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  • Grammar induction

    Grammar induction

    Grammar induction (or grammatical inference) is the process in machine learning of learning a formal grammar (usually as a collection of re-write rules or productions or alternatively as a finite-state machine or automaton of some kind) from a set of observations, thus constructing a model which accounts for the characteristics of the observed objects. More generally, grammatical inference is that branch of machine learning where the instance space consists of discrete combinatorial objects such as strings, trees and graphs. == Grammar classes == Grammatical inference has often been very focused on the problem of learning finite-state machines of various types (see the article Induction of regular languages for details on these approaches), since there have been efficient algorithms for this problem since the 1980s. Since the beginning of the century, these approaches have been extended to the problem of inference of context-free grammars and richer formalisms, such as multiple context-free grammars and parallel multiple context-free grammars. Other classes of grammars for which grammatical inference has been studied are combinatory categorial grammars, stochastic context-free grammars, contextual grammars and pattern languages. == Learning models == The simplest form of learning is where the learning algorithm merely receives a set of examples drawn from the language in question: the aim is to learn the language from examples of it (and, rarely, from counter-examples, that is, example that do not belong to the language). However, other learning models have been studied. One frequently studied alternative is the case where the learner can ask membership queries as in the exact query learning model or minimally adequate teacher model introduced by Angluin. == Methodologies == There is a wide variety of methods for grammatical inference. Two of the classic sources are Fu (1977) and Fu (1982). Duda, Hart & Stork (2001) also devote a brief section to the problem, and cite a number of references. The basic trial-and-error method they present is discussed below. For approaches to infer subclasses of regular languages in particular, see Induction of regular languages. A more recent textbook is de la Higuera (2010), which covers the theory of grammatical inference of regular languages and finite state automata. D'Ulizia, Ferri and Grifoni provide a survey that explores grammatical inference methods for natural languages. === Induction of probabilistic grammars === There are several methods for induction of probabilistic context-free grammars. === Grammatical inference by trial-and-error === The method proposed in Section 8.7 of Duda, Hart & Stork (2001) suggests successively guessing grammar rules (productions) and testing them against positive and negative observations. The rule set is expanded so as to be able to generate each positive example, but if a given rule set also generates a negative example, it must be discarded. This particular approach can be characterized as "hypothesis testing" and bears some similarity to Mitchel's version space algorithm. The Duda, Hart & Stork (2001) text provide a simple example which nicely illustrates the process, but the feasibility of such an unguided trial-and-error approach for more substantial problems is dubious. === Grammatical inference by genetic algorithms === Grammatical induction using evolutionary algorithms is the process of evolving a representation of the grammar of a target language through some evolutionary process. Formal grammars can easily be represented as tree structures of production rules that can be subjected to evolutionary operators. Algorithms of this sort stem from the genetic programming paradigm pioneered by John Koza. Other early work on simple formal languages used the binary string representation of genetic algorithms, but the inherently hierarchical structure of grammars couched in the EBNF language made trees a more flexible approach. Koza represented Lisp programs as trees. He was able to find analogues to the genetic operators within the standard set of tree operators. For example, swapping sub-trees is equivalent to the corresponding process of genetic crossover, where sub-strings of a genetic code are transplanted into an individual of the next generation. Fitness is measured by scoring the output from the functions of the Lisp code. Similar analogues between the tree structured lisp representation and the representation of grammars as trees, made the application of genetic programming techniques possible for grammar induction. In the case of grammar induction, the transplantation of sub-trees corresponds to the swapping of production rules that enable the parsing of phrases from some language. The fitness operator for the grammar is based upon some measure of how well it performed in parsing some group of sentences from the target language. In a tree representation of a grammar, a terminal symbol of a production rule corresponds to a leaf node of the tree. Its parent nodes corresponds to a non-terminal symbol (e.g. a noun phrase or a verb phrase) in the rule set. Ultimately, the root node might correspond to a sentence non-terminal. === Grammatical inference by greedy algorithms === Like all greedy algorithms, greedy grammar inference algorithms make, in iterative manner, decisions that seem to be the best at that stage. The decisions made usually deal with things like the creation of new rules, the removal of existing rules, the choice of a rule to be applied or the merging of some existing rules. Because there are several ways to define 'the stage' and 'the best', there are also several greedy grammar inference algorithms. These context-free grammar generating algorithms make the decision after every read symbol: Lempel-Ziv-Welch algorithm creates a context-free grammar in a deterministic way such that it is necessary to store only the start rule of the generated grammar. Sequitur and its modifications. These context-free grammar generating algorithms first read the whole given symbol-sequence and then start to make decisions: Byte pair encoding and its optimizations. === Distributional learning === A more recent approach is based on distributional learning. Algorithms using these approaches have been applied to learning context-free grammars and mildly context-sensitive languages and have been proven to be correct and efficient for large subclasses of these grammars. === Learning of pattern languages === Angluin defines a pattern to be "a string of constant symbols from Σ and variable symbols from a disjoint set". The language of such a pattern is the set of all its nonempty ground instances i.e. all strings resulting from consistent replacement of its variable symbols by nonempty strings of constant symbols. A pattern is called descriptive for a finite input set of strings if its language is minimal (with respect to set inclusion) among all pattern languages subsuming the input set. Angluin gives a polynomial algorithm to compute, for a given input string set, all descriptive patterns in one variable x. To this end, she builds an automaton representing all possibly relevant patterns; using sophisticated arguments about word lengths, which rely on x being the only variable, the state count can be drastically reduced. Erlebach et al. give a more efficient version of Angluin's pattern learning algorithm, as well as a parallelized version. Arimura et al. show that a language class obtained from limited unions of patterns can be learned in polynomial time. === Pattern theory === Pattern theory, formulated by Ulf Grenander, is a mathematical formalism to describe knowledge of the world as patterns. It differs from other approaches to artificial intelligence in that it does not begin by prescribing algorithms and machinery to recognize and classify patterns; rather, it prescribes a vocabulary to articulate and recast the pattern concepts in precise language. In addition to the new algebraic vocabulary, its statistical approach was novel in its aim to: Identify the hidden variables of a data set using real world data rather than artificial stimuli, which was commonplace at the time. Formulate prior distributions for hidden variables and models for the observed variables that form the vertices of a Gibbs-like graph. Study the randomness and variability of these graphs. Create the basic classes of stochastic models applied by listing the deformations of the patterns. Synthesize (sample) from the models, not just analyze signals with it. Broad in its mathematical coverage, pattern theory spans algebra and statistics, as well as local topological and global entropic properties. == Applications == The principle of grammar induction has been applied to other aspects of natural language processing, and has been applied (among many other problems) to semantic parsing, natural language understanding, example-based translation, language acquisition, grammar-based compre

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  • Viaweb

    Viaweb

    Viaweb was a web-based application that allowed users to build and host their own online stores with little technical expertise using a web browser. The company was started in July 1995 by Paul Graham, Robert Morris (using the pseudonym "John McArtyem"), and Trevor Blackwell. Graham claims Viaweb was the first application service provider. Viaweb was also unusual for being partially written in the Lisp programming language. The software was originally called Webgen, but another company was using the same name, so the company renamed it to Viaweb, "because it worked via the Web". In 1998, Yahoo! Inc. bought Viaweb for 455,000 shares of Yahoo! capital stock, valued at about $49 million, and renamed it Yahoo! Store. Viaweb's example has been influential in Silicon Valley's entrepreneurial culture, largely due to Graham's widely read essays and his subsequent career as a successful venture capitalist.

