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  • Network Abstraction Layer

    Network Abstraction Layer

    The Network Abstraction Layer (NAL) is a part of the H.264/AVC and HEVC video coding standards. The main goal of the NAL is the provision of a "network-friendly" video representation addressing "conversational" (video telephony) and "non conversational" (storage, broadcast, or streaming) applications. NAL has achieved a significant improvement in application flexibility relative to prior video coding standards. == Introduction == An increasing number of services and growing popularity of high definition TV are creating greater needs for higher coding efficiency. Moreover, other transmission media such as cable modem, xDSL, or UMTS offer much lower data rates than broadcast channels, and enhanced coding efficiency can enable the transmission of more video channels or higher quality video representations within existing digital transmission capacities. Video coding for telecommunication applications has diversified from ISDN and T1/E1 service to embrace PSTN, mobile wireless networks, and LAN/Internet network delivery. Throughout this evolution, continued efforts have been made to maximize coding efficiency while dealing with the diversification of network types and their characteristic formatting and loss/error robustness requirements. The H.264/AVC and HEVC standards are designed for technical solutions including areas like broadcasting (over cable, satellite, cable modem, DSL, terrestrial, etc.) interactive or serial storage on optical and magnetic devices, conversational services, video-on-demand or multimedia streaming, multimedia messaging services, etc. Moreover, new applications may be deployed over existing and future networks. This raises the question about how to handle this variety of applications and networks. To address this need for flexibility and customizability, the design covers a NAL that formats the Video Coding Layer (VCL) representation of the video and provides header information in a manner appropriate for conveyance by a variety of transport layers or storage media. The NAL is designed in order to provide "network friendliness" to enable simple and effective customization of the use of VCL for a broad variety of systems. The NAL facilitates the ability to map VCL data to transport layers such as: RTP/IP for any kind of real-time wire-line and wireless Internet services. File formats, e.g., ISO MP4 for storage and MMS. H.32X for wireline and wireless conversational services. MPEG-2 systems for broadcasting services, etc. The full degree of customization of the video content to fit the needs of each particular application is outside the scope of the video coding standardization effort, but the design of the NAL anticipates a variety of such mappings. Some key concepts of the NAL are NAL units, byte stream, and packet formats uses of NAL units, parameter sets, and access units. A short description of these concepts is given below. == NAL units == The coded video data is organized into NAL units, each of which is effectively a packet that contains an integer number of bytes. The first byte of each H.264/AVC NAL unit is a header byte that contains an indication of the type of data in the NAL unit. For HEVC the header was extended to two bytes. All the remaining bytes contain payload data of the type indicated by the header. The NAL unit structure definition specifies a generic format for use in both packet-oriented and bitstream-oriented transport systems, and a series of NAL units generated by an encoder is referred to as a NAL unit stream. == NAL Units in Byte-Stream Format Use == Some systems require delivery of the entire or partial NAL unit stream as an ordered stream of bytes or bits within which the locations of NAL unit boundaries need to be identifiable from patterns within the coded data itself. For use in such systems, the H.264/AVC and HEVC specifications define a byte stream format. In the byte stream format, each NAL unit is prefixed by a specific pattern of three bytes called a start code prefix. The boundaries of the NAL unit can then be identified by searching the coded data for the unique start code prefix pattern. The use of emulation prevention bytes guarantees that start code prefixes are unique identifiers of the start of a new NAL unit. A small amount of additional data (one byte per video picture) is also added to allow decoders that operate in systems that provide streams of bits without alignment to byte boundaries to recover the necessary alignment from the data in the stream. Additional data can also be inserted in the byte stream format that allows expansion of the amount of data to be sent and can aid in achieving more rapid byte alignment recovery, if desired. == NAL Units in Packet-Transport System Use == In other systems (e.g., IP/RTP systems), the coded data is carried in packets that are framed by the system transport protocol, and identification of the boundaries of NAL units within the packets can be established without use of start code prefix patterns. In such systems, the inclusion of start code prefixes in the data would be a waste of data carrying capacity, so instead the NAL units can be carried in data packets without start code prefixes. == VCL and Non-VCL NAL Units == NAL units are classified into VCL and non-VCL NAL units. VCL NAL units contain the data that represents the values of the samples in the video pictures. Non-VCL NAL units contain any associated additional information such as parameter sets (important header data that can apply to a large number of VCL NAL units) and supplemental enhancement information (timing information and other supplemental data that may enhance usability of the decoded video signal but are not necessary for decoding the values of the samples in the video pictures). == Parameter Sets == A parameter set contains shared configuration data that is carried in non-VCL NAL units. Parameter sets are typically reused when decoding many coded pictures within a video sequence. Each VCL NAL unit references a picture parameter set (PPS), which in turn references a sequence parameter set (SPS). There are two types of parameter sets: Sequence parameter set (SPS), which specifies mostly constant configuration such as resolution, bit depth, or chroma format. (For a concrete implementation, see FFmpeg's SPS struct.) Picture parameter set (PPS), which applies on top of an SPS, and specifies configuration such as QP offsets. (For a concrete implementation, see FFmpeg's PPS struct.) The sequence and picture parameter-set mechanism decouples the transmission of infrequently changing information from the transmission of coded representations of the values of the samples in the video pictures. Each VCL NAL unit contains an identifier that refers to the content of the relevant picture parameter set and each picture parameter set contains an identifier that refers to the content of the relevant sequence parameter set. In this manner, a small amount of data (the identifier) can be used to refer to a larger amount of information (the parameter set) without repeating that information within each VCL NAL unit. Sequence and picture parameter sets can be sent well ahead of the VCL NAL units that they apply to, and can be repeated to provide robustness against data loss. In some applications, parameter sets may be sent within the channel that carries the VCL NAL units (termed "in-band" transmission). In other applications, it can be advantageous to convey the parameter sets "out-of-band" using a more reliable transport mechanism than the video channel itself. == Access Units == A set of NAL units in a specified form is referred to as an access unit. The decoding of each access unit results in one decoded picture. Each access unit contains a set of VCL NAL units that together compose a primary coded picture. It may also be prefixed with an access unit delimiter to aid in locating the start of the access unit. Some supplemental enhancement information containing data such as picture timing information may also precede the primary coded picture. The primary coded picture consists of a set of VCL NAL units consisting of slices or slice data partitions that represent the samples of the video picture. Following the primary coded picture may be some additional VCL NAL units that contain redundant representations of areas of the same video picture. These are referred to as redundant coded pictures, and are available for use by a decoder in recovering from loss or corruption of the data in the primary coded pictures. Decoders are not required to decode redundant coded pictures if they are present. Finally, if the coded picture is the last picture of a coded video sequence (a sequence of pictures that is independently decodable and uses only one sequence parameter set), an end of sequence NAL unit may be present to indicate the end of the sequence; and if the coded picture is the last coded picture in the entire NAL unit stream, an end of stream NAL unit may be present to

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  • Joox

    Joox

    Joox (stylised in all caps) is a music streaming service owned by Tencent, launched in January 2015. Joox is the biggest music streaming app in Asian markets such as Hong Kong, Macau, Indonesia, Malaysia, Myanmar, Thailand and also in South Africa before it was shut down in early 2022. Joox is a freemium service, providing most of its songs free, while some songs are only available for premium users, offered via paid subscriptions or by doing different tasks offered. In 2017, Joox launched their service in their first non-Asian market, South Africa, which for an unknown reason shut down five years later. The service now accounts for more than 50% of all music streaming app downloads in their Asian markets. The number of music-streaming users in Hong Kong, Macau, Malaysia, Thailand, Myanmar and Indonesia was expected to reach 87 million by 2020. == Background == Before the emergence of Joox, Tencent owned QQ Music, one of the largest music streaming and download service in China. In 2015, they introduced Joox as their expansion of music services to overseas market instead of mainland China, starting first in Hong Kong. Instead of providing free services by playing audio ads to users like Spotify, another major music service, Joox focused on banner ads, splash ads and other advertising methods such as category playlists and in-app skins. They claimed it as a success. Joox offered their premium VIP access to DStv subscribers free of charge. DStv is the sister company to Tencent and is the primary pay-TV provider in South Africa. In November 2021, it was announced that Joox will stop streaming in South Africa in March 2022.

