AI Data Delivery

AI Data Delivery — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • 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.

    Read more →
  • Data access layer

    Data access layer

    A data access layer (DAL) is a software architectural layer that provides access to data from one or more sources, such as a relational database, NoSQL database, SQL query engine, file system, or other persistent storage. It separates client code from the details of storage systems, query execution, connection handling, and data retrieval. Data access layers are commonly used to centralize data access logic, reduce coupling between applications and data sources, and provide a consistent interface for retrieving, writing, or querying data. Depending on the system, a data access layer may be implemented as application code, a shared library, an intermediary service, or part of a broader database abstraction layer. == In application architecture == In application software, a data access layer provides a boundary between business logic or application code and the systems used to store or retrieve data. For example, a data access layer may expose methods or interfaces for retrieving, writing, or querying data while hiding details such as connection management, SQL statements, storage APIs, error handling, and result conversion. Depending on the application, the layer may return objects, records, tabular results, documents, streams, or other representations of data. A common implementation is a set of classes, functions, or methods that directly reference database queries, stored procedures, storage APIs, or other data sources. For example, instead of using commands such as insert, delete, and update throughout an application to access a specific table, methods such as registerUser or loginUser may be implemented inside the data access layer. Business logic methods from an application can also be mapped to the data access layer. Instead of making several database queries directly, an application can call a single DAL method that abstracts those database calls. Applications using a data access layer may be either dependent on or independent from a particular database server. If the data access layer supports multiple database systems, the application can use any database system that the DAL can access. In either case, the data access layer provides a centralized location for calls into the underlying data store, which can make it easier to maintain, test, or port the application to other storage systems. == Implementation patterns == A data access layer can be implemented using several patterns and technologies, including data access objects, repositories, stored procedures, query builders, database drivers, or object–relational mapping tools. These mechanisms may implement part or all of a data access layer, but are not always equivalent to the layer itself. Object–relational mapping tools are commonly used in data access layers for object-oriented applications that map records in a relational database to objects in a programming language. Other data access layers may expose lower-level database interfaces, tabular results, document-oriented data, files, streams, or protocol-level interfaces. == Use with multiple underlying data systems == A data access layer may be used to abstract differences between multiple underlying data systems, allowing applications to access them through a more consistent interface. In such designs, applications call the DAL rather than interacting directly with each database or storage system. The layer may then handle connection management, query generation, result mapping, error handling, and other implementation details. A data access layer may be implemented as a shared library or as an intermediary service, such as a proxy or gateway. In this configuration, client applications or services connect to the data access layer, which then communicates with one or more underlying databases or query engines. This can provide a common location for authentication, authorization, logging, routing, and translation between different database interfaces. == Interfaces and protocols == Data access layers may expose or use standardized interfaces and protocols for database access. Examples include Open Database Connectivity (ODBC), Java Database Connectivity (JDBC), database-native wire protocols, and newer interfaces such as Apache Arrow Database Connectivity (ADBC) and Arrow Flight SQL. In systems that support multiple data stores, a data access layer may provide a consistent interface while using different drivers, protocols, or query mechanisms internally. == Distinction from related patterns == A data access layer is related to, but broader than, a data access object, which is usually an object-oriented design pattern for encapsulating access to a persistence mechanism. It is also related to a database abstraction layer, which focuses on hiding differences between database systems. In practice, the terms may overlap.

    Read more →
  • Vulnerability assessment (computing)

    Vulnerability assessment (computing)

    Vulnerability assessment is a process of defining, identifying and classifying the security holes in information technology systems. An attacker can exploit a vulnerability to violate the security of a system. Some known vulnerabilities are Authentication Vulnerability, Authorization Vulnerability and Input Validation Vulnerability. == Purpose == Before deploying a system, it first must go through from a series of vulnerability assessments that will ensure that the build system is secure from all the known security risks. When a new vulnerability is discovered, the system administrator can again perform an assessment, discover which modules are vulnerable, and start the patch process. After the fixes are in place, another assessment can be run to verify that the vulnerabilities were actually resolved. This cycle of assess, patch, and re-assess has become the standard method for many organizations to manage their security issues. The primary purpose of the assessment is to find the vulnerabilities in the system, but the assessment report conveys to stakeholders that the system is secured from these vulnerabilities. If an intruder gained access to a network consisting of vulnerable Web servers, it is safe to assume that he gained access to those systems as well. Because of assessment report, the security administrator will be able to determine how intrusion occurred, identify compromised assets and take appropriate security measures to prevent critical damage to the system. == Assessment types == Depending on the system a vulnerability assessment can have many types and level. === Host assessment === A host assessment looks for system-level vulnerabilities such as insecure file permissions, application level bugs, backdoor and Trojan horse installations. It requires specialized tools for the operating system and software packages being used, in addition to administrative access to each system that should be tested. Host assessment is often very costly in term of time, and thus is only used in the assessment of critical systems. Tools like COPS and Tiger are popular in host assessment. === Network assessment === In a network assessment one assess the network for known vulnerabilities. It locates all systems on a network, determines what network services are in use, and then analyzes those services for potential vulnerabilities. This process does not require any configuration changes on the systems being assessed. Unlike host assessment, network assessment requires little computational cost and effort. == Vulnerability assessment vs penetration testing == Vulnerability assessment and penetration testing are two different testing methods. They are differentiated on the basis of certain specific parameters. == Regulatory requirements == Vulnerability assessments are mandated or strongly recommended by several regulatory frameworks. In the United States healthcare sector, the Health Insurance Portability and Accountability Act (HIPAA) Security Rule requires covered entities to conduct periodic evaluations of their security posture, and a December 2024 Notice of Proposed Rulemaking would explicitly require vulnerability scanning at least every six months for systems containing electronic protected health information. The Payment Card Industry Data Security Standard (PCI DSS) requires quarterly vulnerability scans for organizations that process credit card transactions, and the NIST Cybersecurity Framework includes vulnerability assessment as a core component of its Identify function.

