Cut, copy, and paste

Cut, copy, and paste

Cut, copy, and paste are essential commands of modern human–computer interaction and user interface design. They offer an interprocess communication technique for transferring data through a computer's user interface. The cut command removes the selected data from its original position, and the copy command creates a duplicate; in both cases the selected data is kept in temporary storage called the clipboard. Clipboard data is later inserted wherever a paste command is issued. The data remains available to any application supporting the feature, thus allowing easy data transfer between applications. The command names are a (skeuomorphic) interface metaphor based on the physical procedure used in manuscript print editing to create a page layout, like with paper. The commands were pioneered into computing by Xerox PARC in 1974, popularized by Apple Computer in the 1983 Lisa workstation and the 1984 Macintosh computer, and in a few home computer applications such as the 1984 word processor Cut & Paste. This interaction technique has close associations with related techniques in graphical user interfaces (GUIs) that use pointing devices such as a computer mouse (by drag and drop, for example). Typically, clipboard support is provided by an operating system as part of its GUI and widget toolkit. The capability to replicate information with ease, changing it between contexts and applications, involves privacy concerns because of the risks of disclosure when handling sensitive information. Terms like cloning, copy forward, carry forward, or re-use refer to the dissemination of such information through documents, and may be subject to regulation by administrative bodies. == History == === Origins === The term "cut and paste" comes from the traditional practice in manuscript editing, whereby people cut paragraphs from a page with scissors and paste them onto another page. This practice remained standard into the 1980s. Stationery stores sold "editing scissors" with blades long enough to cut an 8½"-wide page. The advent of photocopiers made the practice easier and more flexible. The act of copying or transferring text from one part of a computer-based document ("buffer") to a different location within the same or different computer-based document was a part of the earliest on-line computer editors. As soon as computer data entry moved from punch-cards to online files (in the mid/late 1960s) there were "commands" for accomplishing this operation. This mechanism was often used to transfer frequently-used commands or text snippets from additional buffers into the document, as was the case with the QED text editor. === Early methods === The earliest editors (designed for teleprinter terminals) provided keyboard commands to delineate a contiguous region of text, then delete or move it. Since moving a region of text requires first removing it from its initial location and then inserting it into its new location, various schemes had to be invented to allow for this multi-step process to be specified by the user. Often this was done with a "move" command, but some text editors required that the text be first put into some temporary location for later retrieval/placement. In 1983, the Apple Lisa became the first text editing system to call that temporary location "the clipboard". Earlier control schemes such as NLS used a verb—object command structure, where the command name was provided first and the object to be copied or moved was second. The inversion from verb—object to object—verb on which copy and paste are based, where the user selects the object to be operated before initiating the operation, was an innovation crucial for the success of the desktop metaphor as it allowed copy and move operations based on direct manipulation. === Popularization === Inspired by early line and character editors, such as Pentti Kanerva's TV-Edit, that broke a move or copy operation into two steps—between which the user could invoke a preparatory action such as navigation—Lawrence G. "Larry" Tesler proposed the names "cut" and "copy" for the first step and "paste" for the second step. Beginning in 1974, he and colleagues at Xerox PARC implemented several text editors that used cut/copy-and-paste commands to move and copy text. Apple Computer popularized this paradigm with its Lisa (1983) and Macintosh (1984) operating systems and applications. The functions were mapped to key combinations using the ⌘ Command key as a special modifier, which is held down while also pressing X for cut, C for copy, or V for paste. These few keyboard shortcuts allow the user to perform all the basic editing operations, and the keys are clustered at the left end of the bottom row of the standard QWERTY keyboard. These are the standard shortcuts: Control-Z (or ⌘ Command+Z) to undo Control-X (or ⌘ Command+X) to cut Control-C (or ⌘ Command+C) to copy Control-V (or ⌘ Command+V) to paste The IBM Common User Access (CUA) standard also uses combinations of the Insert, Del, Shift and Control keys. Early versions of Windows used the IBM standard. Microsoft later also adopted the Apple key combinations with the introduction of Windows, using the control key as modifier key. Similar patterns of key