Pocketbook (application)

Pocketbook (application)

Pocketbook was a Sydney-based free budget planner and personal finance app launched in 2012. The app helped users setup and manage budgets, track spending and manage bills. As of 2016 Pocketbook claimed to support over 250,000 Australians, in January 2018 that number was 435,000. After being acquired by Zip Co Ltd in 2016, it was announced in 2022 that the app was to be shut down and all user accounts deleted. == History == Pocketbook was founded by Alvin Singh and Bosco Tan in 2012. It was conceived in 2011 in a Wolli Creek apartment as a tool for Alvin and Bosco to take control of their money. In 2013, Pocketbook raised $500,000 from technology fund Tank Stream Ventures, and a group of investors including TV personality David Koch, Geoff Levy, David Shein and Peter Cooper. In September 2016 Digital retail finance and payment industry player zipMoney (now trading as Zip Co Limited) acquired Pocketbook in a $7.5m deal == Features == The app synced with the bank account of users and would organize spending into different categories. Users could also be reminded of bill payments, analyse spending and set spending limits. They can also be alerted of fraudulent transactions and deductions. The app employs security measures like end to end encryption, CloudFlare protection, fraud detection, identity protection etc. Pocketbook was available via web and mobile version. == Awards == Personal Finance Innovator of the Year by Fintech Business Awards 2017 Innovator of the Year by OPTUS MyBusiness Awards 2017 Best Finance App of 2016 by Australian Fintech Best Personal Finance App: Pocketbook won the 2016 Finder Innovation Awards, presented at a gala dinner hosted by media personality and The New Inventors presenter James O'Loghlin. Best Mobile App of the Year Winner: StartCon hosted the first annual Australasian Startup Awards. Over 200 nominations in 14 categories and an overall winner were reviewed, and winners were determined by public voting, with over 63,000 votes in total. Best New Startup 2014 by StartupSmart. Finalist in the SWIFT Innotribe startup competition in Dubai in 2013.

List of video editing software

The following is a list of video editing software. The criterion for inclusion in this list is the ability to perform non-linear video editing. Most modern transcoding software supports transcoding a portion of a video clip, which would count as cropping and trimming. However, items in this article have one of the following conditions: Can perform other non-linear video editing function such as montage or compositing Can do the trimming or cropping without transcoding == Free (libre) or open-source == The software listed in this section is either free software or open source, and may or may not be commercial. === Active and stable === === Inactive === == Proprietary (non-commercial) == The software listed in this section is proprietary, and freeware or freemium. === Active === === Discontinued === == Proprietary (commercial) == The software listed in this section is proprietary and commercial. === Active === === Discontinued ===

ImHex

ImHex is a free cross-platform hex editor available on Windows, macOS, and Linux. ImHex is used by programmers and reverse engineers to view and analyze binary data. == History == The initial release of the project in November 2020, saw significant interest on GitHub. == Features == Features include: Hex editor Custom pattern matching and analysis scripting language Visual, node based data pre-processor Disassembler Running and visualizing of YARA rules Bookmarks Binary data diffing Additional Tools MSVC, Itanium, D and Rust name demangler ASCII table Calculator Base converter File utilities IEEE 754 floating point decoder Division by invariant multiplication calculator TCP/IP client and server Support for: Data importing and exporting ASCII string, Unicode string, numeric, hexadecimal and regular expressions search Byte manipulation File hashing Plug-ins