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  • Cloud manufacturing

    Cloud manufacturing

    Cloud manufacturing (CMfg) is a new manufacturing paradigm developed from existing advanced manufacturing models (e.g., ASP, AM, NM, MGrid) and enterprise information technologies under the support of cloud computing, Internet of Things (IoT), virtualization and service-oriented technologies, and advanced computing technologies. It transforms manufacturing resources and manufacturing capabilities into manufacturing services, which can be managed and operated in an intelligent and unified way to enable the full sharing and circulating of manufacturing resources and manufacturing capabilities. CMfg can provide safe and reliable, high quality, cheap and on-demand manufacturing services for the whole lifecycle of manufacturing. The concept of manufacturing here refers to big manufacturing that includes the whole lifecycle of a product (e.g. design, simulation, production, test, maintenance). The concept of Cloud manufacturing was initially proposed by the research group led by Prof. Bo Hu Li and Prof. Lin Zhang in China in 2010. Related discussions and research were conducted hereafter, and some similar definitions (e.g. Cloud-Based Design and Manufacturing (CBDM). ) to cloud manufacturing were introduced. Cloud manufacturing is a type of parallel, networked, and distributed system consisting of an integrated and inter-connected virtualized service pool (manufacturing cloud) of manufacturing resources and capabilities as well as capabilities of intelligent management and on-demand use of services to provide solutions for all kinds of users involved in the whole lifecycle of manufacturing. == Types == Cloud Manufacturing can be divided into two categories. The first category concerns deploying manufacturing software on the Cloud, i.e. a “manufacturing version” of Computing. CAx software can be supplied as a service on the Manufacturing Cloud (MCloud). The second category has a broader scope, cutting across production, management, design and engineering abilities in a manufacturing business. Unlike with computing and data storage, manufacturing involves physical equipment, monitors, materials and so on. In this kind of Cloud Manufacturing system, both material and non-material facilities are implemented on the Manufacturing Cloud to support the whole supply chain. Costly resources are shared on the network. This means that the utilisation rate of rarely used equipment rises and the cost of expensive equipment is reduced. According to the concept of Cloud technology, there will not be direct interaction between Cloud Users and Service Providers. The Cloud User should neither manage nor control the infrastructure and manufacturing applications. As a matter of fact, the former can be considered part of the latter. In CMfg system, various manufacturing resources and abilities can be intelligently sensed and connected into wider Internet, and automatically managed and controlled using IoT technologies (e.g., RFID, wired and wireless sensor network, embedded system). Then the manufacturing resources and abilities are virtualized and encapsulated into different manufacturing cloud services (MCSs), that can be accessed, invoked, and deployed based on knowledge by using virtualization technologies, service-oriented technologies, and cloud computing technologies. The MCSs are classified and aggregated according to specific rules and algorithms, and different kinds of manufacturing clouds are constructed. Different users can search and invoke the qualified MCSs from related manufacturing cloud according to their needs, and assemble them to be a virtual manufacturing environment or solution to complete their manufacturing task involved in the whole life cycle of manufacturing processes under the support of cloud computing, service-oriented technologies, and advanced computing technologies. Four types of cloud deployment modes (public, private, community and hybrid clouds) are ubiquitous as a single point of access. Private cloud refers to a centralized management effort in which manufacturing services are shared within one company or its subsidiaries. Enterprises' mission-critical and core-business applications are often kept in a private cloud. Community cloud is a collaborative effort in which manufacturing services are shared between several organizations from a specific community with common concerns. Public cloud realizes the key concept of sharing services with the general public in a multi-tenant environment. Hybrid cloud is a composition of two or more clouds (private, community or public) that remain distinct entities but are also bound together, offering the benefits of multiple deployment modes. == Resources == From the resource’s perspective, each kind of manufacturing capability requires support from the related manufacturing resource. For each type of manufacturing capability, its related manufacturing resource comes in two forms, soft resources and hard resources. === Soft resources === Software: software applications throughout the product lifecycle including design, analysis, simulation, process planning, and are only beginning to be embraced by the electronics manufacturing industry. Knowledge: experience and know-how needed to complete a production task, i.e. engineering knowledge, product models, standards, evaluation procedures and results, customer feedback, and manufacturing in the cloud provides just as many solutions as the number of questions it also raises for manufacturing executives wanting to make the best possible decision. Skill: expertise in performing a specific manufacturing task. Personnel: human resource engaged in the manufacturing process, i.e. designers, operators, managers, technicians, project teams, customer service, etc. Experience: performance, quality, client evaluation, etc. Business Network: business relationships and business opportunity networks that exist in an enterprise. === Hard resources === Manufacturing Equipment: facilities needed for completing a manufacturing task, e.g. machine tools, cutters, test and monitoring equipment and other fabrication tools. Monitoring/Control Resource: devices used to identify and control other manufacturing resource, for instance, RFID (Radio-Frequency IDentification), WSN (Wireless Sensor Network), virtual managers and remote controllers. Computational Resource: computing devices to support production process, e.g. servers, computers, storage media, control devices, etc. Materials: inputs and outputs in a production system, e.g. raw material, product-in-progress, finished product, power, water, lubricants, etc. Storage: automated storage and retrieval systems, logic controllers, location of warehouses, volume capacity and schedule/optimization methods. Transportation: movement of manufacturing inputs/outputs from one location to another. It includes the modes of transport, e.g. air, rail, road, water, cable, pipeline and space, and the related price, and time taken.

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  • How Data Happened

    How Data Happened

    How Data Happened: A History from the Age of Reason to the Age of Algorithms is a 2023 non-fiction book written by Columbia University professors Chris Wiggins and Matthew L. Jones. The book explores the history of data and statistics from the end of the 18th century to the present day. == Content == The book starts at the end of the 18th century, when European states began tabulating physical resources, and ends at the present day, when algorithms manipulate our personal information as a commodity. It looks at the rise of data and statistics, and how early statistical methods were used to justify eugenics, quantify supposed racial differences, and develop military and industrial applications. The authors also discuss the impact of the internet and e-commerce on data collection, the rise of data science, and the consequences of government-run surveillance systems collecting vast amounts of personal data for customized, targeted advertising. They emphasize the importance of privacy and democracy and propose remedies to the problems caused by mass data collection, including stronger regulation of the tech industry and collective action by its employees. The book is a historical analysis that provides context for understanding the debates surrounding data and its control. The book has 336 pages and was published in 2023 by W. W. Norton & Company.

