Infostretch Unveils ASTUTE, A New AI-Powered Software Testing Solution to Achieve True Digital Transformation

March 14, 2018 – Today, enterprise digital solutions providerInfostretch introduced ASTUTE, an AI-powered quality engineering suite, comprised of intelligent testing services and BOTs that leverage advanced machine learning techniques. Infostretch ASTUTE (AI Testing Suite) enables enterprises to launch digital transformation initiatives in a matter of weeks, as opposed to months, while reducing test efforts by at least 35% percent.

The growing demands of digital are pushing enterprises to the limit, requiring faster release cycles that consume a significant amount of resources. While agile development can help alleviate this pressure, enterprises have been slow to optimize testing due to lack of expertise, limited knowledge of tools and an overwhelming test case backlog. According to the latest World Quality Report, 99% of organizations face challenges testing in their agile environments while the average level of automation is only around 16%.

ASTUTE incorporates certified QE teams who assess testing maturity and deploy ready-to-tune, pre-configured BOTs to optimize every testing phase — from discovery to maintenance — to clear backlogs, quickly predict and prevent defects, and speed release cycles with a targeted outcome-based approach. A centralized analytics system simplifies the task of monitoring BOT performance and test quality, allowing senior management to calculate savings and return on investment for their testing efforts.

“Competitive pressures are driving enterprises to push new innovations faster to market” said Ed Hein, Manager – Digital Verification and Validation at LifeScan (a Johnson & Johnson Company). “With increasing adoption of Agile and DevOps, traditional software testing processes are not able to scale. By deploying AI-powered BOTs for test automation, organizations can now focus more on delivering superior customer experiences rather than solving everyday testing challenges.”

“Massive amounts of data, lack of expertise and huge testing backlogs are all contributing to the growing complexity of software testing. Enterprises need smart decision–making, fast validation and intelligent automation to keep up with these demanding testing challenges,” said Rutesh Shah, Infostretch Chief Executive Officer and Co-Founder. “We’re blowing up the traditional testing model with Infostretch ASTUTE, a smarter testing solution powered by AI, machine learning and smart analytics to achieve true end-to-end digital transformation.”

“Enterprises are looking to AI to exploit the wealth of data found in various levels of their IT organizations, whether at the software development level, or on the production side. With AI, they have an untapped opportunity to better identify where defects lie, increase the quality of applications, and ultimately improve the UX of end-users, customers, and other stakeholders”, said Dominique Raviart, IT Services Practice Director for analyst firm NelsonHall.

Register today for our upcoming webinar on how AI is transforming software testing to join a panel discussion with Infostretch experts, key analysts and renowned brands.

About Infostretch

Infostretch is a digital-first professional services firm. By combining in-depth experience with ready-made tools, frameworks, technologies and partnerships, Infostretch helps enterprises get digital right, the first time. With an experienced team of digital technologists, Infostretch offers Digital Strategy, Digital Development, DevOps, Quality Engineering, Cloud, IoT, Data Analytics and Mobility services. The company is trusted by leading Fortune 100 companies as well as emerging innovators to deliver solutions that work seamlessly across channels, leverage AI and Machine Learning to optimize the software lifecycle, and support continuous innovation.

For more information on how solutions and services from Infostretch accelerate digital transformation, visit


Manoj Gunti, 408-727-1100 x168

SOURCE: Infostretch 

Khronos Group Releases Vulkan 1.1

Vulkan ecosystem momentum continues to grow with improved developer tools, wide industry adoption, and new specification for evolved functionality and performance

Beaverton, OR – March 7, 2018 – The Khronos™ Group, an open consortium of leading hardware and software companies creating advanced acceleration standards, announces the release of the Vulkan® 1.1 and SPIR-V 1.3 specifications. Version 1.1 expands Vulkan’s core functionality with developer-requested features, such as subgroup operations, while integrating a wide range of proven extensions from Vulkan 1.0. Khronos will also release full Vulkan 1.1 conformance tests into open source and AMD, Arm, Imagination, Intel Corporation, NVIDIA and Qualcomm have implemented conformant Vulkan 1.1 drivers. Find more information on the Vulkan 1.1 specification and associated tests and tools at Khronos’s Vulkan Resource Page.

