AI Generator House Design

AI Generator House Design — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • N-World

    N-World

    N-World is a 3D graphics package developed by Nichimen Graphics in the 1990s, for Silicon Graphics and Windows NT workstations. Intended primarily for video game content creation, it has polygon modeling tools, 2D and 3D paint, scripting, color reduction, and exporters for several popular game consoles. After its initial release on Windows NT, N-World was renamed Mirai. The winged edge 3D modeler in N-World inspired the development at Nichimen Graphics of Nendo, a standalone 3D modeler, which in turn inspired the open source modeler Wings 3D. == History == N-World originated with Symbolics, a computer manufacturer notable for producing Lisp-based systems in the 1980s. Among the software packages that were produced for Symbolics computers are S-Graphics, a 3D animation suite that includes modules for polygon modeling, dynamics, paint, and rendering — titled S-Geometry, S-Dynamics, S-Paint, and S-Render, respectively. In 1992, Japanese trading company Nichimen Corporation purchased the rights to S-Graphics, ported it to Silicon Graphics IRIX, and marketed it as N-World. N-World retains the Lisp-based underpinnings of its predecessor, but was targeted at interactive content producers, with features useful for game developers. It was priced at US$16,995 (equivalent to $34,100 in 2025) for the full suite, later reduced to $9,995 when ported to Windows NT in 1997. N-World was used to create graphics for many console games in the 1990s, specifically most of the Nintendo 64 games, like Super Mario 64 and Final Fantasy VII. It was superseded by Mirai in 1999. == Features == The N-World package, like its predecessor S-Graphics, is divided into several components: N-Geometry: 3D polygon-based modeling tools, including smoothing, "magnet" geometry editing, and instancing. N-Dynamics: Animation tools including scripting, curve-based animation, and skeletal animation. N-Render: Surfacing and rendering tools with ray tracing and materials output to various game console formats. N-Paint: 2D and 3D paint with mattes, effects, color reduction, and a visual VRAM editor for PlayStation. Game Tools: Utilities for game developers, including exporters for PlayStation, Nintendo 64, and Saturn consoles. == Credits == The following games were created using N-World. Rap Stars Online

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  • Floyd–Steinberg dithering

    Floyd–Steinberg dithering

    Floyd–Steinberg dithering is an image dithering algorithm first published in 1976 by Robert W. Floyd and Louis Steinberg. It is commonly used by image manipulation software, for example, when converting an image from a Truecolor 24-bit PNG format into a GIF format, which is restricted to a maximum of 256 colors. == Implementation == The algorithm achieves dithering using error diffusion, meaning it pushes (adds) the residual quantization error of a pixel onto its neighboring pixels, to be quantized after. It spreads the debt out according to the distribution (shown as a map of the neighboring pixels): [ ∗ 7 16 … … 3 16 5 16 1 16 … ] {\displaystyle {\begin{bmatrix}&&&{\frac {\displaystyle 7}{\displaystyle 16}}&\ldots \\\ldots &{\frac {\displaystyle 3}{\displaystyle 16}}&{\frac {\displaystyle 5}{\displaystyle 16}}&{\frac {\displaystyle 1}{\displaystyle 16}}&\ldots \\\end{bmatrix}}} The pixel indicated with a star () indicates the pixel currently being scanned, and the blank pixels are the previously scanned pixels. The specific values (7/16, 3/16, 5/16, 1/16) were originally found by trial-and-error, "guided by the desire to have a region of desired density 0.5 come out as a checkerboard pattern". The algorithm scans the image from left to right, top to bottom, quantizing pixel values one by one. Each time, the quantization error is transferred to the neighboring pixels, while not affecting the pixels that already have been quantized. Hence, if a number of pixels have been rounded downwards, it becomes more likely that the next pixel is rounded upwards, such that on average, the quantization error is close to zero. The diffusion coefficients have the property that if the original pixel values are exactly halfway in between the nearest available colors, the dithered result is a checkerboard pattern. For example, 50% grey data could be dithered as a black-and-white checkerboard pattern. For optimal dithering, the counting of quantization errors should be in sufficient accuracy to prevent rounding errors from affecting the result. For correct results, all values should be linearized first, rather than operating directly on sRGB values as is common for images stored on computers. In some implementations, the horizontal direction of scan alternates between lines; this is called "serpentine scanning" or boustrophedon transform dithering. The algorithm described above is in the following pseudocode. This works for any approximately linear encoding of pixel values, such as 8-bit integers, 16-bit integers or real numbers in the range [0, 1]. for each y from top to bottom do for each x from left to right do oldpixel := pixels[x][y] newpixel := find_closest_palette_color(oldpixel) pixels[x][y] := newpixel quant_error := oldpixel - newpixel pixels[x + 1][y ] := pixels[x + 1][y ] + quant_error × 7 / 16 pixels[x - 1][y + 1] := pixels[x - 1][y + 1] + quant_error × 3 / 16 pixels[x ][y + 1] := pixels[x ][y + 1] + quant_error × 5 / 16 pixels[x + 1][y + 1] := pixels[x + 1][y + 1] + quant_error × 1 / 16 When converting grayscale pixel values from a high to a low bit depth (e.g. 8-bit grayscale to 1-bit black-and-white), find_closest_palette_color() may perform just a simple rounding, for example: find_closest_palette_color(oldpixel) = round(oldpixel / 255) The pseudocode can result in pixel values exceeding the valid values (such as greater than 255 in 8-bit grayscale images). Such values should ideally be handled by the find_closest_palette_color() function, rather than clipping the intermediate values, since a subsequent error may bring the value back into range. However, if fixed-width integers are used, wrapping of intermediate values would cause inversion of black and white, and so should be avoided. The find_closest_palette_color() implementation is nontrivial for a palette that is not evenly distributed, however small inaccuracies in selecting the correct palette color have minimal visual impact due to error being propagated to future pixels. A nearest neighbor search in 3D is frequently used.

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  • Outline of brain mapping

