Android "KitKat" is a codename for the Android mobile operating system and the eleventh version of Android. Unveiled on September 3, 2013, KitKat focused on optimizing the operating system for improved performance on entry-level devices with limited resources; as of October 2018, statistics issued by Google indicate that 7.6% of all Android devices accessing Google Play run KitKat. Android 4.4 "KitKat" was announced on September 3, 2013. The release was internally codenamed "Key lime pie". Aiming for a codename, "fun and unexpected", his team pursued the possibility of naming the release "KitKat" instead. Lagerling phoned a representative of Nestlé, who owns the Kit Kat brand and produces the confectionery, reached a preliminary deal for a promotional collaboration between the two companies finalized in a meeting at Mobile World Congress in February 2013; the partnership was not revealed publicly, or to other Google employees and Android developers, until its official announcement in September.
As part of the promotional efforts, Kit Kat bars in the shape of the Android robot logo were produced, while Hershey ran a contest in the United States with prizes of Nexus 7 tablets and Google Play Store credit. The Nexus 5, developed by LG Electronics, was unveiled on September 30, 2013, as the launch device for KitKat. Up to October 2017, Android 4.4 was still supported with security patches by Google for the source code. Continuing on from the focus on improving visual performance and responsiveness on Android 4.1 "Jelly Bean", the main objective of Android 4.4 was to optimize the platform for better performance on low-end devices, without compromising its overall capabilities and functionality. The initiative was codenamed "Project Svelte", which Android head of engineering Dave Burke joked was a weight loss plan after Jelly Bean's "Project Butter" added "weight" to the OS. To simulate lower-spec devices, Android developers used Nexus 4 devices underclocked to run at a reduced CPU speed with only a single core active, 512 MB memory, at 960×540 display resolution—specifications meant to represent a common low-end Android device.
A development tool known as ProcStats was developed in order to analyze the memory usage of apps over time those that run background services. This data was used to optimize and decouple Google apps and services found to be inefficient, thus helping to reduce the overall memory usage of Android. Additionally, 4.4 was designed to be more aggressive in managing memory, helping to guard against apps wasting too much memory. The overall interface of KitKat further downplays the "Holo" interface appearance introduced on 4.0, replacing remaining instances of blue accenting with greys and white. Apps may trigger a translucent status and navigation bar appearance, or trigger a full screen mode to hide them entirely; the launcher received a refreshed appearance, with the implementation of the translucent navigation bars, the replacement of the black backdrop in the application drawer with a translucent backdrop. Additionally, action overflow menu buttons in apps are always visible on devices with the deprecated "Menu" navigation key.
In the Settings menu, users can now specify text messaging app. On stock devices, the Messaging and Movie Studio apps were removed; the AOSP Gallery app was deprecated in favor of Google+ Photos. In certain apps, a new "Documents" file. A new runtime environment known as the Android Runtime, intended to replace the Dalvik virtual machine, was introduced as a technology preview in KitKat. ART is a cross-platform runtime which supports the x86, ARM, MIPS architectures in both 32-bit and 64-bit environments. Unlike Dalvik, which uses just-in-time compilation, ART compiles apps upon installation, which are run from the compiled version from on; this technique removes the processing overhead associated with the JIT process, improving system performance. Devices with 512 MB of RAM or less report themselves as "low RAM" devices. Using an API, apps may modify their functionality accordingly. KitKat supports zram. WebView components were updated to utilize a version of the Google Chrome rendering engine. A new Storage Access Framework API allows apps to retrieve files in a consistent manner.
A public API was introduced for developing and managing text messaging clients Sensor batching, step detection and counter APIs were added. KitKat supports "host card emulation" for near-field communications, which allows apps to emulate a smart card for activities such as mobile payments. IOS 7 Windows Phone 8.1 Windows 8.1 OS X Mavericks
Adobe Inc. is an American multinational computer software company headquartered in San Jose, California. It has focused upon the creation of multimedia and creativity software products, with a more recent foray towards digital marketing software. Adobe is best known for its Adobe Flash web software ecosystem, Photoshop image editing software, Acrobat Reader, the Portable Document Format, Adobe Creative Suite, as well as its successor Adobe Creative Cloud. Adobe was founded in December 1982 by John Warnock and Charles Geschke, who established the company after leaving Xerox PARC in order to develop and sell the PostScript page description language. In 1985, Apple Computer licensed PostScript for use in its LaserWriter printers, which helped spark the desktop publishing revolution; as of 2018, Adobe has about 19,000 employees worldwide, about 40% of whom work in San Jose. Adobe has major development operations in Newton, Massachusetts, it has major development operations in Noida and Bangalore in India The company was started in John Warnock's garage.