combinations, later borrowed by others, are widely available in most GUI applications. The original cut, copy, and paste workflow, as implemented at PARC, utilizes a unique workflow: With two windows on the same screen, the user could use the mouse to pick a point at which to make an insertion in one window (or a segment of text to replace). Then, by holding shift and selecting the copy source elsewhere on the same screen, the copy would be made as soon as the shift was released. Similarly, holding shift and control would copy and cut (delete) the source. This workflow requires many fewer keystrokes/mouse clicks than the current multi-step workflows, and did not require an explicit copy buffer. It was dropped, one presumes, because the original Apple and IBM GUIs were not high enough density to permit multiple windows, as were the PARC machines, and so multiple simultaneous windows were rarely used. == Cut and paste == Computer-based editing can involve very frequent use of cut-and-paste operations. Most software-suppliers provide several methods for performing such tasks, and this can involve (for example) key combinations, pulldown menus, pop-up menus, or toolbar buttons. The user selects or "highlights" the text or file for moving by some method, typically by dragging over the text or file name with the pointing-device or holding down the Shift key while using the arrow keys to move the text cursor. The user performs a "cut" operation via key combination Ctrl+x (⌘+x for Macintosh users), menu, or other means. Visibly, "cut" text immediately disappears from its location. "Cut" files typically change color to indicate that they will be moved. Conceptually, the text has now moved to a location often called the clipboard. The clipboard typically remains invisible. On most systems only one clipboard location exists, hence another cut or copy operation overwrites the previously stored information. Many UNIX text-editors provide multiple clipboard entries, as do some Macintosh programs such as Clipboard Master, and Windows clipboard-manager programs such as the one in Microsoft Office. The user selects a location for insertion by some method, typically by clicking at the desired insertion point. A paste operation takes place which visibly inserts the clipboard text at the insertion point. (The paste operation does not typically destroy the clipboard text: it remains available in the clipboard and the user can insert additional copies at other points). Whereas cut-and-paste often takes place with a mouse-equivalent in Windows-like GUI environments, it may also occur entirely from the keyboard, especially in UNIX text editors, such as Pico or vi. Cutting and pasting without a mouse can involve a selection (for which Ctrl+x is pressed in most graphical systems) or the entire current line, but it may also involve text after the cursor until the end of the line and other more sophisticated operations. The clipboard usually stays invisible, because the operations of cutting and pasting, while actually independent, usually take place in quick succession, and the user (usually) needs no assistance in understanding the operation or maintaining mental context. Some application programs provide a means of viewing, or sometimes even editing, the data on the clipboard. == Copy and paste == The term "copy-and-paste" refers to the popular, simple method of reproducing text or other data from a source to a destination. It differs from cut and paste in that the original source text or data does not get deleted or removed. The popularity of this method stems from its simplicity and the ease with which users can move data between various applications visually – without resorting to permanent storage. Use in healthcare do

Elastic cloud storage

An elastic cloud is a cloud computing offering that provides variable service levels based on changing needs. Elasticity is an attribute that can be applied to most cloud services. It states that the capacity and performance of any given cloud service can expand or contract according to a customer's requirements and that this can potentially be changed automatically as a consequence of some software-driven event or, at worst, can be reconfigured quickly by the customer's infrastructure management team. Elasticity has been described as one of the five main principles of cloud computing by Rosenburg and Mateos in The Cloud at Your Service - Manning 2011. == History == Cloud computing was first described by Gillet and Kapor in 1996; however, the first practical implementation was a consequence of a strategy to leverage Amazon's excess data center capacity. Amazon and other pioneers of the commercial use of this technology were primarily interested in providing a “public” cloud service, whereby they could offer customers the benefits of using the cloud, particularly the utility-based pricing model benefit. Other suppliers followed suit with a range of cloud-based models all offering elasticity as a core component, but these suppliers were only offering this service as an element of their public cloud service. Due to perceived weaknesses in security, or at least a lack of proven compliance, many organizations, particularly in the financial and public sectors, have been slow