    Outline of brain mapping

    The following outline is provided as an overview of and topical guide to brain mapping: Brain mapping – set of neuroscience techniques predicated on the mapping of (biological) quantities or properties onto spatial representations of the (human or non-human) brain resulting in maps. Brain mapping is further defined as the study of the anatomy and function of the brain and spinal cord through the use of imaging (including intra-operative, microscopic, endoscopic and multi-modality imaging), immunohistochemistry, molecular and optogenetics, stem cell and cellular biology, engineering (material, electrical and biomedical), neurophysiology and nanotechnology. == Broad scope == History of neuroscience History of neurology Brain mapping Human brain Neuroscience Nervous system. === The neuron doctrine === Neuron doctrine – A set of carefully constructed elementary set of observations regarding neurons. For more granularity, more current, and more advanced topics, see the cellular level section Asserts that neurons fall under the broader cell theory, which postulates: All living organisms are composed of one or more cells. The cell is the basic unit of structure, function, and organization in all organisms. All cells come from preexisting, living cells. The Neuron doctrine postulates several elementary aspects of neurons: The brain is made up of individual cells (neurons) that contain specialized features such as dendrites, a cell body, and an axon. Neurons are cells differentiable from other tissues in the body. Neurons differ in size, shape, and structure according to their location or functional specialization. Every neuron has a nucleus, which is the trophic center of the cell (The part which must have access to nutrition). If the cell is divided, only the portion containing the nucleus will survive. Nerve fibers are the result of cell processes and the outgrowths of nerve cells. (Several axons are bound together to form one nerve fibril. See also: Neurofilament. Several nerve fibrils then form one large nerve fiber. Myelin, an electrical insulator, forms around selected axons. Neurons are generated by cell division. Neurons are connected by sites of contact and not via cytoplasmic continuity. (A cell membrane isolates the inside of the cell from its environment. Neurons do not communicate via direct cytoplasm to cytoplasm contact.) Law of dynamic polarization. Although the axon can conduct in both directions, in tissue there is a preferred direction of transmission from cell to cell. Elements added later to the initial Neuron doctrine A barrier to transmission exists at the site of contact between two neurons that may permit transmission. (Synapse) Unity of transmission. If a contact is made between two cells, then that contact can be either excitatory or inhibitory, but will always be of the same type. Dale's law, each nerve terminal releases a single type of neurotransmitter. Some of the basic postulates in the Neuron doctrine have been subsequently questioned, refuted, or updated. See the cellular level section topics for additional information. === Map, atlas, and database projects === Brain Activity Map Project – 2013 NIH $3 billion project to map every neuron in the human brain in ten years, based upon the Human Genome Project. NIH Brain Research through Advancing Innovative Neurotechnologies (BRAIN) Initiative [1] Community outreach site for above where the public may comment [2] Human Brain Project (EU) – 1 billion euro, 10-year project to simulate the human brain with supercomputers. BigBrain A high-resolution 3D atlas of the human brain created as part of the HBP. Human Connectome Project – 2009 NIH $30 million project to build a network map of the human brain, including structural (anatomical) and functional elements. Emphasis included research into dyslexia, autism, Alzheimer's disease, and schizophrenia. See also Connectome a, comprehensive map of neural connections in the brain. Allen Brain Atlas – 2003 $100 million project funded by Paul Allen (Microsoft) BrainMaps – National Institute of Health (NIH) database including 60 terabytes of image scans of primate and non-primates, integrated with information covering structure and function. NeuroNames – Defines the brain in terms of about 550 primary structures (about 850 unique structures) to which all other structures, names, and synonyms are related. About 15,000 neuroanatomical terms are cross indexed, including many synonyms in seven languages. Coverage includes the brain and spinal cord of the four species most frequently studied by neuroscientists: human, macaque (monkey), rat and mouse. The controlled, standardized vocabulary for each structure is located in an unambiguous, strict physical hierarchy, and these terms are selected based on ease of pronunciation, mnemonic value, and frequency of use in recent neuroscientific publications. Relation of each structure to its superstructures and substructures is included. The controlled vocabulary is suitable for uniquely indexing neuroanatomical information in digital databases. Decade of the Brain 1990–1999 promotion by NIH and the Library of Congress "to enhance public awareness of the benefits to be derived from brain research". Communications targeted Members of Congress, staffs, and the general public to promote funding. Talairach Atlas see Jean Talairach Harvard Whole Brain Atlas see Human brain MNI Template see Medical image computing Blue Brain Project and Artificial brain International Consortium for Brain Mapping see Brain Mapping List of neuroscience databases NIH Toolbox National Institute of Health (USA) toolbox for the assessment of neurological and behavioral function Organization for Human Brain Mapping The Organization for Human Brain Mapping (OHBM) is an international society dedicated to using neuroimaging to discover the organization of the human brain. == Imaging and recording systems == This section covers imaging and recording systems. The general section covers history, neuroimaging, and techniques for mapping specific neural connections. The specific systems section covers the various specific technologies, including experimental and widely deployed imaging and recording systems. === General === Most imaging work to date on individual neurons has been conducted outside the brain, typically on large neurons, and has been most frequently destructive. New techniques are however rapidly emerging. Search on "Single neuron imaging" and see related topics: Biological neuron model, Single-unit recording, Neural oscillation, Computational neuroscience. dMRI (above) is also promising in non-destructive imaging of single neurons inside the brain. History of neuroimaging (redirects from Brain scanner) Neuroimaging (redirects from Brain function map) Connectomics – mapping technique showing neural connections in a nervous system. === Specific systems === Cortical stimulation mapping Diffusion MRI (dMRI) – includes diffusion tensor imaging (DTI) and diffusion functional MRI (DfMRI). dMRI is a recent breakthrough in brain mapping allowing the visualization of cross connections between different anatomical parts of the brain. It allows noninvasive imaging of white matter fiber structure and in addition to mapping can be useful in clinical observations of abnormalities, including damage from stroke. Electroencephalography (EEG) – uses electrodes on the scalp and other techniques to detect the electrical flow of currents. Electrocorticography – intracranial EEG, the practice of using electrodes placed directly on the exposed surface of the brain to record electrical activity from the cerebral cortex. Electrophysiological techniques for clinical diagnosis Functional magnetic resonance imaging (fMRI) Medical image computing (brain research of leads medical and surgical uses of mapping technology) Neurostimulation (in research stimulation is frequently used in conjunction with imaging) Positron emission tomography (PET) – a nuclear medical imaging technique that produces a three-dimensional image or picture of functional processes in the body. The system detects pairs of gamma rays emitted indirectly by a positron-emitting radionuclide (tracer), which is introduced into the body on a biologically active molecule. Three-dimensional images of tracer concentration within the body are then constructed by computer analysis. In modern scanners, three dimensional imaging is often accomplished with the aid of a CT X-ray scan performed on the patient during the same session, in the same machine. === Imaging and recording componentry === ==== Electrochemical ==== Haemodynamic response – the rapid delivery of blood to active neuronal tissues. Blood Oxygenation Level Dependent signal (BOLD), corresponds to the concentration of deoxyhemoglobin. The BOLD effect is based on the fact that when neuronal activity is increased in one part of the brain, there is also an increased amount of cerebral blood flow to that area. Functional m

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  • SlideRocket

    SlideRocket

    SlideRocket was an online presentation platform that let users create, manage, share and measure presentations. SlideRocket was provided via a SaaS model. The company was acquired by VMware in April 2011, who sold it to ClearSlide, a similar SaaS application, in March 2013. It is no longer offering independent signups, as the platform is being integrated into ClearSlide. == History == SlideRocket was founded in Jan 2006, and launched as a private beta in March 2008 at the Under The Radar Spring event. A public beta was announced in September 2008 followed shortly by public release on October 28, 2008. SlideRocket is most commonly credited with inventing the PResuMÉ or Presentation Résumé in early 2009. On April 26, 2011, SlideRocket was acquired by VMware. On March 5, 2013, VMware sold SlideRocket to ClearSlide. SlideRocket is based in San Francisco.

