Stephen Muggleton

Stephen Muggleton

Stephen H. Muggleton (born 6 December 1959, son of Louis Muggleton) is Professor of Machine Learning and Head of the Computational Bioinformatics Laboratory at Imperial College London. == Education == Muggleton received his Bachelor of Science degree in computer science (1982) and Doctor of Philosophy in artificial intelligence (1986) supervised by Donald Michie at the University of Edinburgh. == Career == Following his PhD, Muggleton went on to work as a postdoctoral research associate at the Turing Institute in Glasgow (1987–1991) and later an EPSRC Advanced Research Fellow at Oxford University Computing Laboratory (OUCL) (1992–1997) where he founded the Machine Learning Group. In 1997 he moved to the University of York and in 2001 to Imperial College London. From 2025, Muggleton has joined Nanjing University as a full-time professor. == Research == Muggleton's research interests are primarily in Artificial intelligence. From 1997 to 2001 he held the Chair of Machine Learning at the University of York and from 2001 to 2006 the EPSRC Chair of Computational Bioinformatics at Imperial College in London. Since 2013 he holds the Syngenta/Royal Academy of Engineering Research Chair as well as the post of Director of Modelling for the Imperial College Centre for Integrated Systems Biology. He is known for founding the field of Inductive logic programming. In this field he has made contributions to theory introducing predicate invention, inverse entailment and stochastic logic programs. He has also played a role in systems development where he was instrumental in the systems Duce, Cigol, Golem, Progol and Metagol and applications – especially biological prediction tasks. He worked on a Robot Scientist together with Ross D. King that is capable of combining Inductive Logic Programming with active learning. His present work concentrates on the development of Meta-Interpretive Learning, a new form of Inductive Logic Programming which supports predicate invention and learning of recursive programs.

