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  • Business Controls Corporation

    Business Controls Corporation

    Business Controls Corporation is a privately held computer company that developed an application-program-generator and also a series of accounting software packages. These packages were widely enough used for various business magazines to have back-of-the-book ads for companies seeking accountants with experience in one or more of them. Computer magazines ran coverage for their SB-5 application-program-generator as from time to time new versions were released, each with new or improved features. == Early days == The company's initial offerings were packages for the DEC PDP-8, although Business Controls Corporation also wrote custom-written programs for customers. Large customers with mainframes who also used smaller systems for departmental use and distributed processing also used BCC's services. == SB-5 == The addition of an application-program-generator named SB-5 that, from specifications, could generate COBOL code was a major step forward. Although this began with supporting the DEC PDP-11, they subsequently began to support COBOL on DEC's DECsystem-10 & DECSYSTEM-20. VAX support came later. The specifications also permitted COBOL inserts and overrides: SB-5 could build an application that was all COBOL, yet only code the portions that varied from BCC's "vanilla" accounting packages. === Similar offerings === A similar idea was done for the IBM mainframe world in the form of a series of application-program-generators from Dylakor Corporation. They were named DYL-250, DYL-260, DYL-270 & DYL-280. Dylakor was acquired by Computer Associates. The specific syntax was different, but it had wider use, and - a mark of success and recognition in the industry - syntax-compatible implementations were released by a competitor. Still another alternative was Peat Marwick Mitchell's PMM2170 application-program-generator package. Like the others, it supported COBOL inserts and overrides. === Extended integration === Business Controls Corporation subsequently extended SB-5's feature set to provide support for System 1022, a product for the DECsystem-10 & DECSYSTEM-20; 1022's vendor also had a VAX/VMS (later OpenVMS) product, System 1032.

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  • Discrete skeleton evolution

    Discrete skeleton evolution

    Discrete Skeleton Evolution (DSE) describes an iterative approach to reducing a morphological or topological skeleton. It is a form of pruning in that it removes noisy or redundant branches (spurs) generated by the skeletonization process, while preserving information-rich "trunk" segments. The value assigned to individual branches varies from algorithm to algorithm, with the general goal being to convey the features of interest of the original contour with a few carefully chosen lines. Usually, clarity for human vision (aka. the ability to "read" some features of the original shape from the skeleton) is valued as well. DSE algorithms are distinguished by complex, recursive decision-making processes with high computational requirements. Pruning methods such as by structuring element (SE) convolution and the Hough transform are general purpose algorithms which quickly pass through an image and eliminate all branches shorter than a given threshold. DSE methods are most applicable when detail retention and contour reconstruction are valued. == Methodology == === Pre-processing === Input images will typical contain more data than is necessary to generate an initial skeleton, and thus must be reduced in some way. Reducing the resolution, converting to grayscale, and then binary by masking or thresholding are common first steps. Noise removal may occur before and/or after converting an image to binary. Morphological operations such as closing, opening, and smoothing of the binary image may also be part of pre-processing. Ideally, the binarized contour should be as noise-free as possible before the skeleton is generated. === Skeletonization === DSE techniques may be applied to an existing skeleton or incorporated as part of the skeleton growing algorithm. Suitable skeletons may be obtained using a variety of methods: Thinning algorithms, such as the Grassfire transform Voronoi diagram Medial Axis Transform or Symmetry Axis Transform Distance Mapping === Significance Measures === DSE and related methods remove entire spurious branches while leaving the main trunk intact. The intended result is typically optimized for visual clarity and retention of information, such that the original contour can be reconstructed from the fully pruned skeleton. The value of various properties must be weighted by the application, and improving the efficiency is an ongoing topic of research in computer vision and image processing. Some significance measures include: Discrete Bisector Function Contour length Bending Potential Ratio Discrete Curve Evolution === Iteration === Each branch is evaluated during a pass through the skeletonized image according to the specific algorithm being used. Low value branches are removed and the process is repeated until a desired threshold of simplicity is reached. === Reconstruction === If all points on the output skeleton are the center points of maximal disks of the image and the radius information is retained, a contour image can be reconstructed == Applications == === Handwriting and text parsing === Variability in hand-written text is an ongoing challenge, simplification makes it somewhat easier for computer vision algorithms to make judgements about intended characters. === Soft body classification (animals) === The maximal disks centered on the skeleton imply roughly spherical masses, the features of the extracted skeleton are relatively unchanged even as the soft body deforms or self-occludes. Skeleton information is one facet of determining whether two animals are the "same" some way, though it must usually be paired with another technique to effectively identify a target. === Medical uses === Investigation of organs, tissue damage and deformation caused by disease.