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  • Test data

    Test data

    Test data are sets of inputs or information used to verify the correctness, performance, and reliability of software systems. Test data encompass various types, such as positive and negative scenarios, edge cases, and realistic user scenarios, and aims to exercise different aspects of the software to uncover bugs and validate its behavior. Test data is also used in regression testing to verify that new code changes or enhancements do not introduce unintended side effects or break existing functionalities. == Background == Test data may be used to verify that a given set of inputs to a function produces an expected result. Alternatively, data can be used to challenge the program's ability to handle unusual, extreme, exceptional, or unexpected inputs. Test data can be produced in a focused or systematic manner, as is typically the case in domain testing, or through less focused approaches, such as high-volume randomized automated tests. Test data can be generated by the tester or by a program or function that assists the tester. It can be recorded for reuse or used only once. Test data may be created manually, using data generation tools (often based on randomness), or retrieved from an existing production environment. The data set may consist of synthetic (fake) data, but ideally, it should include representative (real) data. == Limitations == Due to privacy regulations such as GDPR, PCI, and the HIPAA, the use of privacy-sensitive personal data for testing is restricted. However, anonymized (and preferably subsetted) production data may be used as representative data for testing and development. Programmers may also choose to generate synthetic data as an alternative to using real or anonymized data. While synthetic data can offer significant advantages, such as enhanced privacy and flexibility, it also comes with limitations. For instance, generating synthetic data that accurately reflects real-world complexity can be challenging. There is also a risk of synthetic data not fully capturing the nuances of real data, potentially leading to gaps in test coverage. == Domain testing == Domain testing is a set of techniques focusing on test data. This includes identifying critical inputs, values at the boundaries between equivalence classes, and combinations of inputs that drive the system toward specific outputs. Domain testing helps ensure that various scenarios are effectively tested, including edge cases and unusual conditions.

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  • Distributed manufacturing

    Distributed manufacturing

    Distributed manufacturing, also known as distributed production, cloud producing, distributed digital manufacturing, and local manufacturing, is a form of decentralized manufacturing practiced by enterprises using a network of geographically dispersed manufacturing facilities that are coordinated using information technology. It can also refer to local manufacture via the historic cottage industry model, or manufacturing that takes place in the homes of consumers. == Enterprise == In enterprise environments, the primary attribute of distributed manufacturing is the ability to create value at geographically dispersed locations. For example, shipping costs could be minimized when products are built geographically close to their intended markets. Also, products manufactured in a number of small facilities distributed over a wide area can be customized with details adapted to individual or regional tastes. Manufacturing components in different physical locations and then managing the supply chain to bring them together for final assembly of a product is also considered a form of distributed manufacturing. Digital networks combined with additive manufacturing allow companies a decentralized and geographically independent distributed production (cloud manufacturing). == Consumer == Within the maker movement and DIY culture, small scale production by consumers often using peer-to-peer resources is being referred to as distributed manufacturing. Consumers download digital designs from an open design repository website like Youmagine or Thingiverse and produce a product for low costs through a distributed network of 3D printing services such as 3D Hubs, Geomiq. In the most distributed form of distributed manufacturing the consumer becomes a prosumer and manufacturers products at home with an open-source 3-D printer such as the RepRap. In 2013 a desktop 3-D printer could be economically justified as a personal product fabricator and the number of free and open hardware designs were growing exponentially. Today there are millions of open hardware product designs at hundreds of repositories and there is some evidence consumers are 3-D printing to save money. For example, 2017 case studies probed the quality of: (1) six common complex toys; (2) Lego blocks; and (3) the customizability of open source board games and found that all filaments analyzed saved the prosumer over 75% of the cost of commercially available true alternative toys and over 90% for recyclebot filament. Overall, these results indicate a single 3D printing repository, MyMiniFactory, is saving consumers well over $60 million/year in offset purchases of only toys. These 3-D printers can now be used to make sophisticated high-value products like scientific instruments. Similarly, a study in 2022 found that 81% of open source designs provided economic savings and the total savings for the 3D printing community is more than $35 million from downloading only the top 100 products at YouMagine. In general, the savings are largest when compared to conventional products when prosumers use recycled materials in 'distributed recycling and additive manufacturing' (DRAM). == Emergency Distributed Manufacturing During COVID-19 Pandemic == Distributed manufacturing became far more visible during the COVID-19 pandemic because it offered a practical response to the breakdown of centralized global supply chains. As lock downs, border restrictions, and factory shutdowns disrupted conventional production, decentralized networks using local facilities such as Open Source Medical Supplies stepped in and manufactured over 48 million products. Additive manufacturing /3D printing were used to produce urgently needed items such as face shields, ventilators and their components, nasopharyngeal swabs, and other personal protective equipment. This demonstrated that distributed manufacturing could reduce lead times, improve responsiveness, and lessen dependence on distant suppliers during crisis conditions for a wide range of products. Peer-reviewed studies on pandemic-era manufacturing note that additive manufacturing was especially valuable because digital design files could be shared rapidly and produced close to the point of need, enabling hospitals, universities, small firms, and maker communities to supplement strained medical supply chains. The pandemic also helped shift distributed manufacturing from being seen as a niche or experimental model to a credible strategy for resilience, flexibility, and emergency response. At the same time, scholars caution that its wider adoption depends on solving issues related to quality assurance, regulation, material consistency, and coordination across distributed production sites. Overall, COVID-19 popularized distributed manufacturing by showing that localized, digitally enabled production could complement traditional manufacturing systems when speed, adaptability, and supply-chain resilience were critical. == Social change == Some call attention to the conjunction of commons-based peer production with distributed manufacturing techniques. The self-reinforced fantasy of a system of eternal growth can be overcome with the development of economies of scope, and here, the civil society can play an important role contributing to the raising of the whole productive structure to a higher plateau of more sustainable and customised productivity. Further, it is true that many issues, problems and threats rise due to the large democratization of the means of production, and especially regarding the physical ones. For instance, the recyclability of advanced nanomaterials is still questioned; weapons manufacturing could become easier; not to mention the implications on counterfeiting and on "intellectual property". It might be maintained that in contrast to the industrial paradigm whose competitive dynamics were about economies of scale, commons-based peer production and distributed manufacturing could develop economies of scope. While the advantages of scale rest on cheap global transportation, the economies of scope share infrastructure costs (intangible and tangible productive resources), taking advantage of the capabilities of the fabrication tools. And following Neil Gershenfeld in that "some of the least developed parts of the world need some of the most advanced technologies", commons-based peer production and distributed manufacturing may offer the necessary tools for thinking globally but act locally in response to certain problems and needs. As well as supporting individual personal manufacturing social and economic benefits are expected to result from the development of local production economies. In particular, the humanitarian and development sector are becoming increasingly interested in how distributed manufacturing can overcome the supply chain challenges of last mile distribution. Further, distributed manufacturing has been proposed as a key element in the Cosmopolitan localism or cosmolocalism framework to reconfigure production by prioritizing socio-ecological well-being over corporate profits, over-production and excess consumption. == Technology == By localizing manufacturing, distributed manufacturing may enable a balance between two opposite extreme qualities in technology development: Low technology and High tech. This balance is understood as an inclusive middle, a "mid-tech", that may go beyond the two polarities, incorporating them into a higher synthesis. Thus, in such an approach, low-tech and high-tech stop being mutually exclusive. They instead become a dialectic totality. Mid-tech may be abbreviated to "both…and…" instead of "neither…nor…". Mid-tech combines the efficiency and versatility of digital/automated technology with low-tech's potential for autonomy and resilience. == Contracting in Distributed Manufacturing == Research into contracting and order processing models tailored for distributed manufacturing has highlighted the need for flexible, role-based frameworks and advanced digital tools. These tools and frameworks are essential for addressing issues related to quality assurance, payment structures, legal compliance, and coordination among multiple actors. By addressing these challenges, contracting models for distributed manufacturing can unlock its potential for more localized, efficient, and sustainable production systems. A system prototype has been developed to simplify contracting for distributed manufacturing. This tool allows buyers to manage orders across multiple manufacturers using a single interface, automating workflows to ensure clarity and accountability for everyone involved. This research was led by the Internet of Production, as part of the mAkE project (African European Maker Innovation Ecosystem), funded by the European Horizon 2020 research and innovation programme.