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

Metadata

Metadata (or metainformation) is data (or information) that defines and describes the characteristics of other data. It often helps to describe, explain, locate, or otherwise make data easier to retrieve, use, or manage. For example, the title, author, and publication date of a book are metadata about the book. But, while a data asset is finite, its metadata is infinite. As such, efforts to define, classify types, or structure metadata are expressed as examples in the context of its use. The term "metadata" has a history dating to the 1960s where it occurred in computer science and in popular culture. Different types of metadata serve different functions. For example, descriptive metadata for a document might include the author, creation date, file size and keywords. Metadata has various purposes. It can help users find relevant information and discover resources. It can also help organize electronic resources, provide digital identification, and archive and preserve resources. Metadata allows users to access resources by "allowing resources to be found by relevant criteria, identifying resources, bringing similar resources together, distinguishing dissimilar resources, and giving location information". Metadata of telecommunication activities including Internet traffic is very widely collected by various national governmental organizations. This data is used for the purposes of traffic analysis and can be used for mass surveillance. Unique metadata standards exist for different disciplines (e.g., museum collections, digital audio files, websites, etc.). Describing the contents and context of data or data files increases its usefulness. For example, a web page may include metadata specifying what software language the page is written in (e.g., HTML), what tools were used to create it, what subjects the page is about, and where to find more information about the subject. This metadata can automatically improve the reader's experience and make it easier for users to find the web page online. A CD may include metadata providing information about the musicians, singers, and songwriters whose work appears on the disc. In many countries, government organizations routinely store metadata about emails, telephone calls, web pages, video traffic, IP connections, and cell phone locations. == Types == There are many distinct types of metadata, including: Descriptive metadata – the descriptive information about a resource. It is used for discovery and identification. It includes elements such as title, abstract, author, and keywords. Structural metadata – metadata about containers of data and indicates how compound objects are put together, for example, how pages are ordered to form chapters. It describes the types, versions, relationships, and other characteristics of digital materials. Administrative metadata – the information to help manage a resource, like resource type, and permissions, and when and how it was created. Reference metadata – the information about the contents and quality of statistical data. Statistical metadata – also called process data, may describe processes that collect, process, or produce statistical data. Legal metadata – provides information about the creator, copyright holder, and public licensing, if provided. Metadata is not strictly bound to one of these categories, as it can describe a piece of data in many other ways. While the metadata application is manifold, covering a large variety of fields, there are specialized and well-accepted models to specify types of metadata. Bretherton & Singley (1994) distinguish between two distinct classes: structural/control metadata and guide metadata. Structural metadata describes the structure of database objects such as tables, columns, keys and indexes. Guide metadata helps humans find specific items and is usually expressed as a set of keywords in a natural language. According to Ralph Kimball, metadata can be divided into three categories: technical metadata (or internal metadata), business metadata (or external metadata), and process metadata. Dan Linstedt, creator of the data vault methodology, says business metadata "...provide[s] definition of the functionality, definition of the data, definition of the elements, and definition of how the data is used within business...business metadata includes business requirements, time-lines, business metrics, business process flows, and business terminology." Business metadata is important because it can greatly facilitate the usefulness of the data to business people. A simple example of business metadata is a glossary entry. Hover functionality in an application or web form can enable a glossary definition to be shown when cursor is on a field or term. Other examples of business metadata include annotation ability within applications. For example, a business user may be viewing a business intelligence (BI) report and notice a trend in the data. The user may have background knowledge as to why this trend occurs. Some business intelligence tools enable the user to create an annotation within the report that explains the trend. Such an annotation can enhance other users' understanding of the data. This example is especially powerful because it is created by a business user for the use of other business people. NISO distinguishes three types of metadata: descriptive, structural, and administrative. Descriptive metadata is typically used for discovery and identification, as information to search and locate an object, such as title, authors, subjects, keywords, and publisher. Structural metadata describes how the components of an object are organized. An example of structural metadata would be how pages are ordered to form chapters of a book. Finally, administrative metadata gives information to help manage the source. Administrative metadata refers to the technical information, such as file type, or when and how the file was created. Two sub-types of administrative metadata are rights management metadata and preservation metadata. Rights management metadata explains intellectual property rights, while preservation metadata contains information to preserve and save a resource. Statistical data repositories have their own requirements for metadata in order to describe not only the source and quality of the data but also what statistical processes were used to create the data, which is of particular importance to the statistical community in order to both validate and improve the process of statistical data production. An additional type of metadata beginning to be more developed is accessibility metadata. Accessibility metadata is not a new concept to libraries; however, advances in universal design have raised its profile. Projects like Cloud4All and GPII identified the lack of common terminologies and models to describe the needs and preferences of users and information that fits those needs as a major gap in providing universal access solutions. Those types of information are accessibility metadata. The Schema.org website has incorporated several accessibility properties based on IMS Global Access for All Information Model Data Element Specification. While the efforts to describe and standardize the varied accessibility needs of information seekers are beginning to become more robust, their adoption into established metadata schemas has not been as developed. For example, while Dublin Core (DC)'s "audience" and MARC 21's "reading level" could be used to identify resources suitable for users with dyslexia and DC's "format" could be used to identify resources available in braille, audio, or large print formats, there is more work to be done. == History == Metadata was traditionally used in the card catalogs of libraries until the 1980s when libraries converted their catalog data to digital databases. In the 2000s, as data and information were increasingly stored digitally, this digital data was described using metadata standards. An early description of "meta data" for computer systems was written by David Griffel and Stuart McIntosh at the MIT Center for International Studies in 1967: "In summary then, we have statements in an object language about subject descriptions of data and token codes for the data. We also have statements in a meta language describing the data relationships and transformations, and ought/is relations between norm and data." == Definition == Metadata means "data about data". Metadata is defined as the data providing information about one or more aspects of the data; it is used to summarize basic information about data that can make tracking and working with specific data easier. Some examples include: Means of creation of the data Source of the data Time and date of creation Creator or author of the data Location on a computer network where the data was created Standards used Data quality For example, a digital image may include metadata that describes the size of the image, its color depth, resolution,