“With enhanced developer tools, rigorous conformance testing and the public Vulkan Ecosystem Forum, Khronos is delivering on its goal to develop a complete and vibrant Vulkan ecosystem,” said Tom Olson, distinguished engineer at Arm, and Vulkan Working Group chair. “Vulkan 1.1 is a response to prioritized industry requests and shows our commitment to delivering a functional roadmap driven by developer needs.”

Vulkan 1.1 will drive increased industry momentum for this new-generation, cross-platform standard for explicit control over GPU acceleration. Vulkan now ships natively on almost all GPU-enabled platforms, including Windows 7, 8.X, 10, Android 7.0+ and Linux, plus Khronos recently announced open source tools to enable Vulkan 1.0 applications to be ported to macOS and iOS. Vulkan has widespread support in leading games engines including Unreal, Unity, Source 2 from Valve, id Tech, CroTeam’s Serious Engine, CryEngine, and Xenko. Vulkan is being used in over 30 cutting-edge games on diverse desktop and mobile platforms, including Doom, Quake, Roblox, The Talos Principle, Dota 2, and is the exclusive API used in AAA titles such as Wolfenstein II and Doom VFR.

New functionality in Vulkan 1.1 includes Subgroup Operations that enable highly-efficient sharing and manipulation of data between multiple tasks running in parallel on a GPU. Vulkan 1.1 also enables applications to perform rendering and display operations using resources that they cannot access or copy – for secure playback and display of protected multimedia content.

In addition, a wide range of Vulkan 1.0 extensions have been integrated, bringing significant proven functionality into core Vulkan 1.1, including: simultaneous rendering of multiple image views, use of multiple GPUs in a single system, and cross-process API interoperability for advanced rendering and compositing operations often used in demanding applications such as Virtual Reality. These core functionalities also include advanced compute with 16-bit memory access, and support for HLSL memory layouts, and display, processing and compositing of video streams, through direct sampling of YCbCr color formatted textures produced by many video codecs.

Integral to the release of Vulkan 1.1 is the new SPIR-V 1.3 specification that expands the capabilities of the Vulkan shader intermediate representation to support subgroup operations and enable enhanced compiler optimizations. The SPIR-V tools ecosystem continues to gain significant momentum with front-end compilers for both GLSL and HLSL, and to expand low-level tooling support from the open source SPIRV-Tools project.

“We are excited to see the progress developers have made with the SPIR-V standardized IR. Developers are using the shader language of their choice and a variety of open source compilers to ship their games and applications. The Vulkan tools and ecosystem is evolving rapidly,” said David Neto, shader compiler team lead at Google and SPIR working group chair.

Open source Vulkan development tools continue to evolve alongside the specification. For example, the LunarG Vulkan SDK and tools layers have been upgraded to support Vulkan 1.1, including the Vulkan Layer Factory (VLF) to enable rapid layer development, the Device Simulation Layer to simulate target device capabilities, without requiring actual physical hardware and the new Assistant Layer to guide developers to best practices and to highlight potential application problems. In addition, the RenderDoc frame capture and introspection debugging tool has added full native Vulkan support on Android with help from Khronos members, and improved support for displaying SPIR-V disassembly using SPIRV-Tools and high-level languages through the SPIRV-Cross cross compiler. RenderDoc has also been upgraded to expose native disassembly and profiling information for vendors who support it, and to support the external memory features that now form a core part of Vulkan 1.1.

To encourage the collaborative evolution of the Vulkan ecosystem, Khronos has created the public Vulkan Ecosystem Forum to share issues and opportunities, and to coordinate cooperative solutions. The aim of the Forum is to respond to developer feedback and foster cross-functional discussions and engagement between users, tools developers and API designers. Join the conversation at Vulkan Ecosystem on GitHub.

Industry Support for Vulkan 1.1

“AMD is very excited about the release of the Vulkan 1.1 specifications. This new iteration of the industry standard builds on its strong foundations and expands its reach by making the API more accessible to developers. New Vulkan 1.1 features such as subgroup access in compute shaders enable console-like optimizations that will empower developers to exert more control on the GPU than ever before,” said Andrej Zdravkovic, corporate vice president of software, AMD. “Vulkan also enriches its connectivity with other APIs by supporting interop operations, and finally enables first-class support for multi-GPU and VR systems. AMD believes that this major upgrade to the API will delight the existing Vulkan community and continue to broaden the user base.”