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  • Rake (software)

    Rake (software)

    Rake is a software task management and a build automation tool created by Jim Weirich. It allows the user to specify tasks and to describe dependencies as well as to group tasks into namespaces. It is similar to SCons and Make. Rake was written in Ruby and has been part of the standard library of Ruby since version 1.9. == Examples == The tasks that should be executed need to be defined in a configuration file called Rakefile. A Rakefile has no special syntax and contains executable Ruby code. === Tasks === The basic unit in Rake is the task. A task has a name and an action block, that defines its functionality. The following code defines a task called greet that will output the text "Hello, Rake!" to the console. When defining a task, you can optionally add dependencies, that is one task can depend on the successful completion of another task. Calling the "seed" task from the following example will first execute the "migrate" task and only then proceed with the execution of the "seed" task.Tasks can also be made more versatile by accepting arguments. For example, the "generate_report" task will take a date as argument. If no argument is supplied the current date is used.A special type of task is the file task, which can be used to specify file creation tasks. The following task, for example, is given two object files, i.e. "a.o" and "b.o", to create an executable program.Another useful tool is the directory convenience method, that can be used to create directories upon demand. === Rules === When a file is named as a prerequisite but it does not have a file task defined for it, Rake will attempt to synthesize a task by looking at a list of rules supplied in the Rakefile. For example, suppose we were trying to invoke task "mycode.o" with no tasks defined for it. If the Rakefile has a rule that looks like this: This rule will synthesize any task that ends in ".o". It has as a prerequisite that a source file with an extension of ".c" must exist. If Rake is able to find a file named "mycode.c", it will automatically create a task that builds "mycode.o" from "mycode.c". If the file "mycode.c" does not exist, Rake will attempt to recursively synthesize a rule for it. When a task is synthesized from a rule, the source attribute of the task is set to the matching source file. This allows users to write rules with actions that reference the source file. === Advanced rules === Any regular expression may be used as the rule pattern. Additionally, a proc may be used to calculate the name of the source file. This allows for complex patterns and sources. The following rule is equivalent to the example above: NOTE: Because of a quirk in Ruby syntax, parentheses are required around a rule when the first argument is a regular expression. The following rule might be used for Java files: === Namespaces === To better organize big Rakefiles, tasks can be grouped into namespaces. Below is an example of a simple Rake recipe:

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  • List of Ruby software and tools

    List of Ruby software and tools

    This is a list of software and programming tools for the Ruby programming language, which includes libraries, web frameworks, implementations, tools, and related projects. == Web tools == Capistrano (software) – remote server automation tool Mongrel – Ruby web server Rack – interface between web servers and web applications Ruby on Rails – full-stack web application framework Sinatra – lightweight Ruby web application framework Spree Commerce – e-commerce platform WEBrick – Ruby HTTP server toolkit == Libraries == BioRuby – bioinformatics and computational biology library for Ruby Bogus – Ruby library for creating reliable test doubles with contract verification ERuby – embedded Ruby templating EventMachine – event-driven I/O library Factory Bot – test fixtures library Fat comma – Ruby library for JSON-like hash syntax Geocoder – Ruby library for geocoding and reverse geocoding addresses Haml – HTML templating engine Markaby – HTML generation via Ruby Nokogiri – XML/HTML parsing library RSpec – behavior-driven testing framework for Ruby RubyGems – package manager for Ruby libraries and applications Sass – CSS preprocessor Sidekiq – background job framework for Ruby, used to handle asynchronous tasks. Uconv – Unicode text conversion library Watir – web application testing framework == Ruby implementations == HotRuby – Ruby interpreter implemented in JavaScript, enabling Ruby code to run in web browsers. IronRuby – Ruby for .NET platform JRuby – Ruby on the Java Virtual Machine MacRuby – Ruby implementation for macOS Mod ruby – Apache module that embeds the Ruby interpreter to improve performance of Ruby web applications Mruby – lightweight Ruby interpreter Rubinius – alternative Ruby implementation, based loosely on the Smalltalk-80 Blue Book design. Ruby MRI – the standard Ruby interpreter YARV – "Yet Another Ruby VM," the bytecode interpreter used in modern Ruby implementations == Tools == Homebrew – package manager for macOS and Linux written in Ruby Pry – interactive Ruby shell Rake – build and task management Ruby Version Manager – environment manager RubyCocoa – bridge between Ruby and Cocoa RubyForge – project hosting site RubyMotion – for iOS/macOS development RubySpec – language specification tests == Integrated Development Environments == Aptana Studio — integrated RadRails plugin for Ruby on Rails development Eclipse DLTK Ruby Plugin — Ruby development plugin for Eclipse Eric — open-source Python-based IDE with Ruby support Komodo IDE — commercial cross-platform IDE with Ruby support RubyMine — commercial IDE for Ruby and Rails by JetBrains SlickEdit — commercial cross-platform IDE with Ruby support == List of websites using Ruby on Rails == Airbnb Basecamp Diaspora – decentralized social network application built with Ruby on Rails Discourse – open-source discussion platform built with Ruby on Rails Fiverr GitHub Hulu Shopify SoundCloud Twitch Zendesk

