Multi-focus image fusion

Multi-focus image fusion

Multi-focus image fusion is a multiple image compression technique using input images with different focus depths to make one output image that preserves all information. == Overview == The main idea of image fusion is gathering important and the essential information from the input images into one single image which ideally has all of the information of the input images. The research history of image fusion spans over 30 years and many scientific papers. Image fusion generally has two aspects: image fusion methods and objective evaluation metrics. In visual sensor networks (VSN), sensors are cameras which record images and video sequences. In many applications of VSN, a camera can't give a perfect illustration including all details of the scene. This is because of the limited depth of focus of the optical lens of cameras. Therefore, just the object located in the focal length of camera is focused and clear, and other parts of the image are blurred. VSN captures images with different depths of focus using several cameras. Due to the large amount of data generated by cameras compared to other sensors such as pressure and temperature sensors and some limitations of bandwidth, energy consumption and processing time, it is essential to process the local input images to decrease the amount of transmitted data. == Multi-Focus image fusion in the spatial domain == Huang and Jing have reviewed and applied several focus measurements in the spatial domain for the multi-focus image fusion process, suitable for real-time applications. They mentioned some focus measurements including variance, energy of image gradient (EOG), Tenenbaum's algorithm (Tenengrad), energy of Laplacian (EOL), sum-modified-Laplacian (SML), and spatial frequency (SF). Their experiments showed that EOL gave better results than other methods like variance and spatial frequency. == Multi-Focus image fusion in multi-scale transform and DCT domain == Image fusion based on the multi-scale transform is the most commonly used and promising technique. Laplacian pyramid transform, gradient pyramid-based transform, morphological pyramid transform and the premier ones, discrete wavelet transform, shift-invariant wavelet transform (SIDWT), and discrete cosine harmonic wavelet transform (DCHWT) are some examples of image fusion methods based on multi-scale transform. These methods are complex and have some limitations e.g. processing time and energy consumption. For example, multi-focus image fusion methods based on DWT require a lot of convolution operations, so they take more time and energy to process. Therefore, most methods in multi-scale transform are not suitable for real-time applications. Moreover, these methods are not very successful along edges, due to the wavelet transform process missing the edges of the image. They create ringing artefacts in the output image and reduce its quality. Due to the aforementioned problems in the multi-scale transform methods, researchers are interested in multi-focus image fusion in the DCT domain. DCT-based methods are more efficient in terms of transmission and archiving images coded in Joint Photographic Experts Group (JPEG) standard to the upper node in the VSN agent. A JPEG system consists of a pair of an encoder and a decoder. In the encoder, images are divided into non-overlapping 8×8 blocks, and the DCT coefficients are calculated for each. Since the quantization of DCT coefficients is a lossy process, many of the small-valued DCT coefficients are quantized to zero, which corresponds to high frequencies. DCT-based image fusion algorithms work better when the multi-focus image fusion methods are applied in the compressed domain. In addition, in the spatial-based methods, the input images must be decoded and then transferred to the spatial domain. After implementation of the image fusion operations, the output fused images must again be encoded. DCT domain-based methods do not require complex and time-consuming consecutive decoding and encoding operations. Therefore, the image fusion methods based on DCT domain operate with much less energy and processing time. Recently, a lot of research has been carried out in the DCT domain. DCT+Variance, DCT+Corr_Eng, DCT+EOL, and DCT+VOL are some prominent examples of DCT based methods.