The name of the company, comes from Adobe Creek in Los Altos, which ran behind Warnock's house. Adobe's corporate logo features a stylized "A" and was designed by Marva Warnock, graphic designer and John Warnock's wife. Steve Jobs asked to buy the company for five million dollars in 1982, but Warnock and Geschke refused, their investors urged them to work something out with Jobs, so they agreed to sell him shares worth 19 percent of the company, for which Jobs paid a five-times multiple of their company's valuation at the time, plus a five-year license fee for PostScript, in advance. The purchase and advance made Adobe the first company in the history of Silicon Valley to become profitable in its first year. Warnock and Geschke considered various business options including a copy-service business and a turnkey system for office printing, they chose to focus on developing specialized printing software, created the Adobe PostScript page description language. PostScript was the first international standard for computer printing as it included algorithms describing the letter-forms of many languages.
Adobe added kanji printer products in 1988. Warnock and Geschke were able to bolster the credibility of Postscript by connecting with a typesetting manufacturer, they weren't able to work with Compugraphic, but worked with Linotype to license the Helvetica and Times Roman fonts. By 1987, PostScript had become the industry-standard printer language with more than 400 third-party software programs and licensing agreements with 19 printer companies. Warnock described the language as "extensible", in its ability to apply graphic arts standards to office printing. Adobe's first products after PostScript were digital fonts, which they released in a proprietary format called Type 1. Apple subsequently developed a competing standard, TrueType, which provided full scalability and precise control of the pixel pattern created by the font's outlines, licensed it to Microsoft. In the mid-1980s, Adobe entered the consumer software market with Illustrator, a vector-based drawing program for the Apple Macintosh.
Illustrator, which grew from the firm's in-house font-development software, helped popularize PostScript-enabled laser printers. Adobe entered NASDAQ in August 1986, its revenue has grown from $1 billion in 1999 to $4 billion in 2012. Adobe's fiscal years run from December to November. For example, the 2007 fiscal year ended on November 30, 2007. In 1989, Adobe introduced what was to become its flagship product, a graphics editing program for the Macintosh called Photoshop. Stable and full-featured, Photoshop 1.0 was ably soon dominated the market. In 1993, Adobe introduced PDF, the Portable Document Format, its Adobe Acrobat and Reader software. PDF is now an International Standard: ISO 32000-1:2008. In December 1991, Adobe released Adobe Premiere, which Adobe rebranded as Adobe Premiere Pro in 2003. In 1992, Adobe acquired Inc.. In 1994, Adobe acquired Aldus and added PageMaker and After Effects to its product line in the year. In the same year, Adobe acquired Compution Inc.. In 1995, Adobe added FrameMaker, the long-document DTP application, to its product line after Adobe acquired Frame Technology Corp.
In 1996, Adobe Inc added Ares Software Corp. In 2002, Adobe acquired Canadian company Accelio. On December 12, 2005, Adobe acquired its main rival, Macromedia, in a stock swap valued at about $3.4 billion, adding ColdFusion, Captivate, Adobe Connect, Dreamweaver, Flash, FlashPaper, FreeHand, HomeSite, JRun and Authorware to Adobe's product line. Adobe released Adobe Media Player in April 2008. On April 27, Adobe discontinued development and sales of its older HTML/web development software, GoLive in favor of Dreamweaver. Adobe offered a discount on Dreamweaver for GoLive users and supports those who still use GoLive with online tutorials and migration assistance. On June 1, Adobe launched a series of web applications geared for collaborative work. Creative Suite 4, which includes Design, Production Premium, Master Collection came out in October 2008 in six configurations at prices from about US$1,700 to $2,500 or by individual application; the Windows version of Photoshop includes 64-bit processing.
