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<p>Metal Renegades is meant to feel like an immersive Old West-style world. Right now, it’s just a desert, with some mountains made out of sand. I propose to expand that with more interesting terrain typical of the Old West: mesas where rock around a plateau has eroded away, canyons where rivers have cut deep into the rock, mountains made of rock instead of sand, and more. Additionally, I plan to create a realistic distribution of flora and fauna.</p>
<p>This project focuses on refactoring code to kotlin and implementation of MVVM (Model-view-viewModel) architecture for some of the UI components of the application. Implementing some of the recommended Android architectural components along with kotlin refactoring to enhance robustness of existing codebase and make it more testable and maintainable for future development.</p>
<ul> <li>A layer of separation between two dimensional convolution and correlation was added.</li> <li>Support for many different boundary options along with optimisation was developed.</li> <li>2D convolution implementation was completely aligned with existing implementation of 1D convolution(APIs of both implementations are consistent and provide suitable functionalities). </li> <li>All changes were complemented with tests and documentation.</li> </ul>
<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>
This project aims to complete the transition of Pocket Paint (Paintroid) to Flutter by ensuring compatibility with legacy Kotlin/Java-based .catrobat project files and implementing missing native features in the Flutter version. Currently, older projects cannot be reliably opened, which risks loss of user data and limits adoption of the new app. To solve this, I will design and implement a compatibility layer that parses legacy Kryo-serialized binary data from the native Android application and converts it into the Flutter-compatible JSON-based project structure. The system will follow a structured pipeline (binary decoding → Dart model mapping → JSON serialization → rendering) to accurately reconstruct layers, strokes, and metadata. In addition, I will implement fallback rendering strategies for unsupported tools to preserve visual fidelity and ensure all legacy files remain accessible. Once the compatibility layer is stable, I will focus on implementing selected missing native drawing tools in Flutter to further close the feature gap between the old and new applications. The project will follow a test-driven approach with extensive unit and integration testing using real legacy files to ensure correctness and stability. Deliverables include: - Kryo-to-Dart parsing system for .catrobat files - Fully integrated backward compatibility layer in the Flutter app - Fallback rendering for unsupported legacy features - Comprehensive unit and integration test suite - Documentation for architecture and long-term maintenance - (Stretch goal, if time permits) Implementation of selected high-priority missing native tools (e.g., Fill Tool)
For my GSoC proposal, I aim to elevate the Pocket Paint Flutter repository within Catrobat. The plan includes implementing a comprehensive color picker, integrating drawing tools like text, spray and watercolor, and addressing pending features such as the hide buttons and share functionality. Additionally, I aim to introduce a guided tour for an improved user experience. The proposal also encompasses app theme customization to cater to diverse user preferences. Apart from these, I have also decided to integrate GitHub Actions with Codecov to generate automatic code coverage reports and keep an eye on the quality of the codebase. With my expertise in Flutter development and a proven track record in open-source contributions, I am enthusiastic about the opportunity to contribute meaningfully to the project.
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.
<p>In some algorithms there is the need to compare two distances of two point pairs. Especially, computing distances on ellipsoid in Boost.Geometry used compare_distance() function, which need to calculate the actual distance of two geodesic segments on the ellipsoid. Boost.Geometry used Vincenty formula, the time complexity of this algorithm is hard to estimate and expensive.</p> <p>To reduce the time complexity, this project tried to use the following approaches:</p> <ul> <li><strong>Condition Division</strong>:Compute the Euclidean distances first, if the length of two segments are very close, defined not “far enough” means “very close”. then fall back to expensive geographic distance calculation otherwise return the result by comparing those numbers obtained by less expensive cartesian computation.</li> <li><strong>Calculation with Sectorial Area</strong>:Get cross-section through the center of ellipsoid and the geodesic segments, then calculate the sectorial area, which is easy to compare distances. </li> <li><strong>Calculation with Performing a local spheroid approximation and return the 2D distance by map projection</strong>:Perform a local spheroid approximation, then use methods of map projection to calculate the distances.</li> </ul>
<p>This project will add processing capability of the BeiDou B1I signals into the GNSS-SDR platform. The addition of BeiDou B1I signals will increase the over all satellite visibility of the receiver and move the receiver towards providing coverage for all GNSS systems.</p>
The project's aim is to improve GNU Radio's gr-qtgui component, which offers QT widgets for signal viewing. This project is broken down into a number of smaller projects, some of which involve adding new widgets like the compass display, MPEG display, and matrix sink, as well as strengthening the existing widgets by improving their code structures, making them more extendable, and reducing redundant code. The project additionally intends to enhance the gr-qtgui component's user interface by making it more understandable and user-friendly and by giving the user more power and customisation choices. In order to enable the creation of complete GUI applications from GRC, the project also entails the integration and support for QT Creator and QML design.