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  • Observability (software)

    Observability (software)

    In software engineering, more specifically in distributed computing, observability is the ability to collect data about programs' execution, modules' internal states, and the communication among components. To improve observability, software engineers use a wide range of logging and tracing techniques to gather telemetry information, and tools to analyze and use it. Observability is foundational to site reliability engineering, as it is the first step in triaging a service outage. One of the goals of observability is to minimize the amount of prior knowledge needed to debug an issue. == Etymology, terminology and definition == The term is borrowed from control theory, where the "observability" of a system measures how well its state can be determined from its outputs. Similarly, software observability measures how well a system's state can be understood from the obtained telemetry (metrics, logs, traces, profiling). The definition of observability varies by vendor: Observability is the process of making a system’s internal state more transparent. Systems are made observable by the data they produce, which in turn helps you to determine if your infrastructure or application is healthy and functioning normally. a measure of how well you can understand and explain any state your system can get into, no matter how novel or bizarre [...] without needing to ship new code software tools and practices for aggregating, correlating and analyzing a steady stream of performance data from a distributed application along with the hardware and network it runs onobservability starts by shipping all your raw data to central service before you begin analysisthe ability to measure a system’s current state based on the data it generates, such as logs, metrics, and traces Observability is tooling or a technical solution that allows teams to actively debug their system. Observability is based on exploring properties and patterns not defined in advance. proactively collecting, visualizing, and applying intelligence to all of your metrics, events, logs, and traces—so you can understand the behavior of your complex digital system The term is frequently referred to as its numeronym o11y (where 11 stands for the number of letters between the first letter and the last letter of the word). This is similar to other computer science abbreviations such as i18n and l10n and k8s. === Observability vs. monitoring === Observability and monitoring are sometimes used interchangeably. As tooling, commercial offerings and practices evolved in complexity, "monitoring" was re-branded as observability in order to differentiate new tools from the old. The terms are commonly contrasted in that systems are monitored using predefined sets of telemetry, and monitored systems may be observable. Majors et al. suggest that engineering teams that only have monitoring tools end up relying on expert foreknowledge (seniority), whereas teams that have observability tools rely on exploratory analysis (curiosity). == Telemetry types == Observability relies on three main types of telemetry data: metrics, logs and traces. Those are often referred to as "pillars of observability". === Metrics === A metric is a point in time measurement (scalar) that represents some system state. Examples of common metrics include: number of HTTP requests per second; total number of query failures; database size in bytes; time in seconds since last garbage collection. Monitoring tools are typically configured to emit alerts when certain metric values exceed set thresholds. Thresholds are set based on knowledge about normal operating conditions and experience. Metrics are typically tagged to facilitate grouping and searchability. Application developers choose what kind of metrics to instrument their software with, before it is released. As a result, when a previously unknown issue is encountered, it is impossible to add new metrics without shipping new code. Furthermore, their cardinality can quickly make the storage size of telemetry data prohibitively expensive. Since metrics are cardinality-limited, they are often used to represent aggregate values (for example: average page load time, or 5-second average of the request rate). Without external context, it is impossible to correlate between events (such as user requests) and distinct metric values. === Logs === Logs, or log lines, are generally free-form, unstructured text blobs that are intended to be human readable. Modern logging is structured to enable machine parsability. As with metrics, an application developer must instrument the application upfront and ship new code if different logging information is required. Logs typically include a timestamp and severity level. An event (such as a user request) may be fragmented across multiple log lines and interweave with logs from concurrent events. === Traces === ==== Distributed traces ==== A cloud native application is typically made up of distributed services which together fulfill a single request. A distributed trace is an interrelated series of discrete events (also called spans) that track the progression of a single user request. A trace shows the causal and temporal relationships between the services that interoperate to fulfill a request. Instrumenting an application with traces means sending span information to a tracing backend. The tracing backend correlates the received spans to generate presentable traces. To be able to follow a request as it traverses multiple services, spans are labeled with unique identifiers that enable constructing a parent-child relationship between spans. Span information is typically shared in the HTTP headers of outbound requests. === Continuous profiling === Continuous profiling is another telemetry type used to precisely determine how an application consumes resources. === Instrumentation === To be able to observe an application, telemetry about the application's behavior needs to be collected or exported. Instrumentation means generating telemetry alongside the normal operation of the application. Telemetry is then collected by an independent backend for later analysis. In fast-changing systems, instrumentation itself is often the best possible documentation, since it combines intention (what are the dimensions that an engineer named and decided to collect?) with the real-time, up-to-date information of live status in production. Instrumentation can be automatic, or custom. Automatic instrumentation offers blanket coverage and immediate value; custom instrumentation brings higher value but requires more intimate involvement with the instrumented application. Instrumentation can be native - done in-code (modifying the code of the instrumented application) - or out-of-code (e.g. sidecar, eBPF). Verifying new features in production by shipping them together with custom instrumentation is a practice called "observability-driven development". == "Pillars of observability" == Metrics, logs and traces are most commonly listed as the pillars of observability. Majors et al. suggest that the pillars of observability are high cardinality, high-dimensionality, and explorability, arguing that runbooks and dashboards have little value because "modern systems rarely fail in precisely the same way twice." == Self monitoring == Self monitoring is a practice where observability stacks monitor each other, in order to reduce the risk of inconspicuous outages. Self monitoring may be put in place in addition to high availability and redundancy to further avoid correlated failures.

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  • Coda (document editor)

    Coda (document editor)

    Coda is a cloud-based multi-user document editor. == Features == Coda is a document editor that provides features from spreadsheets, presentation documents, word processor files, and apps. Possible uses for Coda documents include using them as a wiki, database, or project management tool. Coda has built a formula system, much like spreadsheets commonly have, but in Coda documents, formulas can be used anywhere within the document, and can link to things that aren't just cells, including other documents, calendars or graphs. Coda also has the ability to integrate with custom third-party services, and has automations. It has offered $1 million in grants for developers that create such integrations. == Development == Coda Project, Inc. was founded by Shishir Mehrotra and Alex DeNeui in June 2014. Having met at MIT, they developed the project mostly privately before announcing a public beta in October 2017. The company was named Coda, which is an anadrome for “a doc”. Coda raised $60 million in venture capital funding over two rounds by 2017. The Coda software came out of beta in February 2019. Version 1.0 had an improved user interface, new features for folders and workspaces, and permission levels for accessing files. Coda raised another $80 million in 2020, and $100 million in 2021. The 2021 funding brought Coda's valuation to $1.4 billion, making it a unicorn. In December 2024, Coda was acquired by Grammarly in an all-stock deal for an undisclosed amount. In October 2025, Grammarly rebranded as Superhuman, incorporating Coda as a core product within the new Superhuman productivity suite alongside Grammarly's writing tools, Superhuman Mail, and a new AI assistant called Superhuman Go.

