.) can be found through a common search interface. Other features include RSS capability, email integration, a reputation and reward system for participation, personal user profiles, JAX-WS web service interoperability, and integration with the Spring Framework. The product is a pure-Java server-side web application and will run on any platform where Java (JDK 1.5 or higher) is installed. It does not require a dedicated server - users have reported successful deployment in both shared environments and multiple machine clusters. As of Jive 8, released March 30, 2015, there is a Jive-n version which is for internal use (hosted by the consumer or hosted by Jive as a service) and a Jive-x version which is an external version hosted as a service. Jive no longer supports wiki markup language. == Server requirements for Jive 8-n == The following are the server requirements for Jive 8-n Operating systems: RHEL version 6 or 7 for x86_64, CentOS version 6 or 7 for x86_64 or SuSE Enterprise Linux Server (SLES) 11 and 12 for x86_64 Application Servers: Jive ships with its own embedded Apache HTTPD and Tomcat servers as part of the install package. It is not possible to deploy the application onto other appservers. Databases: MySQL (5.1, 5.5, 5.6) Oracle (11gR2, 12c) Postgres (9.0, 9.1, 9.2, 9.3, 9.4 - 9.2 or higher recommended) Microsoft SQL Server (2008R2, 2012, 2014) Environment: Jive recommends a server with at least 4GB of RAM and a dual-core 2 GHz processor with x86_64 architecture The product integrates with an LDAP repository or Active Directory For optimal deployment with a large community Jive Software recommends: using dedicated cache and document-conversion servers hosting the application and database servers separately == Releases == Jive 8, released on March 30, 2015 Jive 7, released in October 2013 Jive 9.0.x, released in November 2016 Jive 9, released in November 2016, supported now

Open-source software security

Open-source software security is the measure of assurance or guarantee in the freedom from danger and risk inherent to an open-source software system. == Implementation debate == === Benefits === Proprietary software forces the user to accept the level of security that the software vendor is willing to deliver and to accept the rate that patches and updates are released. It is assumed that any compiler that is used creates code that can be trusted, but it has been demonstrated by Ken Thompson that a compiler can be subverted using a compiler backdoor to create faulty executables that are unwittingly produced by a well-intentioned developer. With access to the source code for the compiler, the developer has at least the ability to discover if there is any mal-intention. Kerckhoffs' principle is based on the idea that an enemy can steal a secure military system and not be able to compromise the information. His ideas were the basis for many modern security practices, and followed that security through obscurity is a bad practice. === Drawbacks === Simply making source code available does not guarantee review. An example of this occurring is when Marcus Ranum, an expert on security system design and implementation, released his first public firewall toolkit. At one time, there were over 2,000 sites using his toolkit, but only 10 people gave him any feedback or patches. Having a large amount of eyes reviewing code can "lull a user into a false sense of security". Having many users look at source code does not guarantee that security flaws will be found and fixed. == Metrics and models == There are a variety of models and metrics to measure the security of a system. These are a few methods that can be used to measure the security of software systems. === Number of days between vulnerabilities === It is argued that a system is most vulnerable after a potential vulnerability is discovered, but before a patch is created. By measuring the number of days between the vulnerability and when the vulnerability is fixed, a basis can be determined on the security of the system. There are a few caveats to such an approach: not every vulnerability is equally bad, and fixing a lot of bugs quickly might not be better than only finding a few and taking a little bit longer to fix them, taking into account the operating system, or the effectiveness of the fix. === Poisson process === The Poisson process can be used to measure the rates at which different people find security flaws between open and closed source software. The process can be broken down by the number of volunteers Nv and paid reviewers Np. The rates at which volunteers find a flaw is measured by λv and the rate that paid reviewers find a flaw is measured by λp. The expected time that a volunteer group is expected to find a flaw is 1/(Nv λv) and the expected time that a paid group is expected to find a flaw is 1/(Np λp). === Morningstar model === By comparing a large variety of open source and closed source projects a star system could be used to analyze the security of the project similar to how Morningstar, Inc. rates mutual funds. With a large enough data set, statistics could be used to measure the overall effectiveness of one group over the other. An example of such as system is as follows: 1 Star: Many security vulnerabilities. 2 Stars: Reliability issues. 3 Stars: Follows best security practices. 4 Stars: Documented secure development process. 5 Stars: Passed independent security review. === Coverity scan === Coverity in collaboration with Stanford University has established a new baseline for open-source quality and security. The development is being completed through a contract with the Department of Homeland Security. They are utilizing innovations in automated defect detection to identify critical types of bugs found in software. The level of quality and security is measured in rungs. Rungs do not have a definitive meaning, and can change as Coverity releases new tools. Rungs are based on the progress of fixing issues found by the Coverity Analysis results and the degree of collaboration with Coverity. They start with Rung 0 and currently go up to Rung 2. Rung 0 The project has been analyzed by Coverity's Scan infrastructure, but no representatives from the open-source software have come forward for the results. Rung 1 At rung 1, there is collaboration between Coverity and the development team. The software is analyzed with a subset of the scanning features to prevent the development team from being overwhelmed. Rung 2 There are 11 projects that have been analyzed and upgraded to the status of Rung 2 by reaching zero defects in the first year of the scan. These projects include: AMANDA, ntp, OpenPAM, OpenVPN, Overdose, Perl, PHP, Postfix, Python, Samba, and Tcl.

