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Currently the ShapeTool that is implemented in Native Pocket Paint is missing in the Flutter version of Pocket Paint. My proposal would be to implement the ShapeTool in Flutter and also fully write a extendable testing system for the tool. Depending on the time constraints I would also extended the shape inventory to include more sophisticated shapes.
<p>Most of the modern web applications require a remote server hosting <a href="https://en.wikipedia.org/wiki/Microservices" target="_blank">microservices</a>. <a href="https://github.com/plasma-umass/browsix" target="_blank">Browsix</a> lets the developer, among all the other things, get rid of that 'heavy' dependency, by executing needed processes in the client's browser instead!</p> <h3>Project</h3> <p>I propose to help <a href="https://github.com/plasma-umass/browsix" target="_blank">Browsix</a> in reaching that goal by developing a fast and concurrent init system with a focus on dependency-handling. It will allow an easy setup of the environment needed for service to execute properly. One of important design choices would be providing a familiar interface for the user and so the service specification will be done using <a href="https://freedesktop.org/wiki/Software/systemd/" target="_blank">Systemd</a> unit-files. The init system developed is also going to be fully capable of booting a system natively.</p>
<p>This project is all about the development of <strong>Admin Management System</strong> for <strong>Donut</strong> platform which is an open-source Social Network Kit that aims to give the customized social network, social intranet or huge social enterprise application for any communities that really fits their needs.</p> <p>The <strong>main objective</strong> of the project is:</p> <ol> <li>To make the donut-platform a <strong>customized social network</strong>, <strong>social intranet</strong> or <strong>huge social enterprise application</strong> for communities. So that will allow individuals or community <strong>admins/moderators</strong> to set-up the platform for themselves.</li> <li>To make it user-friendly and enhance the user experience.</li> </ol>
ReZero is a rogue-lite, Dead Cells-inspired action-platformer, allowing you to explore a sprawling, ever-changing castle… assuming you’re able to fight your way past its keepers. To beat the game, you’ll have to master 2D "souls-lite combat" with the ever-present threat of permadeath looming. Kill, die, learn, repeat. The gameplay will be very similar to Dead Cells with cinematic cutscenes, high-paced action, and magic items. This project aims to showcase the true potential of Pocketcode by creating a good quality high-level game. The game will be playable on a phone as well as on smart TV.
<p>This project aims to extend the existing <code>tensor</code> extension of uBlas by providing support for <code>subtensor</code>, i.e. views of <code>tensor</code> type, along with the auxiliary types such as <code>span</code>/<code>range</code>. The projects' scope is to improve the existing <code>subtensor</code> implementation while simplifying the overall design and usage.</p>
<p>The goal is to integrate SLEIGH as a disassembly backend into radare2. This will make it possible to directly support all architectures that are supported by Ghidra, but also take advantage of the interface, analysis and flexibility of radare2. This project will deliver RAsm plugin for P-code and RAnal plugin providing all information about instruction semantics to perform automatic analysis.</p>
The Meshery ecosystem's web properties need ongoing frontend modernisation and backend reliability work as they scale. I will deliver performance-optimised UI components, mobile-first responsive fixes, new dynamic sections for the extension ecosystem, and systematic infrastructure improvements, all backed by clear documentation. This builds directly on contributions I have been making since December 2025.
<p>This project aims at showcasing Shogun’s capabilities as well as making a <strong>web tool</strong> and an <strong>API</strong> that everyone can use so as to be able to successfully estimate the number of people suffering from <strong>influenza-like illnesses</strong>. First, the current Shogun <strong>regression algorithms</strong> will be utilized to make predictions. Following this, a new algorithm i.e <strong>Poisson Regression</strong> will be used in accordance with a research paper written by <strong>McIver and Brownstein</strong>. All this will be packaged into a <strong>docker</strong> container and uploaded onto the internet. Also, a web API and a web interface with several <strong>visualizations</strong> will be made so as to be able to view this data and these estimations.</p>
<p>Tensors provide a natural and compact representation for massive multidimensional data with a high dimensionality which occur in disciplines like computational neuroscience, neuroinformatics, pattern/image recognition, signal processing and machine learning. My tensor project proposal is based on the foundations Boost’s uBlas implementation and focuses on extending uBLAS by a tensor and tensor operations. The extension shall primarily support dense tensors that can be projected on subtensors with ranges or slices. I also want to provide expressions templates for basic tensors operations using static polymorphism with generic lambdas. The library shall support all basic multilinear algebra operations such as the modal tensor contractions and tensor transpositions. Tensor object shall be able to communicate with Boost’s matrix and vector objects through expression templates and free functions. Repeating the primary design goals of uBlas, the tensor library shall be efficient with almost no abstraction penalties, functional, compatible and provide a convenient mathematical notation.</p>
Currently, certain essential signal-processing functions, called kernels here, in volk-gnssdr, the Vector-Optimized Library of Kernels for GNSS-SDR, are not completely optimized. This project hopes to diagnose performance-limiting kernels, implement missing SIMD/vector optimizations for both ARM (NEON) and RISC-V architectures (vector, or V, extension), then benchmark and validate the kernels’ continued functionalities.