Color quantization

In computer graphics, color quantization or color image quantization is quantization applied to color spaces; it is a process that reduces the number of distinct colors used in an image, usually with the intention that the new image should be as visually similar as possible to the original image. Computer algorithms to perform color quantization on bitmaps have been studied since the 1970s. Color quantization is critical for displaying images with many colors on devices that can only display a limited number of colors, usually due to memory limitations, and enables efficient compression of certain types of images. The name "color quantization" is primarily used in computer graphics research literature; in applications, terms such as optimized palette generation, optimal palette generation, or decreasing color depth are used. Some of these are misleading, as the palettes generated by standard algorithms are not necessarily the best possible. == Algorithms == Most standard techniques treat color quantization as a problem of clustering points in three-dimensional space, where the points represent colors found in the original image and the three axes represent the three color channels. Almost any three-dimensional clustering algorithm can be applied to color quantization, and vice versa. After the clusters are located, typically the points in each cluster are averaged to obtain the representative color that all colors in that cluster are mapped to. The three color channels are usually red, green, and blue, but another popular choice is the Lab color space, in which Euclidean distance is more consistent with perceptual difference. The most popular algorithm by far for color quantization, invented by Paul Heckbert in 1979, is the median cut algorithm. Many variations on this scheme are in use. Before this time, most color quantization was done using the population algorithm or population method, which essentially constructs a histogram of equal-sized ranges and assigns colors to the ranges containing the most points. A more modern popular method is clustering using octrees, first conceived by Gervautz and Purgathofer and improved by Xerox PARC researcher Dan Bloomberg. If the palette is fixed, as is often the case in real-time color quantization systems such as those used in operating systems, color quantization is usually done using the "straight-line distance" or "nearest color" algorithm, which simply takes each color in the original image and finds the closest palette entry, where distance is determined by the distance between the two corresponding points in three-dimensional space. In other words, if the colors are ( r 1 , g 1 , b 1 ) {\displaystyle (r_{1},g_{1},b_{1})} and ( r 2 , g 2 , b 2 ) {\displaystyle (r_{2},g_{2},b_{2})} , we want to minimize the Euclidean distance: ( r 1 − r 2 ) 2 + ( g 1 − g 2 ) 2 + ( b 1 − b 2 ) 2 . {\displaystyle {\sqrt {(r_{1}-r_{2})^{2}+(g_{1}-g_{2})^{2}+(b_{1}-b_{2})^{2}}}.} This effectively decomposes the color cube into a Voronoi diagram, where the palette entries are the points and a cell contains all colors mapping to a single palette entry. There are efficient algorithms from computational geometry for computing Voronoi diagrams and determining which region a given point falls in; in practice, indexed palettes are so small that these are usually overkill. Color quantization is frequently combined with dithering, which can eliminate unpleasant artifacts such as banding that appear when quantizing smooth gradients and give the appearance of a larger number of colors. Some modern schemes for color quantization attempt to combine palette selection with dithering in one stage, rather than perform them independently. A number of other much less frequently used methods have been invented that use entirely different approaches. The Local K-means algorithm, conceived by Oleg Verevka in 1995, is designed for use in windowing systems where a core set of "reserved colors" is fixed for use by the system and many images with different color schemes might be displayed simultaneously. It is a post-clustering scheme that makes an initial guess at the palette and then iteratively refines it. In the early days of color quantization, the k-means clustering algorithm was deemed unsuitable because of its high computational requirements and sensitivity to initialization. In 2011, M. Emre Celebi reinvestigated the performance of k-means as a color quantizer. He demonstrated that an efficient implementation of k-means outperforms a large number of color quantization methods. The high-quality but slow NeuQuant algorithm reduces images to 256 colors by training a Kohonen neural network "which self-organises through learning to match the distribution of colours in an input image. Taking the position in RGB-space of each neuron gives a high-quality colour map in which adjacent colours are similar." It is particularly advantageous for images with gradients. Finally, one of the newer methods is spatial color quantization, conceived by Puzicha, Held, Ketterer, Buhmann, and Fellner of the University of Bonn, which combines dithering with palette generation and a simplified model of human perception to produce visually impressive results even for very small numbers of colors. It does not treat palette selection strictly as a clustering problem, in that the colors of nearby pixels in the original image also affect the color of a pixel. See sample images. == History and applications == In the early days of PCs, it was common for video adapters to support only 2, 4, 16, or (eventually) 256 colors due to video memory limitations; they preferred to dedicate the video memory to having more pixels (higher resolution) rather than more colors. Color quantization helped to justify this tradeoff by making it possible to display many high color images in 16- and 256-color modes with limited visual degradation. Many operating systems automatically perform quantization and dithering when viewing high color images in a 256 color video mode, which was important when video devices limited to 256 color modes were dominant. Modern computers can now display millions of colors at once, far more than can be distinguished by the human eye, limiting this application primarily to mobile devices and legacy hardware. Nowadays, color quantization is mainly used in GIF and PNG images. GIF, for a long time the most popular lossless and animated bitmap format on the World Wide Web, only supports up to 256 colors, necessitating quantization for many images. Some early web browsers constrained images to use a specific palette known as the web colors, leading to severe degradation in quality compared to optimized palettes. PNG images support 24-bit color, but can often be made much smaller in filesize without much visual degradation by application of color quantization, since PNG files use fewer bits per pixel for palettized images. The infinite number of colors available through the lens of a camera is impossible to display on a computer screen; thus converting any photograph to a digital representation necessarily involves some quantization. Practically speaking, 24-bit color is sufficiently rich to represent almost all colors perceivable by humans with sufficiently small error as to be visually identical (if presented faithfully), within the available color space. However, the digitization of color, either in a camera detector or on a screen, necessarily limits the available color space. Consequently there are many colors that may be impossible to reproduce, regardless of how many bits are used to represent the color. For example, it is impossible in typical RGB color spaces (common on computer monitors) to reproduce the full range of green colors that the human eye is capable of perceiving. With the few colors available on early computers, different quantization algorithms produced very different-looking output images. As a result, a lot of time was spent on writing sophisticated algorithms to be more lifelike. === Quantization for image compression === Many image file formats support indexed color. A whole-image palette typically selects 256 "representative" colors for the entire image, where each pixel references any one of the colors in the palette, as in the GIF and PNG file formats. A block palette typically selects 2 or 4 colors for each block of 4x4 pixels, used in BTC, CCC, S2TC, and S3TC. === Editor support === Many bitmap graphics editors contain built-in support for color quantization, and will automatically perform it when converting an image with many colors to an image format with fewer colors. Most of these implementations allow the user to set exactly the number of desired colors. Examples of such support include: Photoshop's Mode→Indexed Color function supplies a number of quantization algorithms ranging from the fixed Windows system and Web palettes to the proprietary Local and Global algorithms for generating palettes suited to a particu