<p>This project aims at automating the process of statistics gathering and visualization across the entire Fedora Contributor base.</p>
<p>To implement the dataframes library for uBLAS using Expression Templates and Meta-programming paradigm in C++ that is capable of doing simple manipulations with data sets. It requires studying the existing implementations (data.table/data.frame in R and Pandas in Python) and analyzing the limitations (that occur due to template meta-programming paradigm) and possible optimisations (instantiation of type parameters which is not possible in R and python because of generic implementation of data.frame).</p>
<p>Since the migration to Android Architecture Components has already started, this project aims to integrate Room instead of SQLiteDatabase as a better approach for data persistence. This idea involves the following challenges:</p> <ul> <li>Initially, all the API responses need to be cached in order to reduce the number of connections to the server (especially Featured Projects and the Categories displayed on the main screen)</li> <li>To continue, the structure of the projects (JSON instead of XML) needs to be improved</li> <li>Showing and caching the user projects (local/on-server-stored projects) in the Projects screen will give the user the control to modify/delete his projects from one place</li> <li>Kotlin will be the only used language -- no more Java!</li> <li>MVVM architecture will be used.</li> </ul>
This project enhances FLOSS by integrating QUANTUMSTRAND’s context-aware rendering to make malware string analysis faster and more actionable. Instead of overwhelming analysts with raw strings, the improved tool will use structural context, tagging (e.g., libraries, APIs, expert rules), and prevalence to highlight important information while muting noise.
<p>When analyzing performance, especially in systems that have multi-core processors, it is important to be able to study how each process performs. To do this we use measures such as total processing time, I/O waiting time, and blocked time. In order to understand better the inner workings of the process scheduling algorithm used and their performance we also need to know why certain processes get blocked, what causes them to be blocked and when they are blocked. The purpose of this project is to integrate these measuring tools into Performance Co-Pilot’s pcp-pidstat utility.</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>Currently, the GNSS receiver supports GPS, Galileo, GLONASS and BeiDou signals. It is only compatible with Galileo E5a signals. Since the two types of Galileo signals (E5a and E5b) are similar, this project aims at creating and modifying blocks of code to make the receiver compatible with E5b signals too. The project has three major implementations and will help in increasing the scope of the receiver to more types of signals.</p>
<p>The goal of this project is to provide web components to users based on Patternfly patterns.</p>
My project aims to develop an immersive Augmented Reality (AR) Marine Ecosystem Simulation that will serve as an interactive educational tool within Catrobat's ecosystem. This simulation will allow users to explore marine environments through AR technology, visualizing complex ecological interactions such as food chains, coral reef dynamics, and the impacts of pollution in real-time. The primary challenge lies in creating a physically accurate, engaging simulation that runs efficiently on mobile devices while maintaining educational value. I propose to solve this by: - Developing a modular AR framework using Unity that integrates with ARKit and ARCore - Implementing realistic physics-based interactions between marine organisms - Creating an adaptive AI system that evolves the ecosystem based on user interactions - Designing intuitive interfaces that make complex ecological concepts accessible The project will deliver: - A fully functional AR marine ecosystem simulation compatible with Catrobat's existing applications - A library of interactive marine organisms with realistic behaviors and interactions - Real-time visualization tools for environmental factors (temperature, pH, pollution) - Educational scenarios demonstrating ecological principles - Comprehensive documentation and integration guides
<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>
<p><em>StatsD</em> is simple, text-based UDP protocol for receiving monitoring data of applications in architecture client-server. As of right now, there is no StatsD implementation for PCP available, other then <a href="https://github.com/lzap/pcp-mmvstatsd" target="_blank">this</a> which is not suitable for production environment.</p> <p>Goal of this project is to write PMDA agent for PCP in C, that would receive StatsD UDP packets and then aggregate and transfer handled data to PCP. There would be 3 basic types of metrics: counter, duration and gauge. Agent is to be build with modular architecture in mind with an option of changing implementation of both aggregator and parsers, which will allow to accurately describe differences between approaches to aggregation and text protocol parsing. Since the PMDA API is based on around callbacks the design has to be multithreaded.</p> <p>Agent is to be fully configurable with either PCP configuration options and/or separate configuration file. Writing integration tests is also in the scope of the project.</p>
<p>The journey of a contributor in open source projects is exciting, especially when the contributors can map their abilities with the workflow of the vast open source projects like terasology.</p> <h3>Aim</h3> <p>In this project I am willing to work on an Interactive experience for the contributor which will take them through all the possible paths according to his/her interests for the contribution journey in the terasology project.</p> <p>Currently, there are a lot of modules in terasology and the documentation is distributed in forms of wikis, tutorials,forums, etc. and It is a bit Intimidating for a newbie (as a contributor or gamer) to understand the file structures & workflow. So, I am targeting to remove this obstacle for new contributors by implementing an Interactive web experience as a <strong>Tutorial Journey</strong> with the help of vector graphics & implement a system where all the steps & documentations will integrate together to simplify the experience for the contributors as well as enthusiast gamers. It will be guiding the new contributor to reach the required resources in which they are interested. The end goal is to deploy a web app having a stepwise guide to follow for newbies.</p>
My time with Catrobat this summer will be devoted to migrating the Pocket Paint Android app to Flutter with the latest and best practices followed by the community at the time of development.
<p>Light & Shadow is an Alice in Wonderland themed gameplay mode which involves players working as two opposing teams to secure a flag from the enemy’s base and bring it back to their home base. The problem with the current implementation of Light & Shadow is the lack of viable resources/weapons in the inventory of the player that can be used to prevent the advance of the enemy team. This makes the game a race for the flag rather than a battle for the flag which definitely sounds less interesting. This project first focuses on stabilizing the current gameplay mode by fixing certain bugs and making a few improvements to the existing gameplay mechanisms and UI. It then tackles the problem mentioned above by introducing currencies and improving the inventory a player spawns with to allow for more defensive structures to be built and additional weapons/traps to be used along with various effects to help change the pace of the game. In addition to this, the entire module which is split in two has to be merged, interaction with the external modules improved, unnecessary code removed and documentation added.</p>