On December 3, 2008, Adobe laid off 600 of its employees citing the weak economic environment. On November 10, 2009, the company laid off a further 680 emplo
Microsoft Corporation is an American multinational technology company with headquarters in Redmond, Washington. It develops, licenses and sells computer software, consumer electronics, personal computers, related services, its best known software products are the Microsoft Windows line of operating systems, the Microsoft Office suite, the Internet Explorer and Edge web browsers. Its flagship hardware products are the Xbox video game consoles and the Microsoft Surface lineup of touchscreen personal computers; as of 2016, it is the world's largest software maker by revenue, one of the world's most valuable companies. The word "Microsoft" is a portmanteau of "microcomputer" and "software". Microsoft is ranked No. 30 in the 2018 Fortune 500 rankings of the largest United States corporations by total revenue. Microsoft was founded by Bill Gates and Paul Allen on April 4, 1975, to develop and sell BASIC interpreters for the Altair 8800, it rose to dominate the personal computer operating system market with MS-DOS in the mid-1980s, followed by Microsoft Windows.
The company's 1986 initial public offering, subsequent rise in its share price, created three billionaires and an estimated 12,000 millionaires among Microsoft employees. Since the 1990s, it has diversified from the operating system market and has made a number of corporate acquisitions, their largest being the acquisition of LinkedIn for $26.2 billion in December 2016, followed by their acquisition of Skype Technologies for $8.5 billion in May 2011. As of 2015, Microsoft is market-dominant in the IBM PC-compatible operating system market and the office software suite market, although it has lost the majority of the overall operating system market to Android; the company produces a wide range of other consumer and enterprise software for desktops and servers, including Internet search, the digital services market, mixed reality, cloud computing and software development. Steve Ballmer replaced Gates as CEO in 2000, envisioned a "devices and services" strategy; this began with the acquisition of Danger Inc. in 2008, entering the personal computer production market for the first time in June 2012 with the launch of the Microsoft Surface line of tablet computers.
Since Satya Nadella took over as CEO in 2014, the company has scaled back on hardware and has instead focused on cloud computing, a move that helped the company's shares reach its highest value since December 1999. In 2018, Microsoft surpassed Apple as the most valuable publicly traded company in the world after being dethroned by the tech giant in 2010. Childhood friends Bill Gates and Paul Allen sought to make a business utilizing their shared skills in computer programming. In 1972 they founded their first company, named Traf-O-Data, which sold a rudimentary computer to track and analyze automobile traffic data. While Gates enrolled at Harvard, Allen pursued a degree in computer science at Washington State University, though he dropped out of school to work at Honeywell; the January 1975 issue of Popular Electronics featured Micro Instrumentation and Telemetry Systems's Altair 8800 microcomputer, which inspired Allen to suggest that they could program a BASIC interpreter for the device. After a call from Gates claiming to have a working interpreter, MITS requested a demonstration.
Since they didn't yet have one, Allen worked on a simulator for the Altair while Gates developed the interpreter. Although they developed the interpreter on a simulator and not the actual device, it worked flawlessly when they demonstrated the interpreter to MITS in Albuquerque, New Mexico. MITS agreed to distribute it, marketing it as Altair BASIC. Gates and Allen established Microsoft on April 4, 1975, with Gates as the CEO; the original name of "Micro-Soft" was suggested by Allen. In August 1977 the company formed an agreement with ASCII Magazine in Japan, resulting in its first international office, "ASCII Microsoft". Microsoft moved to a new home in Bellevue, Washington in January 1979. Microsoft entered the operating system business in 1980 with its own version of Unix, called Xenix. However, it was MS-DOS. After negotiations with Digital Research failed, IBM awarded a contract to Microsoft in November 1980 to provide a version of the CP/M OS, set to be used in the upcoming IBM Personal Computer.
For this deal, Microsoft purchased a CP/M clone called 86-DOS from Seattle Computer Products, which it branded as MS-DOS, though IBM rebranded it to PC DOS. Following the release of the IBM PC in August 1981, Microsoft retained ownership of MS-DOS. Since IBM had copyrighted the IBM PC BIOS, other companies had to reverse engineer it in order for non-IBM hardware to run as IBM PC compatibles, but no such restriction applied to the operating systems. Due to various factors, such as MS-DOS's available software selection, Microsoft became the leading PC operating systems vendor; the company expanded into new markets with the release of the Microsoft Mouse in 1983, as well as with a publishing division named Microsoft Press. Paul Allen resigned from Microsoft in 1983 after developing Hodgkin's disease. Allen claimed that Gates wanted to dilute his share in the company when he was diagnosed with Hodgkin's disease because he didn't think he was working hard enough. After leaving Microsoft, Allen lost billions of dollars on ill-conceived or mistimed technology investments.