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  • NHS COVID-19

    NHS COVID-19

    NHS COVID-19 was a voluntary contact tracing app for monitoring the spread of the COVID-19 pandemic in England and Wales, in use from 24 September 2020 until 27 April 2023. It was available for Android and iOS smartphones, and could be used by anyone aged 16 or over. Two versions of the app were created. The first was commissioned by NHSX and developed by the Pivotal division of American software company VMware. A pilot deployment began in May 2020, but on 18 June development of the app was abandoned in favour of a second design using the Apple/Google Exposure Notification system. Scotland and Northern Ireland had separate contact tracing apps. A 2023 study estimated that in its first year of use, the app's contact tracing function prevented an estimated 1 million cases, and 9,600 deaths. == Description == The app allowed users to: See the alert level of their local authority area (in Wales) or information about restrictions (in England); to enable this, the user must enter the first half of their postcode "Check in" at places displaying an NHS QR code poster (no longer required by legislation after 26 January 2022, removed from the app the next month) Be notified when they have been in close contact with someone who has tested positive for the virus Be notified when local health protection teams determine that people with the virus had attended a business or other venue around the same time as the user Check their symptoms, and book a coronavirus test if necessary If asked to self-isolate, receive information and a daily "countdown". At first, "close contact" was defined as being within 2 metres for 15 minutes, or within 4 metres for a longer time. These time durations were reduced from 29 October 2020, to as little as three minutes when the other person is at their most infectious, i.e. soon after they begin showing symptoms. === Implementation === The Android app was coded in Kotlin, and the iOS app in Swift. The backend used Java and is deployed to Amazon Web Services using Terraform. The code of the app and back-end is open-source and available on GitHub. == Context == The app was part of the UK's test and trace programme which was chaired by Dido Harding; from 12 May 2020 Tom Riordan, chief executive of Leeds City Council, led the tracing effort. == First phase and cancellation == === Description === In March 2020, NHSX commissioned a contact tracing app to monitor the spread in the United Kingdom of the coronavirus disease 2019 (COVID-19) in the 2020 pandemic, developed by the Pivotal division of American software company VMware. The app used a centralised approach, in contrast to the Google / Apple contact tracing project. NHSX consulted ethicists and GCHQ's National Cyber Security Centre (NCSC) about the privacy aspects. The app recorded the make and model of the phone and asked the user for their postcode area. It generated a unique installation identification number and also a daily identification number. It then used Bluetooth Low Energy (BLE) to record the daily identification number of other users nearby. If a user was unwell, they could tell the app about symptoms which are characteristic of COVID-19, such as a fever and cough. These details were then passed to a central NHS server. This would assess the information and notify other users that have been in contact, giving them appropriate advice such as physical distancing. The NHS would also arrange for a swab test of the unwell user and the outcome would determine further notifications to contacts: if the test confirmed infection with COVID-19, the contacts would be asked to isolate. By June 2020, £11.8 million had been spent on the app; in 2020–21, £35 million was spent on the app. === Deployment === The first public trial of the app began on the Isle of Wight on 5 May 2020 and by 11 May it had been downloaded 55,000 times. When the first national contact tracing schemes were launched – Test, Trace, Protect in Wales on 13 May, then on 28 May NHS Test and Trace in England, and Test and Protect in Scotland – the app was not ready to be included. Replying to a question at the government's daily briefing on 8 June, Hancock was unable to give a date for rollout of the app in England, saying it would be brought in "when it's right to do so". On 17 June, Lord Bethell, junior minister for Innovation at the Department of Health and Social Care, said "we're seeking to get something going before the winter ... it isn't a priority for us at the moment". On 18 June, Health Secretary Matt Hancock announced development would switch to the Apple/Google system after admitting that Apple's restrictions on usage of Bluetooth prevented the app from working effectively. At the same press briefing Dido Harding, leader of the UK's test and trace programme, said "What we've done in really rigorously testing both our own Covid-19 app and the Google-Apple version is demonstrate that none of them are working sufficiently well enough to be actually reliable to determine whether any of us should self-isolate for two weeks [and] that's true across the world". === Concerns === The first, ultimately rejected, version of the app was subject to privacy concerns, the government backtracking on initial statements that the data collected from the app would not be shared outside the NHS. Matthew Gould, CEO of NHSX, the government department responsible for the app, said the data would be accessible to other organisations, but did not disclose which. Data collected would not necessarily be anonymised and would be held in a centralised repository. Over 150 of the UK's security and privacy experts warned the app's data could be used by 'a bad actor (state, private sector, or hacker)' to spy on citizens. Fears were discussed by the House of Commons' Human Rights Select Committee about plans for the app to record user location data. Parliament's Joint Committee on Human Rights said this version of the app should not be released without proper privacy protections. The second version of the app, released nationwide, addressed these concerns by employing a decentralised framework, the Apple/Google Exposure Notification system. Under this system, users remain pseudonymous: a person diagnosed with COVID-19 does not know which people are informed about an encounter, and contacted persons do not receive any information about the person diagnosed with COVID-19. The functionality of the app was also questioned in late April and early May 2020, as the software's use of Bluetooth required the app to be constantly running, meaning users could not use other apps or lock their device if the app was to function properly. The developers of the app were said to have found a way of working around this restriction. === Related contracts === Faculty – a company linked to Cambridge Analytica – provided research and modelling to NHSX in support of the response to the pandemic. Palantir, also linked to Cambridge Analytica, provided their data management platform. These contracts began in February and March respectively. == Second phase == As outlined on cancellation of the first app on 18 June 2020, the Department of Health and Social Care published on 30 July a brief description of the "next phase" app. Users would be able to scan a QR code at venues they visit, and later be notified if they had visited a place which was the source of a number of infections; the app would also assist with identifying symptoms and ordering a test. By using the Exposure Notification system from Apple and Google, personal data would be decentralised. Zuhlke Engineering Ltd, the UK branch of Swiss-based Zühlke Group, used 70 staff to complete the development of the app in 12 weeks. Zuhlke Engineering was awarded "Development Team of the Year" title at UK IT Industry awards in November 2021 for development of NHS COVID-19 application. === Timeline === Testing of the app by NHS volunteer responders, and selected residents of the Isle of Wight and the London Borough of Newham, began around 13 August. The app was made available to the public (aged 16 or over) in England and Wales on 24 September. An updated app released on 29 October, in part from collaboration with the Alan Turing Institute, improved the accuracy of measurements of the distance between the user's phone and other phones. At the same time, the duration threshold for determining exposure was reduced; this was expected to lead to an increase in the number of users told to self-isolate. An update to the app in April 2021, timed to coincide with easing of restrictions on hospitality businesses, was blocked by Apple and Google. It was intended that users who tested positive would be asked to share their history of visited venues, to assist in warning others, but this would have contravened assurances by Apple and Google that location data from devices would not be shared. === Statistics and effectiveness === The app was downloaded six million times on the first day it was generally availa