Ontology engineering

In computer science, information science and systems engineering, ontology engineering is a field which studies the methods and methodologies for building ontologies, which encompasses a representation, formal naming and definition of the categories, properties and relations between the concepts, data and entities of a given domain of interest. In a broader sense, this field also includes a knowledge construction of the domain using formal ontology representations such as OWL/RDF. A large-scale representation of abstract concepts such as actions, time, physical objects and beliefs would be an example of ontological engineering. Ontology engineering is one of the areas of applied ontology, and can be seen as an application of philosophical ontology. Core ideas and objectives of ontology engineering are also central in conceptual modeling. Ontology engineering aims at making explicit the knowledge contained within software applications, and within enterprises and business procedures for a particular domain. Ontology engineering offers a direction towards solving the inter-operability problems brought about by semantic obstacles, i.e. the obstacles related to the definitions of business terms and software classes. Ontology engineering is a set of tasks related to the development of ontologies for a particular domain. Automated processing of information not interpretable by software agents can be improved by adding rich semantics to the corresponding resources, such as video files. One of the approaches for the formal conceptualization of represented knowledge domains is the use of machine-interpretable ontologies, which provide structured data in, or based on, RDF, RDFS, and OWL. Ontology engineering is the design and creation of such ontologies, which can contain more than just the list of terms (controlled vocabulary); they contain terminological, assertional, and relational axioms to define concepts (classes), individuals, and roles (properties) (TBox, ABox, and RBox, respectively). Ontology engineering is a relatively new field of study concerning the ontology development process, the ontology life cycle, the methods and methodologies for building ontologies, and the tool suites and languages that support them. A common way to provide the logical underpinning of ontologies is to formalize the axioms with description logics, which can then be translated to any serialization of RDF, such as RDF/XML or Turtle. Beyond the description logic axioms, ontologies might also contain SWRL rules. The concept definitions can be mapped to any kind of resource or resource segment in RDF, such as images, videos, and regions of interest, to annotate objects, persons, etc., and interlink them with related resources across knowledge bases, ontologies, and LOD datasets. This information, based on human experience and knowledge, is valuable for reasoners for the automated interpretation of sophisticated and ambiguous contents, such as the visual content of multimedia resources. Application areas of ontology-based reasoning include, but are not limited to, information retrieval, automated scene interpretation, and knowledge discovery. == Languages == An ontology language is a formal language used to encode the ontology. There are a number of such languages for ontologies, both proprietary and standards-based: Common logic is ISO standard 24707, a specification for a family of ontology languages that can be accurately translated into each other. The Cyc project has its own ontology language called CycL, based on first-order predicate calculus with some higher-order extensions. The Gellish language includes rules for its own extension and thus integrates an ontology with an ontology language. IDEF5 is a software engineering method to develop and maintain usable, accurate, domain ontologies. KIF is a syntax for first-order logic that is based on S-expressions. Rule Interchange Format (RIF), F-Logic and its successor ObjectLogic combine ontologies and rules. OWL is a language for making ontological statements, developed as a follow-on from RDF and RDFS, as well as earlier ontology language projects including OIL, DAML and DAML+OIL. OWL is intended to be used over the World Wide Web, and all its elements (classes, properties and individuals) are defined as RDF resources, and identified by URIs. OntoUML is a well-founded language for specifying reference ontologies. SHACL (RDF SHapes Constraints Language) is a language for describing structure of RDF data. It can be used together with RDFS and OWL or it can be used independently from them. XBRL (Extensible Business Reporting Language) is a syntax for expressing business semantics. == Methodologies and tools == DOGMA KAON OntoClean HOZO Protégé (software) Large language models == In life sciences == Life sciences is flourishing with ontologies that biologists use to make sense of their experiments. For inferring correct conclusions from experiments, ontologies have to be structured optimally against the knowledge base they represent. The structure of an ontology needs to be changed continuously so that it is an accurate representation of the underlying domain. Recently, an automated method was introduced for engineering ontologies in life sciences such as Gene Ontology (GO), one of the most successful and widely used biomedical ontology. Based on information theory, it restructures ontologies so that the levels represent the desired specificity of the concepts. Similar information theoretic approaches have also been used for optimal partition of Gene Ontology. Given the mathematical nature of such engineering algorithms, these optimizations can be automated to produce a principled and scalable architecture to restructure ontologies such as GO. Open Biomedical Ontologies (OBO), a 2006 initiative of the U.S. National Center for Biomedical Ontology, provides a common 'foundry' for various ontology initiatives, amongst which are: The Generic Model Organism Project (GMOD) Gene Ontology Consortium Sequence Ontology Ontology Lookup Service The Plant Ontology Consortium Standards and Ontologies for Functional Genomics and more