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  • Hamilton C shell

    Hamilton C shell

    Hamilton C shell is a clone of the Unix C shell and utilities for Microsoft Windows created by Nicole Hamilton at Hamilton Laboratories as a completely original work, not based on any prior code. It was first released on OS/2 on December 12, 1988 and on Windows NT in July 1992. The OS/2 version was discontinued in 2003 but the Windows version continues to be actively supported. == Design == Hamilton C shell differs from the Unix C shell in several respects. These include its compiler architecture, its use of threads, and the decision to follow Windows rather than Unix conventions. === Parser === The original C shell uses an ad hoc parser. This has led to complaints about its limitations. It works well enough for the kinds of things users type interactively but not very well for the more complex commands a user might take time to write in a script. It is not possible, for example, to pipe the output of a foreach statement into grep. There was a limit to how complex a command it could handle. By contrast, Hamilton uses a top-down recursive descent parser that allows it to compile statements to an internal form before running them. As a result, statements can be nested or piped arbitrarily. The language has also been extended with built-in and user-defined procedures, local variables, floating point and additional expression, editing and wildcarding operators, including an "indefinite directory" wildcard construct written as "..." that matches zero or more directory levels as required to make the rest of the pattern match. === Threads === Lacking fork or a high performance way to recreate that functionality, Hamilton uses the Windows threads facilities instead. When a new thread is created, it runs within the same process space and it shares all of the process state. If one thread changes the current directory or the contents of memory, it's changed for all the threads. It's much cheaper to create a thread than a process but there's no isolation between them. To recreate the missing isolation of separate processes, the threads cooperate to share resources using locks. === Windows conventions === Hamilton differs from other Unix shells in that it also directly supports Windows conventions for drive letters, filename slashes, escape characters, etc.

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  • Microsoft Forms

    Microsoft Forms

    Microsoft Forms (formerly Office 365 Forms) is an online survey creator, part of Microsoft 365. == Usage == Forms allows users to create surveys and quizzes with automatic marking. The data can be exported to Microsoft Excel, Power BI dashboards and viewed live using the Present feature. == Phishing and fraud == Due to a wave of phishing attacks utilizing Microsoft 365 in early 2021, Microsoft uses algorithms to automatically detect and block phishing attempts with Microsoft Forms. Also, Microsoft advises Forms users not to submit personal information, such as passwords, in a form or survey. It also place a similar advisory underneath the “Submit” button in every form created with Forms, warning users not to give out their password.

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  • SAP NetWeaver Visual Composer

    SAP NetWeaver Visual Composer

    SAP NetWeaver Visual Composer is SAP’s web-based software modelling tool. It enables business process specialists and developers to create business application components, without coding. Visual Composer produces applications in a declarative form, enabling code-free execution mode for multiple runtime environments. It provides application lifecycle support by maintaining the connection between an application and its model throughout its lifecycle. Visual Composer is designed with an open architecture, which enables developers to extend its design-time environment and modelling language, as well as to integrate external data services. The tool aims to increase productivity by reducing development effort time, and narrowing the gap between application definition and implementation. Starting with a blank canvas, the Visual Composer user, typically a business process specialist, draws the application in Visual Composer Storyboard (workspace), without writing code, to prototype, design and produce applications. A typical workflow for creating, deploying and running an application using Visual Composer is: Create a model Discover data services and add them to the model Select necessary UI elements and add them to the model Connect model elements to define the model logic and data flow Edit the layout Arranging the UI elements and the controls of the application on forms and tables. Deploy the model This step includes compilation, validation and deployment to a selected environment. Run the application The application can run using different runtime environment (such as Adobe Flex and HTML). In 2014 a runtime environment was introduced that is utilizing HTML5 capabilities of SAPUI5.