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  • Intel Management Engine

    Intel Management Engine

    The Intel Management Engine (ME), also known as the Intel Manageability Engine, is an autonomous subsystem that has been incorporated in virtually all of Intel's processor chipsets since 2008. It is located in the Platform Controller Hub of modern Intel motherboards. The Intel Management Engine always runs as long as the motherboard is receiving power, even when the computer is turned off. This issue can be mitigated with the deployment of a hardware device which is able to disconnect all connections to mains power as well as all internal forms of energy storage. The Electronic Frontier Foundation and some security researchers have voiced concern that the Management Engine is a backdoor. Intel's main competitor, AMD, has incorporated the equivalent AMD Secure Technology (formally called Platform Security Processor) in virtually all of its post-2013 CPUs. == Difference from Intel AMT == The Management Engine is often confused with Intel AMT (Intel Active Management Technology). AMT runs on the ME, but is only available on processors with vPro. AMT gives device owners remote administration of their computer, such as powering it on or off, and reinstalling the operating system. However, the ME itself has been built into all Intel chipsets since 2008, not only those with AMT. While AMT can be unprovisioned by the owner, there is no official, documented way to disable the ME. == Design == The subsystem primarily consists of proprietary firmware running on a separate microprocessor that performs tasks during boot-up, while the computer is running, and while it is asleep. As long as the chipset or SoC is supplied with power (via battery or power supply), it continues to run even when the system is turned off. Intel claims the ME is required to provide full performance. Its exact workings are largely undocumented and its code is obfuscated using confidential Huffman tables stored directly in hardware, so the firmware does not contain the information necessary to decode its contents. === Hardware === Starting with ME 11 (introduced in Skylake CPUs), it is based on the Intel Quark x86-based 32-bit CPU and runs the MINIX 3 operating system. The ME firmware is stored in a partition of the SPI BIOS Flash, using the Embedded Flash File System (EFFS). Previous versions were based on an ARC core, with the Management Engine running the ThreadX RTOS. Versions 1.x to 5.x of the ME used the ARCTangent-A4 (32-bit only instructions) whereas versions 6.x to 8.x used the newer ARCompact (mixed 32- and 16-bit instruction set architecture). Starting with ME 7.1, the ARC processor could also execute signed Java applets. The ME has its own MAC and IP address for the out-of-band management interface, with direct access to the Ethernet controller; one portion of the Ethernet traffic is diverted to the ME even before reaching the host's operating system, for what support exists in various Ethernet controllers, exported and made configurable via Management Component Transport Protocol (MCTP). The ME also communicates with the host via PCI interface. Under Linux, communication between the host and the ME is done via /dev/mei or /dev/mei0. Until the release of Nehalem processors, the ME was usually embedded into the motherboard's northbridge, following the Memory Controller Hub (MCH) layout. With the newer Intel architectures (Intel 5 Series onwards), the ME is integrated into the Platform Controller Hub (PCH). === Firmware === By Intel's current terminology as of 2017, ME is one of several firmware sets for the Converged Security and Manageability Engine (CSME). Prior to AMT version 11, CSME was called Intel Management Engine BIOS Extension (Intel MEBx). Management Engine (ME) – mainstream chipsets Server Platform Services (SPS) – server chipsets and SoCs Trusted Execution Engine (TXE) – tablet/embedded/low power It was also found that the ME firmware version 11 runs MINIX 3. Management of the ME modules for provisioning inside the UEFI is done via a tool called Intel Flash Image Tool (FITC). ==== Modules ==== Active Management Technology (AMT) Intel Boot Guard (IBG) and Secure Boot Quiet System Technology (QST), formerly known as Advanced Fan Speed Control (AFSC), which provides support for acoustically optimized fan speed control, and monitoring of temperature, voltage, current and fan speed sensors that are provided in the chipset, CPU and other devices present on the motherboard. Communication with the QST firmware subsystem is documented and available through the official software development kit (SDK). Protected Audio Video Path, enforces HDCP Intel Anti-Theft Technology (AT), discontinued in 2015 Serial over LAN (SOL) Intel Platform Trust Technology (PTT), a firmware-based Trusted Platform Module (TPM) Near Field Communication, a middleware for NFC readers and vendors to access NFC cards and provide secure element access, found in later MEI versions. == The intricacies of working with Intel ME == It should also be noted that the ME region requires special cleaning and subsequent initialisation, for example, after replacing the platform hub on the motherboard. Usually, this requires an SPI programmer. There are known successful cases of this operation being performed. == Security vulnerabilities == Several weaknesses have been found in the ME. On May 1, 2017, Intel confirmed a Remote Elevation of Privilege bug (SA-00075) in its Management Technology. Every Intel platform with provisioned Intel Standard Manageability, Active Management Technology, or Small Business Technology, from Nehalem in 2008 to Kaby Lake in 2017 has a remotely exploitable security hole in the ME. Several ways to disable the ME without authorization that could allow ME's functions to be sabotaged have been found. Additional major security flaws in the ME affecting a very large number of computers incorporating ME, Trusted Execution Engine (TXE), and Server Platform Services (SPS) firmware, from Skylake in 2015 to Coffee Lake in 2017, were confirmed by Intel on November 20, 2017 (SA-00086). Unlike SA-00075, this bug is even present if AMT is absent, not provisioned or if the ME was "disabled" by any of the known unofficial methods. In July 2018, another set of vulnerabilities was disclosed (SA-00112). In September 2018, yet another vulnerability was published (SA-00125). === Ring −3 rootkit === A ring −3 rootkit was demonstrated by Invisible Things Lab for the Q35 chipset; it does not work for the later Q45 chipset as Intel implemented additional protections. The exploit worked by remapping the normally protected memory region (top 16 MB of RAM) reserved for the ME. The ME rootkit could be installed regardless of whether the AMT is present or enabled on the system, as the chipset always contains the ARC ME coprocessor. (The "−3" designation was chosen because the ME coprocessor works even when the system is in the S3 state. Thus, it was considered a layer below the System Management Mode rootkits.) For the vulnerable Q35 chipset, a keystroke logger ME-based rootkit was demonstrated by Patrick Stewin. === Zero-touch provisioning === Another security evaluation by Vassilios Ververis showed serious weaknesses in the GM45 chipset implementation. In particular, it criticized AMT for transmitting unencrypted passwords in the SMB provisioning mode when the IDE redirection and Serial over LAN features are used. It also found that the "zero touch" provisioning mode (ZTC) is still enabled even when the AMT appears to be disabled in BIOS. For about 60 euros, Ververis purchased from GoDaddy a certificate that is accepted by the ME firmware and allows remote "zero touch" provisioning of (possibly unsuspecting) machines, which broadcast their HELLO packets to would-be configuration servers. === SA-00075 (a.k.a. Silent Bob is Silent) === In May 2017, Intel confirmed that many computers with AMT have had an unpatched critical privilege escalation vulnerability (CVE-2017-5689). The vulnerability was nicknamed "Silent Bob is Silent" by the researchers who had reported it to Intel. It affects numerous laptops, desktops and servers sold by Dell, Fujitsu, Hewlett-Packard (later Hewlett Packard Enterprise and HP Inc.), Intel, Lenovo, and possibly others. Those researchers claimed that the bug affects systems made in 2010 or later. Other reports claimed the bug also affects systems made as long ago as 2008. The vulnerability was described as giving remote attackers: "full control of affected machines, including the ability to read and modify everything. It can be used to install persistent malware (possibly in firmware), and read and modify any data." === PLATINUM === In June 2017, the PLATINUM cybercrime group became notable for exploiting the serial over LAN (SOL) capabilities of AMT to perform data exfiltration of stolen documents. SOL is disabled by default and must be enabled to exploit this vulnerability. === SA-00086 === Some months after the previous bugs, and subsequent warnings from the EFF, securi