adopters of cloud technologies. These wary organizations can achieve some of the benefits of cloud computing by adopting private cloud technologies. An alternative form of the elastic cloud has been offered by vendors such as EMC and IBM, whereby the service is based around an enterprise's own infrastructure but still retains elements of elasticity and the potential to bill by consumption. == Description == Elasticity in cloud computing is the ability for the organization to adjust its storage requirements in terms of capacity and processing with respect to operational requirements. This has the following benefits: Operational Benefits - Services can be acquired quickly, meaning that the evolving requirements of the business can be addressed almost immediately, giving an organization a potential agility advantage. A properly implemented elastic system will provision/de-provision according to application demands, so if a particular business has activity spikes then the provision can be enabled to match the demand and the capacity can be re-allocated. Research and Development (R&D) Projects - R&D activities are no longer hindered by a requirement to secure a capex budget prior to a project starting. Capability can simply be provisioned from the cloud and released at the end of the exercise. Testing and Deployment - With most large-scale projects a size test needs to be performed prior to final rollout. By taking advantage of the elasticity of the cloud and creating a full-scale avatar of the proposed production system, realistic data and traffic volumes can be provisioned and released as needed. Expensive Resources Allocated - This will normally apply only in the context where a customer is applying at least some of their own servers as part of a cloud infrastructure, specifically where a business (for performance reasons) has decided to invest in solid-state storage as opposed to spinning platters. There are instances when, due to activity spikes, a less critical process may need to be moved from the high-performance resources to more traditional storage. Server Specification - When a customer has elected to own/lease hardware, they can select and specify servers that are specifically tuned to meet the likely needs of their operation (i.e., directly controlling the cost/benefit equation). Utility Based Payments - There is, of course, a key cost driver in this process, and the notion that you should pay for what you consume is acceptable for many organizations. When hardware capacity is sourced internally, organizations need to over-provision. This applies just as much to traditional outsourcing as it does to capex-related expenditure on in-house servers. Cloud Platform – At the heart of any cloud storage system is the ability to manage hyperscale object storage and a Hadoop Distributed Files System (HDFS). Elastic storage capability is particularly well suited to hyperscale and Hadoop environments, where its capability to rapidly respond to changing circumstances and priorities is essential

Pray.com

Pray.com is a Christian social networking service and mobile application designed to facilitate religious communities. Launched in 2016, it was founded by Steve Gatena, Michael Lynn, Ryan Beck and Matthew Potter. The platform offers features for social networking, daily prayers, sermons, biblical content, and podcasts. The COVID-19 pandemic significantly increased Pray.com's user base, with downloads surging by 955%. During this period, the platform collaborated with churches to support virtual ministry services as in-person gatherings were restricted. The Federal Election Commission issued an opinion in 2021 that allows the platform to feature members of the United States Congress. Pray.com serves as a specialized social media platform for religious groups. Congregations can establish their own groups where members and leaders can participate in discussions, livestream services, and manage donations. Additionally, users can join "prayer communities" to post and respond to prayer requests. For those who subscribe to premium services, the platform provides access to biblically-inspired meditations and bedtime stories, and Bible stories for children. Pray.com also produces Radio drama-style productions with notable actors such as Kristen Bell and Blair Underwood narrating biblical stories. == History == === Funding and development === Pray.com has secured significant funding to support its development and growth. In 2017, the platform raised $2 million in seed funding from Science Inc., Greylock Partners, and Spark Capital. This was followed by a Series A funding round in March 2018, in which the company secured an additional $14 million from TPG Growth, Science Inc., and Greylock Partners. Founder Steve Gatena has highlighted difficulties in securing funding, noting some venture capitalists' negative attitudes towards faith-based technology. === Clinical studies === There have been clinical studies on Pray.com. In one study, the app was found to be acceptable and easy to use among racial and ethnic minority groups, with participants reporting improved mental health and well-being. Greater app use was associated with better outcomes, though low and variable usage suggests the need for further