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  • Graph cut optimization

    Graph cut optimization

    Graph cut optimization is a combinatorial optimization method applicable to a family of functions of discrete variables, named after the concept of cut in the theory of flow networks. Thanks to the max-flow min-cut theorem, determining the minimum cut over a graph representing a flow network is equivalent to computing the maximum flow over the network. Given a pseudo-Boolean function f {\displaystyle f} , if it is possible to construct a flow network with positive weights such that each cut C {\displaystyle C} of the network can be mapped to an assignment of variables x {\displaystyle \mathbf {x} } to f {\displaystyle f} (and vice versa), and the cost of C {\displaystyle C} equals f ( x ) {\displaystyle f(\mathbf {x} )} (up to an additive constant) then it is possible to find the global optimum of f {\displaystyle f} in polynomial time by computing a minimum cut of the graph. The mapping between cuts and variable assignments is done by representing each variable with one node in the graph and, given a cut, each variable will have a value of 0 if the corresponding node belongs to the component connected to the source, or 1 if it belong to the component connected to the sink. Not all pseudo-Boolean functions can be represented by a flow network, and in the general case the global optimization problem is NP-hard. There exist sufficient conditions to characterise families of functions that can be optimised through graph cuts, such as submodular quadratic functions. Graph cut optimization can be extended to functions of discrete variables with a finite number of values, that can be approached with iterative algorithms with strong optimality properties, computing one graph cut at each iteration. Graph cut optimization is an important tool for inference over graphical models such as Markov random fields or conditional random fields, and it has applications in computer vision problems such as image segmentation, denoising, registration and stereo matching. == Representability == A pseudo-Boolean function f : { 0 , 1 } n → R {\displaystyle f:\{0,1\}^{n}\to \mathbb {R} } is said to be representable if there exists a graph G = ( V , E ) {\displaystyle G=(V,E)} with non-negative weights and with source and sink nodes s {\displaystyle s} and t {\displaystyle t} respectively, and there exists a set of nodes V 0 = { v 1 , … , v n } ⊂ V − { s , t } {\displaystyle V_{0}=\{v_{1},\dots ,v_{n}\}\subset V-\{s,t\}} such that, for each tuple of values ( x 1 , … , x n ) ∈ { 0 , 1 } n {\displaystyle (x_{1},\dots ,x_{n})\in \{0,1\}^{n}} assigned to the variables, f ( x 1 , … , x n ) {\displaystyle f(x_{1},\dots ,x_{n})} equals (up to a constant) the value of the flow determined by a minimum cut C = ( S , T ) {\displaystyle C=(S,T)} of the graph G {\displaystyle G} such that v i ∈ S {\displaystyle v_{i}\in S} if x i = 0 {\displaystyle x_{i}=0} and v i ∈ T {\displaystyle v_{i}\in T} if x i = 1 {\displaystyle x_{i}=1} . It is possible to classify pseudo-Boolean functions according to their order, determined by the maximum number of variables contributing to each single term. All first order functions, where each term depends upon at most one variable, are always representable. Quadratic functions f ( x ) = w 0 + ∑ i w i ( x i ) + ∑ i < j w i j ( x i , x j ) . {\displaystyle f(\mathbf {x} )=w_{0}+\sum _{i}w_{i}(x_{i})+\sum _{i 0 {\displaystyle p>0} then w i j k ( x i , x j , x k ) = w i j k ( 0 , 0 , 0 ) + p 1 ( x i − 1 ) + p 2 ( x j − 1 ) + p 3 ( x k − 1 ) + p 23 ( x j − 1 ) x k + p 31 x i ( x k − 1 ) + p 12 ( x i − 1 ) x j − p x i x j x k {\displaystyle w_{ijk}(x_{i},x_{j},x_{k})=w_{ijk}(0,0,0)+p_{1}(x_{i}-1)+p_{2}(x_{j}-1)+p_{3}(x_{k}-1)+p_{23}(x_{j}-1)x_{k}+p_{31}x_{i}(x_{k}-1)+p_{12}(x_{i}-1)x_{j}-px_{i}x_{j}x_{k}} with p 1 = w i j k ( 1 , 0 , 1 ) − w i j k ( 0 , 0 , 1 ) p 2 = w i j k ( 1 , 1 , 0 ) − w i j k ( 1 , 0 , 1 ) p 3 = w i j k ( 0 , 1 , 1 ) − w i j k ( 0 , 1 , 0 ) p 23 = w i j k ( 0 , 0 , 1 ) + w i j k ( 0 , 1 , 0 ) − w i j k ( 0 , 0 , 0 ) − w i j k ( 0 , 1 , 1 ) p 31 = w i j k ( 0 , 0 , 1 ) + w i j k ( 1 , 0 , 0 ) − w i j k ( 0 , 0 , 0 ) − w i j k ( 1 , 0 , 1 ) p 12 = w i j k ( 0 , 1 , 0 ) + w i j k ( 1 , 0 , 0 ) − w i j k ( 0 , 0 , 0 ) − w i j k ( 1 , 1 , 0 ) . {\displaystyle {\begin{aligned}p_{1}&=w_{ijk}(1,0,1)-w_{ijk}(0,0,1)\\p_{2}&=w_{ijk}(1,1,0)-w_{ijk}(1,0,1)\\p_{3}&=w_{ijk}(0,1,1)-w_{ijk}(0,1,0)\\p_{23}&=w_{ijk}(0,0,1)+w_{ijk}(0,1,0)-w_{ijk}(0,0,0)-w_{ijk}(0,1,1)\\p_{31}&=w_{ijk}(0,0,1)+w_{ijk}(1,0,0)-w_{ijk}(0,0,0)-w_{ijk}(1,0,1)\\p_{12}&=w_{ijk}(0,1,0)+w_{ijk}(1,0,0)-w_{ijk}(0,0,0)-w_{ijk}(1,1