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  • Morphological antialiasing

    Morphological antialiasing

    Morphological antialiasing (MLAA) is a spatial anti-aliasing technique used in real-time computer graphics. It reduces artifacts, such as jaggies, when representing a high-resolution image at a lower resolution. MLAA is a post-process filtering which detects borders in the resulting image and then finds specific patterns in these. Anti-aliasing is achieved by blending pixels in these borders, according to the pattern they belong to and their position within the pattern. Introduced in 2009, MLAA was an early and influential example of anti-aliasing techniques done in post-processing, which makes them suitable for deferred shading. A similar method in this class is fast approximate anti-aliasing (FXAA). Temporal anti-aliasing, also a post-process, has become the most common anti-aliasing method for real-time rendering and video games. Enhanced subpixel morphological antialiasing, or SMAA, is an image-based GPU-based implementation of MLAA developed by Universidad de Zaragoza and Crytek.

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  • Product-family engineering

    Product-family engineering

    Product-family engineering (PFE), also known as product-line engineering (PLE), is based on the ideas of "domain engineering" created by the Software Engineering Institute, a term coined by James Neighbors in his 1980 dissertation at University of California, Irvine. Software product lines are quite common in our daily lives, but before a product family can be successfully established, an extensive process has to be followed. This process is known as product-family engineering. Product-family engineering can be defined as a method that creates an underlying architecture of an organization's product platform. It provides an architecture that is based on commonality as well as planned variabilities. The various product variants can be derived from the basic product family, which creates the opportunity to reuse and differentiate on products in the family. Product-family engineering is conceptually similar to the widespread use of vehicle platforms in the automotive industry. Product-family engineering is a relatively new approach to the creation of new products, recently evolving to Model-Based Product Line Engineering (MBPLE), emphasizing the centrality of a model-centric approach in PLE. It focuses on the process of engineering new products in such a way that it is possible to reuse product components and apply variability with decreased costs and time. Product-family engineering is all about reusing components and structures as much as possible, according to the ISO/IEC 26550/2015 and the latest ISO/IEC 26580/2021 that introduced the concept of feature-based Product Line Engineering. Several studies have proven that using a product-family engineering approach for product development can have several benefits. Here is a list of some of them: Higher productivity Higher quality Faster time-to-market Lower labor needs The Nokia case mentioned below also illustrates these benefits. In 2025 the publishing of the book Model-Based Product Line Engineering (MBPLE): The feature-based path to product lines success by Marco Forlingieri, Tim Weilkiens and Hugo Guillermo Chalé-Gongora formalized the foundation of the discipline, including best practices and new industrial cases. == Overall process == The product family engineering process consists of several phases. The three main phases are: Phase 1: Product management Phase 2: Domain engineering Phase 3: Product engineering The process has been modeled on a higher abstraction level. This has the advantage that it can be applied to all kinds of product lines and families, not only software. The model can be applied to any product family. Figure 1 (below) shows a model of the entire process. Below, the process is described in detail. The process description contains elaborations of the activities and the important concepts being used. All concepts printed in italic are explained in Table 1. === Phase 1: product management === The first phase is the starting up of the whole process. In this phase some important aspects are defined especially with regard to economic aspects. This phase is responsible for outlining market strategies and defining a scope, which tells what should and should not be inside the product family. ==== Evaluate business visioning ==== During this first activity all context information relevant for defining the scope of the product line is collected and evaluated. It is important to define a clear market strategy and take external market information into account, such as consumer demands. The activity should deliver a context document that contains guidelines, constraints and the product strategy. ==== Define product line scope ==== Scoping techniques are applied to define which aspects are within the scope. This is based upon the previous step in the process, where external factors have been taken into account. The output is a product portfolio description, which includes a list of current and future products and also a product roadmap. It can be argued whether phase 1, product management, is part of the product-family-engineering process, because it could be seen as an individual business process that is more focused on the management aspects instead of the product aspect. However phase 2 needs some important input from this phase, as a large piece of the scope is defined in this phase. So from this point of view it is important to include the product-management phase (phase 1) into the entire process as a base for the domain-engineering process. === Phase 2: domain engineering === During the domain-engineering phases, the variable and common requirements are gathered for the whole product line. The goal is to establish a reusable platform. The output of this phase is a set of common and variable requirements for all products in the product line. ==== Analyze domain requirements ==== This activity includes all activities for analyzing the domain with regard to concept requirements. The requirements are categorized and split up into two new activities. The output is a document with the domain analysis. As can be seen in Figure 1 the process of defining common requirements is a parallel process with defining variable requirements. Both activities take place at the same time. ==== Define common requirements ==== Includes all activities for eliciting and documenting the common requirements of the product line, resulting in a document with reusable common requirements. ==== Define variable requirements ==== Includes all activities for eliciting and documenting the variable requirements of the product line, resulting in a document with variable requirements. ==== Design domain ==== This process step consists of activities for defining the reference architecture of the product line. This generates an abstract structure for all products in the product line. ==== Implement domain ==== During this step a detailed design of the reusable components and the implementation of these components are created. ==== Test domain ==== Validates and verifies the reusability of components. Components are tested against their specifications. After successful testing of all components in different use cases and scenarios, the domain engineering phase has been completed. === Phase 3: product engineering === In the final phase a product X is being engineered. This product X uses the commonalities and variability from the domain engineering phase, so product X is being derived from the platform established in the domain engineering phase. It basically takes all common requirements and similarities from the preceding phase plus its own variable requirements. Using the base from the domain engineering phase and the individual requirements of the product engineering phase a complete and new product can be built. After the product has been fully tested and approved, the product X can be delivered. ==== Define product requirements ==== Developing the product requirements specification for the individual product and reuse the requirements from the preceding phase. ==== Design product ==== All activities for producing the product architecture. Makes use of the reference architecture from the step "design domain", it selects and configures the required parts of the reference architecture and incorporates product specific adaptations. ==== Build product ==== During this process the product is built, using selections and configurations of the reusable components. ==== Test product ==== During this step the product is verified and validated against its specifications. A test report gives information about all tests that were carried out, this gives an overview of possible errors in the product. If the product in the next step is not accepted, the process will loop back to "build product", in Figure 1 this is indicated as "[unsatisfied]". ==== Deliver and support product ==== The final step is the acceptance of the final product. If it has been successfully tested and approved to be complete, it can be delivered. If the product does not satisfy to the specifications, it has to be rebuilt and tested again. The next figure shows the overall process of product-family engineering as described above. It is a full process overview with all concepts attached to the different steps. == Process data diagram == On the left side the entire process from the top to bottom has been drawn. All activities on the left side are linked to the concepts on the right side through dotted lines. Every concept has a number, which reflects the association with other concepts. == List of concepts == Below the list with concepts will be explained. Most concept definitions are extracted from Pohl, Bockle, & Linden (2005) and also some new definitions have been added. Table 1: List of concepts == Example == There are some good examples of the use of product family engineering, which were quite successful. The abstract model of product family engineering allows different kinds of uses, most of them are related to the consumer electronics m