research to fully understand its impact. Another study examined Pray.com's impact on mental health by assigning 192 participants to use the app freely, use its meditative prayer function, or not use it at all. Over two months, participants reported overall improvements in mental health and well-being. Although no significant differences were found between groups, greater app usage correlated with better mental health outcomes. This suggests that religiously based mobile apps may help improve mental health and well-being. Another study of pray.com had similar findings. === National Day of Prayer === Pray first hosted a National Day of Prayer event in 2020 when it streamed to nearly one million viewers on Facebook. In 2021, Pray hosted a virtual event for the National Day of Prayer in the United States. The event featured remarks from public figures including United States President Joe Biden and former Vice President Mike Pence. President Biden spoke of his faith and prayed for an end to the COVID-19 pandemic. Biden remarked: "It means the world to me to know that there are people across the country who include Jill and me in their prayers. And I hope you know that you and your families are in our prayers as well. Today I am praying for the end of this great COVID crisis." The event featured musical performances from Gary Valenciano, Brooke Ligertwood from the Christian band Hillsong Worship, Lecrae, Heather Headley and Michael Neale. Other notable speakers included Ronnie Floyd, Ed Young, Mark Driscoll, and Samuel Rodriguez. Pray.com partnered with Sirius XM, DirecTV and Facebook to stream the event across multiple platforms. Pray.com was featured as a pop-up channel on Sirius XM, channel 154, to host the prayer event and celebrate people of all faith. === Partnerships and sponsorships === In 2024, Pray.com partnered with Sting Ray Robb as the primary sponsor for his No. 41 Chevrolet in the 2024 NTT IndyCar Series. The partnership, highlighting Robb's Christian faith, aims to engage younger audiences with faith-based content. The car, featuring Pray.com's branding, was set to debut at the Firestone Grand Prix of St. Petersburg. A partnership with Palantir Technologies for use of its AI systems was also announced in 2024. === Censorship in China === The app was removed from Apple's App Store in China as part of the country's broader efforts to restrict access to religious content. The app was targeted due to China's stringent regulations on religious material, particularly content distributed through digital platforms. The removal aligns with China's ongoing campaign to control online religious expression and maintain state-approved religious activities.

Starlight Information Visualization System

Starlight is a software product originally developed at Pacific Northwest National Laboratory and now by Future Point Systems. It is an advanced visual analysis environment. In addition to using information visualization to show the importance of individual pieces of data by showing how they relate to one another, it also contains a small suite of tools useful for collaboration and data sharing, as well as data conversion, processing, augmentation and loading. The software, originally developed for the intelligence community, allows users to load data from XML files, databases, RSS feeds, web services, HTML files, Microsoft Word, PowerPoint, Excel, CSV, Adobe PDF, TXT files, etc. and analyze it with a variety of visualizations and tools. The system integrates structured, unstructured, geospatial, and multimedia data, offering comparisons of information at multiple levels of abstraction, simultaneously and in near real-time. In addition Starlight allows users to build their own named entity-extractors using a combination of algorithms, targeted normalization lists and regular expressions in the Starlight Data Engineer (SDE). As an example, Starlight might be used to look for correlations in a database containing records about chemical spills. An analyst could begin by grouping records according to the cause of the spill to reveal general trends. Sorting the data a second time, they could apply different colors based on related details such as the company responsible, age of equipment or geographic location. Maps and photographs could be integrated into the display, making it even easier to recognize connections among multiple variables. Starlight has been deployed to both the Iraq and Afghanistan wars and used on a number of large-scale projects. PNNL began developing Starlight in the mid-1990s, with funding from the Land Information Warfare Agency, a part of the Army Intelligence and Security Command and continued developed at the laboratory with funding from the NSA and the CIA. Starlight integrates visual representations of reports, radio transcripts, radar signals, maps and other information. The software system was recently honored with an R&D 100 Award for technical innovation. In 2006 Future Point Systems, a Silicon Valley startup, acquired rights to jointly develop and distribute the Starlight product in cooperation with the Pacific Northwest National Laboratory. The software is now also used outside of the military/intelligence communities in a number of commercial environments.