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  • Vulnerabilities Equities Process

    Vulnerabilities Equities Process

    The Vulnerabilities Equities Process (VEP) is a process used by the U.S. federal government to determine on a case-by-case basis how it should treat zero-day computer security vulnerabilities: whether to disclose them to the public to help improve general computer security, or to keep them secret for offensive use against the government's adversaries. The VEP was first developed during the period 2008–2009, but only became public in 2016, when the government released a redacted version of the VEP in response to a FOIA request by the Electronic Frontier Foundation. Following public pressure for greater transparency in the wake of the Shadow Brokers affair, the U.S. government made a more public disclosure of the VEP process in November 2017. == Participants == According to the VEP plan published in 2017, the Equities Review Board (ERB) is the primary forum for interagency deliberation and determinations concerning the VEP. The ERB meets monthly, but may also be convened sooner if an immediate need arises. The ERB consists of representatives from the following agencies: Office of Management and Budget Office of the Director of National Intelligence (including the Intelligence Community-Security Coordination Center) United States Department of the Treasury United States Department of State United States Department of Justice (including the Federal Bureau of Investigation and the National Cyber Investigative Joint Task Force) Department of Homeland Security (including the National Cybersecurity and Communications Integration Center and the United States Secret Service) United States Department of Energy United States Department of Defense (to include the National Security Agency, including Information Assurance and Signals Intelligence elements), United States Cyber Command, and DoD Cyber Crime Center) United States Department of Commerce Central Intelligence Agency The National Security Agency serves as the executive secretariat for the VEP. == Process == According to the November 2017 version of the VEP, the process is as follows: === Submission and notification === When an agency finds a vulnerability, it will notify the VEP secretariat as soon as is possible. The notification will include a description of the vulnerability and the vulnerable products or systems, together with the agency's recommendation to either disseminate or restrict the vulnerability information. The secretariat will then notify all participants of the submission within one business day, requesting them to respond if they have an relevant interest. === Equity and discussions === An agency expressing an interest must indicate whether it concurs with the original recommendation to disseminate or restrict within five business days. If it does not, it will hold discussions with the submitting agency and the VEP secretariat within seven business days to attempt to reach consensus. If no consensus is reached, the participants will suggest options for the Equities Review Board. === Determination to disseminate or restrict === Decisions whether to disclose or restrict a vulnerability should be made quickly, in full consultation with all concerned agencies, and in the overall best interest of the competing interests of the missions of the U.S. government. As far as possible, determinations should be based on rational, objective methodologies, taking into account factors such as prevalence, reliance, and severity. If the review board members cannot reach consensus, they will vote on a preliminary determination. If an agency with an equity disputes that decision, they may, by providing notice to the VEP secretariat, elect to contest the preliminary determination. If no agency contests a preliminary determination, it will be treated as a final decision. === Handling and follow-on actions === If vulnerability information is released, this will be done as quickly as possible, preferably within seven business days. Disclosure of vulnerabilities will be conducted according to guidelines agreed on by all members. The submitting agency is presumed to be most knowledgeable about the vulnerability and, as such, will be responsible for disseminating vulnerability information to the vendor. The submitting agency may elect to delegate dissemination responsibility to another agency on its behalf. The releasing agency will promptly provide a copy of the disclosed information to the VEP secretariat for record keeping. Additionally, the releasing agency is expected to follow up so the ERB can determine whether the vendor's action meets government requirements. If the vendor chooses not to address a vulnerability, or is not acting with urgency consistent with the risk of the vulnerability, the releasing agency will notify the secretariat, and the government may take other mitigation steps. == Criticism == The VEP process has been criticized for a number of deficiencies, including restriction by non-disclosure agreements, lack of risk ratings, special treatment for the NSA, and less than whole-hearted commitment to disclosure as the default option. == UK equivalent == British intelligence agencies—GCHQ in particular—follow a similar approach, also known as the Equities Process, to determine whether to disclose or retain security vulnerabilities. The Investigatory Powers Act 2016 was amended in 2022 to bring oversight of the operation of the process within the remit of the Investigatory Powers Commissioner. Details of the process were made public in 2018.

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  • DigitaltMuseum

    DigitaltMuseum

    DigitaltMuseum (lit. 'The Digital Museum') is a website database in Norwegian and Swedish for art, images and cultural history museums. The service was established in 2009 after a trial period. The database is developed and operated by KulturIT. KulturIT ANS was established by the Norwegian Museum of Cultural History and Maihaugen in consultation with the Norwegian Archive, Library and Museum Authority (ABM) in 2007. In 2015, the company underwent a corporate transformation and KulturIT AS was established on 12 February. The website has per 2025 around 2,548,022 images. Many of the images are in the public domain or under Creative Commons licenses and are being imported into Wikimedia Commons. The website's API was developed in 2012. == Institutions == As of 2025, there are 223 collaborating museums. == Mission == DigitaltMuseum aims to make the museums' collections accessible to all interested parties, regardless of time and place. The website aims to facilitate easy use of the collections through various methods including image searches, research, teaching and joint knowledge development. DigitaltMuseum contains collections from several hundred Norwegian and Swedish museums, totalling around five million objects. The website contains both historical images from the areas and themes covered by the museums, as well as images of artefacts from the collections. Parts of the collection have previously only been shown in the museums' exhibitions and books and have therefore rarely or never been shown to the public.

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  • Metadatabase

    Metadatabase

    Metadatabase is a database model for (1) metadata management, (2) global query of independent databases, and (3) distributed data processing. The word metadatabase is an addition to the dictionary. Originally, metadata was only a common term referring simply to "data about data", such as tags, keywords, and markup headers. However, in this technology, the concept of metadata is extended to also include such data and knowledge representation as information models (e.g., relations, entities-relationships, and objects), application logic (e.g., production rules), and analytic models (e.g., simulation, optimization, and mathematical algorithms). In the case of analytic models, it is also referred to as a Modelbase. These classes of metadata are integrated with some modeling ontology to give rise to a stable set of meta-relations (tables of metadata). Individual models are interpreted as metadata and entered into these tables. As such, models are inserted, retrieved, updated, and deleted in the same manner as ordinary data do in an ordinary (relational) database. Users will also formulate global queries and requests for processing of local databases through the Metadatabase, using the globally integrated metadata. The Metadatabase structure can be implemented in any open technology for relational databases. == Significance == The Metadatabase technology is developed at Rensselaer Polytechnic Institute at Troy, New York, by a group of faculty and students (see the references at the end of the article), starting in late 1980s. Its main contribution includes the extension of the concept of metadata and metadata management, and the original approach of designing a database for metadata applications. These conceptual results continue to motivate new research and new applications. At the level of particular design, its openness and scalability is tied to that of the particular ontology proposed: It requires reverse-representation of the application models in order to save them into the meta-relations. In theory, the ontology is neutral, and it has been proven in some industrial applications. However, it needs more development to establish it for the field as an open technology. The requirement of reverse-representation is common to any global information integration technology. A way to facilitate it in the Metadatabase approach is to distribute a core portion of it at each local site, to allow for peer-to-peer translation on the fly.