He invested in low-tech sectors, sports teams, commercial real estate. Despite having begun jointly developing a new operating system, OS/2, with IBM in
KDE is an international free software community developing Free and Open Source software. As a central development hub, it provides tools and resources that allow collaborative work on this kind of software. Well-known products include the Plasma Desktop, KDE Frameworks and a range of cross-platform applications like Krita or digikam designed to run on Unix and Unix-like desktops, Microsoft Windows and Android. Being one of KDE's most recognized projects, the Plasma Desktop is the official / default desktop environment on many Linux distributions, such as openSUSE, Mageia, OpenMandriva, Kubuntu, KaOS and PCLinuxOS; the KDE community and its work can be measured in the following figures: KDE is one of the largest active Free Software communities. More than 2500 contributors participate in developing KDE software. About 20 new developers contribute their first code each month. KDE software consists of over 6 million lines of code. KDE software has been translated into over 108 languages. KDE software is available on more than 114 official FTP mirrors in over 34 countries.
A read-only mirror of all repositories can be found on Github. There are many free software projects maintained by the KDE community; the project known as KDE or KDE SC nowadays consists of three parts: KDE Plasma, a platform UI that provides the base for different workspaces like Plasma Desktop or Plasma Mobile KDE Frameworks, a collection of more than 70 free-to-use libraries built on top of Qt KDE Applications KDE Plasma is a user interface technology that can be adjusted to run on various form factors like desktops, netbooks and smartphones or embedded devices. The brand Plasma for the graphical workspaces has been introduced from KDE SC 4.4 onwards. During the fourth series there have been two additional workspaces besides the Plasma 4 Desktop called Plasma Netbook and Plasma Active; the latest KDE Plasma 5 features the following workspaces: Plasma Desktop for any mouse or keyboard driven computing devices like desktops or laptops Plasma Mobile for smartphones Plasma Minishell for embedded and touch-enabled devices, like IoT or automotive Plasma Media Center for TVs and set-top boxes KDE Frameworks provide more than 70 free and open-source libraries built on top of Qt.
Starting with Qt 5, this platform was transformed into a set of modules, now referred to as KDE Frameworks. These modules include: Solid, Phonon, etc. and are licensed either under the LGPL, BSD license, MIT License or X11 license. KDE Applications is a bundle of software, part of the official KDE Applications release. Like Okular, Dolphin or KDEnlive, they are built on KDE Frameworks and released on a 4 months schedule with the version numbering consisting of YY. MM. Software, not part of the official KDE Applications bundle can be found in the "Extragear" section, they feature their own versioning numbers. There are many standalone applications like KTorrent, Krita or Amarok that are designed to be portable between operating systems and deployable independent of a particular workspace or desktop environment; some brands consist of multiple applications, such as KDE Kontact. KDE neon is a software repository, it aims to provide the users with updated Qt and KDE software, while updating the rest of the OS components from the Ubuntu repositories at the normal pace.
KDE maintains that it is not a "KDE distribution," but rather an up-to-date archive of KDE and Qt packages. There is two "Developer" editions of KDE Neon. WikiToLearn, abbreviated WTL, is one of KDE's newer endeavors, it is a wiki that provides a platform to share open source textbooks. The idea is to have a massive library of textbooks for anyone and everyone to create, its roots lay in University of Milan, where a group of physics majors wanted to share notes—then decided that it was for everyone and not just their internal friend group. They have become an official KDE project with several universities backing it. Like many free/open source projects, developing KDE software is a volunteer effort, although various companies, such as Novell, Nokia, or Blue Systems employ or employed developers to work on various parts of the project. Since a large number of individuals contribute to KDE in various ways (e.g. code
A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a two- or three-dimensional video display device such as a TV screen, virtual reality headset or computer monitor. Since the 1980s, video games have become an important part of the entertainment industry, whether they are a form of art is a matter of dispute; the electronic systems used to play video games are called platforms. Video games are developed and released for one or several platforms and may not be available on others. Specialized platforms such as arcade games, which present the game in a large coin-operated chassis, were common in the 1980s in video arcades, but declined in popularity as other, more affordable platforms became available; these include dedicated devices such as video game consoles, as well as general-purpose computers like a laptop, desktop or handheld computing devices. The input device used for games, the game controller, varies across platforms. Common controllers include gamepads, mouse devices, the touchscreens of mobile devices, or a person's body, using a Kinect sensor.