    Read more →
  • Genigraphics

    Genigraphics

    Genigraphics is a large-format printing service bureau specializing in providing poster session services to medical and scientific conferences throughout the US and Canada. The company began in 1973 as a division of General Electric. == History == Genigraphics began as a computer graphics system, developed by General Electric in the late 1960s, for NASA to use in space flight simulation. The technologies thus developed provided a foundation for the company's expansion into the commercial market. The Computed Images System & Services division (CISS, to become Genigraphics Corporation) of GE delivered the first presentation graphics system to Amoco Oil's corporate headquarters in 1973. It was named the 100 Series, and was based on DEC's PDP 11 series of mini computer systems. The first Genigraphics systems (100 Series and 100A Series) used an array of buttons, dials, knobs and joysticks, along with a built in keyboard, as the means of user interface. The PDP-11/40 computer was housed in a tall cabinet and used random access magnetic tape drives (DECtape) for storing completed presentations. The graphics generator (Forox recorder) was capable of outputting 2,000 line resolution, suitable for 35mm and 72mm film and large sheet film positive using larger cassettes for recording. 4000 and 8000 line resolution was later achieved with duplex scanning and 4x scanning by modifying to the Forox recorder's settings menu. Subsequent models (100B,C,D,D+ and D+/GVP) replaced the knobs and dials with an on screen, text based menu system, a graphics tablet and a pen. The pen/tablet combination gave way to a mouse like device in later models, and served to provide the interface with the graphics tools. User interaction with the computer for functions such as media initialization or modem to modem data transfer required a DECwriter serial terminal. In 1982, GE divested the Genigraphics division along with a host of other "non essential" business units (Genitext, Geniponics) and Genigraphics Corporation was born. Shortly after the divestiture, the headquarters of Genigraphics was moved from Liverpool, New York to Saddle Brook, New Jersey. Major success followed as the company grew exponentially over the next few years selling both systems and slide creation services. Genigraphics film recorders produced high-resolution digital images on 35mm film. The computer-generated scenes for The Last Starfighter were calculated on a Cray X-MP supercomputer and mastered with a Genigraphics film recorder. At its peak, Genigraphics Corporation employed roughly 300 people in 24 offices worldwide, with revenues upwards of $70 million annually. By the late 1980s Genigraphics saw demand for its proprietary systems dwindle and began selling the MASTERPIECE 8770 film recorder and GRAFTIME software as a peripheral for DEC Vaxes, IBM PC AT’s, and Mac NuBus machines. But the MASTERPIECE film recorder proved too expensive to sell in volume. In 1988, the company began a partnership with Microsoft to help develop the PowerPoint software. In exchange, every copy of PowerPoint included a “Send to Genigraphics” link to have files sent to a Genigraphics service bureau to be produced as 35mm slides. This partnership continued until 2001. In 1989, after three years of flat revenue, Genigraphics sold its hardware business in order to focus on its service bureau business and partnership with Microsoft via PowerPoint. In 1994, all assets of Genigraphics, including equipment, software development, in-house artwork, trademarks, and rights to the Microsoft partnership, were sold to InFocus Corporation of Wilsonville, Oregon who continued to operate under the Genigraphics brand name. The twenty-four service bureaus were consolidated to a 20,000 square foot facility next to the FedEx hub in Memphis, Tennessee. This allowed PowerPoint slide orders to be received until 10pm and delivered across the United States by the following morning. In 1995, InFocus registered www.genigraphics.com and was among the first to offer a form of ecommerce allowing 35mm slides, color prints and transparencies, printed booklets, and digital projectors to be purchased online. In 1998, then current management bought Genigraphics from InFocus and have operated it continuously ever since as Genigraphics LLC. That same year, InFocus projector rentals were added to the “Send to Genigraphics” link in PowerPoint and Genigraphics became the rental and repair center for all InFocus national accounts. It also marked Genigraphics entry into the new industry of large format printing; leveraging their knowledge of, and access to, PowerPoint programming code to develop a proprietary printer driver to output directly to an Epson 9500 wide format printer. At the time, Genigraphics was the exclusive 35mm slide vendor for all Kinko’s stores in the United States and poster printing was added to the arrangement. In 2003, Genigraphics closed their 35mm slide E6 photo lab – one of the last high-volume commercial E6 labs in the US – and expanded their large format printing capabilities. Since 2003, Genigraphics has become a major player in the poster session market, providing printing and on-site services to medical and scientific conferences throughout the US and Canada. As of February 2019, over 150,000 medical or scientific ‘ePosters’ are made available through their ResearchPosters.com archive service. === Partnership with Microsoft and development of PowerPoint === As presentations began to be created on personal computers in the late 80’s, Genigraphics sought presentation software partners in Silicon Valley who would be interested in sending files to Genigraphics via dial-up modem to be produced on 35mm slides. In 1987, Michael Beetner, Director of Marketing Planning for Genigraphics, met with Robert Gaskins, head of Microsoft's Graphics Business Unit, who was leading the development of the newly released PowerPoint software. A joint development agreement between Microsoft and Genigraphics was agreed upon and announced at Mac World 1988. According to Erica Robles-Anderson and Patrik Svensson, "It would be hard to overestimate Genigraphics’ influence on PowerPoint. PowerPoint 2.0 was designed for Genigraphics film recorders. It shipped with Genigraphics color palettes, schemes, and the distinctively Genigraphics color-gradient backgrounds. The application contained a ‘Send to Genigraphics’ menu item that wrote the presentation to floppy disk or transmitted the order directly via modem. Within three and a half months PowerPoint orders accounted for ten percent of revenue at Genigraphics service centers. PowerPoint 3.0 was even more intimately dependent upon Genigraphics. The software incorporated a collection of clip art images and symbols that had been produced by hundreds of artists at dozens of service centers across tens of thousands of presentations. Genigraphics artists designed PowerPoint 3.0 colors, templates, and sample presentations. The software even used Genigraphics (rather than Excel) chart style. Bar charts were rendered two-dimensionally with apparent thickness added to make them seemingly recede from the axes. The technique made it easier for viewers to compare bar heights and estimate values from axis ticks and labels. Pie charts were handled analogously. Microsoft paid Genigraphics to produce more than 500 clip art drawings and symbols used in Microsoft programs.” In exchange for Genigraphics development efforts, Microsoft included a “Send to Genigraphics” link in every copy of PowerPoint through the 10.0 version (2000/2001). The arrangement came to an end when Microsoft restructured as a result of anti-trust lawsuits.

