Open Source Software, Benefits in the Economy of Bangladesh
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Making a Game Character Move
Piia Brusi MAKING A GAME CHARACTER MOVE Animation and motion capture for video games Bachelor’s thesis Degree programme in Game Design 2021 Author (authors) Degree title Time Piia Brusi Bachelor of Culture May 2021 and Arts Thesis title 69 pages Making a game character move Animation and motion capture for video games Commissioned by South Eastern Finland University of Applied Sciences Supervisor Marko Siitonen Abstract The purpose of this thesis was to serve as an introduction and overview of video game animation; how the interactive nature of games differentiates game animation from cinematic animation, what the process of producing game animations is like, what goes into making good game animations and what animation methods and tools are available. The thesis briefly covered other game design principles most relevant to game animators: game design, character design, modelling and rigging and how they relate to game animation. The text mainly focused on animation theory and practices based on commentary and viewpoints provided by industry professionals. Additionally, the thesis described various 3D animation and motion capture systems and software in detail, including how motion capture footage is shot and processed for games. The thesis ended on a step-by-step description of the author’s motion capture cleanup project, where a jog loop was created out of raw motion capture data. As the topic of game animation is vast, the thesis could not cover topics such as facial motion capture and procedural animation in detail. Technologies such as motion matching, machine learning and range imaging were also suggested as topics worth covering in the future. -
Applications: M
Applications: M This chapter contains the following sections: • Mac App Store, on page 7 • MacOS Server Admin, on page 8 • MacPorts, on page 9 • Macy's, on page 10 • Mafiawars, on page 11 • Magenta Logic, on page 12 • MagicJack, on page 13 • Magicland, on page 14 • MagPie, on page 15 • Mail.Ru, on page 16 • Mail.ru Attachment, on page 17 • Mailbox, on page 18 • Mailbox-LM, on page 19 • MailChimp, on page 20 • MAILQ, on page 21 • maitrd, on page 22 • Malware Defense System, on page 23 • Malwarebytes, on page 24 • Mama.cn, on page 25 • Management Utility, on page 26 • MANET, on page 27 • Manolito, on page 28 • Manorama, on page 29 • Manta, on page 30 • MAPI, on page 31 • MapleStory, on page 32 • MapMyFitness, on page 33 • MapQuest, on page 34 • Marca, on page 35 • Marine Traffic, on page 36 • Marketo, on page 37 • Mashable, on page 38 Applications: M 1 Applications: M • Masqdialer, on page 39 • Match.com, on page 40 • Mathrubhumi, on page 41 • Mathworks, on page 42 • MATIP, on page 43 • MawDoo3, on page 44 • MaxDB, on page 45 • MaxPoint Interactive, on page 46 • Maxymiser, on page 47 • MC-FTP, on page 48 • McAfee, on page 49 • McAfee AutoUpdate, on page 50 • McIDAS, on page 51 • mck-ivpip, on page 52 • mcns-sec, on page 53 • MCStats, on page 54 • mdc-portmapper, on page 55 • MDNS, on page 56 • MdotM, on page 57 • Me.com, on page 58 • Me2day, on page 59 • Media Hub, on page 60 • Media Innovation Group, on page 61 • Media Stream Daemon, on page 62 • Media6Degrees, on page 63 • Mediabot, on page 64 • MediaFire, on page 65 • MediaMath, on page -
Giant List of Web Browsers
Giant List of Web Browsers The majority of the world uses a default or big tech browsers but there are many alternatives out there which may be a better choice. Take a look through our list & see if there is something you like the look of. All links open in new windows. Caveat emptor old friend & happy surfing. 1. 32bit https://www.electrasoft.com/32bw.htm 2. 360 Security https://browser.360.cn/se/en.html 3. Avant http://www.avantbrowser.com 4. Avast/SafeZone https://www.avast.com/en-us/secure-browser 5. Basilisk https://www.basilisk-browser.org 6. Bento https://bentobrowser.com 7. Bitty http://www.bitty.com 8. Blisk https://blisk.io 9. Brave https://brave.com 10. BriskBard https://www.briskbard.com 11. Chrome https://www.google.com/chrome 12. Chromium https://www.chromium.org/Home 13. Citrio http://citrio.com 14. Cliqz https://cliqz.com 15. C?c C?c https://coccoc.com 16. Comodo IceDragon https://www.comodo.com/home/browsers-toolbars/icedragon-browser.php 17. Comodo Dragon https://www.comodo.com/home/browsers-toolbars/browser.php 18. Coowon http://coowon.com 19. Crusta https://sourceforge.net/projects/crustabrowser 20. Dillo https://www.dillo.org 21. Dolphin http://dolphin.com 22. Dooble https://textbrowser.github.io/dooble 23. Edge https://www.microsoft.com/en-us/windows/microsoft-edge 24. ELinks http://elinks.or.cz 25. Epic https://www.epicbrowser.com 26. Epiphany https://projects-old.gnome.org/epiphany 27. Falkon https://www.falkon.org 28. Firefox https://www.mozilla.org/en-US/firefox/new 29. -
Rotobot Openfx Plugin Documentation Release 1.4.0 Sam