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  • Kuaishou

    Kuaishou

    Kuaishou Technology is a Chinese publicly traded partly state-owned holding company based in Haidian District, Beijing, that was founded in 2011 by Hua Su (Chinese: 宿华) and Cheng Yixiao (Chinese: 程一笑). The company, listed on the Hong Kong Stock Exchange, is known for developing a mobile app for sharing users' short videos, a social network, and video special effects editor. The app is known as Kwai in many countries outside of China. It is also known as Snack Video in India, Pakistan and Indonesia. == Ownership and governance == Kuaishou's overseas team is led by the former CEO of the application 99, and staff from Google, Facebook, Netflix, and TikTok were recruited to lead the company's international expansion. The China Internet Investment Fund, a state-owned enterprise controlled by the Cyberspace Administration of China, holds a golden share ownership stake in Kuaishou. == History == Kuaishou is China's first short video platform that was developed in 2011 by engineer Hua Su and Cheng Yixiao. Prior to co-founding Kuaishou, Su Hua had worked for both Google and Baidu as a software engineer. The company is headquartered in Haidian District, Beijing. Kuaishou's predecessor "GIF Kuaishou" was founded in March 2011. GIF Kuaishou was a mobile app with which users could make and share GIF pictures. In 2013, Kuaishou became a short-video social platform. By 2013, the app had reached 100 million daily users. By 2019, it had exceeded 200 million active daily users. In March 2017, Kuaishou closed a US$350 million investment round that was led by Tencent. In January 2018, Forbes estimated the company's valuation to be US$18 billion. In April 2018, Kuaishou's app was briefly banned from Chinese app stores after China Central Television (CCTV) reported on the platform popularizing videos of teenage mothers. In 2019, the company announced a partnership with the People's Daily, an official newspaper of the Central Committee of the Chinese Communist Party, to help it experiment with the use of artificial intelligence in news. In June 2020, following the start of the 2020–2021 China–India skirmishes, the Government of India banned Kwai along with 58 other apps, citing "data and privacy issues". In January 2021, Kuaishou announced it was planning an initial public offering (IPO) to raise approximately US$5 billion. Kuaishou's stock completed its first day of trading at $300 Hong Kong dollars (HKD) (US$38.70), more than doubling its initial offer price, and causing its market value to rise to over $1 trillion HKD (US$159 billion). In February 2021, Kuaishou made a debut on the Hong Kong Stock Exchange, with its shares soaring by 194% at the opening. The company subsequently encountered major setbacks as a result of heightened regulatory restrictions on Chinese internet firms, which contributed to its share price falling by nearly 80% from its post-IPO peak. By December 2021, Kuaishou announced a major reorganization, including the layoff of 30% of its staff, primarily targeting mid-level employees earning an annual salary of $157,000 or more. This restructuring aimed to cut costs and mitigate financial losses. In October 2022, state-owned Beijing Radio and Television Station took a minority ownership stake in Kuaishou. In April 2024, a Financial Times article citing current and former Kuaishou employees stated that the company has been running an ageist redundancy programme known internally as "Limestone", culling workers in their mid-30s. In June 2024, Kuaishou and the Sichuan international communication center launched a branch center in São Paulo, Brazil. In June 2024, Kuaishou released its diffusion transformer text-to-video model, Kling, which they claimed could generate two minutes of video at 30 frames per second and in 1080p resolution. The model has been compared to that of OpenAI's Sora text-to-video model. It is accessible to the public on Kuaishou's video editing app KwaiCut via signing up for a waitlist with a Chinese phone number. In December 2025, Kuaishou came under a cyberattack which led to a temporary influx of violent and pornographic content. == Popularity == As of 2019, it had a worldwide user base of over 200 million, leading the "Most Downloaded" lists of the Google Play and Apple App Store in eight countries, such as Brazil, where it was introduced in 2019. Its main short-video platform competitor was Douyin, which is known as TikTok outside China. Compared to Douyin, Kuaishou is more popular with older users living outside China's Tier 1 cities. Its initial popularity came from videos of Chinese rural life. The app is particularly well known for its "rustic" aesthetic and is popular among rural people. Kuaishou also relied more on e-commerce revenue than on advertising revenue compared to its main competitor. == Reception == Kwai (as the app is called outside of China) was banned in India in 2020 along with other short video apps like TikTok. Kuaishou then released the clone SnackVideo, which was subsequently also banned. The app is one of the most popular social media platforms in Brazil, where Kuaishou partnered with creators to make telenovela style content, and appeals to football fans by working with football teams CR Flamengo and Santos FC and sponsoring the tournament Copa América. Kwai was notable in Brazil for spreading information (and misinformation) about the COVID-19 vaccine and political misinformation. === Manjiao Wenhua === "Manjiao wenhua" (慢脚文化) is a sarcasm term on Chinese internet on the unethical or illegal contents on Kuaishou. State broadcaster China Central Television (CCTV) reported that many contents are about child pregnancy. "Dating, pregnancy, bearing a child...these are strictly prohibited in the real time by a minor, but these contents can easily shown to audiences here." In addition, many students from primary or secondary schools make a pose of smoking. Wang Zhenhui (王贞会) from CUPSL stated that these kinds of bad values will give negative effects to the minors.

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  • System integrity

    System integrity

    In telecommunications, the term system integrity has the following meanings: That condition of a system wherein its mandated operational and technical parameters are within the prescribed limits. The quality of an AIS when it performs its intended function in an unimpaired manner, free from deliberate or inadvertent unauthorized manipulation of the system. The state that exists when there is complete assurance that under all conditions an IT system is based on the logical correctness and reliability of the operating system, the logical completeness of the hardware and software that implement the protection mechanisms, and data integrity.

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  • Texture artist

    Texture artist

    A texture artist is an individual who develops textures for digital media, usually for video games, movies, web sites and television shows or things like 3D posters. These textures can be in the form of 2D or (rarely) 3D art that may be overlaid onto a polygon mesh to create a realistic 3D model. Texture artists often take advantage of web sites for the purposes of marketing their art and self-promotion of their skills with the goal of gaining employment from a professional game studio or to join a team working on a "mod" (modification) of an existing game in hopes of establishing industry or trade credentials.

