NewSQL

NewSQL

NewSQL is a class of relational database management systems that seek to provide the scalability of NoSQL systems for online transaction processing (OLTP) workloads while maintaining the ACID guarantees of a traditional database system. Many enterprise systems that handle high-profile data (e.g., financial and order processing systems) are too large for conventional relational databases, but have transactional and consistency requirements that are not practical for NoSQL systems. The only options previously available for these organizations were to either purchase more powerful computers or to develop custom middleware that distributes requests over conventional DBMS. Both approaches feature high infrastructure costs and/or development costs. NewSQL systems attempt to reconcile the conflicts. == History == The term was first used by 451 Group analyst Matthew Aslett in a 2011 research paper discussing the rise of a new generation of database management systems. One of the first NewSQL systems was the H-Store parallel database system. == Applications == Typical applications are characterized by heavy OLTP transaction volumes. OLTP transactions; are short-lived (i.e., no user stalls) touch small amounts of data per transaction use indexed lookups (no table scans) have a small number of forms (a small number of queries with different arguments). However, some support hybrid transactional/analytical processing (HTAP) applications. Such systems improve performance and scalability by omitting heavyweight recovery or concurrency control. == List of NewSQL-databases == Apache Trafodion Clustrix CockroachDB Couchbase CrateDB Google Spanner MySQL Cluster NuoDB OceanBase Pivotal GemFire XD SequoiaDB SingleStore was formerly known as MemSQL. TIBCO Active Spaces TiDB TokuDB TransLattice Elastic Database VoltDB YDB YugabyteDB == Features == The two common distinguishing features of NewSQL database solutions are that they support online scalability of NoSQL databases and the relational data model (including ACID consistency) using SQL as their primary interface. NewSQL systems can be loosely grouped into three categories: === New architectures === NewSQL systems adopt various internal architectures. Some systems employ a cluster of shared-nothing nodes, in which each node manages a subset of the data. They include components such as distributed concurrency control, flow control, and distributed query processing. === SQL engines === The second category are optimized storage engines for SQL. These systems provide the same programming interface as SQL, but scale better than built-in engines. === Transparent sharding === These systems automatically split databases across multiple nodes using Raft or Paxos consensus algorithm.

Ray tracing (graphics)