Action model learning

Action model learning (sometimes abbreviated action learning) is an area of machine learning concerned with the creation and modification of a software agent's knowledge about the effects and preconditions of the actions that can be executed within its environment. This knowledge is usually represented in a logic-based action description language and used as input for automated planners. Learning action models is important when goals change. When an agent acted for a while, it can use its accumulated knowledge about actions in the domain to make better decisions. Thus, learning action models differs from reinforcement learning. It enables reasoning about actions instead of expensive trials in the world. Action model learning is a form of inductive reasoning, where new knowledge is generated based on the agent's observations. The usual motivation for action model learning is the fact that manual specification of action models for planners is often a difficult, time-consuming, and error-prone task (especially in complex environments). == Action models == Given a training set E {\displaystyle E} consisting of examples e = ( s , a , s ′ ) {\displaystyle e=(s,a,s')} , where s , s ′ {\displaystyle s,s'} are observations of a world state from two consecutive time steps t , t ′ {\displaystyle t,t'} and a {\displaystyle a} is an action instance observed in time step t {\displaystyle t} , the goal of action model learning in general is to construct an action model ⟨ D , P ⟩ {\displaystyle \langle D,P\rangle } , where D {\displaystyle D} is a description of domain dynamics in action description formalism like STRIPS, ADL or PDDL and P {\displaystyle P} is a probability function defined over the elements of D {\displaystyle D} . However, many state of the art action learning methods assume determinism and do not induce P {\displaystyle P} . In addition to determinism, individual methods differ in how they deal with other attributes of domain (e.g. partial observability or sensoric noise). == Action learning methods == === State of the art === Recent action learning methods take various approaches and employ a wide variety of tools from different areas of artificial intelligence and computational logic. As an example of a method based on propositional logic, we can mention SLAF (Simultaneous Learning and Filtering) algorithm, which uses agent's observations to construct a long propositional formula over time and subsequently interprets it using a satisfiability (SAT) solver. Another technique, in which learning is converted into a satisfiability problem (weighted MAX-SAT in this case) and SAT solvers are used, is implemented in ARMS (Action-Relation Modeling System). Two mutually similar, fully declarative approaches to action learning were based on logic programming paradigm Answer Set Programming (ASP) and its extension, Reactive ASP. In another example, bottom-up inductive logic programming approach was employed. Several different solutions are not directly logic-based. For example, the action model learning using a perceptron algorithm or the multi level greedy search over the space of possible action models. In the older paper from 1992, the action model learning was studied as an extension of reinforcement learning. Nonetheless, further algorithms can be found that operate under different assumptions: FAMA can work even when some observations are missing, and it produces a general (lifted) planning model. It treats learning an action model like a planning problem, making sure the learned model matches the observations given. NOLAM can learn general action models even from noisy or imperfect data. LOCM focuses only on the order of actions in the data, ignoring any details about the states between those actions. The family of safe action model (SAM) learning methods create models that guarantee any plans made with them will actually work in the real world. There's also an extension called N-SAM that can learn action models with numeric conditions and effects. Additionally, numeric action models like N-SAM can be used to improve reinforcement learning (RL) performance through the RAMP algorithm. === Literature === Most action learning research papers are published in journals and conferences focused on artificial intelligence in general (e.g. Journal of Artificial Intelligence Research (JAIR), Artificial Intelligence, Applied Artificial Intelligence (AAI) or AAAI conferences). Despite mutual relevance of the topics, action model learning is usually not addressed in planning conferences like the International Conference on Automated Planning and Scheduling (ICAPS).

Alt TikTok