Translate and enable backwards compatibility with current custom files that are compatible with the new project and optimize the storing and loading process. Also, implement the translation, loading, and writing in Flutter.
I want to implement a feature for pocket that enables users to merge their existing projects, because it's not possible in the current version. Implementing a project merging feature will greatly improve the experience for pocket code users when it comes to building even more powerful applications and games. I've divided the problem into the following 5 milestones, with their subtasks to achieve: 1. Merging Projects Components with existing, simple conflicting variables protocol: 1.1 Merging Multiple Sprites 1.2 Merging Scenes 2. Implementing a Manual Conflict-Handler Interface: 2.1 User Interface for Merging Dialog: (choosing which conflict to merge, option to abort merge etc.) 2.2 Handling Local & Global Variable Conflicts 2.3 Handling Script Conflicts: View of Conflicting Scripts, Choose One 2.4 Handling Looks & Sounds Conflicts: Duplication User chooses 2.5 Handling Equal Sprites 2.6 Handling Equal Scenes 3. Merging options for UI 3.1 Abort Merge 3.2 Automatic Merge Without Conflict Search ( may not import everything) 3.3 Manual Merge ( Powerful Merge every conflict needs to be resolved) 4. Device specific configurations 4.1 Handling Screen Size & Resolution sensitive variables 4.2 Handling Screen Size & Resolution sensitive bricks 5. Merging Remix Graph 5.1 Implementing project merge history Each feature will be implemented using Kotlin or Java depending on source code files affected by changes, and each feature should be well tested.
<p>The aim of this project would be to enhance and complete the basic gameplay mode which would be a fast-paced Capture The Flag set up in the Dark Fantasy world of Light and Shadow. One has to choose between the game’s two major factions and try to capture opposition's flag. The gameplay will also include features like in-game shop, defence towers and magic wands.</p>
<p>UBlas is one of the most respectable linear algebra libraries but it still lacks doing the matrix computations on GPU. My proposal is to provide support for doing that through the boost.Compute technology and an api that will make it so easy to do these computations on a device from the user's choice</p>
<p>Nearly antipodal points refer to the most geographically distant points on a sphere i.e. the points are diametrically opposite to each other. Computing the great circle distance between these points is often a corner case for most geodesic computations, and the distance is either overestimated or underestimated.</p> <p>This project aims to provide an accurate implementation of geodesic algorithms in Boost Geometry library following the paper <a href="https://arxiv.org/pdf/1109.4448.pdf" target="_blank">Algorithms for geodesics</a> by Charles Karney. An in-depth analysis of the inaccuracy in current implementation is provided in this <a href="https://adl1995.github.io/inaccuracy-in-boost-geometry-geodesic-algorithms-for-nearly-antipodal-points.html" target="_blank">blog post</a>.</p>
Pocket Paint is a drawing app currently being rewritten in Flutter. The original Android app includes advanced options like antialiasing and stroke smoothing, which help users create clean, high-quality artwork. However, these features are currently missing in the new Flutter version. This project will bridge that gap by bringing these advanced drawing capabilities to the new app. The final deliverables will include a native-matching "Advanced Options" UI menu, the integration of smoothing and antialiasing across all drawing tools (such as the Brush, Eraser, and Shapes), and ensuring that all artwork saves correctly and remains compatible with older Catrobat project files.