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  • Gollum browser

    Gollum browser

    Gollum browser is a discontinued web browser for accessing Wikipedia. Since 2017, Gollum is no longer accessible online. Gollum is designed to browse Wikipedia in an easier way than directly using the web browser. Links external to Wikipedia are opened in the user's regular browser. Gollum is opened from a regular browser and makes a window that puts the Wikipedia search bar on the toolbar. Gollum was created by Harald Hanek in 2005 using PHP and Ajax. According to one blogger, Gollum provides a way to bypass censorship of Wikipedia in China. == Languages == Though the website is available only in English and German, Gollum's GUI is available in more than 32 languages and can browse nearly 50 Wikipedia editions. === Gollum's GUI === === Browsable Wikipedia editions ===

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  • Cloudlet

    Cloudlet

    A cloudlet is a mobility-enhanced small-scale cloud datacenter that is located at the edge of the Internet. The main purpose of the cloudlet is supporting resource-intensive and interactive mobile applications by providing powerful computing resources to mobile devices with lower latency. It is a new architectural element that extends today's cloud computing infrastructure. It represents the middle tier of a 3-tier hierarchy: mobile device - cloudlet - cloud. A cloudlet can be viewed as a data center in a box whose goal is to bring the cloud closer. The cloudlet term was first coined by M. Satyanarayanan, Victor Bahl, Ramón Cáceres, and Nigel Davies, and a prototype implementation is developed by Carnegie Mellon University as a research project. The concept of cloudlet is also known as follow me cloud, and mobile micro-cloud. == Motivation == Many mobile services split the application into a front-end client program and a back-end server program following the traditional client-server model. The front-end mobile application offloads its functionality to the back-end servers for various reasons such as speeding up processing. With the advent of cloud computing, the back-end server is typically hosted at the cloud datacenter. Though the use of a cloud datacenter offers various benefits such as scalability and elasticity, its consolidation and centralization lead to a large separation between a mobile device and its associated datacenter. End-to-end communication then involves many network hops and results in high latencies and low bandwidth. For the reasons of latency, some emerging mobile applications require cloud offload infrastructure to be close to the mobile device to achieve low response time. In the ideal case, it is just one wireless hop away. For example, the offload infrastructure could be located in a cellular base station or it could be LAN-connected to a set of Wi-Fi base stations. The individual elements of this offload infrastructure are referred to as cloudlets. == Applications == Cloudlets aim to support mobile applications that are both resource-intensive and interactive. Augmented reality applications that use head-tracked systems require end-to-end latencies of less than 16 ms. Cloud games with remote rendering also require low latencies and high bandwidth. Wearable cognitive assistance systems combine devices such as Google Glass with cloud-based processing to guide users through complex tasks. This futuristic genre of applications is characterized as “astonishingly transformative” by the report of the 2013 NSF Workshop on Future Directions in Wireless Networking. These applications use cloud resources in the critical path of real-time user interaction. Consequently, they cannot tolerate end-to-end operation latencies of more than a few tens of milliseconds. Apple Siri and Google Now which perform compute-intensive speech recognition in the cloud, are further examples in this emerging space. == Cloudlet vs Cloud == There is significant overlap in the requirements for cloud and cloudlet. At both levels, there is the need for: (a) strong isolation between untrusted user-level computations; (b) mechanisms for authentication, access control, and metering; (c) dynamic resource allocation for user-level computations; and, (d) the ability to support a very wide range of user-level computations, with minimal restrictions on their process structure, programming languages or operating systems. At a cloud datacenter, these requirements are met today using the virtual machine (VM) abstraction. For the same reasons they are used in cloud computing today, VMs are used as an abstraction for cloudlets. Meanwhile, there are a few but important differentiators between cloud and cloudlet. === Rapid provisioning === Different from cloud data centers that are optimized for launching existing VM images in their storage tier, cloudlets need to be much more agile in their provisioning. Their association with mobile devices is highly dynamic, with considerable churn due to user mobility. A user from far away may unexpectedly show up at a cloudlet (e.g., if he just got off an international flight) and try to use it for an application such as a personalized language translator. For that user, the provisioning delay before he is able to use the application impacts usability. === VM handoff across cloudlets === If a mobile device user moves away from the cloudlet he is currently using, the interactive response will degrade as the logical network distance increases. To address this effect of user mobility, the offloaded services on the first cloudlet need to be transferred to the second cloudlet maintaining end-to-end network quality. This resembles live migration in cloud computing but differs considerably in a sense that the VM handoff happens in Wide Area Network (WAN). == OpenStack++ == Since the cloudlet model requires reconfiguration or additional deployment of hardware/software, it is important to provide a systematic way to incentivise the deployment. However, it can face a classic bootstrapping problem. Cloudlets need practical applications to incentivize cloudlet deployment. However, developers cannot heavily rely on cloudlet infrastructure until it is widely deployed. To break this deadlock and bootstrap the cloudlet deployment, researchers at Carnegie Mellon University proposed OpenStack++ that extends OpenStack to leverage its open ecosystem. OpenStack++ provides a set of cloudlet-specific APIs as OpenStack extensions. == Commercial implementations and standardization effort == By 2015 cloudlet based applications were commercially available. In 2017 the National Institute of Standards and Technology published draft standards for fog computing in which cloudlets were defined as nodes on the fog architecture.

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  • Business Controls Corporation

    Business Controls Corporation

    Business Controls Corporation is a privately held computer company that developed an application-program-generator and also a series of accounting software packages. These packages were widely enough used for various business magazines to have back-of-the-book ads for companies seeking accountants with experience in one or more of them. Computer magazines ran coverage for their SB-5 application-program-generator as from time to time new versions were released, each with new or improved features. == Early days == The company's initial offerings were packages for the DEC PDP-8, although Business Controls Corporation also wrote custom-written programs for customers. Large customers with mainframes who also used smaller systems for departmental use and distributed processing also used BCC's services. == SB-5 == The addition of an application-program-generator named SB-5 that, from specifications, could generate COBOL code was a major step forward. Although this began with supporting the DEC PDP-11, they subsequently began to support COBOL on DEC's DECsystem-10 & DECSYSTEM-20. VAX support came later. The specifications also permitted COBOL inserts and overrides: SB-5 could build an application that was all COBOL, yet only code the portions that varied from BCC's "vanilla" accounting packages. === Similar offerings === A similar idea was done for the IBM mainframe world in the form of a series of application-program-generators from Dylakor Corporation. They were named DYL-250, DYL-260, DYL-270 & DYL-280. Dylakor was acquired by Computer Associates. The specific syntax was different, but it had wider use, and - a mark of success and recognition in the industry - syntax-compatible implementations were released by a competitor. Still another alternative was Peat Marwick Mitchell's PMM2170 application-program-generator package. Like the others, it supported COBOL inserts and overrides. === Extended integration === Business Controls Corporation subsequently extended SB-5's feature set to provide support for System 1022, a product for the DECsystem-10 & DECSYSTEM-20; 1022's vendor also had a VAX/VMS (later OpenVMS) product, System 1032.