Birkhoff algorithm

Birkhoff's algorithm (also called Birkhoff-von-Neumann algorithm) is an algorithm for decomposing a bistochastic matrix into a convex combination of permutation matrices. It was published by Garrett Birkhoff in 1946. It has many applications. One such application is for the problem of fair random assignment: given a randomized allocation of items, Birkhoff's algorithm can decompose it into a lottery on deterministic allocations. == Terminology == A bistochastic matrix (also called: doubly-stochastic) is a matrix in which all elements are greater than or equal to 0 and the sum of the elements in each row and column equals 1. An example is the following 3-by-3 matrix: ( 0.2 0.3 0.5 0.6 0.2 0.2 0.2 0.5 0.3 ) {\displaystyle {\begin{pmatrix}0.2&0.3&0.5\\0.6&0.2&0.2\\0.2&0.5&0.3\end{pmatrix}}} A permutation matrix is a special case of a bistochastic matrix, in which each element is either 0 or 1 (so there is exactly one "1" in each row and each column). An example is the following 3-by-3 matrix: ( 0 1 0 0 0 1 1 0 0 ) {\displaystyle {\begin{pmatrix}0&1&0\\0&0&1\\1&0&0\end{pmatrix}}} A Birkhoff decomposition (also called: Birkhoff-von-Neumann decomposition) of a bistochastic matrix is a presentation of it as a sum of permutation matrices with non-negative weights. For example, the above matrix can be presented as the following sum: 0.2 ( 0 1 0 0 0 1 1 0 0 ) + 0.2 ( 1 0 0 0 1 0 0 0 1 ) + 0.1 ( 0 1 0 1 0 0 0 0 1 ) + 0.5 ( 0 0 1 1 0 0 0 1 0 ) {\displaystyle 0.2{\begin{pmatrix}0&1&0\\0&0&1\\1&0&0\end{pmatrix}}+0.2{\begin{pmatrix}1&0&0\\0&1&0\\0&0&1\end{pmatrix}}+0.1{\begin{pmatrix}0&1&0\\1&0&0\\0&0&1\end{pmatrix}}+0.5{\begin{pmatrix}0&0&1\\1&0&0\\0&1&0\end{pmatrix}}} Birkhoff's algorithm receives as input a bistochastic matrix and returns as output a Birkhoff decomposition. == Tools == A permutation set of an n-by-n matrix X is a set of n entries of X containing exactly one entry from each row and from each column. A theorem by Dénes Kőnig says that: Every bistochastic matrix has a permutation-set in which all entries are positive.The positivity graph of an n-by-n matrix X is a bipartite graph with 2n vertices, in which the vertices on one side are n rows and the vertices on the other side are the n columns, and there is an edge between a row and a column if the entry at that row and column is positive. A permutation set with positive entries is equivalent to a perfect matching in the positivity graph. A perfect matching in a bipartite graph can be found in polynomial time, e.g. using any algorithm for maximum cardinality matching. Kőnig's theorem is equivalent to the following:The positivity graph of any bistochastic matrix admits a perfect matching.A matrix is called scaled-bistochastic if all elements are non-negative, and the sum of each row and column equals c, where c is some positive constant. In other words, it is c times a bistochastic matrix. Since the positivity graph is not affected by scaling:The positivity graph of any scaled-bistochastic matrix admits a perfect matching. == Algorithm == Birkhoff's algorithm is a greedy algorithm: it greedily finds perfect matchings and removes them from the fractional matching. It works as follows. Let i = 1. Construct the positivity graph GX of X. Find a perfect matching in GX, corresponding to a positive permutation set in X. Let z[i] > 0 be the smallest entry in the permutation set. Let P[i] be a permutation matrix with 1 in the positive permutation set. Let X := X − z[i] P[i]. If X contains nonzero elements, Let i = i + 1 and go back to step 2. Otherwise, return the sum: z[1] P[1] + ... + z[2] P[2] + ... + z[i] P[i]. The algorithm is correct because, after step 6, the sum in each row and each column drops by z[i]. Therefore, the matrix X remains scaled-bistochastic. Therefore, in step 3, a perfect matching always exists. == Run-time complexity == By the selection of z[i] in step 4, in each iteration at least one element of X becomes 0. Therefore, the algorithm must end after at most n2 steps. However, the last step must simultaneously make n elements 0, so the algorithm ends after at most n2 − n + 1 steps, which implies O ( n 2 ) {\displaystyle O(n^{2})} . In 1960, Joshnson, Dulmage and Mendelsohn showed that Birkhoff's algorithm actually ends after at most n2 − 2n + 2 steps, which is tight in general (that is, in some cases n2 − 2n + 2 permutation matrices may be required). == Application in fair division == In the fair random assignment problem, there are n objects and n people with different preferences over the objects. It is required to give an object to each person. To attain fairness, the allocation is randomized: for each (person, object) pair, a probability is calculated, such that the sum of probabilities for each person and for each object is 1. The probabilistic-serial procedure can compute the probabilities such that each agent, looking at the matrix of probabilities, prefers his row of probabilities over the rows of all other people (this property is called envy-freeness). This raises the question of how to implement this randomized allocation in practice? One cannot just randomize for each object separately, since this may result in allocations in which some people get many objects while other people get no objects. Here, Birkhoff's algorithm is useful. The matrix of probabilities, calculated by the probabilistic-serial algorithm, is bistochastic. Birkhoff's algorithm can decompose it into a convex combination of permutation matrices. Each permutation matrix represents a deterministic assignment, in which every agent receives exactly one object. The coefficient of each such matrix is interpreted as a probability; based on the calculated probabilities, it is possible to pick one assignment at random and implement it. == Extensions == The problem of computing the Birkhoff decomposition with the minimum number of terms has been shown to be NP-hard, but some heuristics for computing it are known. This theorem can be extended for the general stochastic matrix with deterministic transition matrices. Budish, Che, Kojima and Milgrom generalize Birkhoff's algorithm to non-square matrices, with some constraints on the feasible assignments. They also present a decomposition algorithm that minimizes the variance in the expected values. Vazirani generalizes Birkhoff's algorithm to non-bipartite graphs. Valls et al. showed that it is possible to obtain an ϵ {\displaystyle \epsilon } -approximate decomposition with O ( log ⁡ ( 1 / ϵ 2 ) ) {\displaystyle O(\log(1/\epsilon ^{2}))} permutations.