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  • Cloud-based quantum computing

    Cloud-based quantum computing

    Cloud-based quantum computing refers to the remote access of quantum computing resources—such as quantum emulators, simulators, or processors—via the internet. Cloud access enables users to develop, test, and execute quantum algorithms without the need for direct interaction with specialized hardware, facilitating broader participation in quantum software development and experimentation. In 2016, IBM launched the IBM Quantum Experience, one of the first publicly accessible quantum processors connected to the cloud. In early 2017, researchers at Rigetti Computing demonstrated programmable quantum cloud access through their software platform Forest, which included the pyQuil Python library. Since the early-2020s, cloud-based quantum computing has grown significantly, with multiple providers offering access to a variety of quantum hardware modalities, including superconducting qubits, trapped ions, neutral atoms, and photonic systems. Major platforms such as Amazon Braket, Azure Quantum, and qBraid aggregate quantum devices from hardware developers like IonQ, Rigetti Computing, QuEra, Pasqal, Oxford Quantum Circuits, and IBM Quantum. These platforms provide unified interfaces for users to write and execute quantum algorithms across diverse backends, often supporting open-source SDKs such as Qiskit, Cirq, and PennyLane. The proliferation of cloud-based access has played a key role in accelerating quantum education, algorithm research, and early-stage application development by lowering the barrier to experimentation with real quantum hardware. Cloud-based quantum computing has expanded access to quantum hardware and tools beyond traditional research laboratories. These platforms support educational initiatives, algorithm development, and early-stage commercial applications. == Applications == Cloud-based quantum computing is used across education, research, and software development, offering remote access to quantum systems without the need for on-site infrastructure. === Education === Quantum cloud platforms have become valuable tools in education, allowing students and instructors to engage with real quantum processors through user-friendly interfaces. Educators use these platforms to teach foundational concepts in quantum mechanics and quantum computing, as well as to demonstrate and implement quantum algorithms in a classroom or laboratory setting. === Scientific Research === Cloud-based access to quantum hardware has enabled researchers to conduct experiments in quantum information, test quantum algorithms, and compare quantum hardware platforms. Experiments such as testing Bell's theorem or evaluating quantum teleportation protocols have been performed on publicly available quantum processors. === Software Development and Prototyping === Developers use cloud-based platforms to prototype quantum software applications across fields such as optimization, machine learning, and chemistry. These platforms offer SDKs and APIs that integrate classical and quantum workflows, enabling experimentation with quantum algorithms in real-world or simulated environments. === Public Engagement and Games === Quantum cloud tools have also been used to create educational games and interactive applications aimed at increasing public understanding of quantum concepts. These efforts help bridge the gap between theoretical content and intuitive learning. == Existing platforms == qBraid Lab by qBraid is a cloud-based platform for quantum computing. It provides software tools for researchers and developers in quantum, as well as access to quantum hardware. qBraid provides cloud based access to Microsoft Azure Quantum and Amazon Braket devices including IQM, QuEra, Pasqal, Rigetti, IonQ, QIR simulators, Amazon Braket simulators, and the NEC Vector Annealer, as of August 2025. qBraid's base version is free, where unlimited hardware and simulator access is available with the purchase of credits. Quandela Cloud by Quandela is the platform to access first cloud-accessible European photonic quantum computer. The computer is interfaced using the Perceval scripting language, with tutorials and documentation available online for free. Xanadu Quantum Cloud by Xanadu is a platform with cloud-based access to three fully programmable photonic quantum computers. Forest by Rigetti Computing is a tool suite for cloud-based quantum computing. It includes a programming language, development tools and example algorithms. LIQUi> by Microsoft is a software architecture and tool suite for quantum computing. It includes a programming language, example optimization and scheduling algorithms, and quantum simulators. Q#, a quantum programming language by Microsoft on the .NET Framework seen as a successor to LIQUi|>. IBM Quantum Platform by IBM, providing access to quantum hardware as well as HPC simulators. These can be accessed programmatically using the Python-based Qiskit framework, or via graphical interface with the IBM Q Experience GUI. Both are based on the OpenQASM standard for representing quantum operations. There is also a tutorial and online community. Quantum in the Cloud by The University of Bristol, which consists of a quantum simulator and a four qubit optical quantum system. Quantum Playground by Google is an educational resource which features a simulator with a simple interface, and a scripting language and 3D quantum state visualization. Quantum in the Cloud is an experimental quantum cloud platform for access to a four-qubit nuclear magnetic resonance-NMRCloudQ computer, managed by Tsinghua University. Quantum Inspire by Qutech is the first platform in Europe providing cloud-based quantum computing to two hardware chips. Next to a 5-qubit transmon processor, Quantum Inspire is the first platform in the world to provide online access to a fully programmable 2-qubit electron spin quantum processor. Amazon Braket is a cloud-based quantum computing platform hosted by AWS which, as of June 2025, provides access to quantum computers built by IonQ, Rigetti, IQM, and QuEra. Braket also provides a quantum algorithm development environment and simulator. Forge by QC Ware is a cloud-based quantum computing platform that provides access to D-Wave hardware, as well as Google and IBM simulators. The platform offers a 30-day free trial, including one minute of quantum computing time. Quantum-as-a-Service by Scaleway is a cloud-based platform created in 2022 to access to real quantum hardware from IQM Quantum Computers, Alpine Quantum Technologies, Quandela and Pasqal. It also include access to GPU-powered emulators such as Aer, Qsim and Quandela proprietary emulation.