    Read more →
  • Zesta

    Zesta

    Zesta is an online food ordering and delivery platform operating across the African region. Formerly known as Square Eats, the company rebranded to Zesta in 2025. Zesta connects customers with restaurants and stores, offering delivery services for food, groceries, parcel delivery and other essentials. == History == Zesta was originally founded as Square Eats in 2020 by twin brothers Henry Newman and Randall Newman when they were 21 years old. It was launched in Gaborone, Botswana, and quickly gained traction as a leading food delivery service in the country. The company halted operations and took a strategic decision to reinvent the business in 2022. In 2025, the company announced its rebranding to Zesta, highlighting its commitment to evolving beyond food delivery to become a super app. === COVID-19 initiative === During the COVID-19 pandemic, Zesta (then Square Eats) implemented measures to ensure safety and hygiene, including providing free gloves and hand sanitizer to drivers and introducing contactless delivery options. These efforts positioned the platform as a trusted service during the pandemic. == Service == Zesta facilitates delivery from a wide range of merchant partners via a smartphone app, available on iOS and Android platforms, or through its website. Customers can browse their favorite restaurants, place orders, and have meals delivered to their doorstep efficiently.

    Read more →
  • Transparency in the software supply chain

    Transparency in the software supply chain

    Transparency in the software supply chain is a condition in which participants involved in the development, procurement, operation, auditing, or regulation of software can determine which components, dependencies, build stages, identifiers, and relationships within the supply chain make up the delivered product. The disclosure of information about software components, their interrelationships, origins, and development methods—for the purposes of risk management, vulnerability detection, and compliance—takes place throughout the software lifecycle. Transparency is one of the key security attributes of the software supply chain, as a deeper understanding of the chain enables participants to identify vulnerabilities and mitigate threats. Problems in the software supply chain can cause billions in losses and create operational challenges for government and commercial entities, as demonstrated by incidents involving SolarWinds, Bybit, 3CX, Jaguar Land Rover, GitHub, and NotPetya. Modern software is often assembled from third-party libraries and open-source components. According to research by the Linux Foundation and Synopsys, 96% of the commercial codebases analyzed contained open-source software, and 70–90% of a typical codebase may consist of open-source components. Without transparency, any software component can become a threat. As a result, companies may spend billions of dollars building robust external defenses, but this will not protect against vulnerabilities in legitimate software inside the perimeter. At the same time, supply chain attacks also erode trust between customers and their IT providers, as malicious code is often embedded in official updates with certificates and digital signatures. One of the primary ways to ensure transparency is through a software bill of materials, which documents the components used to create the software and the relationships within the supply chain. == Concept == The software supply chain is the collection of systems, devices, people, artifacts, and processes involved in the creation of the final software product. Attacks on the software supply chain differ from conventional attacks in that they follow a four-stage pattern: compromise, modification, distribution, and subsequent exploitation of the compromised or modified component. A defining feature of a supply chain attack is the introduction or manipulation of a change at an upstream stage, which is subsequently exploited at a downstream stage. Transparency refers to the availability of knowledge about the chain, while validity concerns the integrity of operations and artifacts and the authentication of participants, and separation involves reducing unnecessary trust relationships and the radius of impact through compartmentalization. In this framework, transparency primarily helps during the pre-compromise and detection phases, as a clearer understanding of participants, operations, and artifacts makes it easier to identify weak links before attackers exploit them. Current major attack vectors include dependencies and containers, build infrastructure, and human participants, such as maintainers or developers. == History == Software supply-chain transparency developed from earlier efforts to document software components, long before the term came into widespread use in the cybersecurity field. Early component-documentation formats included SPDX, first published in 2011, and CycloneDX, first published in 2017. Initially, these formats were created to support license compliance, package identification, and tool compatibility. Their development helped shape a broader concept of software supply chain transparency, encompassing component documentation, disclosure practices, risk management, security analysis, and regulatory compliance. In 2018, the U.S. National Telecommunications and Information Administration launched a multistakeholder process on promoting software component transparency. This process helped move work on SBOMs from a specialized technical practice into the realm of policy and procurement to identify components used in software products. The 2020 compromise of the SolarWinds Orion platform made software supply chain security a central issue in government cybersecurity policy. An analysis of the “Sunburst” campaign prepared by the Atlantic Council noted that the vulnerability of the software supply chain had become a realized risk for national-security agencies. In May 2021, U.S. President Joe Biden issued Executive Order 14028, which directed federal agencies to improve cybersecurity and increase transparency in the software supply chain, including requirements related to SBOMs. Reuters reported that the executive order required software developers selling their products to the federal government to provide greater visibility into their software and make security data available. In July 2021, the NTIA published the document “The Minimum Elements for a Software Bill of Materials (SBOM)”, defining the basic data fields and practices for creating SBOMs. Between 2021 and 2025, the U.S. Cybersecurity and Infrastructure Security Agency updated its guidance on “Framing Software Component Transparency”, expanding the set of SBOM attributes, metadata requirements, and operational recommendations for the creation, exchange, and use of SBOMs. Major incidents that occurred following the SolarWinds attack have underscored the importance of transparency in vulnerability management and supply chain security. The Log4Shell vulnerability in the Log4j library, disclosed in December 2021, demonstrated how difficult it can be for organizations to identify a vulnerable component deeply embedded within applications and services. In 2024, an attempt to plant a backdoor in XZ Utils showed how attackers could exploit trust in open-source maintenance processes to introduce malicious code into widely used infrastructure software. By the mid-2020s, software supply chain transparency had become part of international cybersecurity coordination and regulation. On September 3, 2025, Japan's Ministry of Economy, Trade and Industry and the National Cybersecurity Office, in collaboration with cybersecurity agencies from 15 countries, released the document “A Shared Vision of Software Bill of Materials (SBOM) for Cybersecurity.” In the European Union, the Cyber Resilience Act required manufacturers of products with digital elements to create, maintain, and retain SBOMs as part of the technical documentation for software placed on the EU market. == Transparency mechanisms == The primary mechanism for ensuring transparency is the software bill of materials (SBOM). An SBOM is a structured list of components, libraries, and tools used to build and distribute a software product, and it records dependencies in a way that helps organizations understand and assess their software supply chains. It can also be described as a formal record of components and their interdependencies, which gives users insight into their actual exposure to risks and threats. Five key areas of SBOM application in software supply chain security have been identified: vulnerability management, ensuring transparency, component evaluation, risk assessment, and ensuring supply chain integrity. In software supply chains, an SBOM documents all components, both open-source and proprietary. Under Executive Order 14028, U.S. federal agencies require software suppliers to provide SBOMs for government-procured software. The list of minimum required SBOM elements defined by NTIA includes three main categories: required data fields for describing each component (name, version, identifiers), automation support (machine-readable format, generation tools), and recommendations for creating SBOMs during development and purchasing. The post-2021 push for SBOMs was intended to provide visibility into the components used within software and to expose parts of an application that would otherwise remain hidden. This information can be used to prioritize patches, manage vulnerabilities, and support compliance work. Transparency also supports software traceability, which is becoming a standard feature of developer platforms. Traceability has become important because organizations are increasingly required to demonstrate how software was created, rather than simply listing its components. Higher levels of assurance require signed, tamper-proof traceability and more isolated, verifiable build environments. A related mechanism is build reproducibility. Reproducible builds are defined as build processes that make the compilation process deterministic, ensuring that the same source code always produces the same binary file. These builds are considered a foundational element for distributed verification, transparency-log maintenance, supply-chain workflow integration, and the creation of keyless signatures based on verifiable logs. Although reproducibility does not replace inventory or attestation, it gives external par