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  • Ibotta

    Ibotta

    Ibotta, Inc. is an American mobile technology company headquartered in Denver, Colorado. Founded in 2011, the company offers cash back rewards on various purchases through its Ibotta Performance Network and direct to consumer app. Ibotta partners with CPG (consumer packaged goods) brands and network publishers to provide these rewards. As of 2024, the company operates solely in the United States. The company's rewards-as-a-service offering, the Ibotta Performance Network, went live in 2022. In August 2019, Ibotta received a $1 billion valuation after its Series D funding, and in 2023, the company surpassed $1.5 billion cash rewards paid to over 50 million consumers since the company's founding. Ibotta became a publicly traded company in April 2024 with a listing on the New York Stock Exchange. As of September 2025, Ibotta is trading at approximately $27.13 per share, marking a 69% decline from its initial public offering price of $88 per share on April 18, 2024. == History == === Founding through early 2019 === Ibotta was founded by current CEO Bryan Leach. The company was incorporated in 2011 and the app launched to both the App Store and Google Play stores in 2012. Early investors included entrepreneur and computer scientist Jim Clark and Tom “TJ” Jermoluk, Chairman of @Home Network. In 2015, Ibotta expanded beyond item level grocery, adding the ability to get cash back on in-store retail purchases. In 2016, in-app mobile commerce began, allowing users to navigate from the Ibotta app to its partners' apps to earn cash back on purchases. In 2016 with a Series C investment, Ibotta had raised over $73 million in funding. In March of that year, Ibotta partnered with Anheuser-Busch to offer cash back for adults who purchased its products. In May, the company partnered with LiveRamp so that companies could use their CRM data to create segmented, personalized campaigns. At the time, the company had around 200 full- and part-time employees and moved from offices in Lower Downtown Denver (LoDo) to a 40,000-square-foot office in the central Denver business district. A year later, the company had to expand to a second floor as it added almost another 100 employees. In 2017, Ibotta added cash back for Uber to its app as well as cash back rewards for online and mobile purchases. In 2018, Ibotta was listed on the Inc. 5,000 list as one of the fastest growing private companies in the U.S. A year later, in January 2019, the Ibotta app had been downloaded more than 30 million times with users receiving a reported $500 million in cash back rewards. That year, Ibotta was the largest mobile company in Colorado with six million monthly active users. === August 2019 to present === In August 2019, Ibotta was valued at $1 billion, following a Series D round of funding. The round was led by Koch Disruptive Technologies, a subsidiary of Koch Industries. 2019 was also the year the company introduced Pay with Ibotta, which allowed users to complete purchases at key retailers on the Ibotta app and earn instant cash back in the process. With that new service, users were able to enter their purchase total and use a QR code to checkout and receive immediate cash back. In 2020, the company partnered with Trees for the Future to plant up to 1 million trees as part of an Earth Month campaign to raise awareness about the waste of unused paper coupons. In response to the COVID-19 pandemic, Ibotta partnered with CPG brands in their “Here to Help” campaign and together committed over $10 million in cash back to American consumers. The company added the ability to earn cash back from online grocery pick-up and delivery orders. Later that year, Ibotta started its free Thanksgiving program, providing users with 100% cash back on select groceries needed for a Thanksgiving meal. By 2022, the company had provided approximately 10 million Thanksgiving meals. In 2021, Ibotta acquired the company OctoShop (originally InStok), a shopping browser extension company. The OctoShop app enables users to compare prices across stores and set restock and price-drop alerts. In April 2022, the Ibotta Performance Network (IPN) was launched. The IPN allows brands to deliver digital offers to consumers through third party publishers. Retailers including Walmart, Dollar General and Family Dollar, food delivery services including Instacart, and convenience stores including Shell are all part of the Ibotta Performance Network. This pay-per-sales or success-based performance network reaches over 200 million consumers. On April 18, 2024, Ibotta had its initial public offering (IPO), trading on the New York Stock Exchange (NYSE) under the ticker symbol IBTA. It was the largest technology IPO in Colorado history. In October 2025, Ibotta announced a partnership with technology and analytics company Circana, integrating Circana's Household Lift measurement into Ibotta campaigns to give CPG brands an increased understanding of the impact of their promotional campaigns. On November 3, 2025, Ibotta launched LiveLift, a tool for companies to measure the return on investment of digital promotions, in order to optimize performance marketing goals. === Athletic partnerships === Ibotta became the official jersey patch partner of the New Orleans Pelicans, a professional men's basketball team in the National Basketball Association (NBA), for the 2020–2021 and 2023–2024 seasons. Ibotta became the official jersey patch partner of the 2023 NBA champion Denver Nuggets baskeetball team beginning in the 2023–2024 season. In March 2023, F1 driver Logan Sargeant, the first U.S. racer to compete in F1 since 2015, partnered with Ibotta. The Ibotta logo was displayed on Sargeant's racing helmet throughout his F1 career. In June 2023, UConn Huskies women's basketball player Paige Bueckers entered into a "name, image, and likeness" (NIL) promotional agreement with Ibotta. According to a press release by Ibotta, the company has agreements with The Brandr Group, which finds NIL opportunities for women college athletes, and the Pearpop social media marketing platform to promote Ibotta. == Legal issues == In April 2025, shareholders filed a class action lawsuit—Fortune v. Ibotta, Inc., in the U.S. District Court for the District of Colorado (Case No. 25-cv-01213)—alleging that the registration statement in connection with Ibotta’s April 2024 initial public offering omitted material information. The complaint claims that, although Ibotta disclosed detailed terms for its contract with Walmart Inc., it failed to warn investors that its agreement with The Kroger Co., its second-largest client, was terminable at will and thus could be canceled without warning, creating a misleading impression of stability.

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  • Data administration

    Data administration

    Data administration or data resource management is an organizational function working in the areas of information systems and computer science that plans, organizes, describes and controls data resources. Data resources are usually stored in databases under a database management system or other software such as electronic spreadsheets. In many smaller organizations, data administration is performed occasionally, or is a small component of the database administrator’s work. In the context of information systems development, data administration ideally begins at system conception, ensuring there is a data dictionary to help maintain consistency, avoid redundancy, and model the database so as to make it logical and usable, by means of data modeling, including database normalization techniques. == Data resource management == According to the Data Management Association (DAMA), data resource management is "the development and execution of architectures, policies, practices and procedures that properly manage the full data lifecycle needs of an enterprise". Data Resource management may be thought of as a managerial activity that applies information system and other data management tools to the task of managing an organization’s data resource to meet a company’s business needs, and the information they provide to their shareholders. From the perspective of database design, it refers to the development and maintenance of data models to facilitate data sharing between different systems, particularly in a corporate context. Data Resource Management is also concerned with both data quality and compatibility between data models. Since the beginning of the information age, businesses need all types of data on their business activity. With each data created, when a business transaction is made, need data is created. With these data, new direction is needed that focuses on managing data as a critical resource of the organization to directly support its business activities. The data resource must be managed with the same intensity and formality that other critical resources are managed. Organizations must emphasize the information aspect of information technology, determine the data needed to support the business, and then use appropriate technology to build and maintain a high-quality data resource that provides that support. Data resource quality is a measure of how well the organization's data resource supports the current and the future business information demand of the organization. The data resource cannot support just the current business information demand while sacrificing the future business information demand. It must support both the current and the future business information demand. The ultimate data resource quality is stability across changing business needs and changing technology. A corporate data resource must be developed within single, organization-wide common data architecture. A data architecture is the science and method of designing and constructing a data resource that is business driven, based on real-world objects and events as perceived by the organization, and implemented into appropriate operating environments. It is the overall structure of a data resource that provides a consistent foundation across organizational boundaries to provide easily identifiable, readily available, high-quality data to support the business information demand. The common data architecture is a formal, comprehensive data architecture that provides a common context within which all data at an organization's disposal are understood and integrated. It is subject oriented, meaning that it is built from data subjects that represent business objects and business events in the real world that are of interest to the organization and about which data are captured and maintained.