Tea (app)

Tea, officially Tea Dating Advice, is a dating surveillance mobile phone application that allows women to post personal data about men they are interested in or are currently dating. Founded by Sean Cook, the app rose to prominence in July 2025 after it was the subject of three major data leaks in July and August 2025. It was removed from Apple's App Store in October 2025, but remains available on the Google Play Store. == History == The app enables its users to upload, view, and comment on photos of men, check men's public records, and perform image searches. It also provides the ability to rate and review men, as well as a group chat function. The app uses artificial intelligence to verify that the user is a woman through facial analysis and other personal information to preserve the app as a women-only space. Users are required to submit their photo and an ID to access the app. The company that created the app was founded by businessman and tech capitalist Sean Cook, who stated in July 2025 that he was inspired to create the app because of his mother's experiences from online dating. According to the company, users remain anonymous, and the requirement to upload an ID was removed in 2023. An August 2025 investigation by 404 Media suggested that much of the information given by Cook on the historical background of the company was inaccurate. In July 2025, private messages, other personally identifying information, and approximately 72,000 images were leaked via 4chan. A further 1.1 million private messages were subsequently leaked using a separate security vulnerability; these included intimate conversations about controversial topics such as adultery and other forms of infidelity to their partners, discussions of abortion, phone numbers, meeting locations, and other confidential communications. The app's publishers subsequently revoked the ability to private message users in the app. Shortly after, the app was hidden from search on Android and an interactive, unverified map was also created of those in the files. By 7 August 2025, ten class action lawsuits had been filed. A further leak was reported later that month. Proponents have praised the app as an aid for women's safety by helping them check men for adultery, catfishing, criminal convictions and other "red flag" behaviors. Critics have described the app as a doxing tool and a violation of privacy, an opportunity for defamation against innocent individuals, and a witch hunt. Cook has stated that the company's legal team receives about three legal threats per day. Another mobile app, called TeaOnHer, was created in response of the app’s popularity. It was described as the male version of the Tea app. The app also reported a data breach in August 2025. In October 2025, Apple removed the app from their app store, telling journalists that the removal was due to a failure to meet company terms regarding content moderation and user privacy. Apple also mentioned an excessive amount of complaints, including allegations that the personal information of minors was being shared. The app remains on the Google Play Store.