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  • Diagnostically acceptable irreversible compression

    Diagnostically acceptable irreversible compression

    Diagnostically acceptable irreversible compression (DAIC) is the amount of lossy compression which can be used on a medical image to produce a result that does not prevent the reader from using the image to make a medical diagnosis. The term was first introduced at a workshop on irreversible compression convened by the European Society of Radiology (ESR) in Palma de Mallorca October 13, 2010, the results of which were reported in a subsequent position paper. == Determination == The "amount of compression" in irreversible compression used to be determined by the compression ratio, where the acceptable minimum is determined by the algorithm (typically JPEG or J2K) and the data type (body part and imaging method). Such a definition is easy to follow, and has been used by medical bodies in 2010 around the world. However, its downside is obvious: the compression ratio tells nothing about the real quality of the image, as different compressors can produce vastly different qualities under the same file size. For example, the JPEG format of 1992 can perform as well as many modern formats given newer techniques exploited in mozjpeg and ISO libjpeg, yet they would be lumped together with the legacy encoders in such a scheme. The image compression community has long used objective quality metrics like SSIM to measure the effects of compression. In the absence of good data regarding SSIM, the ESR review of 2010 concluded that it is still difficult to establish a criterion for whether a particular irreversible compression scheme applied with particular parameters to a particular individual image, or category of images, avoids the introduction of some quantifiable risk of a diagnostic error for any particular diagnostic task. A 2017 study showed that a SSIM variant called 4-G-r (4-component, gradient, structural component of SSIM) best reflects changes in images that affect the decision of radiologists out of 16 SSIM variants. A 2020 study shows that visual information fidelity (VIF), feature similarity index (FSIM), and noise quality metric (NQM) best reflect radiologist preferences out of ten metrics. It also mentions that the original version of SSIM works as poorly as a basic root-mean-square distance (RMSD) for this purpose, a result echoed by the 2017 study. The 4-G-r modification is not tested in the study.

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  • Wrike

    Wrike

    Wrike, Inc. is an American project management application service provider based in San Jose, California. Wrike also has offices in India, Dallas, Tallinn, Nicosia, Dublin, Tokyo, Melbourne, and Prague. == History == Wrike was founded in 2006 by Andrew Filev. Currently CEO at Wrike is Thomas Scott. Filev initially self-funded the company before later obtaining investor funding. Wrike released the beta version of its software (also called Wrike) in December 2006. The company then launched a new "Enterprise" platform in December 2013. In June 2015, Wrike announced the opening of an office in Dublin, Ireland and in 2016, Wrike launched a datacenter there to host data in compliance with local privacy regulations. In July 2016, Wrike announced the launch of Wrike for Marketers. That same year, Wrike's headquarters moved from Mountain View to San Jose, California. In January 2021, Citrix Systems announced its intention to acquire Wrike for $2.25 billion. The acquisition closed in March 2021. On January 31, 2022, it was announced that Citrix had been acquired in a $16.5 billion deal by affiliates of Vista Equity Partners and Evergreen Coast Capital. Citrix would merge with TIBCO Software, a Vista portfolio company to form Cloud Software Group (CSG). In September 2022, Wrike separated from Citrix Systems. In July 2023, Vista transferred ownership to Symphony Technology Group. == Investments == Wrike received $1 million in Angel funding in 2012 from TMT Investments. In October, 2013, Wrike secured $10 million in investment funding from Bain Capital. In May 2015, the company secured $15 million in a new round of funding. Investors included Scale Venture Partners, DCM Ventures, and Bain Capital. At that time, Wrike had 8,000 customers, 200 employees, and 30,000 new users each month. On November 29, 2018, Wrike signed a definitive agreement to receive a majority investment by Vista Equity Partners (“Vista”), a firm focused on software, data and technology-enabled businesses. == Software == The Wrike project management software is a Software-as-a-Service (SaaS) product with tools for managing projects, deadlines, schedules, and workflow processes. It includes collaboration features. The application is available in English, French, Spanish, German, Portuguese, Italian, Japanese and Russian. Wrike has triggers for task automation in workflow management. === Features === Wrike features a multi-pane UI and consists of features in two categories: project management, and team collaboration. According to Wrike, project management features are designed to help teams track dates and dependencies associated with projects, manage assignments and resources, and track time. These include an interactive Gantt chart, a workload view, and a sortable table that can be customized to store project data. The software includes a co-editing tool, discussion threads on tasks, and tools for attaching documents, editing them, and tracking their changes. Wrike uses an "inbox" feature and browser notifications to alert users of updates from their colleagues and dashboards for quick overviews of pending tasks. These updates are also available in Wrike's mobile apps on iOS and Android. Wrike has an optional feature set called "Wrike for Marketers" which has several tools for managing marketing workflows. In May 2012, Wrike announced the launch of a freemium version of its software for teams of up to 5 users. That year also saw the integration of a live text coeditor into its workspace to unify collaboration and task management. In late 2013 Wrike released a new feature set called Wrike Enterprise which included advanced analytics and other tools targeted at large business customers. Since then it has released several major updates to Wrike Enterprise, including a customizable spreadsheet called "Dynamic Platform" in late 2014 and custom workflows for teams in 2015. In July 2016, Wrike was updated with a set of add-on features under the name "Wrike for Marketers," which includes integrations with Adobe Photoshop, a tool for submitting requests, and proofing and approval tools for creative assets like videos and images. Wrike is available as native Android and iOS apps. Mobile apps include an interactive Gantt chart that syncs across devices. The apps are available offline, and sync when connection is restored. === Criticism === Critics said new users may have a learning curve with complex features. Wrike has 2,710 customers for an estimated 0.04% market share. Competitors include Google Workspace, Slack (software), and Quip (software).

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  • Sunrise Calendar

    Sunrise Calendar

    Sunrise is a discontinued electronic calendar application for mobile and desktop. The service was launched in 2013 by designers Pierre Valade and Jeremy Le Van. In October 2015, Microsoft announced that they had merged the Sunrise Calendar team into the larger Microsoft Outlook team where they will work closely with the Microsoft Outlook Mobile service. == History == The first iteration of Sunrise launched in 2012 and was a daily email digest of appointments, events and birthdays. Sunrise was launched initially as an iPhone application on February 19, 2013. In June 2013, Sunrise raised $2.2 million (~$2.91 million in 2024) in venture funding from Resolute.vc, NextView Ventures, Lerer Hippeau Ventures, SV Angel, and other angel investment firms like Loïc Le Meur, Dave Morin, Fabrice Grinda. In May 2014, Sunrise launched on Android as well as on the web via a web application. In July 2014, Sunrise announced it had raised $6 million (~$7.81 million in 2024) Series A from Balderton Capital. Bernard Liautaud joined the board. On February 11, 2015, Sunrise Atelier, Inc. was acquired by Microsoft for US$100 million (~$129 million in 2024). On October 28, 2015, Microsoft announced that Sunrise would be discontinued, and its functionality merged into Outlook Mobile. Microsoft later stated that the app would permanently cease functioning on August 31, 2016, but the shutdown was delayed to September 13, 2016, to coincide with an update to Outlook Mobile that incorporates aspects of Sunrise into its calendar interface. == Features == Sunrise allowed users to connect with Google Calendar, iCloud calendar and with Exchange Server. The following third-party services featured integration with Sunrise: Foursquare, GitHub, TripIt, Asana, Evernote, Google Tasks, Trello, Songkick, and Wunderlist. As a web app, users could sign-in and use Sunrise in a web browser, with no downloads required. A native Sunrise app could also be downloaded for OS X 10.9 and later, iOS 8.0 and later (both iPhone and iPad) as well as Android phones and tablets. In May 2015, Sunrise launched Meet, a keyboard for Android and iOS that lets users select available time slots in their calendar to schedule one-to-ones.