Rotobot OpenFX Plugin Documentation Release 1.4.0 Sam Hodge May 30, 2020 Contents: 1 Frequenty Asked Questions (FAQs)1 1.1 How accurate is Rotobot?........................................1 1.2 Why is it so slow?............................................1 1.3 What is the colour space to get the best detection?...........................1 1.4 Why does my 5K image take so long?..................................2 1.5 How do I install Rotobot?........................................2 1.6 What is that glitch?............................................2 1.7 How do I install a license?........................................2 2 User Guides 3 2.1 Rotobot Segmentation..........................................3 2.2 Rotobot Instance Segmentation.....................................3 2.3 Rotobot Person..............................................3 2.3.1 Input and Output are RGB and RGBA.............................4 2.3.2 Input Colorspace........................................4 2.4 Create a mask using Rotobot Segmentation...............................4 2.5 Isolate and seperate an indivdual using Rotobot Instance Segmentation................5 2.6 Create a soft mask using Trimap.....................................5 3 System Adminstration Docs 7 3.1 Functional description..........................................7 3.1.1 Details of OpenFX Plugins...................................7 3.1.2 Caching of computation....................................8 3.1.3 Details of CUDA compatibility.................................8 3.1.3.1 CUDA Toolkit is installed -
Web-Based Fingerprinting Techniques
Web-based Fingerprinting Techniques V´ıtor Bernardo and Dulce Domingos LaSIGE, Faculdade de Ciencias,ˆ Universidade de Lisboa, Lisboa, Portugal Keywords: Browser Fingerprinting, Cross-browser Fingerprinting, Device Fingerprinting, Privacy, Fingerprint. Abstract: The concept of device fingerprinting is based in the assumption that each electronic device holds a unique set of physical and/or logical features that others can capture and use to differentiate it from the whole. Web-based fingerprinting, a particular case of device fingerprinting, allows website owners to differentiate devices based on the set of information that browsers transmit. Depending on the techniques being used, a website can track a device based on its browser features (browser fingerprinting) or based on system settings (cross-browser fingerprinting). The latter allows identification of the device even when more than one browser is used. Several different works have introduced new techniques over the last years proving that fingerprinting can be done in multiple ways, but there is not a consolidated work gathering all of them. The current work identifies known web-based fingerprinting techniques, categorizing them as which ones are browser and which are cross-browser and showing real examples of the data that can be captured with each technique. The study is synthesized in a taxonomy, which provides a clear separation between techniques, making it easier to identify the threats to security and privacy inherent to each one. 1 INTRODUCTION far more upsetting than simple cookies. In most cases, web-based fingerprinting is used to Device fingerprinting is based on the assumption that track users activity in sites and bind a device finger- no two devices are exactly alike and that profiles can print to a user profile (together with its preferences, be created by capturing the emanation patterns sent tastes and interests). -
Genesis, a Flexible and User-Friendly Tool to Generate Controll
bioRxiv preprint doi: https://doi.org/10.1101/2021.03.03.433737; this version posted March 4, 2021. The copyright holder for this preprint (which was not certified by peer review) is the author/funder, who has granted bioRxiv a license to display the preprint in perpetuity. It is made available under aCC-BY-NC 4.0 International license. 1 1 Towards a standardization of non-symbolic numerical experiments: GeNEsIS, 2 a flexible and user-friendly tool to generate controlled stimuli 3 4 Mirko Zanon1, Davide Potrich1, Maria Bortot1, Giorgio Vallortigara1 5 6 1 Center for Mind/Brain Sciences, University of Trento, Rovereto, Italy 7 8 Corresponding author: 9 Mirko Zanon 10 Piazza Manifattura,1 38068 Rovereto 11 +39 3473009313 [email protected] bioRxiv preprint doi: https://doi.org/10.1101/2021.03.03.433737; this version posted March 4, 2021. The copyright holder for this preprint (which was not certified by peer review) is the author/funder, who has granted bioRxiv a license to display the preprint in perpetuity. It is made available under aCC-BY-NC 4.0 International license. 2 12 Abstract 13 Several studies have suggested that vertebrate and invertebrate species may 14 possess a number sense, i.e. an ability to process in a non-symbolic and non-verbal 15 way the numerousness of a set of items. However, this hypothesis has been 16 challenged by the presence of other non-numerical continuous physical variables, 17 that vary along with numerosity (e.g. any change in the number of visual physical 18 elements in a set naturally involves a related change in visual features such as area, 19 density, contour length and convex hull of the stimulus). -
Webkit and Blink: Open Development Powering the HTML5 Revolution