Online public access catalog

The online public access catalog (OPAC), now frequently synonymous with library catalog, is an online database of materials held by a library or group of libraries. Online catalogs have largely replaced the analog card catalogs previously used in libraries. == History == === Early online === Although a handful of experimental systems existed as early as the 1960s, the first large-scale online catalogs were developed at Ohio State University in 1975 and the Dallas Public Library in 1978. These and other early online catalog systems tended to closely reflect the card catalogs that they were intended to replace. Using a dedicated terminal or telnet client, users could search a handful of pre-coordinate indexes and browse the resulting display in much the same way they had previously navigated the card catalog. Throughout the 1980s, the number and sophistication of online catalogs grew. The first commercial systems appeared, and would by the end of the decade largely replace systems built by libraries themselves. Library catalogs began providing improved search mechanisms, including Boolean and keyword searching, as well as ancillary functions, such as the ability to place holds on items that had been checked-out. At the same time, libraries began to develop applications to automate the purchase, cataloging, and circulation of books and other library materials. These applications, collectively known as an integrated library system (ILS) or library management system, included an online catalog as the public interface to the system's inventory. Most library catalogs are closely tied to their underlying ILS system. === Stagnation and dissatisfaction === The 1990s saw a relative stagnation in the development of online catalogs. Although the earlier character-based interfaces were replaced with ones for the Web, both the design and the underlying search technology of most systems did not advance much beyond that developed in the late 1980s. At the same time, organizations outside of libraries began developing more sophisticated information retrieval systems. Web search engines like Google and popular e-commerce websites such as Amazon.com provided simpler to use (yet more powerful) systems that could provide relevancy ranked search results using probabilistic and vector-based queries. Prior to the widespread use of the Internet, the online catalog was often the first information retrieval system library users ever encountered. Now accustomed to web search engines, newer generations of library users have grown increasingly dissatisfied with the complex (and often arcane) search mechanisms of older online catalog systems. This has, in turn, led to vocal criticisms of these systems within the library community itself, and in recent years to the development of newer (often termed 'next-generation') catalogs. === Next-generation catalogs === Newer generations of library catalog systems, typically called discovery systems (or a discovery layer), are distinguished from earlier OPACs by their use of more sophisticated search technologies, including relevancy ranking and faceted search, as well as features aimed at greater user interaction and participation with the system, including tagging and reviews. These new features rely heavily on existing metadata which may be poor or inconsistent, particularly for older records. Newer catalog platforms may be independent of the organization's integrated library system (ILS), instead providing drivers that allow for the synchronization of data between the two systems. While the original online catalog interfaces were almost exclusively built by ILS vendors, libraries have increasingly sought next-generation catalogs built by enterprise search companies and open-source software projects, often led by libraries themselves. == Union catalogs == Although library catalogs typically reflect the holdings of a single library, they can also contain the holdings of a group or consortium of libraries. These systems, known as union catalogs, are usually designed to aid the borrowing of books and other materials among the member institutions via interlibrary loan. Examples of this type of catalogs include COPAC, SUNCAT, NLA Trove, and WorldCat—the last catalogs the collections of libraries worldwide. == Related systems == There are a number of systems that share much in common with library catalogs, but have traditionally been distinguished from them. Libraries utilize these systems to search for items not traditionally covered by a library catalog, although these systems are sometimes integrated into a more comprehensive discovery system. Bibliographic databases—such as Medline, ERIC, PsycINFO, Scopus, Web of Science, and many others—index journal articles and other research data. There are also a number of applications aimed at managing documents, photographs, and other digitized or born-digital items such as Digital Commons and DSpace. Particularly in academic libraries, these systems (often known as digital library systems or institutional repository systems) assist with efforts to preserve documents created by faculty and students. Electronic resource management helps librarians to track selection, acquisition, and licensing of a library's electronic information resources.