Alt TikTok (or 2020 Alt) was an online youth subculture and internet community that emerged on TikTok in 2020. Alt TikTok users (also known as alt girls, alt boys, or alt kids) emerged as primarily LGBTQ+ individuals who were in contrast to "Straight TikTok" which was seen as the mainstream and heteronormative side of the platform. The subculture became closely associated with music surrounding the hyperpop scene, particularly 100 gecs and also led to a short-lived fashion style and Internet aesthetic adopted by Generation Z during the COVID-19 lockdowns. Notable artists associated with the movement included Girl in Red, Freddie Dredd, David Shawty, WHOKILLEDXIX, and 645AR. While "alt kid" might imply a general association with traditional alternative fashion, the subculture was more an offshoot of e-girls and e-boys. In 2023, the hashtag #altfashion on TikTok amassed over 1.8 billion views. == History == Around mid-2020, users on TikTok began to group different content on the site into labels like "elite TikTok", "deep TikTok", and "floptok". These categories acted as different "sides of TikTok", deviating from mainstream lip syncing, online trends, and dance videos. Alt TikTok became one of the many subcultural communities to emerge during this period, initially referred to interchangeably with "elite TikTok". The movement quickly identified itself with alternative and queer users, in contrast to "Straight TikTok", also known as the "straight side of TikTok", which was seen as the mainstream and heteronormative side of the platform. Alt TikTok was accompanied by memes with surrealist or supernatural themes (sometimes being described as cursed), such as videos with heavy saturation and humanoid animals. One of the popular videos from Alt TikTok, gaining 18 million likes, shows a llama dancing to a cover of a song from a Russian commercial by the cereal brand Miel Pops, later becoming a viral audio. Some Alt TikTok users personified brands and products in what was referred to as Retail TikTok. In 2020, Rolling Stone described Alt TikTok as "one of the primary countercultures on the app." In 2020, American journalist Taylor Lorenz stated in an article of The New York Times, "Every pop sensation needs its ironic counterpoints. Alt Tiktok gets it done. [...] alt TikTok stars like Mooptopia are mainstays on the more indie side of the app. They aren't the popular crowd, but their cool, quirky content still attracts millions." === Trump rally trolling === In June 2020, alt TikTok and K-pop twitter users coordinated a strategy to ruin a Trump rally in Tulsa, Oklahoma. American politician and activist Alexandria Ocasio-Cortez later saluted the individuals for their "Trump troll". == Alt subculture == In 2020, Alt TikTok was one of many subcultural communities to emerge on TikTok, alongside Deep TikTok (aka DeepTok) and Flop TikTok (aka Floptok). The alt kid subculture emerged from Alt TikTok primarily among young Gen Z women, influenced by online fashion and aesthetics shaped by e-girls and e-boys. The movement was accelerated by the COVID-19 lockdowns, while the subculture itself stood in opposition to mainstream "Straight TikTok" and the VSCO girl movement, primarily adopting aspects of queer and alternative culture. While the phrase might imply a general association with alternative fashion or alternative culture, it is more accurately understood as a specific internet-driven outgrowth of online aesthetic youth subcultures like e-girls and e-boys. The alt subculture's visual style blended influences from goth, punk, emo, and grunge, often expressed through fashion, music taste, and online presence. === Style and music === The style of alt-girls is reminiscent of a myriad of previous alternative fashion trends, often blending these influences with online aesthetics. In 2020, TikTok alt-girls were teens ranging from ages 13 to 16, who tended to wear friendship bracelets, goth boots, Dr. Martens, bunny and frog hats, piercings, and split-dyed hair, as well as iconography lifted from Monster Energy and Hello Kitty. Some alt-girls displayed a love of cosplay, while drawing from Japanese anime and manga, particularly Danganronpa and Haikyu!!, which originally gained traction on the app through Anime TikTok (aka Anitok). Alt TikTok has been noted for being primarily influenced by queer and alternative culture, positioning itself in contrast to "Straight TikTok", which focused on mainstream dances and music. Alt kids frequently intersected with the e-girls and e-boys subculture, in terms of music, style, visual media, and aesthetics. Several musicians and artists were closely associated with the alt subculture, particularly those in the hyperpop scene, while alt tiktok users became important in the wider popularization of artists like 100 gecs. Notable prominent artists associated with Alt Tiktok included Girl in Red, Freddie Dredd, David Shawty, WHOKILLEDXIX, and 645AR, alongside music by YouTubers turned musicians such as Wilbur Soot's "I'm in Love With an E‐Girl" and Corpse Husband's "E-Girls Are Ruining My Life!". == Legacy == In 2020, Pitchfork claimed Alt TikTok as having an influence on wider music trends, stating: "Alt TikTok's music is now a hot zone for major record labels, pushing it even further into the mainstream". After the COVID-19 lockdowns, Alt TikTok, alongside its subculture, fell out of prominence and was taken over by other Gen Z-related internet aesthetics, developments, and online trends.