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  • List of C software and tools

    List of C software and tools

    This is a list of software and programming tools for the C programming language, including libraries, debuggers, compilers, integrated development environments (IDEs), and other related development tools and utilities. == Libraries and tools == Adns — asynchronous DNS resolver library Advanced Linux Sound Architecture — API for sound card device drivers Allegro — cross-platform software library for video game development Apache Portable Runtime — Apache web server tool set of APIs that map to the underlying operating system Argon2 — memory-hard password hashing library Berkeley DB — embedded database software library for key/value data Binary File Descriptor library — binary file manipulation library in the GNU toolchain Boehm garbage collector – conservative garbage collector Borland Graphics Interface — graphics library for Borland compilers BSAFE — FIPS 140-2 validated cryptography library Chipmunk — 2D real-time rigid body physics engine C POSIX library — specification of a C standard library for POSIX systems C standard library – standard library for the C programming language Cairo – vector graphics library API for software developers CFD General Notation System (CGNS) — data format and library for computational fluid dynamics cJSON — lightweight JSON parser CLIPS — public-domain software tool for building expert systems Core Audio — low-level API for dealing with sound in Apple's macOS and iOS operating systems Core Foundation — API for macOS and iOS and other Apple operating systems Core Image — GPU accelerated image processing technology for Apple operating systems with Quartz graphics rendering layer. Core Text — text layout and font rendering API for macOS and iOS. Cryptlib — portable cryptography library cURL / libcurl — CLI app for uploading and downloading individual files, such as a URL from a web server over HTTP. DevIL — cross-platform image library for loading and converting file formats DirectFB — graphics acceleration and input device handling library Dld — dynamic loading library Expat — stream-oriented XML 1.0 parser library, written in C99. FFmpeg — multimedia framework for audio/video processing Fontconfig — font customization and configuration library FreeTDS — database library for Sybase and Microsoft SQL Server FreeType — render text onto bitmaps with a font rasterization engine GD Graphics Library — image creation and manipulation library GDK — graphics abstraction layer for GTK GEGL — graph-based image processing framework GIO — I/O and virtual file system library in GLib GLib — utility library providing data structures, event loops, and portability functions. glibc — GNU implementation of the C standard library GLFW — library for OpenGL contexts, windows, and input device handling GNet — networking library for GLib GNU Libtool — Library management tool GNU portability library — collection of portability routines for GNU software GNU Portable Threads — POSIX/ANSI-C based user space thread library for UNIX for scheduling multithreading GNU Readline — command-line editing library GnuTLS — secure communications (TLS/SSL) library GObject — object system library for GNOME GTK — widget toolkit for creating graphical user interfaces GTK Scene Graph Kit (GSK) — scene graph and rendering toolkit for GTK HDF — file format and library for managing large datasets Integrated Performance Primitives — Intel library of optimized multimedia and data processing routines IUP — portable GUI toolkit J2K-Codec — JPEG 2000 image codec JasPer — reference implementation of the codec specified in the JPEG-2000 Part-1 standard LDAP API — API for interacting with Lightweight Directory Access Protocol LZO — lossless compression library Liba52 — decoder for A/52 (AC-3) audio streams libarchive — reading and writing various archive and compression formats Libart — 2D graphics library Libavcodec — codec library from FFmpeg Libavdevice — library for handling multimedia devices Libavfilter — audio and video filter library Libavformat — library for muxing and demuxing multimedia Libpcap — packet capture library Libdca — decoder for DTS audio Libdvdcss — access to encrypted DVD-Video discs libevent — asynchronous event notification callbacks libffi — foreign function interface libfuse — userspace filesystem Libgegl — programming interface to GEGL image processing libgcrypt — cryptography Libgimp — plug-in development library for GIMP Libhybris — compatibility layer for running Android libraries on Linux Libinput — input device library for Wayland and X.Org libjpeg — JPEG image library libLAS — reading and writing geospatial data encoded in the ASPRS laser (LAS) file format libmicrohttpd — small C library for embedding HTTP server functionality Libmpcodecs — media player codec library from MPlayer Libmpdemux — demultiplexing library from MPlayer libpng — PNG image format Libpostproc — video post-processing library from FFmpeg libpq — PostgreSQL client LibreSSL — fork of OpenSSL for TLS Librsb — parallel library for sparse matrix computations Librsvg — SVG rendering library libsndfile — reading and writing audio files libsodium — easy-to-use cryptography library Libswscale — image scaling and colorspace conversion library LibTIFF — TIFF image handling library Libusb — USB device access library Libuv — asynchronous I/O and event loop library LibVLC — media player engine from VLC LibVNCServer — implementation of the VNC server protocol Libvpx — VP8 and VP9 video codec library Libwww — early World Wide Web protocol library from W3C libxml2 — XML parsing Libxslt — XSLT library for the GNOME Project libzip — ZIP archives Lightning Memory-Mapped Database — fast key–value database engine LittleCMS — open-source color management system LZ4 — fast lossless compression algorithm LZFSE — compression library developed by Apple MatrixSSL — lightweight TLS implementation Mbed TLS — portable cryptography and TLS library MediaLib — Sun Microsystems library for multimedia processing Mesa — OpenGL and Vulkan graphics library Microwindows — small windowing system for embedded devices Ming — library for generating SWF (Flash) files Mongoose — embedded web server and networking library Mpg123 — MP3 audio decoding library MPIR — multiple-precision arithmetic library MsQuic — Microsoft implementation of the QUIC transport protocol MuJoCo — physics engine for robotics and control Mustache — logic-less templating library Ncurses — terminal control library Nettle — low-level cryptography library Newt — text-based user interface library Netpbm — graphics conversion and processing library Nghttp2 — implementation of the HTTP/2 protocol Oniguruma — regular expression library Open Asset Import Library — library to import/export 3D model formats OpenCL — parallel computing API/library OpenCV — computer vision OpenGL — API for rendering 2D and 3D vector graphics OpenGL Utility Library — OpenGL utility functions OpenJPEG — JPEG 2000 image codec OpenSSL — SSL and TLS protocols and cryptography library Pango — layout engine library which works with the HarfBuzz shaping engine for displaying multi-language text perf (Linux) — performance analyzing tool PCRE — regular expression library PROJ — library for map projections and coordinate transforms Quartz 2D — 2D graphics rendering API for macOS and iOS platforms, part of the Core Graphics framework. Raylib — simple library for games and multimedia Redland RDF Application Framework — RDF data storage library S2n-tls — TLS implementation from AWS Setcontext — context switching library functions SDL — Simple DirectMedia Layer systemd — system and service manager libraries for Linux Tk — GUI widgets for building graphical user interfaces VDPAU — video decoding acceleration API Vorbis — audio compression codec library VTD-XML — high-performance XML parser Wimlib — library for handling Windows Imaging Format disk images Windows.h — base Windows API header file WolfSSH — lightweight SSH library WolfSSL — lightweight SSL/TLS library X Toolkit Intrinsics — toolkit library for the X Window System x264 — H.264 video codec library XCB — C binding for the X Window System protocol Xft — font rendering library using FreeType Xlib — low-level X Window System API XMDF — eXtensible Model Data Format for scientific data XMLStarlet — XML command-line toolkit zlib — data compression Zopfli — data compression library that performs deflate, gzip and zlib data encoding. Zstd — fast data compression library == Integrated development environments == Anjuta — GNOME IDE CLion — cross-platform commercial IDE from JetBrains Code::Blocks — cross-platform open-source IDE CodeLite — open-source IDE Dev-C++ Eclipse CDT Geany — text editor with IDE features KDevelop — KDE IDE NetBeans Qt Creator SlickEdit Visual Studio Xcode === Online IDEs === CodeSandbox — online IDE primarily for web development with some C support via containers GitHub Codespaces — cloud-based online IDE developed by GitHub Google Cloud Shell — browser-based shell and editor that can comp