In 3D computer graphics, ray tracing is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating digital images. On a spectrum of computational cost and visual fidelity, ray tracing-based rendering techniques, such as ray casting, recursive ray tracing, distribution ray tracing, photon mapping and path tracing, are generally slower and higher fidelity than scanline rendering methods. Thus, ray tracing was first deployed in applications where taking a relatively long time to render could be tolerated, such as still CGI images, and film and television visual effects (VFX), but was less suited to real-time applications such as video games, where speed is critical in rendering each frame. Since 2018, however, hardware acceleration for real-time ray tracing has become standard on new commercial graphics cards, and graphics APIs have followed suit, allowing developers to use hybrid ray tracing and rasterization-based rendering in games and other real-time applications with a lesser hit to frame render times. Ray tracing is capable of simulating a variety of optical effects, such as reflection, refraction, soft shadows, scattering, depth of field, motion blur, caustics, ambient occlusion and dispersion phenomena (such as chromatic aberration). It can also be used to trace the path of sound waves in a similar fashion to light waves, making it a viable option for more immersive sound design in video games by rendering realistic reverberation and echoes. In fact, any physical wave or particle phenomenon with approximately linear motion can be simulated with ray tracing. Ray tracing–based rendering techniques that sample light over a domain typically generate multiple rays and often rely on denoising to reduce the resulting noise. == History == The idea of ray tracing comes from as early as the 16th century, when it was described by Albrecht Dürer, who is credited for its invention. Dürer described multiple techniques for projecting 3-D scenes onto an image plane. Some of these project chosen geometry onto the image plane, as is done with rasterization today. Others determine what geometry is visible along a given ray, as is done with ray tracing. Using a computer for ray tracing to generate shaded pictures was first accomplished by Arthur Appel in 1968. Appel used ray tracing for primary visibility (determining the closest surface to the camera at each image point) by tracing a ray through each point to be shaded into the scene to identify the visible surface. The closest surface intersected by the ray was the visible one. This non-recursive ray tracing-based rendering algorithm is today called "ray casting". His algorithm then traced secondary rays to the light source from each point being shaded to determine whether the point was in shadow or not. Later, in 1971, Goldstein and Nagel of MAGI (Mathematical Applications Group, Inc.) published "3-D Visual Simulation", wherein ray tracing was used to make shaded pictures of solids. At the ray-surface intersection point found, they computed the surface normal and, knowing the position of the light source, computed the brightness of the pixel on the screen. Their publication describes a short (30-second) film "made using the University of Maryland's display hardware outfitted with a 16mm camera. The film showed the helicopter and a simple ground-level gun emplacement. The helicopter was programmed to undergo a series of maneuvers including turns, take-offs, and landings, etc., until it eventually is shot down and crashed." A CDC 6600 computer was used. MAGI produced an animation video called MAGI/SynthaVision Sampler in 1974. Another early instance of ray casting came in 1976, when Scott Roth created a flip book animation in Bob Sproull's computer graphics course at Caltech. The scanned pages are shown as a video in the accompanying image. Roth's computer program noted an edge point at a pixel location if the ray intersected a bounded plane different from that of its neighbors. Of course, a ray could intersect multiple planes in space, but only the surface point closest to the camera was noted as visible. The platform was a DEC PDP-10, a Tektronix storage-tube display, and a printer which would create an image of the display on rolling thermal paper. Roth extended the framework, introduced the term ray casting in the context of computer graphics and solid modeling, and in 1982 published his work while at GM Research Labs. Turner Whitted was the first to show recursive ray tracing for mirror reflection and for refraction through translucent objects, with an angle determined by the solid's index of refraction, and to use ray tracing for anti-aliasing. Whitted also showed ray traced shadows. He produced a recursive ray traced film called The Compleat Angler in 1979 while an engineer at Bell Labs. Whitted's deeply recursive ray tracing algorithm reframed rendering from being primarily a matter of surface visibility determination to being a matter of light transport. His paper inspired a series of subsequent work by others that included distribution ray tracing and finally unbiased path tracing, which provides the rendering equation framework that has allowed computer-generated imagery to be faithful to reality. For decades, global illumination in major films using computer-generated imagery was approximated with additional lights. Ray tracing-based rendering eventually changed that by enabling physically based light transport. Early feature films rendered entirely using path tracing include Monster House (2006), Cloudy with a Chance of Meatballs (2009), and Monsters University (2013). == Algorithm overview == Optical ray tracing describes a method for producing visual images constructed in 3D computer graphics environments, with more photorealism than either ray casting or scanline rendering techniques. It works by tracing a path from an imaginary eye through each pixel in a virtual screen, and calculating the color of the object visible through it. Scenes in ray tracing are described mathematically by a programmer or by a visual artist (normally using intermediary tools). Scenes may also incorporate data from images and models captured by means such as digital photography. Typically, each ray must be tested for intersection with some subset of all the objects in the scene. Once the nearest object has been identified, the algorithm will estimate the incoming light at the point of intersection, examine the material properties of the object, and combine this information to calculate the final color of the pixel. Certain illumination algorithms and reflective or translucent materials may require more rays to be re-cast into the scene. It may at first seem counterintuitive or "backward" to send rays away from the camera, rather than into it (as actual light does in reality), but doing so is many orders of magnitude more efficient. Since the overwhelming majority of light rays from a given light source do not make it directly into the viewer's eye, a "forward" simulation could potentially waste a tremendous amount of computation on light paths that are never recorded. Therefore, the shortcut taken in ray tracing is to presuppose that a given ray intersects the view frame. After either a maximum number of reflections or a ray traveling a certain distance without intersection, the ray ceases to travel and the pixel's value is updated. === Calculate rays for rectangular viewport === On input we have (in calculation we use vector normalization and cross product): E ∈ R 3 {\displaystyle E\in \mathbb {R^{3}} } eye position T ∈ R 3 {\displaystyle T\in \mathbb {R^{3}} } target position θ ∈ [ 0 , π ] {\displaystyle \theta \in [0,\pi ]} field of view - for humans, we can assume ≈ π / 2 rad = 90 ∘ {\displaystyle \approx \pi /2{\text{ rad}}=90^{\circ }} m , k ∈ N {\displaystyle m,k\in \mathbb {N} } numbers of square pixels on viewport vertical and horizontal direction i , j ∈ N , 1 ≤ i ≤ k ∧ 1 ≤ j ≤ m {\displaystyle i,j\in \mathbb {N} ,1\leq i\leq k\land 1\leq j\leq m} numbers of actual pixel v → ∈ R 3 {\displaystyle {\vec {v}}\in \mathbb {R^{3}} } vertical vector which indicates where is up and down, usually v → = [ 0 , 1 , 0 ] {\displaystyle {\vec {v}}=[0,1,0]} - roll component which determine viewport rotation around point C (where the axis of rotation is the ET section) The idea is to find the position of each viewport pixel center P i j {\displaystyle P_{ij}} which allows us to find the line going from eye E {\displaystyle E} through that pixel and finally get the ray described by point E {\displaystyle E} and vector R → i j = P i j − E {\displaystyle {\vec {R}}_{ij}=P_{ij}-E} (or its normalization r → i j {\displaystyle {\vec {r}}_{ij}} ). First we need to find the coordinates of the bottom left viewport pixel P 1 m {\displaystyle P_{1m}} and find the next pixel by making a shift along directions parallel to viewport (vectors b → n {\displaystyle {\vec {b}}_{n