    Read more →
  • Videotex

    Videotex

    Videotex (or interactive videotex) was one of the earliest implementations of an end-user information system. From the late 1970s to early 2010s, it was used to deliver information (usually pages of text) to a user in computer-like format, typically to be displayed on a television or a dumb terminal. In a strict definition, videotex is any system that provides interactive content and displays it on a video monitor such as a television, typically using modems to send data in both directions. A close relative is teletext, which sends data in one direction only, typically encoded in a television signal. All such systems are occasionally referred to as viewdata. Unlike the modern Internet, traditional videotex services were highly centralized. Videotex in its broader definition can be used to refer to any such service, including teletext, the Internet, bulletin board systems, online service providers, and even the arrival/departure displays at an airport. This usage is no longer common. With the exception of Minitel in France, videotex elsewhere never managed to attract any more than a very small percentage of the universal mass market once envisaged. By the end of the 1980s its use was essentially limited to a few niche applications. == Initial development and technologies == === United Kingdom === The first attempts at a general-purpose videotex service were created in the United Kingdom in the late 1960s. In about 1970 the BBC had a brainstorming session in which it was decided to start researching ways to send closed captioning information to the audience. As the Teledata research continued the BBC became interested in using the system for delivering any sort of information, not just closed captioning. In 1972, the concept was first made public under the new name Ceefax. Meanwhile, the General Post Office (soon to become British Telecom) had been researching a similar concept since the late 1960s, known as Viewdata. Unlike Ceefax which was a one-way service carried in the existing TV signal, Viewdata was a two-way system using telephones. Since the Post Office owned the telephones, this was considered to be an excellent way to drive more customers to use the phones. Not to be outdone by the BBC, they also announced their service, under the name Prestel. ITV soon joined the fray with a Ceefax-clone known as ORACLE. In 1974, all the services agreed on a standard for displaying the information. The display would be a simple 40×24 grid of text, with some "graphics characters" for constructing simple graphics, revised and finalized in 1976. The standard did not define the delivery system, so both Viewdata-like and Teledata-like services could at least share the TV-side hardware, which was expensive at the time. The standard also introduced a new term that covered all such services, teletext. Ceefax first started operation in 1974 with a limited 30 pages, followed quickly by ORACLE and then Prestel in 1979. By 1981, Prestel International was available in nine countries, and a number of countries, including Sweden, The Netherlands, Finland and West Germany were developing their own national systems closely based on Prestel. General Telephone and Electronics (GTE) acquired an exclusive agency for the system for North America. In the early 1980s, videotex became the base technology for the London Stock Exchange's pricing service called TOPIC. Later versions of TOPIC, notably TOPIC2 and TOPIC3, were developed by Thanos Vassilakis and introduced trading and historic price feeds. === France === Development of a French teletext-like system began in 1973. A very simple 2-way videotex system called Tictac was also demonstrated in the mid-1970s. As in the UK, this led on to work to develop a common display standard for videotex and teletext, called Antiope, which was finalised in 1977. Antiope had similar capabilities to the UK system for displaying alphanumeric text and chunky "mosaic" character-based block graphics. A difference however was that while in the UK standard control codes automatically also occupied one character position on screen, Antiope allowed for "non spacing" control codes. This gave Antiope slightly more flexibility in the use of colours in mosaic block graphics, and in presenting the accents and diacritics of the French language. Meanwhile, spurred on by the 1978 Nora/Minc report, the French government was determined to catch up on a perceived falling behind in its computer and communications facilities. In 1980 it began field trials issuing Antiope-based terminals for free to over 250,000 telephone subscribers in Ille-et-Vilaine region, where the French CCETT research centre was based, for use as telephone directories. The trial was a success, and in 1982 Minitel was rolled out nationwide. === Canada === Since 1970, researchers at the Communications Research Centre (CRC) in Ottawa had been working on a set of "picture description instructions", which encoded graphics commands as a text stream. Graphics were encoded as a series of instructions (graphics primitives) each represented by a single ASCII character. Graphic coordinates were encoded in multiple 6 bit strings of XY coordinate data, flagged to place them in the printable ASCII range so that they could be transmitted with conventional text transmission techniques. ASCII SI/SO characters were used to differentiate the text from graphic portions of a transmitted "page". In 1975, the CRC gave a contract to Norpak to develop an interactive graphics terminal that could decode the instructions and display them on a colour display, which was successfully up and running by 1977. Against the background of the developments in Europe, CRC was able to persuade the Canadian government to develop the system into a fully-fledged service. In August 1978, the Canadian Department of Communications publicly launched it as Telidon, a "second generation" videotex/teletext service, and committed to a four-year development plan to encourage rollout. Compared to the European systems, Telidon offered real graphics, as opposed to block-mosaic character graphics. The downside was that it required much more advanced decoders, typically featuring Zilog Z80 or Motorola 6809 processors. === Japan === Research in Japan was shaped by the demands of the large number of Kanji characters used in Japanese script. With 1970s technology, the ability to generate so many characters on demand in the end-user's terminal was seen as prohibitive. Instead, development focussed on methods to send pages to user terminals pre-rendered, using coding strategies similar to facsimile machines. This led to a videotex system called Captain ("Character and Pattern Telephone Access Information Network"), created by NTT in 1978, which went into full trials from 1979 to 1981. The system also lent itself naturally to photographic images, albeit at only moderate resolution. However, the pages typically took two or three times longer to load, compared to the European systems. NHK developed an experimental teletext system along similar lines, called CIBS ("Character Information Broadcasting Station"). Based on a 388×200 pixel resolution, it was first announced in 1976, and began trials in late 1978. (NHK's ultimate production teletext system launched in 1983). == Standards == Work to establish an international standard for videotex began in 1978 in CCITT. But the national delegations showed little interest in compromise, each hoping that their system would come to define what was perceived to be going to be an enormous new mass-market. In 1980 CCITT therefore issued recommendation S.100 (later T.100), noting the points of similarity but the essential incompatibility of the systems, and declaring all four to be recognised options. Trying to kick-start the market, AT&T Corporation entered the fray, and in May 1981 announced its own Presentation Layer Protocol (PLP). This was closely based on the Canadian Telidon system, but added to it some further graphics primitives and a syntax for defining macros, algorithms to define cleaner pixel spacing for the (arbitrarily sizeable) text, and also dynamically redefinable characters and a mosaic block graphic character set, so that it could reproduce content from the French Antiope. After some further revisions this was adopted in 1983 as ANSI standard X3.110, more commonly called NAPLPS, the North American Presentation Layer Protocol Syntax. It was also adopted in 1988 as the presentation-layer syntax for NABTS, the North American Broadcast Teletext Specification. Meanwhile, the European national Postal Telephone and Telegraph (PTT) agencies were also increasingly interested in videotex, and had convened discussions in European Conference of Postal and Telecommunications Administrations (CEPT) to co-ordinate developments, which had been diverging along national lines. As well as the British and French standards, the Swedes had proposed extending the British Prestel standard with a new se