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  • Unit of work

    Unit of work

    A unit of work is a behavioral pattern in software development. Martin Fowler has defined it as everything one does during a business transaction which can affect the database. When the unit of work is finished, it will provide everything that needs to be done to change the database as a result of the work. A unit of work encapsulates one or more code repositories[de] and a list of actions to be performed which are necessary for the successful implementation of self-contained and consistent data change. A unit of work is also responsible for handling concurrency issues, and can be used for transactions and stability patterns.[de]

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  • Just This Once

    Just This Once

    Just This Once is a 1993 romance novel written in the style of Jacqueline Susann by a Macintosh IIcx computer named "Hal" in collaboration with its programmer, Scott French. French reportedly spent $40,000 and 8 years developing an artificial intelligence program to analyze Susann's works and attempt to create a novel that Susann might have written. A legal dispute between the estate of Jacqueline Susann and the publisher resulted in a settlement to split the profits, and the book was referenced in several legal journal articles about copyright laws. The book had two small print runs totaling 35,000 copies, receiving mixed reviews. == Creation == The novel's creation spanned the fields of artificial intelligence, expert systems, and natural language processing. Scott French first scanned and analyzed portions of two books by Jacqueline Susann, Valley of the Dolls and Once Is Not Enough, to determine constituents of Susann's writing style, which French stated was the most difficult task. This analysis extracted several hundred components including frequency and type of sexual acts and sentence structure. "Once you're there, the writer's style emerges, part of her actual personality comes out, and the computer can be programmed to make a story." French also created several thousand rules to govern tone, plotting, scenes, and characters. The text generated by Hal, the computer, was intended to mimic what Susann might have written, although the output required significant editing. French credits Hal's work with "almost 100% of the plot, 100% of the theme and style." French estimates that he wrote 10% of the prose, the computer Hal wrote about 25% of the prose, and the remaining two-thirds was more of a collaboration between the two. A typical scenario to write a scene would involve Hal asking questions that French would answer (for example, Hal might ask about the "cattiness factor" involved in a meeting between two key female characters, and French would reply with a range of 1 to 10), and the computer would then generate a few sentences to which French would make minor edits. The process would repeat for the next few sentences until the scene was written. == Legal issues == Jacqueline Susann's publisher was skeptical of the legality of Just This Once, although French doubted that an author's thought processes could be copyrighted. Susann's estate reportedly threatened to sue Scott French but the parties settled out of court; the settlement involved splitting profits between the parties but the terms of the settlement were not disclosed. The publication of Just This Once raised questions in the legal profession concerning how copyright law applies to computer-generated works derived from an analysis of other copyrighted works, and whether the generation of such works infringes on copyright. The publications on this topic suggested that the copyright laws of the time were ill-equipped to deal with computer-generated creative works. == Reception == The book's publisher Steven Shragis of Carol Group said of the novel, "I'm not going to say this is a great literary work, but it's every bit as good as anything out in this field, and better than an awful lot." The novel received some positive early reviews. In USA Today, novelist Thomas Gifford compared Just This Once to another novel in the same genre, American Star by Jackie Collins. Gifford concluded: "If you do like this stuff, you'd be much, much better off with the one written by the computer." The Dead Jackie Susann Quarterly declared that Susann "would be proud. Lots of money, sleaze, disease, death, oral sex, tragedy and the good girl gone bad." Other reviews were mixed. Publishers Weekly wrote, "If the books of Jacqueline Susann and Harold Robbins seem formulaic, this debut novel of sin and success in Las Vegas outdoes them all. And that, in a way, is the point.... All novelty rests in the conceit of computer authorship, not in the story itself." Library Journal stated "French invested eight years and $50,000 in a scheme to use artificial intelligence to fulfill his authentic, if dubious, desire to generate a trashy novel a la Jacqueline Susann. Shallow, beautiful-people characters are flatly conceived and randomly accessed in a formulaic plot ... a sexy, boring morality tale. Of possible interest to computer buffs for its use of Expert Systems and the virtual promise of more worthy possibilities; others should read Susann." Kirkus Reviews wrote: "The deal here is that author French is not the author, he's just the midwife, having allegedly programmed his computer to write about our times just the way Susann would... almost perfectly capturing glamorous Jackie's turgid but E-Z reading prose style and ultrareliable mix of sex, glitz, dope 'n' despair.... One wonders, though, if French's tale spinning PC will do as well on the talkshows as Jackie did. The computer weenies have been trying to tell us for years, garbage in-garbage out."