Texture compression

Texture compression is a specialized form of image compression designed for storing texture maps in 3D computer graphics rendering systems. Unlike conventional image compression algorithms, texture compression algorithms are optimized for random access. Texture compression can be applied to reduce memory usage at runtime. Texture data is often the largest source of memory usage in a mobile application. == Tradeoffs == In their seminal paper on texture compression, Beers, Agrawala and Chaddha list four features that tend to differentiate texture compression from other image compression techniques. These features are: Decoding Speed It is highly desirable to be able to render directly from the compressed texture data and so, in order not to impact rendering performance, decompression must be fast. Random Access Since predicting the order that a renderer accesses texels would be difficult, any texture compression scheme must allow fast random access to decompressed texture data. This tends to rule out many better-known image compression schemes such as JPEG or run-length encoding. Compression Rate and Visual Quality In a rendering system, lossy compression can be more tolerable than for other use cases. Some texture compression libraries, such as crunch, allow the developer to flexibly trade off compression rate vs. visual quality, using methods such as rate–distortion optimization (RDO). Encoding Speed Texture compression is more tolerant of asymmetric encoding/decoding rates as the encoding process is often done only once during the application authoring process. Given the above, most texture compression algorithms involve some form of fixed-rate lossy vector quantization of small fixed-size blocks of pixels into small fixed-size blocks of coding bits, sometimes with additional extra pre-processing and post-processing steps. Block Truncation Coding is a very simple example of this family of algorithms. Because their data access patterns are well-defined, texture decompression may be executed on-the-fly during rendering as part of the overall graphics pipeline, reducing overall bandwidth and storage needs throughout the graphics system. As well as texture maps, texture compression may also be used to encode other kinds of rendering map, including bump maps and surface normal maps. Texture compression may also be used together with other forms of map processing such as mipmaps and anisotropic filtering. == Availability == Some examples of practical texture compression systems are S3 Texture Compression (S3TC), PVRTC, Ericsson Texture Compression (ETC) and Adaptive Scalable Texture Compression (ASTC); these may be supported by special function units in modern graphics processing units (GPUs). OpenGL and OpenGL ES, as implemented on many video accelerator cards and mobile GPUs, can support multiple common kinds of texture compression - generally through the use of vendor extensions. == Supercompression == A compressed-texture can be further compressed in what is called "supercompression". Fixed-rate texture compression formats are optimized for random access and are much less efficient compared to image formats such as PNG. By adding further compression, a programmer can reduce the efficiency gap. The extra layer can be decompressed by the CPU so that the GPU receives a normal compressed texture, or in newer methods, decompressed by the GPU itself. Supercompression saves the same amount of VRAM as regular texture compression, but saves more disk space and download size. == Neural Texture Compression == Random-Access Neural Compression of Material Textures (Neural Texture Compression) is a Nvidia's technology which enables two additional levels of detail (16× more texels, so four times higher resolution) while maintaining similar storage requirements as traditional texture compression methods. The key idea is compressing multiple material textures and their mipmap chains together, and using a small neural network, that is optimized for each material, to decompress them.

Natural-language user interface

Natural-language user interface (LUI or NLUI) is a type of computer human interface where linguistic phenomena such as verbs, phrases and clauses act as UI controls for creating, selecting and modifying data in software applications. Chatbots are a common implementation of natural-language interfaces, enabling users to interact with software through conversational text or speech. In interface design, natural-language interfaces are sought after for their speed and ease of use, but most suffer the challenges to understanding wide varieties of ambiguous input. Natural-language interfaces are an active area of study in the field of natural-language processing and computational linguistics. An intuitive general natural-language interface is one of the active goals of the Semantic Web. Text interfaces are "natural" to varying degrees. Many formal (un-natural) programming languages incorporate idioms of natural human language. Likewise, a traditional keyword search engine could be described as a "shallow" natural-language user interface. == Overview == A natural-language search engine would in theory find targeted answers to user questions (as opposed to keyword search). For example, when confronted with a question of the form 'which U.S. state has the highest income tax?', conventional search engines ignore the question and instead search on the keywords 'state', 'income' and 'tax'. Natural-language search, on the