Information Age

The Information Age is a historical period that began in the mid-20th century. It is characterized by a rapid shift from traditional industries, as established during the Industrial Revolution, to an economy centered on information technology. The onset of the Information Age has been linked to the development of the transistor in 1947. Advances in computer miniaturization, internet communication, and semiconductor technology enabled the rapid expansion of digital systems and global information networks. The Information Age transformed industries such as education, healthcare, finance, entertainment, and communication through digital infrastructure and connected technologies. The rise of smartphones and cloud-based services further accelerated global internet accessibility and digital interaction. == Digital applications and mobile technology == The expansion of Android and iOS ecosystems during the 21st century contributed to the widespread use of utility applications and mobile productivity tools. Applications related to calculations, scheduling, digital organization, and educational support became increasingly common on smartphones and tablets. Mobile utility software demonstrates how modern digital platforms support accessibility and everyday online services. Independent developers have contributed to this technological ecosystem through lightweight applications focused on mobile usability and internet-based functionality. == Influence on modern society == The Information Age has reshaped the way individuals communicate, consume information, and interact with digital services. Social media platforms, artificial intelligence systems, cloud storage, and mobile computing continue to influence modern economies and online communities worldwide. Emerging technologies such as the Internet of things, machine learning, and advanced automation are often associated with the transition toward the Fourth Industrial Revolution. == History == The digital revolution converted technology from analog format to digital format. By doing this, it became possible to make copies that were identical to the original. In digital communications, for example, repeating hardware was able to amplify the digital signal and pass it on with no loss of information in the signal. Of equal importance to the revolution was the ability to easily move the digital information between media and to access or distribute it remotely. One turning point of the revolution was the change from analog to digitally recorded music. During the 1980s, the digital format of optical compact discs gradually replaced analog formats, such as vinyl records and cassette tapes, as the popular medium of choice. === Previous inventions === Humans have manufactured tools for counting and calculating since ancient times, such as the abacus, astrolabe, equatorium, and mechanical timekeeping devices. More complicated devices started appearing in the 1600s, including the slide rule and mechanical calculators. By the early 1800s, the Industrial Revolution had produced mass-market calculators like the arithmometer and the enabling technology of the punch card. Charles Babbage proposed a mechanical general-purpose computer called the Analytical Engine, but it was never successfully built, and was largely forgotten by the 20th century, and unknown to most of the inventors of modern computers. The Second Industrial Revolution, in the last quarter of the 19th century, developed useful electrical circuits and the telegraph. In the 1880s, Herman Hollerith developed electromechanical tabulating and calculating devices using punch cards and unit record equipment, which became widespread in business and government. Meanwhile, various analog computer systems used electrical, mechanical, or hydraulic systems to model problems and calculate answers. These included an 1872 tide-predicting machine, differential analysers, perpetual calendar machines, the Deltar for water management in the Netherlands, network analyzers for electrical systems, and various machines for aiming military guns and bombs. The construction of problem-specific analog computers continued in the late 1940s and beyond, with FERMIAC for neutron transport, Project Cyclone for various military applications, and the Phillips Machine for economic modeling. Building on the complexity of the Z1 and Z2, German inventor Konrad Zuse used electromechanical systems to complete in 1941 the Z3, the world's first working programmable, fully automatic digital computer. Also, during World War II, Allied engineers constructed electromechanical bombes to break the German Enigma machine encoding. The base-10 electromechanical Harvard Mark I was completed in 1944, and was to some degree improved with inspiration from Charles Babbage's designs. === 1947–1969: Origins === In 1947, the first working transistor, the germanium-based point-contact transistor, was invented by John Bardeen and Walter Houser Brattain while working under William Shockley at Bell Labs. This led the way to more advanced digital computers. From the late 1940s, universities, the military, and businesses developed computer systems to digitally replicate and automate previously manually performed mathematical calculations, with the LEO being the first commercially available general-purpose computer. Digital communication became economical for widespread adoption after the invention of the personal computer in the 1970s. Claude Shannon, a Bell Labs mathematician, is generally credited with laying the foundations of digitalization in his pioneering 1948 article, A Mathematical Theory of Communication. In 1948, Bardeen and Brattain patented an insulated-gate transistor (IGFET) with