Instagram face

Instagram face is a beauty standard based on the filters and influencers popular on Instagram. == Overview == An "Instagram face" has catlike eyes, long lashes, a small nose, high cheekbones, full lips, and a blank expression. Digital filters manipulate photographs and video to create an idealized image that, according to critics, has resulted in an unrealistic and homogeneous beauty standard. According to Jia Tolentino, the face is "distinctly white but ambiguously ethnic". The face has been described as a racial composite of different peoples. In 2024, cosmetic surgeon Paul Banwell said, "People used to come to see me asking to look like a particular celebrity, but many patients come to me now wanting to look like the filtered version of themselves." While based on digital filters, the look is achieved in person using heavy applications of makeup or cosmetic surgery. Plastic surgery, Botox injections, and injectable filler have significantly increased in popularity since the rise of digital filters. Influencers market makeup products designed to recreate the look. == History == The growth of reality television series and social media throughout the 2010s has influenced the popularity of Instagram face. In 2019, The New Yorker referred to this phenomenon as "Instagram Face," identifying Kim Kardashian as its "patient zero." Similarly, her younger sister Kylie Jenner significantly impacted the trend with her 2015 lip filler confession, which acted as a catalyst, introducing Juvéderm to a new generation. Sirin Kale of Vice News has described Jenner as "at the vanguard of an aesthetic that’s swept through British towns and cities," while also pointing towards other celebrities such as Iggy Azalea and Farrah Abraham. In 2018, Americans underwent 7 million neurotoxin injections and 2.5 million filler injections and spent $16.5 billion on cosmetic surgery. 92% of the latter was performed on women. Botox usage has also been on the rise. == Criticism == In her 2021 book The Selfie, Temporality, and Contemporary Photography, Claire Raymond of Princeton University criticised "Instagram faces" for erasing "heritable quirks and lived history; it erases what makes the human face so compelling, whether conventionally beautiful or not," while also arguing that the procedures used to create Instagram faces "numb and freeze the face and skin, rendering less mobile the lips, the eyes, and the neck. Numbness is the central feature of the experience for the woman who gets Instagram face through cosmetic procedures. Others may see her more, but she feels less and less." == Influence on popular culture == The increasing popularity of cosmetic surgeries towards a homogeneous ideal has resulted in the emergence of the "goopcore" sub-genre of body horror. The sub-genre combines graphic violence with body modifications from the beauty industry. Allie Rowbottom's goopcore novel Aesthetica centers around an influencer attempting to undo years of plastic surgery with a new experimental procedure.