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  • Human visual system model

    Human visual system model

    A human visual system model (HVS model) is used by image processing, video processing and computer vision experts to deal with biological and psychological processes that are not yet fully understood. Such a model is used to simplify the behaviors of what is a very complex system. As our knowledge of the true visual system improves, the model is updated. Psychovisual study is the study of the psychology of vision. The human visual system model can produce desired effects in perception and vision. Examples of using an HVS model include color television, lossy compression, and Cathode-ray tube (CRT) television. Originally, it was thought that color television required too high a bandwidth for the then available technology. Then it was noticed that the color resolution of the HVS was much lower than the brightness resolution; this allowed color to be squeezed into the signal by chroma subsampling. Another example is lossy image compression, like JPEG. Our HVS model says we cannot see high frequency detail, so in JPEG we can quantize these components without a perceptible loss of quality. Similar concepts are applied in audio compression, where sound frequencies inaudible to humans are band-stop filtered. Several HVS features are derived from evolution when we needed to defend ourselves or hunt for food. We often see demonstrations of HVS features when we are looking at optical illusions. == Block diagram of HVS == == Assumptions about the HVS == Low-pass filter characteristic (limited number of rods in human eye): see Mach bands Lack of color resolution (fewer cones in human eye than rods) Motion sensitivity More sensitive in peripheral vision Stronger than texture sensitivity, e.g. viewing a camouflaged animal Texture stronger than disparity – 3D depth resolution does not need to be so accurate Integral Face recognition (babies smile at faces) Depth inverted face looks normal (facial features overrule depth information) Upside down face with inverted mouth and eyes looks normal == Examples of taking advantage of an HVS model == Flicker frequency of film and television using persistence of vision to fool viewer into seeing a continuous image Interlaced television painting half images to give the impression of a higher flicker frequency Color television (chrominance at half resolution of luminance corresponding to proportions of rods and cones in eye) Image compression (difficult to see higher frequencies more harshly quantized) Motion estimation (use luminance and ignore color) Watermarking and Steganography

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  • Scikit-learn

    Scikit-learn

    scikit-learn (formerly scikits.learn and also known as sklearn) is a free and open-source machine learning library for the Python programming language. It features various classification, regression and clustering algorithms including support-vector machines, random forests, gradient boosting, k-means and DBSCAN, and is designed to interoperate with the Python numerical and scientific libraries NumPy and SciPy. Scikit-learn is a NumFOCUS fiscally sponsored project. == Overview == The scikit-learn project started as scikits.learn, a Google Summer of Code project by French data scientist David Cournapeau. The name of the project derives from its role as a "scientific toolkit for machine learning", originally developed and distributed as a third-party extension to SciPy. The original codebase was later rewritten by other developers. In 2010, contributors Fabian Pedregosa, Gaël Varoquaux, Alexandre Gramfort and Vincent Michel, from the French Institute for Research in Computer Science and Automation in Saclay, France, took leadership of the project and released the first public version of the library on February 1, 2010. In November 2012, scikit-learn as well as scikit-image were described as two of the "well-maintained and popular" scikits libraries. In 2019, it was noted that scikit-learn is one of the most popular machine learning libraries on GitHub. At that time, the project had over 1,400 contributors and the documentation received 42 million visits in 2018. According to a 2022 Kaggle survey of nearly 24,000 respondents from 173 countries, scikit-learn was identified as the most widely used machine learning framework. == Features == Large catalogue of well-established machine learning algorithms and data pre-processing methods (i.e. feature engineering) Utility methods for common data-science tasks, such as splitting data into train and test sets, cross-validation and grid search Consistent way of running machine learning models (estimator.fit() and estimator.predict()), which libraries can implement Declarative way of structuring a data science process (the Pipeline), including data pre-processing and model fitting == Examples == Fitting a random forest classifier: == Implementation == scikit-learn is largely written in Python, and uses NumPy extensively for high-performance linear algebra and array operations. Furthermore, some core algorithms are written in Cython to improve performance. Support vector machines are implemented by a Cython wrapper around LIBSVM; logistic regression and linear support vector machines by a similar wrapper around LIBLINEAR. In such cases, extending these methods with Python may not be possible. scikit-learn integrates well with many other Python libraries, such as Matplotlib and plotly for plotting, NumPy for array vectorization, Pandas dataframes, SciPy, and many more. == History == scikit-learn was initially developed by David Cournapeau as a Google Summer of Code project in 2007. Later that year, Matthieu Brucher joined the project and started to use it as a part of his thesis work. In 2010, INRIA, the French Institute for Research in Computer Science and Automation, got involved and the first public release (v0.1 beta) was published in late January 2010. The project released its first stable version, 1.0.0, on September 24, 2021. The release was the result of over 2,100 merged pull requests, approximately 800 of which were dedicated to improving documentation. Development continues to focus on bug fixes, efficiency and feature expansion. The latest version, 1.8, was released on December 10, 2025. This update introduced native Array API support, enabling the library to perform GPU computations by directly using PyTorch and CuPy arrays. This version also included bug fixes, improvements and new features, such as efficiency improvements to the fit time of linear models. == Applications == Scikit-learn is widely used across industries for a variety of machine learning tasks such as classification, regression, clustering, and model selection. The following are real-world applications of the library: === Finance and Insurance === AXA uses scikit-learn to speed up the compensation process for car accidents and to detect insurance fraud. Zopa, a peer-to-peer lending platform, employs scikit-learn for credit risk modelling, fraud detection, marketing segmentation, and loan pricing. BNP Paribas Cardif uses scikit-learn to improve the dispatching of incoming mail and manage internal model risk governance through pipelines that reduce operational and overfitting risks. J.P. Morgan reports broad usage of scikit-learn across the bank for classification tasks and predictive analytics in financial decision-making. === Retail and E-Commerce === Booking.com uses scikit-learn for hotel and destination recommendation systems, fraudulent reservation detection, and workforce scheduling for customer support agents. HowAboutWe uses it to predict user engagement and preferences on a dating platform. Lovely leverages the library to understand user behaviour and detect fraudulent activity on its platform. Data Publica uses it for customer segmentation based on the success of past partnerships. Otto Group integrates scikit-learn throughout its data science stack, particularly in logistics optimization and product recommendations. === Media, Marketing, and Social Platforms === Spotify applies scikit-learn in its recommendation systems. Betaworks uses the library for both recommendation systems (e.g., for Digg) and dynamic subspace clustering applied to weather forecasting data. PeerIndex used scikit-learn for missing data imputation, tweet classification, and community clustering in social media analytics. Bestofmedia Group employs it for spam detection and ad click prediction. Machinalis utilizes scikit-learn for click-through rate prediction and relational information extraction for content classification and advertising optimization. Change.org applies scikit-learn for targeted email outreach based on user behaviour. === Technology === AWeber uses scikit-learn to extract features from emails and build pipelines for managing large-scale email campaigns. Solido applies it to semiconductor design tasks such as rare-event estimation and worst-case verification using statistical learning. Evernote, Dataiku, and other tech companies employ scikit-learn in prototyping and production workflows due to its consistent API and integration with the Python ecosystem. === Academia === Télécom ParisTech integrates scikit-learn in hands-on coursework and assignments as part of its machine learning curriculum. == Awards == 2019 Inria-French Academy of Sciences-Dassault Systèmes Innovation Prize: Awarded in recognition of scikit-learn's impact as a major free software breakthrough in machine learning and its role in the digital transformation of science and industry. 2022 Open Science Award for Open Source Research Software: Awarded by the French Ministry of Higher Education and Research as part of the second National Plan for Open Science. The project was recognized in the "Community" category for its technical quality, its large international contributor network, and the quality of its documentation.

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