    Read more →
  • Moj

    Moj

    Moj is an Indian short-form video-sharing social networking service owned by Mohalla Tech Pvt Ltd, the parent company of ShareChat. Launched on 29 June 2020, shortly after the Government of India banned TikTok and several other Chinese apps, Moj quickly gained popularity as one of the leading domestic alternatives for short-form video content in India. == History == Moj was introduced by Mohalla Tech, the Bengaluru-based parent company of ShareChat, within days of the TikTok ban in India in June 2020. The app targeted the growing demand for short-form video platforms in the country. By early 2021, Moj had amassed over 100 million downloads on the Google Play Store. In February 2021, Mohalla Tech raised significant funding from investors like Tiger Global, Snapchat, and others, which supported both Moj and ShareChat’s growth. In 2022, Moj partnered with several music labels to expand its licensed music library, competing directly with global platforms such as Instagram Reels and YouTube Shorts. == Features == Short Videos: Users can create and watch videos up to 15–60 seconds. Filters & Effects: The platform provides AR filters, editing tools, stickers, and music integration. Regional Language Support: Moj supports more than 15 Indian languages including Hindi, Bengali, Tamil, Telugu, Kannada, and Marathi. Music Integration: Users can add music tracks to their videos from licensed Indian and international music libraries. Creator Program: Moj launched initiatives to support influencers and creators, offering training, monetization, and promotional opportunities. == Popularity == By mid-2021, Moj reported over 160 million monthly active users. According to reports, Moj consistently ranked among the top social media apps in India in terms of downloads. The app gained traction in Tier-2 and Tier-3 cities due to its multilingual support and focus on local content. == Competitors == Moj competes with several other short video platforms in India, including: Instagram Reels (Meta) YouTube Shorts (Google) Josh (Dailyhunt/VerSe Innovation) Roposo (InMobi) MX TakaTak (later merged with Moj in 2022) RedPost (an emerging Indian social networking platform) == Merger with MX TakaTak == In February 2022, Mohalla Tech announced that Moj would merge with MX TakaTak, another leading short video app owned by Times Internet. The merger created one of the largest short-video ecosystems in India, with a combined user base of over 300 million monthly active users.