Unknown key-share attack

As defined by Blake-Wilson & Menezes (1999), an unknown key-share (UKS) attack on an authenticated key agreement (AK) or authenticated key agreement with key confirmation (AKC) protocol is an attack whereby an entity A {\displaystyle A} ends up believing she shares a key with B {\displaystyle B} , and although this is in fact the case, B {\displaystyle B} mistakenly believes the key is instead shared with an entity E ≠ A {\displaystyle E\neq A} . In other words, in a UKS, an opponent, say Eve, coerces honest parties Alice and Bob into establishing a secret key where at least one of Alice and Bob does not know that the secret key is shared with the other. For example, Eve may coerce Bob into believing he shares the key with Eve, while he actually shares the key with Alice. The “key share” with Alice is thus unknown to Bob.

Data storage

Data storage is the recording (storing) of information (data) in a storage medium. Handwriting, phonographic recording, magnetic tape, and optical discs are all examples of storage media. Biological molecules such as RNA and DNA are considered by some as data storage. Recording may be accomplished with virtually any form of energy. Electronic data storage requires electrical power to store and retrieve data. Data stored in a digital, machine-readable medium is called digital data. Computer data storage is one of the core functions of a general-purpose computer. Electronic documents can be stored in much less space than paper documents. Barcodes and magnetic ink character recognition (MICR) are two ways of recording machine-readable data on paper. == Recording media == A recording medium is physical material that holds information. Newly created information is distributed and can be stored in four storage media–print, film, magnetic, and optical–and seen or heard in four information flows–telephone, radio, TV, and the Internet as well as being observed directly. Digital information is stored on electronic media in many different recording formats. With electronic media, the data and the recording media are sometimes referred to as "software" despite the more common use of the word to describe computer software. With (traditional art) static media, art materials such as crayons may be considered both equipment and medium as the wax, charcoal or chalk material from the equipment becomes part of the surface of the medium. Some recording media may be temporary, either by design or by nature. Volatile organic compounds may be used to purposely make data expire over time or to reduce environmental impact. Data such as smoke signals or skywriting are temporary by nature. Depending on the volatility, a gas (e.g., atmosphere, smoke) or a liquid surface such as a lake would be considered a temporary recording medium, if it could be considered a recording medium at all. == Global capacity, digitization, and trends == A 2003 UC Berkeley report estimated that about five exabytes of new information were produced in 2002 and that 92% of this data was stored on magnetic media (primarily hard disk drives). This was about twice the data produced in 1999. The amount of data transmitted over telecommunications systems in 2002 was nearly 18 exabytes—three and a half times more than was recorded on non-volatile storage. Telephone calls constituted 98% of the telecommunicated information in 2002. The researchers' highest estimate for the growth rate of newly stored information (uncompressed) was more than 30% per year. In a more limited study, the International Data Corporation estimated that the total amount of digital data in 2007 was 281 exabytes and that the total amount of digital data produced exceeded the global storage capacity for the first time. A 2011 article in Science estimated that the year 2002 was the beginning of the digital age for information storage: an age in which more information is stored on digital storage devices than on analog storage devices. In 1986, approximately 1% of the world's capacity to store information was in digital format; this grew to 3% by 1993, to 25% by 2000, and to 94% by 2007. These figures correspond to less than three compressed exabytes in 1986, and 295 compressed exabytes in 2007. The quantity of digital storage doubled roughly every three to four years. It is estimated that around 120 zettabytes of data will be generated in 2023, an increase of 60x from 2010, and that it will increase to 181 zettabytes generated in 2025. == Mass storage ==