WebKit and Blink: Open Development Powering the HTML5 Revolution Juan J. Sánchez LinuxCon 2013, New Orleans Myself, Igalia and WebKit Co-founder, member of the WebKit/Blink/Browsers team Igalia is an open source consultancy founded in 2001 Igalia is Top 5 contributor to upstream WebKit/Blink Working with many industry actors: tablets, phones, smart tv, set-top boxes, IVI and home automation. WebKit and Blink Juan J. Sánchez Outline The WebKit technology: goals, features, architecture, code structure, ports, webkit2, ongoing work The WebKit community: contributors, committers, reviewers, tools, events How to contribute to WebKit: bugfixing, features, new ports Blink: history, motivations for the fork, differences, status and impact in the WebKit community WebKit and Blink Juan J. Sánchez WebKit: The technology WebKit and Blink Juan J. Sánchez The WebKit project Web rendering engine (HTML, JavaScript, CSS...) The engine is the product Started as a fork of KHTML and KJS in 2001 Open Source since 2005 Among other things, it’s useful for: Web browsers Using web technologies for UI development WebKit and Blink Juan J. Sánchez Goals of the project Web Content Engine: HTML, CSS, JavaScript, DOM Open Source: BSD-style and LGPL licenses Compatibility: regression testing Standards Compliance Stability Performance Security Portability: desktop, mobile, embedded... Usability Hackability WebKit and Blink Juan J. Sánchez Goals of the project NON-goals: “It’s an engine, not a browser” “It’s an engineering project not a science project” “It’s not a bundle of maximally general and reusable code” “It’s not the solution to every problem” http://www.webkit.org/projects/goals.html WebKit and Blink Juan J. -
An Overview of 3D Data Content, File Formats and Viewers
Technical Report: isda08-002 Image Spatial Data Analysis Group National Center for Supercomputing Applications 1205 W Clark, Urbana, IL 61801 An Overview of 3D Data Content, File Formats and Viewers Kenton McHenry and Peter Bajcsy National Center for Supercomputing Applications University of Illinois at Urbana-Champaign, Urbana, IL {mchenry,pbajcsy}@ncsa.uiuc.edu October 31, 2008 Abstract This report presents an overview of 3D data content, 3D file formats and 3D viewers. It attempts to enumerate the past and current file formats used for storing 3D data and several software packages for viewing 3D data. The report also provides more specific details on a subset of file formats, as well as several pointers to existing 3D data sets. This overview serves as a foundation for understanding the information loss introduced by 3D file format conversions with many of the software packages designed for viewing and converting 3D data files. 1 Introduction 3D data represents information in several applications, such as medicine, structural engineering, the automobile industry, and architecture, the military, cultural heritage, and so on [6]. There is a gamut of problems related to 3D data acquisition, representation, storage, retrieval, comparison and rendering due to the lack of standard definitions of 3D data content, data structures in memory and file formats on disk, as well as rendering implementations. We performed an overview of 3D data content, file formats and viewers in order to build a foundation for understanding the information loss introduced by 3D file format conversions with many of the software packages designed for viewing and converting 3D files. -
Embassies: Radically Refactoring the Web Jon Howell, Bryan Parno, John R
Embassies: Radically Refactoring the Web Jon Howell, Bryan Parno, John R. Douceur, Microsoft Research Abstract of evolving complexity. On the Internet, application Web browsers ostensibly provide strong isolation for providers, or vendors, run server-side applications over the client-side components of web applications. Unfor- which they exercise total control, from the app down tunately, this isolation is weak in practice; as browsers to the network stack, firewall, and OS. Even when ven- add increasingly rich APIs to please developers, these dors are tenants of a shared datacenter, each tenant au- complex interfaces bloat the trusted computing base and tonomously controls its software stack down to the ma- erode cross-app isolation boundaries. chine code, and each tenant is accessible only via IP. We reenvision the web interface based on the notion The strong isolation among virtualized Infrastructure-as- of a pico-datacenter, the client-side version of a shared a-Service datacenter tenants derives not from physical server datacenter. Mutually untrusting vendors run their separation but from the execution interface’s simplicity. code on the user’s computer in low-level native code con- This paper extends the semantics of datacenter rela- tainers that communicate with the outside world only via tionships to the client’s web experience. Suspending dis- IP. Just as in the cloud datacenter, the simple semantics belief momentarily, suppose every client had ubiquitous makes isolation tractable, yet native code gives vendors high-performance Internet connectivity. In such a world, the freedom to run any software stack. Since the datacen- exploiting datacenter semantics is easy: The client is ter model is designed to be robust to malicious tenants, it merely a screencast (VNC) viewer; every app runs on is never dangerous for the user to click a link and invite its vendor’s servers and streams a video of its display to a possibly-hostile party onto the client. -