Flutter (software)

Flutter is an open-source UI software development kit created by Google. It can be used to develop cross platform applications from a single codebase for the web, Fuchsia, Android, iOS, Linux, macOS, and Windows. First described in 2015, Flutter was released in May 2017. Flutter is used internally by Google in apps such as Google Pay and Google Earth as well as by other software developers including ByteDance and Alibaba. Flutter ships applications with its own rendering engine which directly outputs pixel data to the screen. This is in contrast to many other UI frameworks that rely on the target platform to provide a rendering engine, such as native Android apps which rely on the device-level Android SDK or iOS SDK which use the target platform's built-in UI stack. Flutter's control of its rendering pipeline simplifies multi-platform support as identical UI code can be used for all target platforms.One of Flutter’s key features is hot reload, which allows developers to see code changes instantly without restarting the application. == Architecture == The basic component in a Flutter program is a "widget", which can in turn consist of other widgets. A widget describes the logic, interaction, and design of a UI element with an implementation similar to React. Unlike other cross-platform toolkits such as React Native and Xamarin which draw widgets using native platform components, Flutter renders widgets itself on a per-pixel basis. Flutter has two types of widgets: stateless and stateful. Stateless widgets only update if their inputs change, meaning they otherwise won't need to be rebuilt when other elements of the screen change, while stateful widgets can call the setState() method to update an internal state and redraw. Although widgets are the primary method of constructing Flutter applications, they can also be bypassed in favor of directly drawing on a canvas. This feature has been occasionally used to implement game engines in Flutter. The Flutter framework contains two sets of widgets that conform to specific design languages: Material Design widgets implement Google's design language of the same name, and Cupertino widgets implement Apple's iOS Human interface guidelines. Flutter allows the developer to use either set of widgets on either platform. Developers can use Cupertino widgets on Android. Flutter apps are written in the Dart language. Release versions of Flutter apps on all platforms use ahead-of-time (AOT) compilation except for on the Web where code is transpiled to JavaScript or WebAssembly. Flutter inherits Dart's Pub package manager and software repository, which allows users to publish and use custom packages as well as Flutter-specific plugins. The Foundation library, written in Dart, provides basic classes and functions that are used to construct applications using Flutter, such as APIs to communicate with the engine. Flutter's engine, written primarily in C++, provides low-level rendering support using either Google's Skia graphics library or the custom "Impeller" graphics layer, which is enabled by default on iOS and Android API 29 and higher. The engine interfaces with platform-specific SDKs such as those provided by Android and iOS to implement features like accessibility, file and network I/O, native plugin support, etc. == History == The first version of Flutter was known as "Sky" and ran on the Android operating system. It was unveiled at the 2015 Dart developer summit with the stated intent of being able to render consistently at 120 frames per second. On December 4, 2018, Flutter 1.0 was released at the Flutter conference in London. On May 6, 2020, the Dart software development kit (SDK) version 2.8 and Flutter 1.17.0 were released, adding support for the Metal API. On March 3, 2021, Google released Flutter 2 during an online Flutter Engage event. It added a Canvas-based renderer for web in addition to the HTML-based renderer and early-access desktop application support for Windows, macOS, and Linux. It also shipped with Dart 2.0 which included support for null-safety. Null safety was initially optional as it was a breaking change and was made mandatory in Dart 3 released in 2023. On May 12, 2022, Flutter 3 and Dart 2.17 were released with support for all desktop platforms as stable. On October 27, 2024, a number of Flutter community developers announced Flock, a fork of Flutter intended to be easier to contribute to while still keeping in sync with all changes made in the upstream code base. In 2025, Google continued Flutter's evolution with enhanced modular architecture, foldable device support, and ARM IoT optimizations as outlined in the updated roadmap. === Major releases in Flutter === Prior to the Flutter 2.0 release in March of 2021, the Flutter framework was centered on mobile development. The developers of Flutter were primarily focused on the two main platforms, IOS and Android. Specifically, they wanted to deliver strong performance and improve access to native API and platform features and expand the widget system. With the release of Flutter 2.0, the framework moved beyond mobile and introduced support for the web platform. This marked a shift into a broader cross platform development environment. With this release, developers could produce applications for Web, Android and IOS from the same codebase. This release also brought the desktop platform closer to stable. There have been a number of improvements since then that have broadened platform support. They introduced enhancements to performance and workflow, redefined the developer’s toolkit, and added an improved rendering engine. "Flutter 2.10.0 release notes". docs.flutter.dev. Retrieved 2025-11-11.