other hand, attempts to use natural-language processing to understand the nature of the question and then to search and return a subset of the web that contains the answer to the question. If it works, results would have a higher relevance than results from a keyword search engine, due to the question being included. == History == Prototype Nl interfaces had already appeared in the late sixties and early seventies. SHRDLU, a natural-language interface that manipulates blocks in a virtual "blocks world" Lunar, a natural-language interface to a database containing chemical analyses of Apollo 11 Moon rocks by William A. Woods. Chat-80 transformed English questions into Prolog expressions, which were evaluated against the Prolog database. The code of Chat-80 was circulated widely, and formed the basis of several other experimental Nl interfaces. An online demo is available on the LPA website. ELIZA, written at MIT by Joseph Weizenbaum between 1964 and 1966, mimicked a psychotherapist and was operated by processing users' responses to scripts. Using almost no information about human thought or emotion, the DOCTOR script sometimes provided a startlingly human-like interaction. An online demo is available on the LPA website. Janus is also one of the few systems to support temporal questions. Intellect from Trinzic (formed by the merger of AICorp and Aion). BBN's Parlance built on experience from the development of the Rus and Irus systems. IBM Languageaccess Q&A from Symantec. Datatalker from Natural Language Inc. Loqui from BIM Systems. English Wizard from Linguistic Technology Corporation. == Challenges == Natural-language interfaces have in the past led users to anthropomorphize the computer, or at least to attribute more intelligence to machines than is warranted. On the part of the user, this has led to unrealistic expectations of the capabilities of the system. Such expectations will make it difficult to learn the restrictions of the system if users attribute too much capability to it, and will ultimately lead to disappointment when the system fails to perform as expected as was the case in the AI winter of the 1970s and 80s. A 1995 paper titled 'Natural Language Interfaces to Databases – An Introduction', describes some challenges: Modifier attachment The request "List all employees in the company with a driving licence" is ambiguous unless you know that companies can't have driving licences. Conjunction and disjunction "List all applicants who live in California and Arizona" is ambiguous unless you know that a person can't live in two places at once. Anaphora resolution resolve what a user means by 'he', 'she' or 'it', in a self-referential query. Other goals to consider more generally are the speed and efficiency of the interface, in all algorithms these two points are the main point that will determine if some methods are better than others and therefore have greater success in the market. In addition, localisation across multiple language sites requires extra consideration - this is based on differing sentence structure and language syntax variations between most languages. Finally, regarding the methods used, the main problem to be solved is creating a general algorithm that can recognize the entire spectrum of different voices, while disregarding nationality, gender or age. The significant differences between the extracted features - even from speakers who says the same word or phrase - must be successfully overcome. == Uses and applications == The natural-language interface gives rise to technology used for many different applications. Some of the main uses are: Dictation, is the most common use for automated speech recognition (ASR) systems today. This includes medical transcriptions, legal and business dictation, and general word processing. In some cases special vocabularies are used to increase the accuracy of the system. Command and control, ASR systems that are designed to perform functions and actions on the system are defined as command and control systems. Utterances like "Open Netscape" and "Start a new xterm" will do just that. Telephony, some PBX/Voice Mail systems allow callers to speak commands instead of pressing buttons to send specific tones. Wearables, because inputs are limited for wearable devices, speaking is a natural possibility. Medical, disabilities, many people have difficulty typing due to physical limitations such as repetitive strain injuries (RSI), muscular dystrophy, and many others. For example, people with difficulty hearing could use a system connected to their telephone to convert a caller's speech to text. Embedded applications, some new cellular phones include C&C speech recognition that allow utterances such as "call home". This may be a major factor in the future of automatic speech recognition and Linux. Below are named and defined some of the applications that use natural-language recognition, and so have integrated utilities listed above. === Ubiquity === Ubiquity, an add-on for Mozilla Firefox, is a collection of quick and easy natural-language-derived commands that act as mashups of web services, thus allowing users to get information and relate it to current and other webpages. === Wolfram Alpha === Wolfram Alpha is an online service that answers factual queries directly by computing the answer from structured data, rather than providing a list of documents or web pages that might contain the answer as a search engine would. It was announced in March 2009 by Stephen