Guide to Graphics Software Tools
Jim x. ehen With contributions by Chunyang Chen, Nanyang Yu, Yanlin Luo, Yanling Liu and Zhigeng Pan Guide to Graphics Software Tools Second edition ~ Springer Contents Pre~ace ---------------------- - ----- - -v Chapter 1 Objects and Models 1.1 Graphics Models and Libraries ------- 1 1.2 OpenGL Programming 2 Understanding Example 1.1 3 1.3 Frame Buffer, Scan-conversion, and Clipping ----- 5 Scan-converting Lines 6 Scan-converting Circles and Other Curves 11 Scan-converting Triangles and Polygons 11 Scan-converting Characters 16 Clipping 16 1.4 Attributes and Antialiasing ------------- -17 Area Sampling 17 Antialiasing a Line with Weighted Area Sampling 18 1.5 Double-bl{tferingfor Animation - 21 1.6 Review Questions ------- - -26 X Contents 1.7 Programming Assignments - - -------- - -- 27 Chapter 2 Transformation and Viewing 2.1 Geometrie Transformation ----- 29 2.2 2D Transformation ---- - ---- - 30 20 Translation 30 20 Rotation 31 20 Scaling 32 Composition of2D Transformations 33 2.3 3D Transformation and Hidden-surjaee Removal -- - 38 3D Translation, Rotation, and Scaling 38 Transfonnation in OpenGL 40 Hidden-surface Remova! 45 Collision Oetection 46 30 Models: Cone, Cylinder, and Sphere 46 Composition of30 Transfonnations 51 2.4 Viewing ----- - 56 20 Viewing 56 30 Viewing 57 30 Clipping Against a Cube 61 Clipping Against an Arbitrary Plane 62 An Example ofViewing in OpenGL 62 2.5 Review Questions 65 2.6 Programming Assignments 67 Chapter 3 Color andLighting 3.1 Color -------- - - 69 RGß Mode and Index Mode 70 Eye Characteristics and -
Flowcaster Manual 1 Table of Contents
FlowCaster Copyright 2020-2021 Drastic Technologies Ltd. All Rights Reserved. Version: April 22nd, 2021 FlowCaster Manual 1 Table of Contents 1 Introduction.........................................................................................................................................4 2 WorkFlows..........................................................................................................................................5 2.1 Work from home/cloud/remote monitoring...................................................................................5 2.2 Production team sharing/collaboration........................................................................................5 2.3 Cloud production or capture feed................................................................................................5 2.4 IP format conversion...................................................................................................................6 2.5 Cloud to cloud.............................................................................................................................6 3 Quick Start – SRT/RTP/UDP..............................................................................................................7 4 Quick Start – RTMP..........................................................................................................................14 5 FlowCaster Configuration.................................................................................................................22 6 Adobe.............................................................................................................................................. -
Webkit and Blink: Bridging the Gap Between the Kernel and the HTML5 Revolution
WebKit and Blink: Bridging the Gap Between the Kernel and the HTML5 Revolution Juan J. Sánchez LinuxCon Japan 2014, Tokyo Myself, Igalia and WebKit Co-founder, member of the WebKit/Blink/Browsers team Igalia is an open source consultancy founded in 2001 Igalia is Top 5 contributor to upstream WebKit/Blink Working with many industry actors: tablets, phones, smart tv, set-top boxes, IVI and home automation. WebKit and Blink Juan J. Sánchez Outline 1 Why this all matters 2 2004-2013: WebKit, a historical perspective 2.1. The technology: goals, features, architecture, ports, webkit2, code, licenses 2.2. The community: kinds of contributors and contributions, tools, events 3 April 2013. The creation of Blink: history, motivations for the fork, differences and impact in the WebKit community 4 2013-2014: Current status of both projects, future perspectives and conclusions WebKit and Blink Juan J. Sánchez PART 1: Why this all matters WebKit and Blink Juan J. Sánchez Why this all matters Long time trying to use Web technologies to replace native totally or partially Challenge enabled by new HTML5 features and improved performance Open Source is key for innovation in the field Mozilla focusing on the browser WebKit and now Blink are key projects for those building platforms and/or browsers WebKit and Blink Juan J. Sánchez PART 2: 2004-2013 WebKit, a historical perspective WebKit and Blink Juan J. Sánchez PART 2.1 WebKit: the technology WebKit and Blink Juan J. Sánchez The WebKit project Web rendering engine (HTML, JavaScript, CSS...) The engine is the product Started as a fork of KHTML and KJS in 2001 Open Source since 2005 Among other things, it’s useful for: Web browsers Using web technologies for UI development WebKit and Blink Juan J.