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  • Behavior informatics

    Behavior informatics

    Behavior informatics (BI) is the informatics of behaviors so as to obtain behavior intelligence and behavior insights. BI is a research method combining science and technology, specifically in the area of engineering. The purpose of BI includes analysis of current behaviors as well as the inference of future possible behaviors. This occurs through pattern recognition. Different from applied behavior analysis from the psychological perspective, BI builds computational theories, systems and tools to qualitatively and quantitatively model, represent, analyze, and manage behaviors of individuals, groups and/or organizations. BI is built on classic study of behavioral science, including behavior modeling, applied behavior analysis, behavior analysis, behavioral economics, and organizational behavior. Typical BI tasks consist of individual and group behavior formation, representation, computational modeling, analysis, learning, simulation, and understanding of behavior impact, utility, non-occurring behaviors, etc. for behavior intervention and management. The Behavior Informatics approach to data utilizes cognitive as well as behavioral data. By combining the data, BI has the potential to effectively illustrate the big picture when it comes to behavioral decisions and patterns. One of the goals of BI is also to be able to study human behavior while eliminating issues like self-report bias. This creates more reliable and valid information for research studies. == Behavior == From an Informatics perspective, a behavior consists of three key elements: actors (behavioral subjects and objects), operations (actions, activities) and interactions (relationships), and their properties. A behavior can be represented as a behavior vector, all behaviors of an actor or an actor group can be represented as behavior sequences and multi-dimensional behavior matrix. The following table explains some of the elements of behavior. Behavior Informatics takes into account behavior when analyzing business patterns and intelligence. The inclusion of behavior in these analyses provides prominent information on social and driving factors of patterns. == Applications == Behavior Informatics is being used in a variety of settings, including but not limited to health care management, telecommunications, marketing, and security. Behavior Informatics provides a manner in which to analyze and organize the many aspects that go into a person's health care needs and decisions. When it comes to business models, behavior informatics may be utilized for a similar role. Organizations implement behavior informatics to enhance business structure and regime, where it helps moderate ideal business decisions and situations.

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  • FreshBooks

    FreshBooks

    FreshBooks is accounting software operated by 2ndSite Inc. primarily for small and medium-sized businesses. It is a web-based software as a service (SaaS) model, that can be accessed through a desktop or mobile device. The company was founded in 2003 and is based in Toronto, Canada. == History == FreshBooks was founded in 2004 by Mike McDerment, Levi Cooperman, and Joe Sawada in Toronto, Ontario. McDerment incorporated a second company, BillSpring in January 2015 to work on new product development. It was rolled back into FreshBooks as an updated interface in 2016. Initially FreshBooks functioned like an electronic invoicing program targeting IT professionals. After the release of the new interface, the initial release of FreshBooks was referred to as "FreshBooks Classic." FreshBooks Classic was discontinued in 2022 after migrating users to the new platform. FreshBooks Classic's front-end application was built in PHP, and the backend services were built in Python while the new FreshBooks uses the same backend services with a JavaScript single-page application. == Product == FreshBooks is a subscription-based accounting software platform that provides features such as invoicing, accounts payable, expense and time tracking, retainers, fixed asset depreciation, purchase orders, payroll integrations, mileage tracking, double-entry accounting, and standard business reporting. Financial data is stored in the cloud on a unified ledger, enabling access from desktop and mobile devices. The platform includes a free API for integration with external applications and supports multiple tax rates and currencies. It also offers project management and payroll functionalities. Pricing is based on a recurring monthly fee. FreshBooks supports country-specific tax calculations, including GST and HST in Canada, sales taxes in the United States, and MTD compliance in the UK. == Operations == FreshBooks has its headquarters in Toronto, Canada with operations in North America, Europe and Australia. Founder Mike McDerment was the chief executive officer of the company from 2003 until 2021, when he stepped down and was replaced by Don Epperson, but stayed as the executive chair. Don Epperson had previously joined FreshBooks as executive director in 2019. == Funding == FreshBooks was initially self-funded. In 2014, the company raised a Series A venture investment of $30 million led by the venture capital firm Oak Investment Partners, with participation by Georgian Partners and Atlas Venture. In 2017, FreshBooks announced that it raised another $43 million in funding from Accomplice, Georgian Partners and Oak Investment Partners. On August 10, 2021, FreshBooks announced that it had secured $80.75 million in Series E funding and $50 million in debt financing. FreshBooks also reached a valuation of more than $1 billion.