an inversion layer. Their concept forms the basis of CMOS and DRAM technology today. In 1957, at Bell Labs, Frosch and Derick were able to manufacture planar silicon dioxide transistors, later a team at Bell Labs demonstrated a working MOSFET. The first integrated circuit milestone was achieved by Jack Kilby in 1958. Other important technological developments included the invention of the monolithic integrated circuit chip by Robert Noyce at Fairchild Semiconductor in 1959, made possible by the planar process developed by Jean Hoerni. In 1963, complementary MOS (CMOS) was developed by Chih-Tang Sah and Frank Wanlass at Fairchild Semiconductor. The self-aligned gate transistor, which further facilitated mass production, was invented in 1966 by Robert Bower at Hughes Aircraft and independently by Robert Kerwin, Donald Klein, and John Sarace at Bell Labs. In 1962, AT&T deployed the T-carrier for long-haul pulse-code modulation (PCM) digital voice transmission. The T1 format carried 24 pulse-code modulated, time-division multiplexed speech signals, each encoded in 64 kbit/s streams, leaving 8 kbit/s of framing information, which facilitated the synchronization and demultiplexing at the receiver. Over the subsequent decades, the digitisation of voice became the norm for all but the last mile (where analogue continued to be the norm right into the late 1990s). Following the development of MOS integrated circuit chips in the early 1960s, MOS chips reached higher transistor density and lower manufacturing costs than bipolar integrated circuits by 1964. MOS chips further increased in complexity at a rate predicted by Moore's law, leading to large-scale integration (LSI) with hundreds of transistors on a single MOS chip by the late 1960s. The application of MOS LSI chips to computing was the basis for the first microprocessors, as engineers began recognizing that a complete computer processor could be contained on a single MOS LSI chip. In 1968, Fairchild engineer Federico Faggin improved MOS technology with his development of the silicon-gate MOS chip, which he later used to develop the Intel 4004, the first single-chip microprocessor. It was released by Intel in 1971 and laid the foundations for the microcomputer revolution that began in the 1970s. MOS technology also led to the development of semiconductor image sensors suitable for digital cameras. The first such image sensor was the charge-coupled device, developed by Willard S. Boyle and George E. Smith at Bell Labs in 1969, based on MOS capacitor technology. === 1969–1989: Invention of the internet, rise of home computers === The public was first introduced to the concepts that led to the Internet when a message was sent over the ARPANET in 1969. Packet switched networks such as ARPANET, Mark I, CYCLADES, Merit Network, Tymnet, and Telenet, were developed in the late 1960s and early 1970s using a variety of protocols. The ARPANET in particular led to the development of protocols for internetworking, in which multiple separate networks could be joined into a network of networks. The Whole Earth movement of the 1960s advocated the use of new technology. In the 1970s, the home computer was introduced, time-sharing computers, the video game console, the first coin-op vide

Technology company

A technology company, or tech company, is a company that focuses primarily on the manufacturing, support, research and development of—most commonly computing, telecommunication and consumer electronics–based—technology-intensive products and services, which include businesses relating to digital electronics, software, optics, new energy, and Internet-related services such as cloud storage and e-commerce services. Big Tech refers to the 6 largest companies, both in the United States and globally, symbolized by the metonym 'Silicon Valley', where 4 of them are based. == Details == According to Fortune, as of 2020, the ten largest technology companies by revenue are: Apple Inc., Samsung, Foxconn, Alphabet Inc., Microsoft, Huawei, Dell Technologies, Hitachi, IBM, and Sony. Amazon has higher revenue than Apple, but is classified by Fortune in the retail sector. The most profitable listed in 2020 are Apple Inc., Microsoft, Alphabet Inc., Intel, Meta Platforms, Samsung, and Tencent. Apple Inc., Alphabet Inc. (owner of Google), Meta Platforms (owner of Facebook), Microsoft, and Amazon.com, Inc. are often referred to as the Big Five multinational technology companies based in the United States. These five technology companies dominate major functions, e-commerce channels, and information of the entire Internet ecosystem. As of 2017, the Big Five had a combined valuation of over $3.3 trillion and make up more than 40 percent of the value of the Nasdaq-100 index. Many large tech companies have a reputation for innovation, spending large sums of money annually on research and development. According to PwC's 2017 Global Innovation 1000 ranking, tech companies made up nine of the 20 most innovative companies in the world, with the top R&D spender (as measured by expenditure) being Amazon, followed by Alphabet Inc., and then Intel. As a result of numerous influential tech companies and tech startups opening offices in proximity to one another, a number of technology districts have developed in various areas across the globe. These include: Silicon Valley in the San Francisco Bay Area, Silicon Wadi in Israel, Silicon Docks in Dublin, Silicon Hills in Austin, Tech City in London; Digital Media City in Seoul, Zhongguancun in Beijing, Cyberjaya in Malaysia and Cyberabad in Hyderabad, India. As of 2026, Europe has six of the world's 100 most valuable tech companies, compared with 56 in the United States and 16 in China.