Iubenda

iubenda (stylized in lowercase; Italian pronunciation: [juˈbɛnda]) is an Italian software company that develops tools intended to support website and application compliance with data protection and privacy regulations, including consent management platforms. The company was founded in 2011 in Milan by Andrea Giannangelo. In February 2022, the company was acquired by team.blue. == History == iubenda was founded in 2011 in Milan, Italy, initially focusing on automated privacy policy generation. In 2015, the company expanded its services to include cookie compliance tools following the implementation of ePrivacy regulations in Italy. In 2018, following the introduction of the General Data Protection Regulation (GDPR) in the European Union, iubenda expanded its products to include consent management and compliance documentation services. In February 2022, iubenda was acquired by team.blue, which obtained a majority stake in the company. Italian media described the acquisition as one of the largest Italian technology startup exits in recent years. In October 2022, iubenda acquired consentmanager, a Sweden-based consent management provider. In 2025, the company acquired CookieFirst, a Netherlands-based consent management platform. In 2025, iubenda partnered with AccessiWay, a digital accessibility company owned by team.blue. == Activities == iubenda develops software tools intended to support compliance with data protection and privacy regulations. Its products include generators for privacy policies, cookie banners, terms and conditions documents, and consent management platforms. The company’s consent management platform integrates with frameworks used for online advertising and privacy compliance, including Google's Consent Mode. The platform is designed to support compliance with regulatory frameworks including the GDPR in the European Union, the UK GDPR, Brazil’s LGPD, Switzerland’s FADP and privacy laws in the United States. Its tools can be integrated with content management systems, web applications, and other digital platforms, including WordPress. The company operates internationally, with a customer base of more than 150,000 organisations, primarily in Europe and the Americas.

Affinity (software)