<p>Release-bot helps upstream maintainers deliver their software to users, via automated releases at GitHub and PyPI. However, release-bot can be smarter in many ways. The workflow of the bot would be much easier if we create Github app and get rid of some bothering configuration. In the current state release-bot work with Github releases, one of the possible improvements is to extend functionalities for more git forges as pagure.io which is used by many projects in Fedora world. Also, release-bot can work with a single project at one time, let’s change it.</p>
Indigo Night is planned to be a beautiful Audio Visual journey, focused on storytelling. Based on pixel art, it will contain retro vibes and an old school style, which is immensely trending as of today. Salient features of this project include: Smooth Animations, Multiple Playable Characters, Beautiful environments as well as a musical delivery of several elements. Overall, I aim to create a groundbreaking modern experience in the Luna&Cat IDE app, by bringing together all those hours I invested into 2D games, indie as well as mainstream, and the game design experience I have, in Unity and RPG Maker.
<p>As a powerful machine learning toolkit, Shogun was achieved by the efforts of many developers. However, this also implicates the trouble with Shogun: some parts of the codes are outdated, or less optimized, and codes between modules are not unified. The problems dampen the developers’ experience with Shogun, and can lead to the obstruction for further implementations. Thus, my project will be focusing on cleaning-up and refactoring the codes of Shogun, including linalg and I/O libraries, and updating several data structures. I expect to improve the maintainability, stability and beauty of Shogun by the end of my work.</p>
<p>The Performance Co-Pilot (PCP) timeseries are series of time-stamped values gathered from hosts making performance data available. Clients obtain target timeseries values by submitting timeseries query language to pmseries tool. This proposal is to expand five new types of timeseries operation functions based on the existing query language, includes extending the grammar of the query language, implementing the parse module corresponding to the extended grammar, and implementing the mathematical operation functions accordingly. The extended languages and the timeseries functions will still accessible via REST API.</p>
GNU radio (GR) is used in a variety of applications, especially with the focus of GR4 on being flexible enough to work on a plethora of systems. Some of which access to a GUI may not be available (e.g Embedded systems, edge computing nodes) or sharing of the output of the GR4 flowgraph remotely is required. In GR3.x the solution to this was gr-bokehgui, an OOT module created during GSOC 2017 which allowed for remote access of the output of the GR flowgraph through web based plots & widgets. Currently GR4 is being developed and no equivalent tool exists for it leaving a gap in remote monitoring capabilities. GR4 also currently does not have built in blocks for local plotting, this OOT can be considered a stop gap such blocks are added This proposal outlines the development of a OOT module for GR4, serving as a successor to gr-bokehGUI in functionality.
This project develops an open-source 5G cell scanner utilizing GNU Radio and SDR hardware to passively detect and decode 5G signals, extracting key broadcast data, including the MIB (Master Information Block) and SIB1 (System Information Block 1). It provides real-time monitoring, multi-band scanning, and improved usability for researchers and network analysts. 1. Python-based DSP pipeline for 5G synchronization and decoding. 2. GNU Radio out-of-tree (OOT) module for real-time Software-Defined Radio (SDR) processing. 3. Visualization and logging tools for 5G network analysis. 4. Comprehensive documentation for ease of use and future development. This tool will expand GNU Radio’s 5G capabilities, supporting open-source wireless research and advanced cellular network analysis.
<p>Currently in Terasology, changing biomes only serve as a change in background of the game.This project aims to change this and give some of these biomes some features of their own. This will be made possible by incorporating an element of body temperature in the game. The body temperature comes into play in the climatically extreme biomes namely- Desert and Snow. The players will suffer some consequences should they choose to traverse these biomes without any preparation. To explore these biomes the player will have to look for ways to overcome these obstacles. However, these ways will not be present so readily. The players will have to look for these ways in other biomes. This will be made possible by some other enhancements in the form of additional items such as Wool Armor, Arabic Thawb, Water skins, Sand Slippers and an additional feature- hunting with traps. Players who are up to the challenge to explore the extreme biomes despite the obstacles would have something to look forward to. Certain surprise structures namely Oasis for the Desert and Igloos for the Snow will be incorporated which would also be beneficial to the players in avoiding the extreme conditions.</p>
<p>Complete support for <a href="https://github.com/openshift/origin" target="_blank">OpenShift</a> and <a href="https://github.com/kubernetes/kubernetes" target="_blank">Kubernetes</a> as a backend in <a href="https://github.com/fedora-modularity/conu" target="_blank">conu</a></p>