“The new additions in Vulkan 1.1 are a game changer for Vulkan,” said Andrew Richards, CEO of Codeplay Software. “In particular the new subgroup functionality will make a huge difference to our low power, high performance deep learning work.”

“Continental is delighted to see how Vulkan continues to move graphics technology forward,” said Dr. Ulrich Kabatek, principal expert graphic systems & 3D visualization at Continental. “We appreciate the improvements it offers for more integrated automotive systems and latency critical applications like augmented automotive clusters.”

“As a major contributor to the Vulkan API, Imagination is pleased to see the next evolution of the API in Vulkan 1.1. The new specification offers new ways to exploit GPU parallelism and support for protected content – enabling advanced video processing in Vulkan for things like VR Cinema,” said Graham Deacon, vice president of PowerVR Marketing at Imagination. “We are amongst the first vendors to have a conformant Vulkan implementation, with all of our existing Vulkan-capable GPU IP able to support the new 1.1 standard. The new subgroup and protected content features are fully available in many of our newer cores.”

“Intel is committed to open source driver advances for high performance graphics. Vulkan 1.1 is certified on the latest four generations of Intel® Core™ processors, further developing support for virtual and mixed reality,” said Imad Sousou, corporate vice president and general manager of the Open Source Technology Center at Intel Corporation.

“Vulkan is vital to NVIDIA’s business as it enables developers to get the best from our GPUs across a wide range of platforms,” said Dwight Diercks, senior vice president of software engineering, NVIDIA. “Our Vulkan 1.1 drivers, with full subgroup functionality, are available for Windows, Linux, and Android on the day of the specification launch. We will continue to take a leadership role within Khronos to ensure Vulkan evolves to meet the needs of developers and the wider industry.”

“Vulkan is enabling high fidelity games to make the most out of the capability in mobile, with great titles like Honor of Kings from Tencent running across many Galaxy devices” said Taeyong Kim, VP of Graphics at Samsung Electronics. “Vulkan 1.1 builds on this, adding functionality for VR gaming and 360 video that will enable immersive content on mobile products and VR headsets.”

“Vulkan 1.1 and SPIR-V 1.3 are another step in providing better support for compute, as it adds subgroups, 16-bit numbers and a restricted form of pointers”, said Vincent Hindriksen, managing director of StreamHPC. “Adding this to the strong industry support for Vulkan and the recently launched portability project, this allows more types of compute-kernels to be run on more platforms.”

“In our non-gaming business, Vulkan 1.1 is a key factor for our success,” said Norbert Nopper, founder of UX3D, “The possibility to utilize simultaneous rendering and multiple GPUs by default does help us to further optimize our engine.”

“VeriSilicon has adopted the latest industry standard low-level GPU API Vulkan 1.1 and is committed to support Vulkan 1.1 across our OpenGL ES 3.1/3.2 class GPUs,” said Wei-Jin Dai, executive vice president of VeriSilicon and general manager of VeriSilicon’s IP Division. “We are glad to see the new functionalities of Vulkan 1.1 API, the multi-GPU support, the premium content protection, and the advanced compute functionality, etc. to unleash the tremendous potential for a new generation of Vulkan applications. We are particularly excited about the opportunities the Vulkan 1.1 brings to the automotive customers to have fine-grained control over graphics quality of service and highly desired security levels and features.”

More Information
More information on Vulkan is available at
All Khronos open source projects are available here:

About the Khronos Group

The Khronos Group is an open industry consortium of over 100 leading hardware and software companies creating advanced, royalty-free, acceleration standards for 3D graphics, Augmented and Virtual Reality, vision and machine learning. Khronos standards include Vulkan®, OpenGL®, OpenGL® ES, OpenGL® SC, WebGL™, SPIR-V™, OpenCL™, SYCL™, OpenVX™, NNEF™, COLLADA™, OpenXR™ and glTF™. Khronos members are enabled to contribute to the development of Khronos specifications, are empowered to vote at various stages before public deployment, and are able to accelerate the delivery of their cutting-edge accelerated platforms and applications through early access to specification drafts and conformance tests.