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  • IWork

    IWork

    iWork is an office suite of applications created by Apple for its macOS, iPadOS, and iOS operating systems, and also available cross-platform through the iCloud website. iWork includes the presentation application Keynote, the word-processing and desktop-publishing application Pages, and the spreadsheet application Numbers. Apple's design goals in creating iWork have been to allow Mac users to easily create attractive documents and spreadsheets, making use of macOS's extensive font library, integrated spelling checker, sophisticated graphics APIs and its AppleScript automation framework. The equivalent Microsoft Office applications to Pages, Numbers, and Keynote are Word, Excel, and PowerPoint, respectively. Although Microsoft Office applications cannot open iWork documents, iWork applications can open Office documents for editing, and export documents from iWork's native formats (.pages, .numbers, .key) to Microsoft Office formats (.docx, .xlsx, .pptx, etc.) as well as to PDF files. The oldest application in iWork is Keynote, first released as a standalone application in 2003 for use by Steve Jobs in his presentations. Steve Jobs announced Keynote saying "It's for when your presentation really matters". Pages was released with the first iWork bundle in 2004; Numbers was added in 2007 with the release of iWork '08. The next release, iWork '09, also included beta access to iWork.com, an online service that allowed users to upload and share documents on the web, now integrated into Apple's iCloud service. A version of iWork for iOS was released in 2010 with the first iPad, and the apps have been regularly updated since, including the addition of iPhone support. In 2013, Apple launched iWork web apps in iCloud; even years later, however, their functionality is somewhat limited compared to equivalents on the desktop. iWork was initially sold as a suite for $79, then later at $19.99 per app on OS X and $9.99 per app on iOS. Apple announced in October 2013 that all iOS and OS X devices purchased onwards, whether new or refurbished, would be eligible for a free download of all three iWork apps: after device setup, the user can "claim" the apps on the App Store, after which they are permanently linked to the user’s Apple ID. iWork for iCloud, which also incorporates a document hosting service, is free to all iCloud users. iWork was released for free on macOS and iOS (including older or resold devices) in April 2017. In September 2016, Apple announced that the real-time collaboration feature would be available for all iWork apps. == History == The first version of iWork, iWork '05, was announced on January 11, 2005 at the Macworld Conference & Expo and made available on January 22 in the United States and on January 29 worldwide. iWork '05 comprised two applications: Keynote 2, a presentation creation program, and Pages, a word processor. iWork '05 was sold for US$79. A 30-day trial was also made available for download on Apple's website. Originally IGG Software held the rights to the name iWork. While iWork was billed by Apple as "a successor to AppleWorks", it does not replicate AppleWorks's database and drawing tools. However, iWork integrates with existing applications from Apple's iLife suite through the Media Browser, which allows users to drag and drop music from iTunes, movies from iMovie, and photos from iPhoto and Aperture directly into iWork documents. iWork '06 was released on January 10, 2006 and contained updated versions of both Keynote and Pages. Both programs were released as universal binaries for the first time, allowing them to run natively on both PowerPC processors and the Intel processors used in the new iMac desktop computers and MacBook Pro notebooks which had been announced on the same day as the new iWork suite. The next version of the suite, iWork '08, was announced and released on August 7, 2007 at a special media event at Apple's campus in Cupertino, California. iWork '08, like previous updates, contained updated versions of Keynote and Pages. A new spreadsheet application, Numbers, was also introduced. Numbers differed from other spreadsheet applications, including Microsoft Excel, in that it allowed users to create documents containing multiple spreadsheets on a flexible canvas using a number of built-in templates. iWork '09, was announced on January 6, 2009 and released the same day. It contains updated versions of all three applications in the suite. iWork '09 also included access to a beta version of the iWork.com service, which allowed users to share documents online until that service was decommissioned at the end of July 2012. Users of iWork '09 could upload a document directly from Pages, Keynote, or Numbers and invite others to view it online. Viewers could write notes and comments in the document, and download a copy in iWork, Microsoft Office, or PDF formats. iWork '09 was also released with the Mac App Store on January 6, 2011 at $19.99 per application, and received regular updates after this point, including links to iCloud and a high-DPI version designed to match Apple's MacBook Pro with Retina Display. On January 27, 2010, Apple announced iWork for iPad, to be available as three separate $9.99 applications from the App Store. This version has also received regular updates including a version for pocket iPhone and iPod Touch devices, and an update to take advantage of Retina Display devices and the larger screens of recent iPhones. On October 22, 2013, Apple announced an overhaul of the iWork software for both the Mac and iOS. Both suites were made available via the respective App Stores. The update is free for current iWork owners and was also made available free of charge for anyone purchasing an OS X or iOS device after October 1, 2013. Any user activating the newly free iWork apps on a qualifying device can download the same apps on another iOS or OS X device logged into the same App Store account. The new OS X versions have been criticized for losing features such as multiple selection, linked text boxes, bookmarks, 2-up page views, mail merge, searchable comments, ability to read/export RTF files, default zoom and page count, integration with AppleScript. Apple has provided a road-map for feature re-introduction, stating that it hopes to reintroduce some missing features within the next six months. As of April 1, 2014 a few features—e.g., the ability to set the default zoom—had been reintroduced, though scores had not. Due to using a completely new file format that can work across macOS, Windows, and in most web browsers by using the online iCloud web apps, versions of iWork beginning with iWork 13 and later do not open or allow editing of documents created in versions prior to iWork '09, with users who attempt to open older iWork files being given a pop-up in the new iWork 13 app versions telling them to use the previous iWork '09 (which users may or may not have on their machine) in order to open and edit such files. Accordingly, the current version for OS X (which was initially only compatible with OS X Mavericks 10.9 onwards) moves any previously installed iWork '09 apps to an iWork '09 folder on the users machine (in /Applications/iWork '09/), as a work-around to allow users continued use of the earlier suite in order to open and edit older iWork documents locally on their machine. In October 2015, Apple released an update to mitigate this issue, allowing users to open documents saved in iWork '06 and iWork '08 formats in the latest version of Pages. In 2016, Apple announced that the real-time collaboration feature would be available for all iWork apps, instead of being constrained to using iWork for iCloud. The feature is comparable to Google Docs. == Versions == === Major releases === === Updates === iWork '09 received several updates: iWork 9.0.3 DVD (for Mac OS X 10.5.6 "Leopard" or newer; released August 26, 2010) iWork 9.0.4 (for Mac OS X 10.5.6 "Leopard" or newer; released August 26, 2010) iWork 9.1 (for Mac OS X 10.6.6 "Snow Leopard" or newer; released July 20, 2011) iWork 9.3 (for Mac OS X 10.7.4 "Lion" or newer; released December 4, 2012) The Mac App Store version of iWork was updated on October 15, 2015 for 10.10 "Yosemite" or newer. It is the final release to support 10.10 "Yosemite" and 10.11 "El Capitan". Keynote 6.6, Pages 5.6 and Numbers 3.6 are included. iWork received a major update again on March 28, 2019 with Keynote 9.0, Pages 8.0 and Numbers 6.0. == Components == === Common components === Products in the iWork suite share a number of components, largely as a result of sharing underlying code from the Cocoa and similar shared application programming interfaces (APIs). Among these are the well known universal multilingual spell checker, which can also be found in products like Safari and Mail. Grammar checking, find and replace, style and color pickers are similar examples of design features found throughout the Apple application space. Moreover, the applications