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  • Comparison of machine learning software

    Comparison of machine learning software

    The following tables are a comparison of machine learning software such as software frameworks, libraries, and computer programs used for machine learning. == Machine learning software == == Other comparisons == == Machine learning helper libraries and platforms == Apache OpenNLP — natural language processing toolkit CUDA — GPU computing platform used to accelerate machine learning and deep learning workloads Horovod — distributed training framework for deep learning Hugging Face Transformers — library of pretrained transformer models built on other machine learning frameworks Kubeflow — machine learning platform for Kubernetes Mallet — toolkit for natural language processing and text analysis NumPy — numerical computing library used in machine learning OpenCV — computer vision library with machine learning functions ONNX — open format for representing machine learning models pandas — data analysis and data preparation library used in machine learning PlaidML — tensor compiler and backend for machine learning frameworks Polars — Dataframe library used for machine learning data preparation and analysis PyArrow — columnar data library used in machine learning data processing ROOT (TMVA) — data analysis framework with machine learning tools SciPy — scientific computing and optimization library used in machine learning == Online development environments for machine learning == Google Colab — hosted Jupyter Notebook environment commonly used for machine learning and deep learning JupyterLab — notebook-based development environment for machine learning and data science Jupyter Notebook — interactive notebook environment used for machine learning and data science Kaggle — online data science and machine learning platform

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  • List of monochrome and RGB color formats

    List of monochrome and RGB color formats

    This list of monochrome and RGB palettes includes generic repertoires of colors (color palettes) to produce black-and-white and RGB color pictures by a computer's display hardware. RGB is the most common method to produce colors for displays; so these complete RGB color repertoires have every possible combination of R-G-B triplets within any given maximum number of levels per component. Each palette is represented by a series of color patches. When the number of colors is low, a 1-pixel-size version of the palette appears below it, for easily comparing relative palette sizes. Huge palettes are given directly in one-color-per-pixel color patches. For each unique palette, an image color test chart and sample image (truecolor original follows) rendered with that palette (without dithering) are given. The test chart shows the full 256 levels of the red, green, and blue (RGB) primary colors and cyan, magenta, and yellow complementary colors, along with a full 256-level grayscale. Gradients of RGB intermediate colors (orange, lime green, sea green, sky blue, violet, and fuchsia), and a full hue spectrum are also present. Color charts are not gamma corrected. These elements illustrate the color depth and distribution of the colors of any given palette, and the sample image indicates how the color selection of such palettes could represent real-life images. These images are not necessarily representative of how the image would be displayed on the original graphics hardware, as the hardware may have additional limitations regarding the maximum display resolution, pixel aspect ratio and color placement. Implementation of these formats is specific to each machine. Therefore, the number of colors that can be simultaneously displayed in a given text or graphic mode might be different. Also, the actual displayed colors are subject to the output format used - PAL or NTSC, composite or component video, etc. - and might be slightly different. For simulated images and specific hardware and alternate methods to produce colors other than RGB (ex: composite), see the List of 8-bit computer hardware palettes, the List of 16-bit computer hardware palettes and the List of video game console palettes. For various software arrangements and sorts of colors, including other possible full RGB arrangements within 8-bit color depth displays, see the List of software palettes. == Monochrome palettes == These palettes only have some shades of gray, from black to white (considered the darkest and lightest "grays", respectively). The general rule is that those palettes have 2n different shades of gray, where n is the number of bits needed to represent a single pixel. === Monochrome (1-bit grayscale) === Monochrome graphics displays typically have a black background with a white or light gray image, though green and amber monochrome monitors were also common. Such a palette requires only one bit per pixel. Where photo-realism was desired, these early computer systems had a heavy reliance on dithering to make up for the limits of the technology. In some systems, as Hercules and CGA graphic cards for the IBM PC, a bit value of 1 represents white pixels (light on) and a value of 0 the black ones (light off); others, like the Playdate and Atari ST and Apple Macintosh with monochrome monitors, a bit value of 0 means a white pixel (no ink) and a value of 1 means a black pixel (dot of ink), which it approximates to the printing logic. === 2-bit Grayscale === In a 2-bit color palette each pixel's value is represented by 2 bits resulting in a 4-value palette (22 = 4). 2-bit dithering: It has black, white and two intermediate levels of gray as follows: A monochrome 2-bit palette is used on: The Monochrome Display Adapter for the IBM PC NeXT Computer, NeXTcube and NeXTstation monochrome graphic displays. Original Game Boy system portable video game console. Macintosh PowerBook 150 monochrome LC displays. Amiga with A2024 monochrome monitor in high-resolution mode. The original Amazon Kindle The original WonderSwan The Tiger Electronics Game.com portable video game console The original Neo Geo Pocket. === 4-bit Grayscale === In a 4-bit color palette each pixel's value is represented by 4 bits resulting in a 16-value palette (24 = 16): 4-bit grayscale dithering does a fairly good job of reducing visible banding of the level changes: A monochrome 4-bit palette is used on: MOS Technology VDC (on the Commodore 128 with monochrome monitor) Amstrad CPC series with a GT64/GT65 Green Monitor (16 unique green shades) Amstrad CPC Plus series with the MM12 Monochrome monitor (16 shades of grey) Some Apple PowerBooks equipped with monochrome displays like the PowerBook 5300 The original VideoNow === 8-bit Grayscale === In an 8-bit color palette each pixel's value is represented by 8 bits resulting in a 256-value palette (28 = 256). This is usually the maximum number of grays in ordinary monochrome systems; each image pixel occupies a single memory byte. Most scanners can capture images in 8-bit grayscale, and image file formats like TIFF and JPEG natively support this monochrome palette size. Alpha channels employed for video overlay also use (conceptually) this palette. The gray level indicates the opacity of the blended image pixel over the background image pixel. == Dichrome palettes == === 16-bit RG palette === The RG or red–green color space is a color space that uses only two primary colors: red and green. It was used on early color processes for films. It was used as an additive format, similar to the RGB color model but without a blue channel, on processes such as Kinemacolor, Prizma, Technicolor I, Raycol, etc., producing shades of black, red, green and yellow. Alternatively, it was used as a subtractive format on Brewster Color I, Kodachrome I, Prizma II, Technicolor II, etc., producing shades of transparent, red, green and black. Until recently, its primary use was in low-cost light-emitting diode displays in which red and green tended to be far more common than the still nascent blue LED technology, but full-color LEDs with blue have become more common in recent years. ColorCode 3-D, a anaglyph stereoscopic color scheme, uses the RG color space to simulate a broad spectrum of color in one eye, while the blue portion of the spectrum transmits a black-and-white (black-and-blue) image to the other eye to give depth perception. === 16-bit RB palette === === 16-bit GB palette === == Regular RGB palettes == Here are grouped those full RGB hardware palettes that have the same number of binary levels (i.e., the same number of bits) for every red, green and blue components using the full RGB color model. Thus, the total number of colors are always the number of possible levels by component, n, raised to a power of 3: n×n×n = n3. === 3-bit RGB === 3-bit RGB dithering: Systems with a 3-bit RGB palette use 1 bit for each of the red, green and blue color components. That is, each component is either "on" or "off" with no intermediate states. This results in an 8-color palette ((21)3 = 23 = 8) that has black, white, the three RGB primary colors red, green and blue and their correspondent complementary colors cyan, magenta and yellow as follows: The color indices vary between implementations; therefore, index numbers are not given. The 3-bit RGB palette is used by: Text terminals following the ECMA-48 standard (sometimes known as the "ANSI standard", although ANSI X3.128 does not define colors) World System Teletext Level 1/1.5 Videotex Oric computers BBC Micro PC-8801 (up to the MkII) PC-9801 (with original 8086 CPU, before the VM/VX models) Sharp X1 (models before the X1 Turbo Z) Sharp MZ 700 FM-7, FM New 7, FM 77 (before the FM77AV) Sinclair QL Space Invaders Part II (arcade hardware) Macintosh SE (with a color printer or external monitor) Atari 2600 (SECAM version) Color Maximite (PIC32 based microcomputer) Arcadia 2001 PV-1000 Monkey Magic (arcade hardware) VIC-20 (high-res mode) Mouse Trap (arcade hardware) Sanyo MBC-550 series Windows 1.0 (includes dithering) === 6-bit RGB === Systems with a 6-bit RGB palette use 2 bits for each of the red, green, and blue color components. This results in a (22)3 = 43 = 64-color palette as follows: 6-bit RGB systems include the following: Enhanced Graphics Adapter (EGA) for IBM PC/AT (16 colors at once) Sega Master System video game console (32 colors at once) GIME for TRS-80 Color Computer 3 (16 colors at once) Pebble Time smartwatch which has a 6-bit (64 color) e-paper display Parallax Propeller using the reference VGA circuit === 9-bit RGB === Systems with a 9-bit RGB palette use 3 bits for each of the red, green, and blue color components. This results in a (23)3 = 83 = 512-color palette as follows: 9-bit RGB systems include the following: Atari ST (Normally 4 to 16 at once without tricks) MSX2 computers (up to 16 at once) Sega Genesis video game console, (64 colors at once) Sega Nomad TurboGrafx-16 (NEC PC-Engine) ZX Spectrum Next The NEC PC-88