Affinity is a graphics editor developed by Serif, a subsidiary of Canva. It is simultaneously a vector graphics editor, a raster graphics editor and a desktop publishing application. It was first released in 2025 as a successor to Serif's Affinity Designer, Affinity Photo and Affinity Publisher, uniting the three editors into one application. While the previous versions competed individually against Adobe's Illustrator, Photoshop, and InDesign, Affinity 3.0 integrates their functionality into a single application. It uses a freemium model monetized by AI features exclusive to Canva Pro subscribers. == Functionality == Affinity is divided into a number of workspaces ("studios"), which are equivalent to the previous suite of Affinity applications: "vector" for vector graphics (Designer), "pixel" for raster editing (Photo), and "layout" for desktop publishing (Publisher). Additionally, it introduces the ability to create custom workspaces. The application supports real-time previews and non-destructive editing, which are based on GPU acceleration. Supported file formats include Adobe Photoshop, InDesign and Illustrator files, PDF, SVG, and TIFF, as well as a custom .af file format. === Vector editing === === Raster editing === Affinity includes photo editing tools including adjustments, masks, blend modes, batch processing, and retouching facilities. Additionally, the application can develop RAW files, similar to Adobe Lightroom. === Desktop publishing === Publishing features include master pages, text styles, and advanced typography. === AI features === The application supports Canva's existing AI features, such as background removal and generative fill. This requires a Canva subscription. == Development == === Background and acquisition (2014–2024) === Serif launched the original Affinity suite starting with Affinity Designer in 2014, followed by Photo (2015) and Publisher (2019). The software gained popularity for its one-time purchase model, contrasting with Adobe's subscription-based Creative Cloud. In November 2022, Serif released Version 2 of the suite, introducing a "Universal License" that covered all three apps across all platforms. In March 2024, Canva acquired Serif for approximately A$580 million (£300 million). Following user backlash regarding a potential shift to subscriptions, Canva and Serif issued a joint "Pledge" committing to four key principles: fair pricing, no mandatory subscriptions, perpetual licenses for existing products, and continued development of Affinity as a standalone suite. === Unified release (2025) === In September 2025, Serif pulled all existing versions of Affinity Designer, Affinity Photo and Affinity Publisher from sale ahead an upcoming announcement on 30 October; also ahead of the announcement, the iPadOS versions of the Affinity suite became free on App Store. During a "Creative Freedom" keynote on 30 October 2025, Canva released a new version now simply branded as "Affinity" (also known as "Affinity by Canva"), and referred to internally as version 3.0. Version 3 drops the separate applications and integrates their functionality into a singular application, and adds the ability to export directly to the Canva platform. It also adds a Canva AI studio, including background removal, "Expand & Edit", and generative fill. As of version 3, Affinity has switched to a freemium model; it is now available at no charge to users, although access to Canva AI features are locked behind the existing Canva Pro subscription service. Serif stated that the perpetually-licensed version 2 will remain available to existing owners, although it will no longer be actively maintained. The new version is currently available for macOS and Windows only, with an iPadOS version to be released soon. == Reception == The change in business model by Canva in 2025 was met with mixed reception, including concerns about its incorporation of AI features. Some users were concerned that their projects would be used for machine learning purposes, or that future versions would suffer from a lack of maintenance or become adware. Additionally, some felt it turned Affinity into fundamentally subscription-based software, given the prevalence of these features in professional contexts. Affinity publicly stated on social media that it would remain "free forever", users' projects would not be used to train AI models, and that "Canva has built a sustainable business model that allows this kind of generosity. And when more professionals use Affinity, Canva can sell more seats into businesses."

StatCrunch

StatCrunch is a web-based statistical software application from Pearson Education. StatCrunch was originally created for use in college statistics courses. As a full-featured statistics package, it is now also used for research and for other statistical analysis purposes. == History == American statistics professor Webster West created StatCrunch in 1997. Over the next 19 years West assisted by others added many more statistical procedures and graphing capabilities, and made user interface improvements. In 2005, West received two awards for StatCrunch: the CAUSEweb Resource of the Year Award and the MERLOT Classics Award. In 2013, the StatCrunch Java code was rewritten in JavaScript in order to avoid Java browser security problems, and so that it would run on iOS and Android. In 2015, new ways of importing data were added, including importing multi-page data directly from Wikipedia tables and other Web sources, and also importing with drag-and-drop for various data formats. In 2016, StatCrunch was acquired by Pearson Education, which had already been serving as the primary distributor of StatCrunch for several years. == Software == A StatCrunch license is included with many of Pearson's statistical textbooks. Because StatCrunch is a web application, it works on multiple platforms, including Windows, macOS, iOS, and Android. Data in StatCrunch is represented in a "data table" view, which is similar to a spreadsheet view, but unlike spreadsheets, the cells in a data table can only contain numbers or text. Formulas cannot be stored in these cells. There are many ways to import data into StatCrunch. Data can be typed directly into cells in the data table. Entire blocks of data may be cut-and-pasted into the data table. Text files (.csv, .txt, etc.) and Microsoft Excel files (.xls and .xlsx) can be drag-and-dropped into the data table. Data can be pulled into StatCrunch directly from Wikipedia tables or other Web tables, including multi-page tables. Data can be loaded directly from Google Drive and Dropbox. Shared data sets saved by other StatCrunch community users can be searched for by title or keyword and opened in a data table. Graphs, results, and reports created by StatCrunch can be shared with other users, in addition to the sharing of data sets. StatCrunch has a library of data transformation functions. StatCrunch can also recode and reorganize data. All data is stored in memory, and all processing happens on the client, so response is fast, even with large data sets. StatCrunch can interact with multiple graphs simultaneously. If a user selects a data point on one graph, then that same data point is highlighted on all other displayed graphs. In addition to standard statistical and graphing procedures, StatCrunch has a collection of about forty "applets" which illustrate statistical concepts interactively.