    Read more →
  • Digital video effect

    Digital video effect

    Digital video effects (DVEs) are visual effects that provide comprehensive live video image manipulation, in the same form as optical printer effects in film. DVEs differ from standard video switcher effects (often referred to as analog effects) such as wipes or dissolves, in that they deal primarily with resizing, distortion or movement of the image. Modern video switchers often contain internal DVE functionality. Modern DVE devices are incorporated in high-end broadcast video switchers. Early examples of DVE devices found in the broadcast post-production industry include the Ampex Digital Optics (ADO), Quantel DPE-5000, Vital Squeezoom, NEC E-Flex and the Abekas A5x series of DVEs. By 1988, Grass Valley Group caught up with the competition with their Kaleidoscope, which integrated ADO-type effects with their widely used line of broadcast switching gear. DVEs are used by the broadcast television industry in live television production environments like television studios and outside broadcasts. They are commonly used in video post-production.

    Read more →
  • Data classification (data management)

    Data classification (data management)

    Data classification is the process of organizing data into categories based on attributes like file type, content, or metadata. The data is then assigned class labels that describe a set of attributes for the corresponding data sets. The goal is to provide meaningful class attributes to former less structured information, enabling organizations to manage, protect, and govern their data more effectively. Data classification can be viewed as a multitude of labels that are used to define the type of data, especially on confidentiality and integrity issues. == Approaches == Classification techniques might be used for reports generated by ERP systems or where the data includes specific personal information that is identified. Many organizations also employ context-based classification that considers factors such as data source, user identity, and application context. == Regulatory frameworks == Data classification schemes are mandated or implied by numerous regulatory frameworks that require organizations to identify, categorize, and protect sensitive information according to its level of sensitivity. The Health Insurance Portability and Accountability Act (HIPAA) Security Rule requires covered entities to conduct an accurate and thorough assessment of potential risks and vulnerabilities to the confidentiality, integrity, and availability of protected health information under 45 CFR 164.308(a)(1)(ii)(A), which necessitates classification of data to distinguish protected health information from other organizational data."Security Standards: Administrative Safeguards". U.S. Department of Health and Human Services. Retrieved April 1, 2026. The December 2024 HIPAA Security Rule notice of proposed rulemaking (90 FR 898) would mandate comprehensive technology asset inventories and require mapping of how electronic protected health information moves through an organization, formalizing data classification as an explicit compliance obligation."HIPAA Security Rule To Strengthen the Cybersecurity of Electronic Protected Health Information". Federal Register. January 6, 2025. Retrieved April 1, 2026. NIST Special Publication 800-60 provides guidelines for mapping information types to security categories, establishing a structured methodology for federal agencies to classify data and apply appropriate security controls based on the potential impact of a security breach."NIST SP 800-60 Vol. 1 Rev. 1: Guide for Mapping Types of Information and Information Systems to Security Categories". National Institute of Standards and Technology. August 2008. Retrieved April 1, 2026.

    Read more →
  • Sprite (computer graphics)

    Sprite (computer graphics)

    In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene, most often in a 2D video game. Originally, the term sprite referred to fixed-sized objects composited together, by hardware, with a background. Use of the term has since become more general. Systems with hardware sprites include arcade video games of the 1970s and 1980s; game consoles including as the Atari VCS (1977), ColecoVision (1982), Famicom (1983), Genesis/Mega Drive (1988); and home computers such as the TI-99/4 (1979), Atari 8-bit computers (1979), Commodore 64 (1982), MSX (1983), Amiga (1985), and X68000 (1987). Hardware varies in the number of sprites supported, the size and colors of each sprite, and special effects such as scaling or reporting pixel-precise overlap. Hardware composition of sprites occurs as each scan line is prepared for the video output device, such as a cathode-ray tube, without involvement of the main CPU and without the need for a full-screen frame buffer. Sprites can be positioned or altered by setting attributes used during the hardware composition process. The number of sprites which can be displayed per scan line is often lower than the total number of sprites a system supports. For example, the Texas Instruments TMS9918 chip supports 32 sprites, but only four can appear on the same scan line. The CPUs in modern computers, video game consoles, and mobile devices are fast enough that bitmaps can be drawn into a frame buffer without special hardware assistance. Beyond that, GPUs can render vast numbers of scaled, rotated, anti-aliased, partially translucent, very high resolution images in parallel with the CPU. == Etymology == According to Karl Guttag, one of two engineers for the 1979 Texas Instruments TMS9918 video display processor, this use of the word sprite came from David Ackley, a manager at TI. It was also used by Danny Hillis at Texas Instruments in the late 1970s. The term was derived from the fact that sprites "float" on top of the background image without overwriting it, much like a ghost or mythological sprite. Some hardware manufacturers used different terms, especially before sprite became common: Player/Missile Graphics was a term used by Atari, Inc. for hardware sprites in the Atari 8-bit computers (1979) and Atari 5200 console (1982). The term reflects the use for both characters ("players") and smaller associated objects ("missiles") that share the same color. The earlier Atari Video Computer System and some Atari arcade games used player, missile, and ball. Stamp was used in some arcade hardware in the early 1980s, including Ms. Pac-Man. Movable Object Block, or MOB, was used in MOS Technology's graphics chip literature. Commodore, the main user of MOS chips and the owner of MOS for most of the chip maker's lifetime, instead used the term sprite for the Commodore 64. OBJs (short for objects) is used in the developer manuals for the NES, Super NES, and Game Boy. The region of video RAM used to store sprite attributes and coordinates is called OAM (Object Attribute Memory). This also applies to the Game Boy Advance and Nintendo DS. == History == === Arcade video games === The use of sprites originated with arcade video games. Nolan Bushnell came up with the original concept when he developed the first arcade video game, Computer Space (1971). Technical limitations made it difficult to adapt the early mainframe game Spacewar! (1962), which performed an entire screen refresh for every little movement, so he came up with a solution to the problem: controlling each individual game element with a dedicated transistor. The rockets were essentially hardwired bitmaps that moved around the screen independently of the background, an important innovation for producing screen images more efficiently and providing the basis for sprite graphics. The earliest video games to represent player characters as human player sprites were arcade sports video games, beginning with Taito's TV Basketball, released in April 1974 and licensed to Midway Manufacturing for release in North America. Designed by Tomohiro Nishikado, he wanted to move beyond simple Pong-style rectangles to character graphics, by rearranging the rectangle shapes into objects that look like basketball players and basketball hoops. Ramtek released another sports video game in October 1974, Baseball, which similarly displayed human-like characters. The Namco Galaxian arcade system board, for the 1979 arcade game Galaxian, displays animated, multi-colored sprites over a scrolling background. It became the basis for Nintendo's Radar Scope and Donkey Kong arcade hardware and home consoles such as the Nintendo Entertainment System. According to Steve Golson from General Computer Corporation, the term "stamp" was used instead of "sprite" at the time. === Home systems === Signetics devised the first chips capable of generating sprite graphics (referred to as objects by Signetics) for home systems. The Signetics 2636 video processors were first used in the 1978 1292 Advanced Programmable Video System and later in the 1979 Elektor TV Games Computer. The Atari VCS, released in 1977, has a hardware sprite implementation where five graphical objects can be moved independently of the game playfield. The term sprite was not in use at the time. The VCS's sprites are called movable objects in the programming manual, further identified as two players, two missiles, and one ball. These each consist of a single row of pixels that are displayed on a scan line. To produce a two-dimensional shape, the sprite's single-row bitmap is altered by software from one scan line to the next. The 1979 Atari 400 and 800 home computers have similar, but more elaborate, circuitry capable of moving eight single-color objects per scan line: four 8-bit wide players and four 2-bit wide missiles. Each is the full height of the display—a long, thin strip. DMA from a table in memory automatically sets the graphics pattern registers for each scan line. Hardware registers control the horizontal position of each player and missile. Vertical motion is achieved by moving the bitmap data within a player or missile's strip. The feature was called player/missile graphics by Atari. Texas Instruments developed the TMS9918 chip with sprite support for its 1979 TI-99/4 home computer. An updated version is used in the 1981 TI-99/4A. === In 2.5D and 3D games === Sprites remained popular with the rise of 2.5D games (those which recreate a 3D game space from a 2D map) in the late 1980s and early 1990s. A technique called billboarding allows 2.5D games to keep onscreen sprites rotated toward the player view at all times. Some 2.5D games, such as 1993's Doom, allow the same entity to be represented by different sprites depending on its rotation relative to the viewer, furthering the illusion of 3D. Fully 3D games usually present world objects as 3D models, but sprites are supported in some 3D game engines, such as GoldSrc and Unreal, and may be billboarded or locked to fixed orientations. Sprites remain useful for small details, particle effects, and other applications where the lack of a third dimension is not a major detriment. == Systems with hardware sprites == These are base hardware specs and do not include additional programming techniques, such as using raster interrupts to repurpose sprites mid-frame.