Players view the game on a display device such as a television or computer monitor or sometimes on virtual reality head-mounted display goggles. There are game sound effects and voice actor lines which come from loudspeakers or headphones; some games in the 2000s include haptic, vibration-creating effects, force feedback peripherals and virtual reality headsets. In the 2010s, the commercial importance of the video game industry is increasing; the emerging Asian markets and mobile games on smartphones in particular are driving the growth of the industry. As of 2015, video games generated sales of US$74 billion annually worldwide, were the third-largest segment in the U. S. entertainment market, behind broadcast and cable TV. Early games used interactive electronic devices with various display formats; the earliest example is from 1947—a "Cathode ray tube Amusement Device" was filed for a patent on 25 January 1947, by Thomas T. Goldsmith Jr. and Estle Ray Mann, issued on 14 December 1948, as U. S.
Patent 2455992. Inspired by radar display technology, it consisted of an analog device that allowed a user to control a vector-drawn dot on the screen to simulate a missile being fired at targets, which were drawings fixed to the screen. Other early examples include: The Nimrod computer at the 1951 Festival of Britain; each game used different means of display: NIMROD used a panel of lights to play the game of Nim, OXO used a graphical display to play tic-tac-toe Tennis for Two used an oscilloscope to display a side view of a tennis court, Spacewar! used the DEC PDP-1's vector display to have two spaceships battle each other. In 1971, Computer Space, created by Nolan Bushnell and Ted Dabney, was the first commercially sold, coin-operated video game, it used a black-and-white television for its display, the computer system was made of 74 series TTL chips. The game was featured in the 1973 science fiction film Soylent Green. Computer Space was followed in 1972 by the first home console. Modeled after a late 1960s prototype console developed by Ralph H. Baer called the "Brown Box", it used a standard television.
These were followed by two versions of Atari's Pong. The commercial success of Pong led numerous other companies to develop Pong clones and their own systems, spawning the video game industry. A flood of Pong clones led to the video game crash of 1977, which came to an end with the mainstream success of Taito's 1978 shooter game Space Invaders, marking the beginning of the golden age of arcade video games and inspiring dozens of manufacturers to enter the market; the game inspired arcade machines to become prevalent in mainstream locations such as shopping malls, traditional storefronts and convenience stores. The game became the subject of numerous articles and stories on television and in newspapers and magazines, establishing video gaming as a growing mainstream hobby. Space Invaders was soon licensed for the Atari VCS, becoming the first "killer app" and quadrupling the console's sales; this helped Atari recover from their earlier losses, in turn the Atari VCS revived the home video game market during the second generation of consoles, up until the North American video game crash of 1983.
The home video game industry was revitalized shortly afterwards by the widespread success of the Nintendo Entertainment System, which marked a shift in the dominance of the video game industry from the United States to Japan during the third generation of consoles. A number of video game developers emerged in Britain in the early 1980s; the term "platform" refers to the specific combination of electronic components or computer hardware which, in conjunction with software, allows a video game to operate. The term "system" is commonly used; the distinctions below are not always clear and there may be games that bridge one or more platforms. In addition to laptop/desktop computers and mobile devices, there are other devices which have the ability to play games but are not video game machines, such as PDAs and graphing calculators. In common use a "PC game" refers to a form of media that involves a player interacting with a personal computer conne
Blink (SIP client)
Blink is a Session Initiation Protocol client distributed under the Blink license. The software is written in Python for macOS's Cocoa, with a port to Qt for supporting Microsoft Windows and Linux. Blink is based on the Session Initiation Protocol, beyond voice over IP, its features include video, instant messaging, file transfer and multi-party conferencing sessions based on MSRP protocol, remote desktop sharing using RFB protocol, SIMPLE presence using XCAP protocol; the Linux and Mac OS X version of Blink implement OTR protocol end-to-end encryption and peer verification for chat media. All versions provide audio and video media encryption using ZRTP. Adrian Georgescu "Blink, SIP beyond VoIP". Homepage
Samsung is a South Korean multinational conglomerate headquartered in Samsung Town, Seoul. It comprises numerous affiliated businesses, most of them united under the Samsung brand, is the largest South Korean chaebol. Samsung was founded by Lee Byung-chul in 1938 as a trading company. Over the next three decades, the group diversified into areas including food processing, insurance and retail. Samsung entered the electronics industry in the late 1960s and the construction and shipbuilding industries in the mid-1970s. Following Lee's death in 1987, Samsung was separated into four business groups – Samsung Group, Shinsegae Group, CJ Group and Hansol Group. Since 1990, Samsung has globalised its activities and electronics; as of 2017, Samsung has the 6th highest global brand value. Notable Samsung industrial affiliates include Samsung Electronics, Samsung Heavy Industries, Samsung Engineering and Samsung C&T. Other notable subsidiaries include Samsung Everland and Cheil Worldwide. Samsung has a powerful influence on South Korea's economic development, politics and culture and has been a major driving force behind the "Miracle on the Han River".