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  • SmartQVT

    SmartQVT

    SmartQVT is a unmaintained (since 2013) full Java open-source implementation of the QTV-Operational language which is dedicated to express model-to-model transformations. This tool compiles QVT transformations into Java programs to be able to run QVT transformations. The compiled Java programs are EMF-based applications. It is provided as Eclipse plug-ins running on top of the EMF metamodeling framework and is licensed under EPL. == Components == SmartQVT contains 3 main components: a code editor: this component helps the user to write QVT code by highlighting key words. a parser: this component converts QVT code files into model representations of the QVT programs (abstract syntax). a compiler: this component converts model representations of the QVT program into executable Java programs.

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  • Quickly (software)

    Quickly (software)

    Quickly is a framework for creating software programs for a Linux distribution using Python, PyGTK, Glade Interface Designer and Desktop Couch. It then allows for easy publishing using bzr and Launchpad. Quickly is designed to speed up the start of new projects with the use of templates, not only for programs but for any type of project. These templates are used to automate project configuration and maintenance. Delegating into templates and not into a specific library allows projects created using Quickly not to require dependencies on any particular library or runtime of Quickly itself. The project was started by Rick Spencer after his frustration as a beginner Ubuntu developer. == Updates == Last available software update is on 2013-01-31 for Ubuntu 11.04.

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  • Deep Learning Super Sampling