    Read more →
  • Moj

    Moj

    Moj is an Indian short-form video-sharing social networking service owned by Mohalla Tech Pvt Ltd, the parent company of ShareChat. Launched on 29 June 2020, shortly after the Government of India banned TikTok and several other Chinese apps, Moj quickly gained popularity as one of the leading domestic alternatives for short-form video content in India. == History == Moj was introduced by Mohalla Tech, the Bengaluru-based parent company of ShareChat, within days of the TikTok ban in India in June 2020. The app targeted the growing demand for short-form video platforms in the country. By early 2021, Moj had amassed over 100 million downloads on the Google Play Store. In February 2021, Mohalla Tech raised significant funding from investors like Tiger Global, Snapchat, and others, which supported both Moj and ShareChat’s growth. In 2022, Moj partnered with several music labels to expand its licensed music library, competing directly with global platforms such as Instagram Reels and YouTube Shorts. == Features == Short Videos: Users can create and watch videos up to 15–60 seconds. Filters & Effects: The platform provides AR filters, editing tools, stickers, and music integration. Regional Language Support: Moj supports more than 15 Indian languages including Hindi, Bengali, Tamil, Telugu, Kannada, and Marathi. Music Integration: Users can add music tracks to their videos from licensed Indian and international music libraries. Creator Program: Moj launched initiatives to support influencers and creators, offering training, monetization, and promotional opportunities. == Popularity == By mid-2021, Moj reported over 160 million monthly active users. According to reports, Moj consistently ranked among the top social media apps in India in terms of downloads. The app gained traction in Tier-2 and Tier-3 cities due to its multilingual support and focus on local content. == Competitors == Moj competes with several other short video platforms in India, including: Instagram Reels (Meta) YouTube Shorts (Google) Josh (Dailyhunt/VerSe Innovation) Roposo (InMobi) MX TakaTak (later merged with Moj in 2022) RedPost (an emerging Indian social networking platform) == Merger with MX TakaTak == In February 2022, Mohalla Tech announced that Moj would merge with MX TakaTak, another leading short video app owned by Times Internet. The merger created one of the largest short-video ecosystems in India, with a combined user base of over 300 million monthly active users.