Vulkan is a registered trademark of The Khronos Group. Khronos, OpenXR, DevU, SPIR, SPIR-V, SYCL, WebGL, WebCL, COLLADA, OpenKODE, OpenVG, OpenVX, EGL, glTF, OpenKCAM, StreamInput, OpenWF, OpenSL ES, NNEF and OpenMAX are trademarks of the Khronos Group Inc. OpenCL is a trademark of Apple Inc. and OpenGL is a registered trademark and the OpenGL ES and OpenGL SC logos are trademarks of Hewlett Packard Enterprise used under license by Khronos. All other product names, trademarks, and/or company names are used solely for identification and belong to their respective owners.

SOURCE: Khronos Group

Spring releases Spring Boot 2.0

Spring Boot 2.0 is now generally available as 2.0.0.RELEASE from and Maven Central!

This release is the culmination of 17 months work and over 6800 commits by 215 different individuals. It’s also the first GA version of Spring Boot that provides support for Spring Framework 5.0.

Highlights of the new release include:

  • A Java 8 baseline, and Java 9 support.
  • Reactive web programming support with Spring WebFlux/WebFlux.fn.
  • Auto-configuration and starter POMs for reactive Spring Data Cassandra, MongoDB, Couchbase and Redis.
  • Support for embedded Netty.
  • HTTP/2 for Tomcat, Undertow and Jetty.
  • Dedicated Kotlin support.
  • A brand new actuator architecture, with support for Spring MVC, WebFlux and Jersey.
  • Micrometer based metrics with exporters for Atlas, Datadog, Ganglia, Graphite, Influx, JMX, New Relic, Prometheus, SignalFx, StatsD and Wavefront.
  • Quartz scheduler support.
  • Greatly simplified security auto-configuration.

There’s far too many features to list them all here in detail, so head over to the release notespage on our wiki to find out more.

Thanks again to everyone that has contributed to Spring and Spring Boot over the years! A special thank you also to the developers of the other projects in the Spring portfolio, without whom there would be no Spring Boot,in a blog post.

Editor: Kiran Kumar

Java EE renamed to Jakarta EE

Java EE has been renamed to Jakarta EE by the Eclipse Foundation community.

It is preferred that when you are generically referring to this open source software platform that you call it Jakarta EE rather than EE4J. EE4J, the Eclipse Top-level project, is the only name we’ve had for a couple of months, but as we at least tried to make clear, that was never intended to be the brand name.” Mike Milinkovich, executive director for the Eclipse Foundation, wrote on his blog.

Other Java projects have also been renamed in Eclipse. Glassfish is now Eclipse Glassfish. The Java Community Process is now the Eclipse Working Group, and Oracle development management is now Eclipse Enterprise for Java Project Management Committee.

Editor: Kiran Kumar

Google launches ARCore 1.0

Google has announced the release of ARCore 1.0. ARCore enables developers to create AR mobile games that use the camera to interact with real-world objects. Version 1.0 features “improved environmental understanding”, according to Google’s blog, which allows studios to place in-game items on textured real-world surfaces.

Developers will also be able to publish their AR games to the Play Store, with a potential audience of 100 million Android smartphones. This figure encompasses the 13 models currently compatible with ARCore, and Google is working with various manufacturers to ensure new devices released this year will also support augmented reality games.

Google has also added ARCore support to the Emulator in Android Studio Beta, allowing developers to quickly and easily test their apps.

“Smarter cameras will enable our smartphones to do more. With ARCore 1.0, developers can start building delightful and helpful AR experiences for them right now. And Lens, powered by AI and computer vision, makes it easier to search and take action on what you see. As these technologies continue to grow, we’ll see more ways that they can help people have fun and get more done on their phones,” Anuj Gosalia, Director of Engineering for Google, wrote in a post.

Editor: Kiran Kumar

Launched a public beta of Datalore – an intelligent web application for data analysis and visualization in Python

JetBrains Launched a public beta of Datalore – an intelligent web application for data analysis and visualization in Python.

“Today, machine learning is at the heart of many commercial applications and research projects. By introducing Datalore, we’re extending the JetBrains product family to the machine learning-specific environment in Python.

We’re launching this tool inspired by the JetBrains vision – to make development as enjoyable and productive as possible for everyone. Datalore aims to turn working with data into a delightful experience with helpers such as smart coding assistance, incremental computations, and built-in tools for machine learning.” the company wrote in a post.


Editor: Kiran Kumar

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