Wolfram, and was released to the public on May 15, 2009. === Siri === Siri is an intelligent personal assistant application integrated with operating system iOS. The application uses natural language processing to answer questions and make recommendations. Siri's marketing claims include that it adapts to a user's individual preferences over time and personalizes results, and performs tasks such as making dinner reservations while trying to catch a cab. === Others === Ask.com – The original idea behind Ask Jeeves (Ask.com) was traditional keyword searching with an ability to get answers to questions posed in everyday, natural language. The current Ask.com still supports this, with added support for math, dictionary, and conversion questions. Braina – Braina is a natural language interface for Windows OS that allows to type or speak English language sentences to perform a certain action or find information. GNOME Do – Allows for quick finding miscellaneous artifacts of GNOME environment (applications, Evolution and Pidgin contacts, Firefox bookmarks, Rhythmbox artists and albums, and so on) and execute the basic actions on them (launch, open, email, chat, play, etc.). hakia – hakia was an Internet search engine. The company invented an alternative new infrastructure to indexing that used SemanticRank algorithm, a solution mix from the disciplines of ontological semantics, fuzzy logic, computational linguistics, and mathematics. hakia closed in 2014. Lexxe – Lexxe was an Internet search engine that used natural-language processing for queries (semantic search). Searches could be made with keywords, phrases, and questions, such as "How old is Wikipedia?" Lexxe closed its search engine services in 2015. Pikimal – Pikimal used natural-language tied to user preference to make search recommendations by template. Pikimal closed in 2015. Powerset – On May 11, 2008, the company unveiled a tool for searching a fixed subset of Wikipedia using conversational phrases rather than keywords. On July 1, 2008, it was purchased by

Graphics

Graphics (from Ancient Greek γραφικός (graphikós) 'pertaining to drawing, painting, writing, etc.') are visual images or designs on some surface, such as a wall, canvas, screen, paper, or stone, to inform, illustrate, or entertain. In contemporary usage, it includes a pictorial representation of data, as in design and manufacture, in typesetting and the graphic arts, and in educational and recreational software. Images that are generated by a computer are called computer graphics. Examples are photographs, drawings, line art, mathematical graphs, line graphs, charts, diagrams, typography, numbers, symbols, geometric designs, maps, engineering drawings, or other images. Graphics often combine text, illustration, and color. Graphic design may consist of the deliberate selection, creation, or arrangement of typography alone, as in a brochure, flyer, poster, web site, or book without any other element. The objective can be clarity or effective communication, association with other cultural elements, or merely the creation of a distinctive style. Graphics can be functional or artistic. The latter can be a recorded version, such as a photograph, or an interpretation by a scientist to highlight essential features, or an artist, in which case the distinction with imaginary graphics may become blurred. It can also be used for architecture. == History == The earliest graphics known to anthropologists studying prehistoric periods are cave paintings and markings on boulders, bone, ivory, and antlers, which were created during the Upper Palaeolithic period from 40,000 to 10,000 B.C. or earlier. Many of these were found to record astronomical, seasonal, and chronological details. Some of the earliest graphics and drawings are known to the modern world, from almost 6,000 years ago, are that of engraved stone tablets and ceramic cylinder seals, marking the beginning of the historical periods and the keeping of records for accounting and inventory purposes. Records from Egypt predate these and papyrus was used by the Egyptians as a material on which to plan the building of pyramids; they also used slabs of limestone and wood. From 600 to 250 BC, the Greeks played a major role in geometry. They used graphics to represent their mathematical theories such as the Circle Theorem and the Pythagorean theorem. In art, "graphics" is often used to distinguish work in a monotone and made up of lines, as opposed to painting. === Drawing === Drawing generally involves making marks on a surface by applying pressure from a tool or moving a tool across a surface. In which a tool is always used as if there were no tools it would be art. Graphical drawing is an instrumental guided drawing. === Printmaking === Woodblock printing, including images is first seen in China after paper was invented (about A.D. 105). In the West, the main techniques have been woodcut, engraving and etching, but there are many others. ==== Etching ==== Etching is an intaglio method of printmaking in which the image is incised into the surface of a metal plate using an acid. The acid eats the metal, leaving behind roughened areas, or, if the surface exposed to the acid is very thin, burning a line into the plate. The use of the process in printmaking is believed to have been invented by Daniel Hopfer (c. 1470–1536) of Augsburg, Germany, who decorated armour in this way. Etching is also used in the manufacturing of printed circuit boards and semiconductor devices. === Line