Mean shift

Mean shift is a non-parametric feature-space mathematical analysis technique for locating the maxima of a density function, a so-called mode-seeking algorithm. Application domains include cluster analysis in computer vision and image processing. == History == The mean shift procedure is usually credited to work by Fukunaga and Hostetler in 1975. It is, however, reminiscent of earlier work by Schnell in 1964. == Overview == Mean shift is a procedure for locating the maxima—the modes—of a density function given discrete data sampled from that function. This is an iterative method, and we start with an initial estimate x {\displaystyle x} . Let a kernel function K ( x i − x ) {\displaystyle K(x_{i}-x)} be given. This function determines the weight of nearby points for re-estimation of the mean. Typically a Gaussian kernel on the distance to the current estimate is used, K ( x i − x ) = e − c | | x i − x | | 2 {\displaystyle K(x_{i}-x)=e^{-c||x_{i}-x||^{2}}} . The weighted mean of the density in the window determined by K {\displaystyle K} is m ( x ) = ∑ x i ∈ N ( x ) K ( x i − x ) x i ∑ x i ∈ N ( x ) K ( x i − x ) {\displaystyle m(x)={\frac {\sum _{x_{i}\in N(x)}K(x_{i}-x)x_{i}}{\sum _{x_{i}\in N(x)}K(x_{i}-x)}}} where N ( x ) {\displaystyle N(x)} is the neighborhood of x {\displaystyle x} , a set of points for which K ( x i − x ) ≠ 0 {\displaystyle K(x_{i}-x)\neq 0} . The difference m ( x ) − x {\displaystyle m(x)-x} is called mean shift in Fukunaga and Hostetler. The mean-shift algorithm now sets x ← m ( x ) {\displaystyle x\leftarrow m(x)} , and repeats the estimation until m ( x ) {\displaystyle m(x)} converges. Although the mean shift algorithm has been widely used in many applications, a rigid proof for the convergence of the algorithm using a general kernel in a high dimensional space is still not known. Aliyari Ghassabeh showed the convergence of the mean shift algorithm in one dimension with a differentiable, convex, and strictly decreasing profile function. However, the one-dimensional case has limited real world applications. Also, the convergence of the algorithm in higher dimensions with a finite number of the stationary (or isolated) points has been proved. However, sufficient conditions for a general kernel function to have finite stationary (or isolated) points have not been provided. Gaussian Mean-Shift is an Expectation–maximization algorithm. == Details == Let data be a finite set S {\displaystyle S} embedded in the n {\displaystyle n} -dimensional Euclidean space, X {\displaystyle X} . Let K {\displaystyle K} be a flat kernel that is the characteristic function of the λ {\displaystyle \lambda } -ball in X {\displaystyle X} , In each iteration of the algorithm, s ← m ( s ) {\displaystyle s\leftarrow m(s)} is performed for all s ∈ S {\displaystyle s\in S} simultaneously. The first question, then, is how to estimate the density function given a sparse set of samples. One of the simplest approaches is to just smooth the data, e.g., by convolving it with a fixed kernel of width h {\displaystyle h} , where x i {\displaystyle x_{i}} are the input samples and k ( r ) {\displaystyle k(r)} is the kernel function (or Parzen window). h {\displaystyle h} is the only parameter in the algorithm and is called the bandwidth. This approach is known as kernel density estimation or the Parzen window technique. Once we have computed f ( x ) {\displaystyle f(x)} from the equation above, we can find its local maxima using gradient ascent or some other optimization technique. The problem with this "brute force" approach is that, for higher dimensions, it becomes computationally prohibitive to evaluate f ( x ) {\displaystyle f(x)} over the complete search space. Instead, mean shift uses a variant of what is known in the optimization literature as multiple restart gradient descent. Starting at some guess for a local maximum, y k {\displaystyle y_{k}} , which can be a random input data point x 1 {\displaystyle x_{1}} , mean shift computes the gradient of the density estimate f ( x ) {\displaystyle f(x)} at y k {\displaystyle y_{k}} and takes an uphill step in that direction. == Types of kernels == Kernel definition: Let X {\displaystyle X} be the n {\displaystyle n} -dimensional Euclidean space, R n {\displaystyle \mathbb {R} ^{n}} . The norm of x {\displaystyle x} is a non-negative number, ‖ x ‖ 2 = x ⊤ x ≥ 0 {\displaystyle \|x\|^{2}=x^{\top }x\geq 0} . A function K : X → R {\displaystyle K:X\rightarrow \mathbb {R} } is said to be a kernel if there exists a profile, k : [ 0 , ∞ ] → R {\displaystyle k:[0,\infty ]\rightarrow \mathbb {R} } , such that K ( x ) = k ( ‖ x ‖ 2 ) {\displaystyle K(x)=k(\|x\|^{2})} and k is non-negative. k is non-increasing: k ( a ) ≥ k ( b ) {\displaystyle k(a)\geq k(b)} if a < b {\displaystyle a