    Deep Learning Super Sampling

    Deep Learning Super Sampling (DLSS) is a suite of real-time deep learning image enhancement and upscaling technologies developed by Nvidia that are available in a number of video games. The goal of these technologies is to allow the majority of the graphics pipeline to run at a lower resolution for increased performance, and then infer a higher resolution image from this that approximates the same level of detail as if the image had been rendered at this higher resolution. This allows for higher graphical settings or frame rates for a given output resolution, depending on user preference. All generations of DLSS are available on all RTX-branded cards from Nvidia in supported titles. However, the Frame Generation feature is only supported on RTX 40 series GPUs or newer and Multi Frame Generation is only available on 50 series GPUs. == History == Nvidia advertised DLSS as a key feature of GeForce RTX 20 series GPUs when they launched in September 2018. At that time, the results were limited to a few video games, namely Battlefield V, or Metro Exodus, because the algorithm had to be trained specifically on each game on which it was applied and the results were usually not as good as simple resolution upscaling. In 2019, Control shipped with ray tracing and an image processing algorithm that approximated DLSS, which did not use the Tensor Cores. In April 2020, Nvidia advertised and shipped an improved version of DLSS named DLSS 2 with driver version 445.75. DLSS 2.0 was available for a few existing games including Control and Wolfenstein: Youngblood, and would later be added to many newly released games and game engines such as Unreal Engine and Unity. This time Nvidia said that it used the Tensor Cores again, and that the AI did not need to be trained specifically on each game. Despite sharing the DLSS branding, the two iterations of DLSS differ significantly and are not backwards-compatible. In January 2025, Nvidia stated that there are over 540 games and apps supporting DLSS, and that over 80% of Nvidia RTX users activate DLSS. In March 2025, there were more than 100 games that support DLSS 4, according to Nvidia. By May 2025, over 125 games supported DLSS 4. The first video game console to use DLSS, the Nintendo Switch 2, was released on June 5, 2025. Nvidia announced DLSS 4.5 at CES 2026. In January 2026, Nvidia stated that over 250 games and applications support Multi Frame Generation. On March 16, 2026, at GTC 2026, Nvidia CEO Jensen Huang presented DLSS 5, a real-time AI model based on neural rendering that realistically enhances lighting and material surfaces at up to 4K resolution while retaining the developer's intended art style. It is planned to release in fall of 2026. In a blog post on its website, Nvidia has announced that DLSS 5 will be available in such games as Assassin's Creed Shadows, Delta Force, Hogwarts Legacy, Naraka: Bladepoint, Phantom Blade Zero, Resident Evil Requiem, Starfield, The Elder Scrolls IV: Oblivion Remastered, and more. On May 31, 2026, Nvidia announced an updated version of Ray Reconstruction for DLSS 4.5 in a blog post, scheduled for release on all RTX GPUs in August of the same year. They said it is designed to better embed spatial awareness into scenes and analyze engine data on movements and lighting conditions, resulting in a sharper, more stable, and less noisy image. === Release timeline === == Technology == === DLSS 1 === The first iteration of DLSS is a predominantly spatial image upscaler with two stages, both relying on convolutional auto-encoder neural networks. The first step is an image enhancement network which uses the current frame and motion vectors to perform edge enhancement, and spatial anti-aliasing. The second stage is an image upscaling step which uses the single raw, low-resolution frame to upscale the image to the desired output resolution. Using just a single frame for upscaling means the neural network itself must generate a large amount of new information to produce the high-resolution output, which can result in slight hallucinations such as leaves that differ in style to the source content. The neural networks are trained on a per-game basis by generating a "perfect frame" using traditional supersampling to 64 samples per pixel, as well as the motion vectors for each frame. The data collected must be as comprehensive as possible, including as many levels, times of day, graphical settings, resolutions, etc. as possible. This data is also augmented using common