Soterml

SoTerML (Soil and Terrain Markup Language) is a XML-based markup language for storing and exchanging soil and terrain related data. SoTerML development is being done within The e-SoTer Platform. GEOSS plans a global Earth Observation System and, within this framework, the e-SOTER project addresses the felt need for a global soil and terrain database. The Centre for Geospatial Science (Currently Nottingham Geospatial Institute) at the University of Nottingham has initiated the development since January 2009. Further development and maintenance is currently handled in National Soil Resources Institute (NSRI) at Cranfield University, UK. The role of CGS is within the development of the e-SOTER dissemination platform, which is based on INSPIRE principles. The SoTerML development included: 1. Development of a data dictionary for nomenclatures and various data sources (data and metadata). 2. Development of an exchange format/procedures from the World Reference Base 2006.

Data proliferation

Data proliferation refers to the prodigious amount of data, structured and unstructured, that businesses and governments continue to generate at an unprecedented rate and the usability problems that result from attempting to store and manage that data. While originally pertaining to problems associated with paper documentation, data proliferation has become a major problem in primary and secondary data storage on computers. While digital storage has become cheaper, the associated costs, from raw power to maintenance and from metadata to search engines, have not kept up with the proliferation of data. Although the power required to maintain a unit of data has fallen, the cost of facilities which house the digital storage has tended to rise. Data proliferation has been documented as a problem for the U.S. military since August 1971, in particular regarding the excessive documentation submitted during the acquisition of major weapon systems. Efforts to mitigate data proliferation and the problems associated with it are ongoing. == Problems caused == The problem of data proliferation is affecting all areas of commerce as a result of the availability of relatively inexpensive data storage devices. This has made it very easy to dump data into secondary storage immediately after its window of usability has passed. This masks problem that could gravely affect the profitability of businesses and the efficient functioning of health services, police and security forces, local and national governments, and many other types of organizations. Data proliferation is problematic for several reasons: Difficulty when trying to find and retrieve information. At Xerox, on average it takes employees more than one hour per week to find hard-copy documents, costing $2,152 a year to manage and store them. For businesses with more than 10 employees, this increases to almost two hours per week at $5,760 per year. In large networks of primary and secondary data storage, problems finding electronic data are analogous to problems finding hard copy data. Data loss and legal liability when data is disorganized, not properly replicated, or cannot be found promptly. In April 2005, the Ameritrade Holding Corporation told 200,000 current and past customers that a tape containing confidential information had been lost or destroyed in transit. In May of the same year, Time Warner Incorporated reported that 40 tapes containing personal data on 600,000 current and former employees had been lost en route to a storage facility. In March 2005, a Florida judge hearing a $2.7 billion lawsuit against Morgan Stanley issued an "adverse inference order" against the company for "willful and gross abuse of its discovery obligations." The judge cited Morgan Stanley for repeatedly finding misplaced tapes of e-mail messages long after the company had claimed that it had turned over all such tapes to the court. Increased manpower requirements to manage increasingly chaotic data storage resources. Slower networks and application performance due to excess traffic as users search and search again for the material they need. High cost in terms of the energy resources required to operate storage hardware. A 100 terabyte system will cost up to $35,040 a year to run—not counting cooling costs. == Proposed solutions == Applications that better utilize modern technology Reductions in duplicate data (especially as caused by data movement) Improvement of metadata structures Improvement of file and storage transfer structures User education and discipline The implementation of Information Lifecycle Management solutions to eliminate low-value information as early as possible before putting the rest into actively managed long-term storage in which it can be quickly and cheaply accessed.