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  • Deluxe Paint

    Deluxe Paint

    Deluxe Paint, often referred to as DPaint, is a bitmap graphics editor created by Dan Silva for Electronic Arts and published for the then-new Amiga 1000 in November 1985. A series of updated versions followed, some of which were ported to other platforms. An MS-DOS release with support for the 256 color VGA standard became popular for creating pixel graphics in video games in the 1990s. Author Dan Silva previously worked on the Cut & Paste word processor (1984), also from Electronic Arts. == History == Deluxe Paint began as an in-house art development tool called Prism. As author Dan Silva added features to Prism, it was developed as a showcase product to coincide with the Amiga's debut in 1985. Upon release, it was quickly embraced by the Amiga community and became the de facto graphics (and later animation) editor for the platform. Amiga manufacturer Commodore International later commissioned EA to create version 4.5 AGA to bundle with the new Advanced Graphics Architecture chipset (A1200, A4000) capable Amigas. Version 5 was the last release after Commodore's bankruptcy in 1994. Early versions of Deluxe Paint were available in protected and non copy-protected versions, the latter retailing for a slightly higher price. The copy protection scheme was later dropped. Deluxe Paint was first in a series of products from the Electronic Arts Tools group—then later moved to the ICE (for Interactivity, Creativity, and Education) group—which included such Amiga programs as Deluxe Music Construction Set (preceded by Music Construction Set for the Apple II), Deluxe Video, and the Studio series of paint programs for the Mac. With the development of Deluxe Paint, EA introduced the ILBM and ANIM file format standards for graphics. While widely used on the Amiga, these formats never gained widespread end user acceptance on other platforms, but were heavily used by game development companies. Deluxe Paint was used by LucasArts to make graphics for their adventure games such as The Secret of Monkey Island, and the name of a particular filename used to store the main protagonist Guybrush Threepwood was probably at the origin of his peculiar name. One of the main artist developer of the game, Mark Ferrari, in an interview for The Making of Monkey Island 30th Anniversary Documentary remembers that "there was a pulldown menu in DPaint called brushes, so character sprites were referred to as brushes", and the male protagonist was simply "the guy.brush" until the artist Steve Purcell suggested to take the very name "Guybrush". The author Ron Gilbert remembers that the PC DOS version of the file was named "guybrush.bbm". == Versions == === Amiga === Deluxe Paint I was released in 1985. A major feature was animation by using color cycling. The Amiga natively supports indexed color, where a pixel's color value does not carry any RGB hue information but instead is an index to a color palette (a collection of unique color values). By adjusting the color value in the palette, all pixels with that palette value change simultaneously in the image or animation, creating cyclic movement in the image. In the Christmas demo files on the Deluxe Paint I disk, this kind of animation (which is toggled by pressing the tab key) is used to depict falling snowflakes, a blinking Christmas tree, and a roaring fire in the fireplace. In 1986, Deluxe Paint II was introduced, which added many convenient features such as pattern and gradient fill, which could be selected by right-clicking on a fill tool. An effects menu with e.g. perspective transformation was also added. The screen format could now be changed from a dedicated selection page. Deluxe Paint III appeared in 1989 and added support for Extra Halfbrite. New editing modes allowed one to stencil certain colors to protect them, so it is possible to e.g. paint a landscape from front to back, with the foreground protected by a stencil. A major new feature of Deluxe Paint III was the ability to create cel-like animation, and animbrushes (1MB of RAM is needed for animation). These let the user pick up a section of an animation as an "animbrush", which can then be placed onto the canvas while it animates. Deluxe Paint III was one of the first paint programs to support animbrushes. This is similar to copy and paste, except one can pick up more than one image. Deluxe Paint IV (introduced in 1991), which did not include Silva as the lead programmer, offered significant new features like non-bitplane-indexed Hold-and-Modify support for creating images with up to 4,096 colors. Animation support was improved by adding a light table, i.e. onion skinning, and AnimBrush morphing. The color mixer was now a HAM region at the bottom of the screen (instead of a floating window as before) and allowed mixing adjacent colors similar to a real palette. Deluxe Paint 4.5 AGA appeared the following year, addressing the stability issues and providing support for the new A1200 and A4000 AGA machines and a revamped screen mode interface. It appeared in both standalone and Commodore-bundled versions. The final release, Deluxe Paint V, in 1995, supported true 24-bit RGB images. However, using only the AGA native chipset, the 24-bit RGB color was only held in computer memory, the on-screen image was displayed in HAM8 (18-bit color). === Apple IIGS === DeluxePaint II for the Apple IIGS was developed by Brent Iverson and released in 1987. === MS-DOS === Deluxe Paint II for MS-DOS was released in 1988, It required MS-DOS 2.0 and 640 kB of RAM. It supports CGA, EGA, MCGA, VGA, Hercules and Tandy IBM PC-compatible graphic cards. Deluxe Paint II Enhanced was released in 1989, requiring MS-DOS 2.11 and 640 kB of RAM. It supports resolutions up to 800x600 pixels with 256 colors. Deluxe Paint II Enhanced 2.0, released in 1994, was the most successful MS-DOS version, and was compatible with PC Paintbrush PCX image files. The MS-DOS conversion was done by Brent Iverson with the enhanced features by Steve Shaw. It supports CGA, EGA, MCGA, VGA, Hercules, Tandy, and Amstrad video cards, as well as early Super VGA video cards enabling it to support up to 800 × 600 with 256 (from 262,144) colors and 1024 × 768 with 16 colors. The sister product Deluxe Paint Animation (only for 320×200 pixels and 256 colors) was widely used, especially in video game development. === Atari ST === Deluxe Paint ST was developed by ArtisTech Development, published by Electronic Arts, and was released in 1990. It supports the Atari STE 4096 color palette and animated graphics. Features advertised for the Atari ST version include 3D perspective, design your own fonts, mirror symmetry, multi-color airbrushing & animations, printing up to poster size, split-screen magnification with variable zoom, and working on animations (including multiple animations). == Workflow == "[" and "]" hotkeys step through the indexed palette, turning indexed-pixel-painting into a fast two-handed mouse+keys process, and the right mouse button paints with the background color. For example, transparency is obtained as simply as selecting a background color index (a single right click on the palette GUI to change). colors could be locked from editing by use of a stencil (a list of color indices whose pixels should not be altered in the image data) and simple color-cycling animations could be created using contiguous entries in the palette. This was easy to change the hue and tone of a section of the image by altering the corresponding colors in the palette. (The specific section needed to use a dedicated part of the palette for this technique to work.) Brushes can be cut from the background by using the box, freehand, or polygon selection tools. They can then be used in the same manner as any other brush or pen. This functionality is simpler to use than the "stamp" tool of Photoshop or Alpha Channels as provided in later programs. Brushes can be rotated and scaled, even in 3D. After a brush is selected, it appears attached to the mouse cursor, providing an exact preview of what will be drawn. This allows precise pixel positioning of brushes. Animations stored in IFF ANIM format are delta compressed making animations both smaller and faster to playback. == Reception == Compute! criticized the documentation of the first release of DeluxePaint as inadequate, but stated that "DeluxePaint is a visual arts program of immense scope and flexibility". In later versions the documentation was much improved; for instance DeluxePaint IV came with a 300-page manual. Deluxe Paint was a hit for EA. The main line of the series, particularly installments one to three, has won a total of at least nine awards from independent publications and organizations, including three Amiga-specific awards. Deluxe Paint III also won Commodore International's Enterprise and Vision award in 1990, becoming the first software to win the award, for what the company's judges believed to be best utilizing the Amiga's graphical capabilities. Deluxe Pai

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  • Mastodon (social network)

    Mastodon (social network)