Its affiliate companies produce around a fifth of South Korea's total exports. Samsung's revenue was equal to 17% of South Korea's $1,082 billion GDP. According to Samsung's founder, the meaning of the Korean hanja word Samsung is "tri-star" or "three stars"; the word "three" represents something "big and powerful". In 1938, Lee Byung-chul of a large landowning family in the Uiryeong county moved to nearby Daegu city and founded Samsung Sanghoe. Samsung started out as a small trading company with forty employees located in Su-dong, it dealt in locally-grown groceries and noodles. The company prospered and Lee moved its head office to Seoul in 1947; when the Korean War broke out, he was forced to leave Seoul. He started a sugar refinery in Busan named Cheil Jedang. In 1954, Lee built the plant in Chimsan-dong, Daegu, it was the largest woollen mill in the country. Samsung diversified into many different areas. Lee sought to establish Samsung as leader in a wide range of industries. Samsung moved into lines of business such as insurance and retail.
In 1947, Cho Hong-jai, the Hyosung group's founder, jointly invested in a new company called Samsung Mulsan Gongsa, or the Samsung Trading Corporation, with the Samsung's founder Lee Byung-chull. The trading firm grew to become the present-day Samsung C&T Corporation. After a few years and Lee separated due to differences in management style. Cho wanted a 30 equity share. Samsung Group was separated into Hyosung Group, Hankook Tire and other businesses. In the late 1960s, Samsung Group entered the electronics industry, it formed several electronics-related divisions, such as Samsung Electronics Devices, Samsung Electro-Mechanics, Samsung Corning and Samsung Semiconductor & Telecommunications, made the facility in Suwon. Its first product was a black-and-white television set. In 1980, Samsung acquired the Gumi-based Hanguk Jeonja Tongsin and entered telecommunications hardware, its early products were switchboards. The facility was developed into the telephone and fax manufacturing systems and became the center of Samsung's mobile phone manufacturing.
They have produced over 800 million mobile phones to date. The company grouped them together under Samsung Electronics in the 1980s. After Lee, the founder's death in 1987, Samsung Group was separated into four business groups—Samsung Group, Shinsegae Group, CJ Group and the Hansol Group. Shinsegae was part of Samsung Group, separated in the 1990s from the Samsung Group along with CJ Group, the Hansol Group. Today these separated groups are independent and they are not part of or connected to the Samsung Group. One Hansol Group representative said, "Only people ignorant of the laws governing the business world could believe something so absurd", adding, "When Hansol separated from the Samsung Group in 1991, it severed all payment guarantees and share-holding ties with Samsung affiliates." One Hansol Group source asserted, "Hansol, CJ have been under independent management since their respective separations from the Samsung Group". One Shinsegae department store executive director said, "Shinsegae has no payment guarantees associated with the Samsung Group".
In 1980s, Samsung Electronics began to invest in research and development, investments that were pivotal in pushing the company to the forefront of the global electronics industry. In 1982, it built a television assembly plant in Portugal; as of 2012, Samsung has invested more than US$13,000,000,000 in the Austin facility, which operates under the name Samsung Austin Semiconductor. This makes the Austin location the largest foreign investment in Texas and