augmentations such as rotations, colour changes, and random noise to help generalize the test data. Training is performed on Nvidia's Saturn V supercomputer. This first iteration received a mixed response, with many criticizing the often soft appearance and artifacts along with glitches in certain situations; likely a side effect of the limited data from only using a single frame input to the neural networks which could not be trained to perform optimally in all scenarios and edge-cases. Nvidia also demonstrated the ability for the auto-encoder networks to learn the ability to recreate depth-of-field and motion blur, although this functionality has never been included in a publicly released product. === DLSS 2 === DLSS 2 is a temporal anti-aliasing upsampling (TAAU) implementation, using data from previous frames extensively through sub-pixel jittering to resolve fine detail and reduce aliasing. The data DLSS 2 collects includes: the raw low-resolution input, motion vectors, depth buffers, and exposure / brightness information. It can also be used as a simpler TAA implementation where the image is rendered at 100% resolution, rather than being upsampled by DLSS, Nvidia brands this as DLAA (Deep Learning Anti-Aliasing). TAA(U) is used in many modern video games and game engines; however, all previous implementations have used some form of manually written heuristics to prevent temporal artifacts such as ghosting and flickering. One example of this is neighborhood clamping which forcefully prevents samples collected in previous frames from deviating too much compared to nearby pixels in newer frames. This helps to identify and fix many temporal artifacts, but deliberately removing fine details in this way is analogous to applying a blur filter, and thus the final image can appear blurry when using this method. DLSS 2 uses a convolutional auto-encoder neural network trained to identify and fix temporal artifacts, instead of manually programmed heuristics as mentioned above. Because of this, DLSS 2 can generally resolve detail better than other TAA and TAAU implementations, while also removing most temporal artifacts. This is why DLSS 2 can sometimes produce a sharper image than rendering at higher, or even native resolutions using traditional TAA. However, no temporal solution is perfect, and artifacts (ghosting in particular) are still visible in some scenarios when using DLSS 2. Because temporal artifacts occur in most art styles and environments in broadly the same way, the neural network that powers DLSS 2 does not need to be retrained when being used in different games. Despite this, Nvidia does frequently ship new minor revisions of DLSS 2 with new titles, so this could suggest some minor training optimizations may be performed as games are released, although Nvidia does not provide changelogs for these minor revisions to confirm this. The main advancements compared to DLSS 1 include: Significantly improved detail retention, a generalized neural network that does not need to be re-trained per-game, and ~2x less overhead (~1–2 ms vs ~2–4 ms). It should also be noted that forms of TAAU such as DLSS 2 are not upscalers in the same sense as techniques such as ESRGAN or DLSS 1, which attempt to create new information from a low-resolution source; instead, TAAU works to recover data from previous frames, rather than creating new data. In practice, this means low resolution textures in games will still appear low-resolution when using current TAAU techniques. This is why Nvidia recommends game developers use higher resolution textures than they would normally for a given rendering resolution by applying a mip-map bias when DLSS 2 is enabled. === DLSS 3 === Augments DLSS 2 with improved image quality and the introduction of a new motion interpolation feature, called Frame Generation. The DLSS Frame Generation algorithm takes two rendered frames from the rendering pipeline and generates a new frame that smoothly transitions between them. For every frame rendered, one additional frame is generated. DLSS 3.0 makes use of a new generation Optical Flow Accelerator (OFA) included in the Ada Lovelace architecture of GeForce RTX 40 series GPUs and with that is exclusive to them. The new OFA is said to be faster and more accurate than the one already available in previous Turing and Ampere RTX GPUs. === DLSS 3.5 === DLSS 3.5 adds Ray Reconstruction, replacing multiple denoising algorithms with a single AI model trained o

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