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  • Database

    Database

    In computing, a database is an organized collection of data or a type of data store based on the use of a database management system (DBMS), the software that interacts with end users, applications, and the database itself to capture and analyze the data. The DBMS additionally encompasses the core facilities provided to administer the database. The sum total of the database, the DBMS and the associated applications can be referred to as a database system. Often the term "database" is also used loosely to refer to any of the DBMS, the database system or an application associated with the database. Before digital storage and retrieval of data became widespread, index cards were used for data storage in a wide range of applications and environments: in the home to record and store recipes, shopping lists, contact information and other organizational data; in business to record presentation notes, project research and notes, and contact information; in schools as flash cards or other visual aids; and in academic research to hold data such as bibliographical citations or notes in a card file. Professional book indexers used index cards in the creation of book indexes until they were replaced by indexing software in the 1980s and 1990s. Small databases can be stored on a file system, while large databases are hosted on computer clusters or cloud storage. The design of databases spans formal techniques and practical considerations, including data modeling, efficient data representation and storage, query languages, security and privacy of sensitive data, and distributed computing issues, including supporting concurrent access and fault tolerance. Computer scientists may classify database management systems according to the database models that they support. Relational databases became dominant in the 1980s. These model data as rows and columns in a series of tables, and the vast majority use SQL for writing and querying data. In the 2000s, non-relational databases became popular, collectively referred to as NoSQL, because they use different query languages. == Terminology and overview == Formally, a "database" refers to a set of related data accessed through the use of a "database management system" (DBMS), which is an integrated set of computer software that allows users to interact with one or more databases and provides access to all of the data contained in the database (although restrictions may exist that limit access to particular data). The DBMS provides various functions that allow entry, storage and retrieval of large quantities of information and provides ways to manage how that information is organized. Because of the close relationship between them, the term "database" is often used casually to refer to both a database and the DBMS used to manipulate it. Outside the world of professional information technology, the term database is often used to refer to any collection of related data (such as a spreadsheet or a card index) as size and usage requirements typically necessitate use of a database management system. Existing DBMSs provide various functions that allow management of a database and its data which can be classified into four main functional groups: Data definition – Creation, modification and removal of definitions that detail how the data is to be organized. Update – Insertion, modification, and deletion of the data itself. Retrieval – Selecting data according to specified criteria (e.g., a query, a position in a hierarchy, or a position in relation to other data) and providing that data either directly to the user, or making it available for further processing by the database itself or by other applications. The retrieved data may be made available in a more or less direct form without modification, as it is stored in the database, or in a new form obtained by altering it or combining it with existing data from the database. Administration – Registering and monitoring users, enforcing data security, monitoring performance, maintaining data integrity, dealing with concurrency control, and recovering information that has been corrupted by some event such as an unexpected system failure. Both a database and its DBMS conform to the principles of a particular database model. "Database system" refers collectively to the database model, database management system, and database. Physically, database servers are dedicated computers that hold the actual databases and run only the DBMS and related software. Database servers are usually multiprocessor computers, with generous memory and RAID disk arrays used for stable storage. Hardware database accelerators, connected to one or more servers via a high-speed channel, are also used in large-volume transaction processing environments. DBMSs are found at the heart of most database applications. DBMSs may be built around a custom multitasking kernel with built-in networking support, but modern DBMSs typically rely on a standard operating system to provide these functions. Since DBMSs comprise a significant market, computer and storage vendors often take into account DBMS requirements in their own development plans. Databases and DBMSs can be categorized according to the database model(s) that they support (such as relational or XML), the type(s) of computer they run on (from a server cluster to a mobile phone), the query language(s) used to access the database (such as SQL or XQuery), and their internal engineering, which affects performance, scalability, resilience, and security. == History == The sizes, capabilities, and performance of databases and their respective DBMSs have grown in orders of magnitude. These performance increases were enabled by the technology progress in the areas of processors, computer memory, computer storage, and computer networks. The concept of a database was made possible by the emergence of direct access storage media such as magnetic disks, which became widely available in the mid-1960s; earlier systems relied on sequential storage of data on magnetic tape. The subsequent development of database technology can be divided into three eras based on data model or structure: navigational, SQL/relational, and post-relational. The two main early navigational data models were the hierarchical model and the CODASYL model (network model). These were characterized by the use of pointers (often physical disk addresses) to follow relationships from one record to another. The relational model, first proposed in 1970 by Edgar F. Codd, departed from this tradition by insisting that applications should search for data by content, rather than by following links. The relational model employs sets of ledger-style tables, each used for a different type of entity. Only in the mid-1980s did computing hardware become powerful enough to allow the wide deployment of relational systems (DBMSs plus applications). By the early 1990s, however, relational systems dominated in all large-scale data processing applications, and as of 2018 they remain dominant: IBM Db2, Oracle, MySQL, and Microsoft SQL Server are the most searched DBMS. The dominant database language, standardized SQL for the relational model, has influenced database languages for other data models. Object databases were developed in the 1980s to overcome the inconvenience of object–relational impedance mismatch, which led to the coining of the term "post-relational" and also the development of hybrid object–relational databases. The next generation of post-relational databases in the late 2000s became known as NoSQL databases, introducing fast key–value stores and document-oriented databases. A competing "next generation" known as NewSQL databases attempted new implementations that retained the relational/SQL model while aiming to match the high performance of NoSQL compared to commercially available relational DBMSs. === 1960s, navigational DBMS === The introduction of the term database coincided with the availability of direct-access storage (disks and drums) from the mid-1960s onwards. The term represented a contrast with the tape-based systems of the past, allowing shared interactive use rather than daily batch processing. The Oxford English Dictionary cites a 1962 report by the System Development Corporation of California as the first to use the term "data-base" in a specific technical sense. As computers grew in speed and capability, a number of general-purpose database systems emerged; by the mid-1960s a number of such systems had come into commercial use. Interest in a standard began to grow, and Charles Bachman, author of one such product, the Integrated Data Store (IDS), founded the Database Task Group within CODASYL, the group responsible for the creation and standardization of COBOL. In 1971, the Database Task Group delivered their standard, which generally became known as the CODASYL approach, and soon a number of commercial products based on this approach entered the market. The CODASYL approach of

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