    Mastodon is a free and open-source software platform for decentralized social networking with microblogging features similar to Twitter. It operates as a federated network of independently managed servers that communicate using the ActivityPub protocol, allowing users to connect across different instances within the Fediverse. Each Mastodon instance establishes its own moderation policies and content guidelines, distinguishing it from centrally controlled social media platforms. First released in 2016 by Eugen Rochko, Mastodon has positioned itself as an alternative to mainstream social media, particularly for users seeking decentralized, community-driven spaces. The platform has experienced multiple surges in adoption, most notably following the Twitter acquisition by Elon Musk in 2022, as users sought alternatives to Twitter. It is part of a broader shift toward decentralized social networks, including Bluesky and Lemmy. Mastodon emphasizes user privacy and moderation flexibility, offering features such as granular post visibility controls, content warning options, and local community-driven moderation. The software is written in Ruby on Rails and Node.js, with a web interface built using React and Redux. It is interoperable with other ActivityPub-based platforms, such as Threads, and supports various third-party applications on desktop and mobile devices. == Functionality == Users post short-form status messages, historically known as "toots", for others to see and interact with. On a standard Mastodon instance, these messages can include up to 500 text-based characters, greater than Twitter's 280-character limit. Some instances support even longer messages. Images, audio files, videos or polls can also be added to a message. Users join a specific Mastodon server, rather than a single centralized website or application. The servers are connected as nodes in a network, and each server can administer its own rules, account privileges, and whether to share messages to and from other servers. Users can communicate and follow each other across connected Mastodon servers with usernames similar in format to full email addresses. Since version 2.9.0, Mastodon's web user interface has offered a single-column mode for new users by default. In advanced mode, the interface approximates the microblogging interface of TweetDeck. === Privacy === Mastodon includes a number of specific privacy features. Each message has a variety of privacy options available, and users can choose whether the message is public or private. Messages can display public on a global feed, known as a timeline, or can be shared only to the user's followers. Messages can also be marked as unlisted from timelines or direct between users. Users can also mark their accounts as completely private. In the timeline, messages can display with an optional content warning feature, which requires readers to click on the hidden main body of the message to reveal it. Mastodon servers have used this feature to hide spoilers, trigger warnings, and not safe for work (NSFW) content, though some accounts use the feature to hide links and thoughts others might not want to read. Mastodon aggregates messages in local and federated timelines in real time. The local timeline shows messages from users on a singular server, while the federated timeline shows messages across all participating Mastodon servers. === Content moderation === In early 2017, journalists like Sarah Jeong distinguished Mastodon from Twitter for its approach to combating harassment. Mastodon uses community-based moderation, in which each server can limit or filter out undesirable types of content, while Twitter uses a single, global policy on content moderation. Servers can choose to limit or filter out messages with disparaging content. The founder of Mastodon, Eugen Rochko, believes that small, closely related communities deal with unwanted behavior more effectively than a large company's small safety team. In Move Slowly and Build Bridges, Robert W. Gehl argues that predominantly white participation has shaped Mastodon in ways that affect how reports of racism are received and limit its ability to replicate Black Twitter on Twitter. Users can also block and report others to administrators, much like on Twitter. Instance administrators can block other instances from interacting with their own, an action called defederation. By posting toots hashtagged with #fediblock, some instance administrators and users alert others of issues requiring moderation. === Searching === Mastodon by default allows searching for hashtags and mentioned accounts in the Fediverse. Server administrators can optionally enable Elasticsearch to search the full-text of public posts that have opted in to being indexed. == Versions == In September 2018, with the release of version 2.5 with redesigned public profile pages, Mastodon marked its 100th release. Mastodon 2.6 was released in October 2018, introducing the possibilities of verified profiles and live, in-stream link previews for images and videos. Version 2.7, in January 2019, made it possible to search for multiple hashtags at once, instead of searching for just a single hashtag, with more robust moderation capabilities for server administrators and moderators, while accessibility, such as contrast for users with sight issues, was improved. The ability for users to create and vote in polls, as well as a new invitation system to manage registrations was integrated in April 2019. Mastodon 2.8.1, released in May 2019, made images with content warnings blurred instead of completely hidden. In version 2.9 in June 2019, an optional single-column view was added. This view became the default displayed to new users, with a user "preferences" option to switch to a multiple-column-based view. In August 2020, Mastodon 3.2 was released. It included a redesigned audio player with custom thumbnails and the ability to add personal notes to one's profile. In July 2021, an official client for iOS devices was released. According to the project's then CEO, Eugen Rochko, the release was part of an effort to attract new users. Mastodon 4.0 was released in November 2022, including language support for translating posts, editing posts and following hashtags. Mastodon 4.5 was released in November 2025. Among other features it introduced quote posts, which were previously rejected from being implemented due to concerns about toxicity and harassment. To mitigate these issues Mastodon's quote post feature has been designed in a way that lets users decide if and by whom their posts can be quoted. == Software == Mastodon is published as free and open-source software under the Affero GPL license, allowing anyone to use the software or modify it as they wish. Servers can be run by any individual or organization, and users can join these servers as they wish. The server software itself is powered by Ruby on Rails and Node.js, with its web client being written in React.js and Redux. The only database software supported is PostgreSQL, with Redis being used for job processing and various actions that Mastodon needs to process. The service is interoperable with the fediverse, a collection of social networking services which use the ActivityPub protocol for communication between each other, with previous versions containing support for OStatus. Client apps for interacting with the Mastodon API are available for desktop computer operating systems, including Windows, macOS and the Linux family of operating systems, as well as mobile phones running iOS and Android. The API is open for anyone to utilize, allowing clients to be built for any operating system that can connect to the internet. === Integration with Fediverse === Mastodon uses the ActivityPub protocol for federation; this allows users to communicate between independent Mastodon instances and other ActivityPub compatible services. Thus, Mastodon is generally considered to be a part of the Fediverse. Services utilizing the ActivityPub protocol exist which allow for searching all posts on all instances as long as users opt-in. For similar reasons, only hashtags can appear in a Mastodon instance's trending topics, not arbitrary popular words. Trending topics vary between instances, since individual instances are aware of different subsets of posts from the whole fediverse. === Security concerns === While Mastodon's decentralized structure is one of its most distinctive features, it also poses additional security challenges. Since many Mastodon instances are run by volunteers, some security experts are concerned about data security and responsiveness to new threats and vulnerabilities across the network, considering the difficulty of configuring and maintaining an instance as well as uneven skill levels among administrators. Administrators of an instance also have access to the private information of any users that are either registered with that instance or have federated

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  • Open Threat Exchange

    Open Threat Exchange

    Open Threat Exchange (OTX) is a crowd-sourced computer-security platform. It has more than 180,000 participants in 140 countries who share more than 19 million potential threats daily. It is free to use. Founded in 2012, OTX was created and is run by AlienVault (now AT&T Cybersecurity), a developer of commercial and open source solutions to manage cyber attacks. The collaborative threat exchange was created partly as a counterweight to criminal hackers successfully working together and sharing information about viruses, malware and other cyber attacks. == Components == OTX is cloud-hosted. Information sharing covers a wide range of security-related issues, including viruses, malware, intrusion detection and firewalls. Its automated tools cleanse, aggregate, validate and publish data shared by participants. The OTX platform validates the data, then strips the information identifying the participating contributor. In 2015, OTX 2.0 added a social network, enabling members to share, discuss and research security threats, including via a real-time threat feed. Users can share the IP addresses or websites from where attacks originated or look up specific threats to see if anyone has already left such information. Users can subscribe to a “Pulse,” an analysis of a specific threat, including data on IoC, impact, and the targeted software. Pulses can be exported as STIX, JSON, OpenloC, MAEC and CSV, and can be used to update local security products automatically. Users can up-vote and comment on specific pulses to assist others in identifying the most important threats. OTX combines social contributions with automated machine-to-machine tools that integrate with major security products such as firewalls and perimeter security hardware. The platform can read security reports in .pdf, .csv, .json and other open formats. Relevant information is extracted automatically, assisting IT professionals in analyzing data more readily. Specific OTX components include a dashboard with details about the top malicious IPs around the world and to check the status of specific IPs; notifications should an organization's IP or domain be found in a hacker forum, blacklist or be listed by OTX; and a feature to review log files to determine if there has been communication with known malicious IPs. In 2016, AlienVault released a new version of OTX, allowing participants to create private communities and discussion groups to share information on threats only within the group. The feature is intended to facilitate more in-depth discussions on specific threats, particular industries, and different regions worldwide. Threat data from groups can also be distributed to subscribers of managed service providers using OTX." == Technology == OTX is a large data platform that integrates natural language processing and machine learning. It uses these features to facilitate the collection and correlation of data from many sources, including third-party threat feeds, websites, external APIs and local agents. == Partners == In 2015, AlienVault partnered with Intel to coordinate real-time threat information on OTX. A similar deal with Hewlett Packard was announced the same year. == Competitors == Both Facebook and IBM have threat exchange platforms. The Facebook ThreatExchange is in beta and requires an application or invitation to join. IBM launched IBM X-Force Exchange in April 2015.

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