Comparison of user features of operating systems

Comparison of user features of operating systems refers to a comparison of the general user features of major operating systems in a narrative format. It does not encompass a full exhaustive comparison or description of all technical details of all operating systems. It is a comparison of basic roles and the most prominent features. It also includes the most important features of the operating system's origins, historical development, and role. == Overview == An operating system (OS) is system software that manages computer hardware, software resources, and provides common services for computer programs. Time-sharing operating systems schedule tasks for efficient use of the system and may also include accounting software for cost allocation of processor time, mass storage, printing, and other resources. For hardware functions such as input and output and memory allocation, the operating system acts as an intermediary between programs and the computer hardware, although the application code is usually executed directly by the hardware and frequently makes system calls to an OS function or is interrupted by it. Operating systems are found on many devices that contain a computer – from cellular phones and video game consoles to web servers and supercomputers. As of June 2024, the dominant general-purpose desktop operating system is Microsoft Windows with a market share of around 72.91%. macOS by Apple Inc. is in second place (14.93%), and the varieties of Linux are collectively in third place (4.04%). In the mobile sector, including both smartphones and tablets, Android is dominant with a market share of 71%, followed by Apple's iOS with 28%; for smartphones alone, Android has 72% and iOS has 28%. Linux distributions are dominant in the server and supercomputing sectors. Other specialized classes of operating systems (special-purpose operating systems)), such as embedded and real-time systems, exist for many applications. Security-focused operating systems also exist. Some operating systems have low system requirements (i.e. light-weight Linux distribution). Others may have higher system requirements. Some operating systems require installation or may come pre-installed with purchased computers (OEM-installation), whereas others may run directly from media (i.e. live cd) or flash memory (i.e. USB stick). == MS-DOS == === Overview === MS-DOS (acronym for Microsoft Disk Operating System) is an operating system for x86-based personal computers mostly developed by Microsoft. Collectively, MS-DOS, its rebranding as IBM PC DOS, and some operating systems attempting to be compatible with MS-DOS, are sometimes referred to as "DOS" (which is also the generic acronym for disk operating system). MS-DOS was the main operating system for IBM PC compatible personal computers during the 1980s, from which point it was gradually superseded by operating systems offering a graphical user interface (GUI), in various generations of the graphical Microsoft Windows operating system. IBM licensed and re-released it in 1981 as PC DOS 1.0 for use in its PCs. Although MS-DOS and PC DOS were initially developed in parallel by Microsoft and IBM, the two products diverged after twelve years, in 1993, with recognizable differences in compatibility, syntax, and capabilities. During its lifetime, several competing products were released for the x86 platform, and MS-DOS went through eight versions, until development ceased in 2000. Initially, MS-DOS was targeted at Intel 8086 processors running on computer hardware using floppy disks to store and access not only the operating system, but application software and user data as well. Progressive version releases delivered support for other mass storage media in ever greater sizes and formats, along with added feature support for newer processors and rapidly evolving computer architectures. Ultimately, it was the key product in Microsoft's development from a programming language company to a diverse software development firm, providing the company with essential revenue and marketing resources. It was also the underlying basic operating system on which early versions of Windows ran as a GUI. == Microsoft Windows == === Overview === Microsoft Windows, commonly referred to as Windows, is a group of several proprietary graphical operating system families, all of which are developed and