    Read more →
  • Apache Drill

    Apache Drill

    Apache Drill is an open-source software framework that supports data-intensive distributed applications for interactive analysis of large-scale datasets. Built chiefly by contributions from developers from MapR, Drill is inspired by Google's Dremel system. Drill is an Apache top-level project. Drill supports a variety of NoSQL databases and file systems, including Alluxio, HBase, MongoDB, MapR-DB, HDFS, MapR-FS, Amazon S3, Azure Blob Storage, Google Cloud Storage, Swift, NAS and local files. A single query can join data from multiple datastores. Drill's datastore-aware optimizer automatically restructures a query plan to leverage the datastore's internal processing capabilities. In addition, Drill supports data locality, if Drill and the datastore are on the same nodes. Tom Shiran is the founder of the Apache Drill Project. It was designated an Apache Software Foundation top-level project in December 2016. == Features == One explicitly stated design goal is that Drill is able to scale to 10,000 servers or more and to be able to process petabytes of data and trillions of records in seconds. Schema-free JSON document model similar to MongoDB and Elasticsearch, without requiring a formal schema to be declared Industry-standard APIs: ANSI SQL, ODBC/JDBC, RESTful APIs Extremely user and developer friendly Pluggable architecture enables connectivity to multiple datastores Version 1.9 added dynamic user-defined functions Version 1.11 added cryptographic-related functions and PCAP file format support == Back-end support == Drill is primarily focused on non-relational datastores, including Apache Hadoop text files, NoSQL, and cloud storage. A notable feature also includes in situ querying of local JSON and Apache Parquet files. Some additional datastores that it supports include: All Hadoop distributions (HDFS API 2.3+), including Apache Hadoop, MapR, CDH and Amazon EMR NoSQL: MongoDB, Apache HBase, Apache Cassandra Online Analytical Processing: Apache Kudu, Apache Druid, OpenTSDB Cloud storage: Amazon S3, Google Cloud Storage, Azure Blob Storage, Swift, IBM Cloud Object Storage Diverse data formats, including Apache Avro, Apache Parquet and JSON RDBMs storage plugins (Using JDBC to connect to MySQL, PostgreSQL, and others) A new datastore can be added by developing a storage plugin. Drill's "schema-free" JSON data model enables it to query non-relational datastores in-situ . == Front-end support == Drill itself can be queried via JDBC, ODBC, or REST through a variety of methods and languages including Python and Java. The default install includes a web interface allowing end-users to execute ANSI SQL directly and export data tables as CSV files without any programming. The dashboard library, Apache Superset, is particularly well suited for visualization of data queried with Drill.

    Read more →
  • Exercism

    Exercism

    Exercism is an online, open-source, free coding platform that offers code practice and mentorship on 77 different programming languages. == History == Software developer Katrina Owen created Exercism while she was teaching programming at Jumpstart Labs. The platform was developed as an internal tool to solve the problem of her own students not receiving feedback on the coding problems they were practicing. Katrina put the site publicly online and found that people were sharing it with their friends, practicing together and giving each other feedback. Within 12 months, the site had organically grown to see over 6,000 users had submitted code or feedback, and hundreds of volunteers contribute to the languages or tooling on the platform. In 2016, Jeremy Walker joined as co-founder and CEO. In July 2018, the site was relaunched with a new design and centered around a formal mentoring mode, at which point Katrina stepped back from day-to-day involvement. == Product == In the past, the website differed from other coding platforms by requiring students to download exercises through a command line client, solve the code on their own computers then submit the solution for feedback, at which point they can also view other's solutions to the same problem. Since its second relaunch in 2021, solutions can be edited and submitted through a web editor, though the command line client remains available. Exercism has tracks for 74 programming languages. Among the notable languages taught: ABAP, C, C#, C++, CoffeeScript, Delphi, Elm, Erlang, F#, Gleam, Go, Java, JavaScript, Julia, Kotlin, Objective-C, PHP, Python, Raku, Red, Ruby, Rust, Scala, Swift, and V (Vlang). In 2023, the site launched a "12 in 23" challenge for users to learn the basics of 12 different languages - one per month in 2023. == Open source == The Exercism codebase is open source. In April 2016, it consisted of 50 repositories including website code, API code, command-line code and, most of all, over 40 stand-alone repositories for different language tracks. As of February 2024 Exercism has 14,344 contributors, maintains 366 repositories, and 19,603 mentors.

    Read more →
  • CrocBITE

    CrocBITE

    CrocBITE (currently CrocAttack) was an online database of wild crocodilian attacks reported on humans in the world. The non-profit online research tool helped to scientifically analyze crocodilian behavior via complex models. Users were encouraged to feed information in a crowdsourcing manner. This website excludes captive crocodilian attacks, as well as non-fatal bites on professional handlers, rangers, staff, or researchers, and crocodilian attacks on pets and livestock, because its primary goal is to analyze natural human-crocodilian conflict in the wild for conservation and management purposes, and that these incidents do are not considered indicative of natural species behavior or typical human-wildlife conflict, as well as not providing enough useful data and helping researchers understand wild population behavior or typical human-wildlife conflict dynamics and helps create safety strategies for people living or working near wild crocodilians, rather than tracking workplace accidents in zoos or farms. While fatal incidents involving handlers are sometimes included on the website, typical captive incidents (such as handlers being bitten by them in zoos) are excluded because they are considered manageable professional risks rather than general public safety threats. == About == The online database was established in 2013 (2013) by Dr Adam Britton, a researcher at Charles Darwin University, his student Brandon Sideleau and Erin Britton. It was a compilation of government records, individual reports, registered contributors and historical data. Dr Simon Pooley, Junior Research fellow, Imperial College London joined hands to further the studies. The collaboration culminated when Dr Pooley met Dr Britton at the IUCN Crocodile Specialist Group, in Louisiana in 2014. The program received funds from Economic and Social Research Council, United Kingdom to the tune of A$30,000 and unspecified resourced plus amount from Big Gecko Crocodilian Research, Crocodillian.com and Charles Darwin University. The research yielded pertinent observations that provide inside into crocodile attacks. It was observed that most attacks on humans occur from bites of Saltwater crocodile as against the popular understanding of Nile crocodiles taking the top spot. This is not, however, believed to be the actual case, as most attacks by the Nile crocodile are believed to go unreported or only reported on a local level. The broad category of Nile crocodile attacks were segmented into West African crocodile and Crocodylus niloticus (the Nile Crocodile) species to get a clear understanding of their respective attack zones. The objective was that the information would be used by communities and conservation managers to help inform and educate people about how to keep safe. The information was vital for Australia and Africa where such attacks are more likely than in other parts of the world. This was the only database of its kind with such comprehensive collection of information made available online. The database is no longer online, and its founder Adam Britton is in custody having pleaded guilty to charges of bestiality on September 25, 2023. It has been rebranded and renamed CrocAttack, and serves as a updated database focusing on human-crocodilian conflict and records over 8,500 incidents from the past decades.

    Read more →