art === Line art is a rather non-specific term sometimes used for any image that consists of distinct straight and curved lines placed against a (usually plain) background, without gradations in shade (darkness) or hue (color) to represent two-dimensional or three-dimensional objects. Line art is usually monochromatic, although lines may be of different colors. === Illustration === An illustration is a visual representation such as a drawing, painting, photograph or other work of art that stresses the subject more than form. The aim of an illustration is to elucidate or decorate a story, poem or piece of textual information (such as a newspaper article), traditionally by providing a visual representation of something described in the text. The editorial cartoon, also known as a political cartoon, is an illustration containing a political or social message. Illustrations can be used to display a wide range of subject matter and serve a variety of functions, such as: giving faces to characters in a story displaying a number of examples of an item described in an academic textbook (e.g. A Typology) visualizing step-wise sets of instructions in a technical manual communicating subtle thematic tone in a narrative linking brands to the ideas of human expression, individuality, and creativity making a reader laugh or smile for fun (to make laugh) funny === Graphs === A graph or chart is a graphic that represents tabular or numeric data. Charts are often used to make it easier to understand large quantities of data and the relationships between different parts of the data. === Diagrams === A diagram is a simplified and structured visual representation of concepts, ideas, constructions, relations, statistical data, etc., used to visualize and clarify the topic. === Symbols === A symbol, in its basic sense, is a representation of a concept or quantity; i.e., an idea, object, concept, quality, etc. In more psychological and philosophical terms, all concepts are symbolic in nature, and representations for these concepts are simply token artifacts that are allegorical to (but do not directly codify) a symbolic meaning, or symbolism. === Maps === A map is a simplified depiction of a space, a navigational aid which highlights relations between objects within that space. Usually, a map is a two-dimensional, geometrically accurate representation of a three-dimensional space. One of the first 'modern' maps was made by Waldseemüller. === Photography === One difference between photography and other forms of graphics is that a photographer, in principle, just records a single moment in reality, with seemingly no interpretation. However, a photographer can choose the field of view and angle, and may also use other techniques, such as various lenses to choose the view or filters to change the colors. In recent times, digital photography has opened the way to an infinite number of fast, but strong, manipulations. Even in the early days of photography, there was controversy over photographs of enacted scenes that were presented as 'real life' (especially in war photography, where it can be very difficult to record the original events). Shifting the viewer's eyes ever so slightly with simple pinpricks in the negative could have a dramatic effect. The choice of the field of view can have a strong effect, effectively 'censoring out' other parts of the scene, accomplished by cropping them out or simply not including them in the photograph. This even touches on the philosophical question of what reality is. The human brain processes information based on previous experience, making us see what we want to see or what we were taught to see. Photography does the same, although the photographer interprets the scene for their viewer. === Engineering drawings === An engineering drawing is a type of drawing and is technical in nature, used to fully and clearly define requirements for engineered items. It is usually created in accordance with standardized conventions for layout, nomenclature, interpretation, appearance (such as typefaces and line styles), size, etc. === Computer graphics === There are two types of computer graphics: raster graphics, where each pixel is separately defined (as in a digital photograph), and vector graphics, where mathematical formulas are used to draw lines and shapes, which are then interpreted at the viewer's end to produce the graphic. Using vectors results in infinitely sharp graphics and often smaller files, but, when complex, like vectors take time to render and may have larger file sizes than a raster equivalent. In 1950, the first computer-driven display was attached to MIT's Whirlwind I computer to generate simple pictures. This was followed by MIT's TX-0 and TX-2, interactive computing which increased interest in computer graphics during the late 1950s. In 1962, Ivan Sutherland invented Sketchpad, an innovative program that influenced alternative forms of interaction with computers. In the mid-1960s, large computer graphics research projects were begun at MIT, General Motors, Bell Labs, and Lockheed Corporation. Douglas T. Ross of MIT developed an advanced compiler language for graphics programming. S.A.Coons, also at MIT, and J. C. Ferguson at Boeing, began work in sculptured surfaces. GM developed their DAC-1 system, and other companies, such as Douglas, Lockheed, and McDonnell, also made significant developments. In 1968, ray tracing was first described by Arthur Appel of the IBM Research Center, Yorktown Heights, N