marketed by Microsoft. Each family caters to a certain sector of the computing industry. Active Microsoft Windows families include Windows NT and Windows IoT; these may encompass subfamilies, (e.g. Windows Server or Windows Embedded Compact) (Windows CE). Defunct Microsoft Windows families include Windows 9x, Windows Mobile, and Windows Phone. Microsoft announced an operating environment named Windows on 10 November 1983, as a graphical operating system shell for MS-DOS in response to the growing interest in graphical user interfaces (GUIs); Windows 1.0 first shipped on 20 November 1985. Microsoft Windows came to dominate the world's personal computer (PC) market with over 90% market share, overtaking Mac OS, which had been introduced in 1984, while Microsoft has in 2020 lost its dominance of the consumer operating system market, with Windows down to 30%, lower than Apple's 31% mobile-only share (65% for desktop operating systems only, i.e. "PCs" vs. Apple's 28% desktop share) in its home market, the US, and 32% globally (77% for desktops), where Google's Android leads. Apple came to see Windows as an unfair encroachment on their innovation in GUI development as implemented on products such as the Lisa and Macintosh (eventually settled in court in Microsoft's favor in 1993). As of January 2023, on PCs, Windows is still the most popular operating system in all countries. However, in 2014, Microsoft admitted losing the majority of the overall operating system market to Android, because of the massive growth in sales of Android smartphones. In 2014, the number of Windows devices sold was less than 25% that of Android devices sold. This comparison, however, may not be fully relevant, as the two operating systems traditionally target different platforms. Still, numbers for server use of Windows (that are comparable to competitors) show one third market share, similar to that for end user use. As of October 2020, the most recent version of Windows for PCs, tablets and embedded devices is Windows 10, version 20H2. The most recent version for server computers is Windows Server, version 20H2. A specialized version of Windows also runs on the Xbox One video game console. === Windows 95 === Windows 95 introduced a redesigned shell based around a desktop metaphor; File shortcuts (also known as shell links) were introduced and the desktop was re-purposed to hold shortcuts to applications, files and folders, reminiscent of Mac OS. In Windows 3.1 the desktop was used to display icons of running applications. In Windows 95, the currently running applications were displayed as buttons on a taskbar across the bottom of the screen. The taskbar also contained a notification area used to display icons for background applications, a volume control and the current time. The Start menu, invoked by clicking the "Start" button on the taskbar or by pressing the Windows key, was introduced as an additional means of launching applications or opening documents. While maintaining the program groups used by its predecessor Program Manager, it also displayed applications within cascading sub-menus. The previous File Manager program was replaced by Windows Explorer and the Explorer-based Control Panel and several other special folders were added such as My Computer, Dial Up Networking, Recycle Bin, Network Neighborhood, My Documents, Recent documents, Fonts, Printers, and My Briefcase among others. AutoRun was introduced for CD drives. The user interface looked dramatically different from prior versions of Windows, but its design language did not have a special name like Metro, Aqua or Material Design. Internally it was called "the new shell" and later simply "the shell". The subproject within Microsoft to develop the new shell was internally known as "Stimpy". In 1994, Microsoft designers Mark Malamud and Erik Gavriluk approached Brian Eno to compose music for the Windows 95 project. The result was the six-second start-up music-sound of the Windows 95 operating system, The Microsoft Sound and it was first released as a startup sound in May 1995 on Windows 95 May Test Release build 468. When released for Windows 95 and Windows NT 4.0, Internet Explorer 4 came with an optional Windows Desktop Update, which modified the shell to provide several additional updates to Windows Explorer, including a Quick Launch toolbar, and new features integrated with Internet Explorer, such as Active Desktop (which allowed Internet content to be displayed directly on the desktop). Some of the user interface elements introduced in Windows 95, such as the desktop, taskbar, Start menu and Windows