17 resultados para Programação inteira mista
em Universidade Federal do Rio Grande do Norte(UFRN)
Resumo:
This work presents a new model for the Heterogeneous p-median Problem (HPM), proposed to recover the hidden category structures present in the data provided by a sorting task procedure, a popular approach to understand heterogeneous individual’s perception of products and brands. This new model is named as the Penalty-free Heterogeneous p-median Problem (PFHPM), a single-objective version of the original problem, the HPM. The main parameter in the HPM is also eliminated, the penalty factor. It is responsible for the weighting of the objective function terms. The adjusting of this parameter controls the way that the model recovers the hidden category structures present in data, and depends on a broad knowledge of the problem. Additionally, two complementary formulations for the PFHPM are shown, both mixed integer linear programming problems. From these additional formulations lower-bounds were obtained for the PFHPM. These values were used to validate a specialized Variable Neighborhood Search (VNS) algorithm, proposed to solve the PFHPM. This algorithm provided good quality solutions for the PFHPM, solving artificial generated instances from a Monte Carlo Simulation and real data instances, even with limited computational resources. Statistical analyses presented in this work suggest that the new algorithm and model, the PFHPM, can recover more accurately the original category structures related to heterogeneous individual’s perceptions than the original model and algorithm, the HPM. Finally, an illustrative application of the PFHPM is presented, as well as some insights about some new possibilities for it, extending the new model to fuzzy environments
Resumo:
The Traveling Salesman with Multiple Ridesharing (TSP-MR) is a type of the Capacitated Traveling Salesman, which presents the possibility of sharing seats with passengers taking advantage of the paths the salesman travels through his cycle. The salesman shares the cost of a path with the boarded passengers. This model can portray a real situation in which, for example, drivers are willing to share parts of a trip with tourists that wish to move between two locations visited by the driver’s route, accepting to share the vehicle with other individuals visiting other locations within the cycle. This work proposes a mathematical formulation for the problem, and an exact and metaheuristics algorithms for its solution, comparing them.
Resumo:
The Traveling Salesman with Multiple Ridesharing (TSP-MR) is a type of the Capacitated Traveling Salesman, which presents the possibility of sharing seats with passengers taking advantage of the paths the salesman travels through his cycle. The salesman shares the cost of a path with the boarded passengers. This model can portray a real situation in which, for example, drivers are willing to share parts of a trip with tourists that wish to move between two locations visited by the driver’s route, accepting to share the vehicle with other individuals visiting other locations within the cycle. This work proposes a mathematical formulation for the problem, and an exact and metaheuristics algorithms for its solution, comparing them.
Resumo:
La tesis problematiza constelaciones creativas de saberes marcados por múltiples subjetividades en un espacio singular de las ciudades: la feria libre. Lugar de cambios financieros, pero también afectivos, simbólicos y míticos, ese espacio se mantiene al lado de los lugares comerciales asépticos y climatizados como son los supermercados e hipermercados de los espacios urbanos y de las metrópolis. Las ferias, por su carácter itinerante y sus personajes nómades modernos, son capaces de suscitar múltiples observaciones, divagaciones, afecciones y construcción de conocimientos. En la feria libre del barrio de Alecrim en la ciudad de Natal-RN/Brasil, principal contexto de referencia de esta investigación, en medio de tantos estímulos movilizadores de los órganos de los sentidos, salta a los ojos el elevado contingente de niños y adolescentes ejerciendo las múltiples actividades laborales. En Brasil el trabajo infantil es encajado en prohibiciones prescritas por leyes que recubren singularidades. Sin la pretensión de negar la importancia de tales convenciones y reglas, las reflexiones aquí puestas ultrapasan las amarras homogeneizantes del discurso oficial instituido de prohibición, problematizando a partir de la feria la idea de una caótica y pulsante aula al aire libre en la cual se construyen saberes más próximos de una lógica del sensible (Claude Lévi-Strauss). La feria es un laboratorio de construcción de conocimientos pertinentes (Edgar Morin), aquellos que religan fenómeno y contexto sin oponer manipulación y tiempo real de aplicabilidad de los saberes construidos. En esa escuela sin paredes, puertas, ventanas, cuadros negros o programas, los saberes de la tradición (Conceição Almeida) son probados y compartidos por niños y adolescentes que viven constantemente con un tipo de cambio de bienes y palabras en permanente construcción. En los puestos de la feria y para más allá de ellos encontramos sujetos híbridos (Bruno Latour) que se estructuran por medio de mecanismos creativos capaces de hacerlos navegar en las incertidumbres caóticas de sus vidas. Los aprendizajes de la feria fueron o son la pulsión de reinvención de esos sujetos aparentemente encarcelados en el conformismo como fatalidad última, portadores de historias embarazadas de simbologías tristes y felices que exponen la cara de un humano en permanente combustión, construcción e incertidumbre
Resumo:
This study aims to problematize the history of mixed schools in Pará, from 1870 to 1901, highlighting women participation that helped to build them. The analytical focus of the research fell on the changes and the continuities of the mixed school in Pará. The object of analysis is the Paraense mixed schools, formed by women. The study also brings out arguments that the mixed school was set up in variable forms, concepts, times and spaces, in an overlapping with the inclusion of women in educational universe, either through education, professionalization or teaching in schools of girls and boys. The documentary sources privileged by the study are: the educational law, the newspapers, the government reports and the journals of education, which were examined in a confrontation between what was said and done. The evidential method helped the documentary reading revealed that, in small lines, the linkages built in the search for clues and signs of Paraense mixed schools was assembled with the participation of women, from the perception that historical knowledge is indirect, conjectural. Evidences indicated that the school for both sexes, legally established in the Province of Grão-Pará in 1870, gave the signals of the junction of girls and boys in school, at a time when the presence of women in education was suggested. Mutations related to the educational organization, with the introduction of mixed school in the following decade had a closer relationship with restrictive settings and more effective integration of women in that school. The inaccuracies of the Republican mixed school have revealed, through winding paths, that signal of contradictions between the modern discourse and conservative practices regarding this school, in communion with the expansion of the mixed school throughout the state, including in groups schools, observing the presence of effective women teachers in the regency of such schools and an expansion of students in relation to the equity between the sexes
Resumo:
In this work, we propose a solution to solve the scalability problem found in collaborative, virtual and mixed reality environments of large scale, that use the hierarchical client-server model. Basically, we use a hierarchy of servers. When the capacity of a server is reached, a new server is created as a sun of the first one, and the system load is distributed between them (father and sun). We propose efficient tools and techniques for solving problems inherent to client-server model, as the definition of clusters of users, distribution and redistribution of users through the servers, and some mixing and filtering operations, that are necessary to reduce flow between servers. The new model was tested, in simulation, emulation and in interactive applications that were implemented. The results of these experimentations show enhancements in the traditional, previous models indicating the usability of the proposed in problems of all-to-all communications. This is the case of interactive games and other applications devoted to Internet (including multi-user environments) and interactive applications of the Brazilian Digital Television System, to be developed by the research group. Keywords: large scale virtual environments, interactive digital tv, distributed
Resumo:
Due of industrial informatics several attempts have been done to develop notations and semantics, which are used for classifying and describing different kind of system behavior, particularly in the modeling phase. Such attempts provide the infrastructure to resolve some real problems of engineering and construct practical systems that aim at, mainly, to increase the productivity, quality, and security of the process. Despite the many studies that have attempted to develop friendly methods for industrial controller programming, they are still programmed by conventional trial-and-error methods and, in practice, there is little written documentation on these systems. The ideal solution would be to use a computational environment that allows industrial engineers to implement the system using high-level language and that follows international standards. Accordingly, this work proposes a methodology for plant and control modelling of the discrete event systems that include sequential, parallel and timed operations, using a formalism based on Statecharts, denominated Basic Statechart (BSC). The methodology also permits automatic procedures to validate and implement these systems. To validate our methodology, we presented two case studies with typical examples of the manufacturing sector. The first example shows a sequential control for a tagged machine, which is used to illustrated dependences between the devices of the plant. In the second example, we discuss more than one strategy for controlling a manufacturing cell. The model with no control has 72 states (distinct configurations) and, the model with sequential control generated 20 different states, but they only act in 8 distinct configurations. The model with parallel control generated 210 different states, but these 210 configurations act only in 26 distinct configurations, therefore, one strategy control less restrictive than previous. Lastly, we presented one example for highlight the modular characteristic of our methodology, which it is very important to maintenance of applications. In this example, the sensors for identifying pieces in the plant were removed. So, changes in the control model are needed to transmit the information of the input buffer sensor to the others positions of the cell
Resumo:
In this work, we propose methodologies and computer tools to insert robots in cultural environments. The basic idea is to have a robot in a real context (a cultural space) that can represent an user connected to the system through Internet (visitor avatar in the real space) and that the robot also have its representation in a Mixed Reality space (robot avatar in the virtual space). In this way, robot and avatar are not simply real and virtual objects. They play a more important role in the scenery, interfering in the process and taking decisions. In order to have this service running, we developed a module composed by a robot, communication tools and ways to provide integration of these with the virtual environment. As welI we implemented a set of behaviors with the purpose of controlling the robot in the real space. We studied available software and hardware tools for the robotics platform used in the experiments, as welI we developed test routines to determine their potentialities. Finally, we studied the behavior-based control model, we planned and implemented alI the necessary behaviors for the robot integration to the real and virtual cultural spaces. Several experiments were conducted, in order to validate the developed methodologies and tools
Resumo:
This work presents a scalable and efficient parallel implementation of the Standard Simplex algorithm in the multicore architecture to solve large scale linear programming problems. We present a general scheme explaining how each step of the standard Simplex algorithm was parallelized, indicating some important points of the parallel implementation. Performance analysis were conducted by comparing the sequential time using the Simplex tableau and the Simplex of the CPLEXR IBM. The experiments were executed on a shared memory machine with 24 cores. The scalability analysis was performed with problems of different dimensions, finding evidence that our parallel standard Simplex algorithm has a better parallel efficiency for problems with more variables than constraints. In comparison with CPLEXR , the proposed parallel algorithm achieved a efficiency of up to 16 times better
Resumo:
This work is intended to bring a contribuition to the verification of the prevalance of malocclusion in the deciduous, permanent and mixed dentition in the student population in the city of Natal, Brazil. In this purpose, a sectional study of infantiles aging 5, 8 and 12 years old was carried out. The average prevalance of malocclusions in the group as a whole was 76,5%. Considering the different dentitions separately, the study showed malocclusion prevalence as follows: Deciduous Dentition 75,5%; Mixed Dentition 84% and Permanent Dentition 70,5%. The most common malocclusion cases found in the deciduous dentition were openbite (20.6%); overbite (16.6%) and maxillary overjet (14,7). Mixed Dentition: the most commonly found occlusional malfunctions in this dentitional phase were maxillary overjet (33,8%); crowding (28,3%), and mandillary discrepancy (19,9%). In the univaried analysis, he application of the Chi square test of independence, (significance 5%), has indicated a meaningful association of the variables social class (p=0,019), primata space (p = 0,036), habits (p= 0,002) and time-and-habit (P=0,03). The same test on the permanent dentition group revealed a significant association for the independent variables, as follows: Social class (p=O,OOO), School (p=O,OOI), Income (p=O,OOO), housing standard (p=0,001), facial pattem (p=0,004), caries record (p=0,031). No significant association was found in the mixed dentition. The Logistic Regression analysis on the deciduous dentition has shown that income, ethnicity, habit and canine relationship constitute factors of risk regardless of the other variables. As for the permanent dentition, only Facial Pattem was pointed as a factor of risk for the formation of malocclusion
Resumo:
This work approaches the Scheduling Workover Rigs Problem (SWRP) to maintain the wells of an oil field, although difficult to resolve, is extremely important economical, technical and environmental. A mathematical formulation of this problem is presented, where an algorithmic approach was developed. The problem can be considered to find the best scheduling service to the wells by the workover rigs, taking into account the minimization of the composition related to the costs of the workover rigs and the total loss of oil suffered by the wells. This problem is similar to the Vehicle Routing Problem (VRP), which is classified as belonging to the NP-hard class. The goal of this research is to develop an algorithmic approach to solve the SWRP, using the fundamentals of metaheuristics like Memetic Algorithm and GRASP. Instances are generated for the tests to analyze the computational performance of the approaches mentioned above, using data that are close to reality. Thereafter, is performed a comparison of performance and quality of the results obtained by each one of techniques used
Resumo:
Neste trabalho, apresentamos uma ferramenta cujo intuito é auxiliar não-programadores, jogadores de videogame, na criação de extensões na forma de Add-ons para World of Warcraft, o jogo online. Nele, o usuário pode criar extensões customizando completamente sua interface, de forma a reinventar a sua experiência de jogo e melhorar sua jogabilidade. A criação de extensões para aplicativos e jogos surgiu da crescente necessidade de fornecer aos usuários mecanismos eficientes de Programação por Usuário Final, permitindo que os mesmos preenchessem suas necessidades singulares através da criação, customização e especificação de extensões em software. Em World of Warcraft mais especificamente, os Add-ons exploram um tipo de extensão na qual os jogadores passam a programar sua própria interface de usuário ou a fazer uso de interfaces criadas por outros usuários. No entanto, realizar a programação dessas extensões - os Add-ons - não é uma tarefa fácil. Dentro deste contexto, desenvolvemos a ferramenta EUPAT for WoW (do inglês, End-User Programming Assistance Tool for World of Warcraft) que oferece assistência à criação de Add-ons. Além disso, investigamos como usuários jogadores com e sem conhecimento de programação são beneficiados. Os resultados desta pesquisa permitiram refletir sobre as estratégias de assistência de programação por usuário final no contexto de jogos
Resumo:
New programming language paradigms have commonly been tested and eventually incorporated into hardware description languages. Recently, aspect-oriented programming (AOP) has shown successful in improving the modularity of object-oriented and structured languages such Java, C++ and C. Thus, one can expect that, using AOP, one can improve the understanding of the hardware systems under design, as well as make its components more reusable and easier to maintain. We apply AOP in applications developed using the SystemC library. Several examples will be presented illustrating how to combine AOP and SystemC. During the presentation of these examples, the benefits of this new approach will also be discussed
Resumo:
There is a growing interest of the Computer Science education community for including testing concepts on introductory programming courses. Aiming at contributing to this issue, we introduce POPT, a Problem-Oriented Programming and Testing approach for Introductory Programming Courses. POPT main goal is to improve the traditional method of teaching introductory programming that concentrates mainly on implementation and neglects testing. POPT extends POP (Problem Oriented Programing) methodology proposed on the PhD Thesis of Andrea Mendonça (UFCG). In both methodologies POPT and POP, students skills in dealing with ill-defined problems must be developed since the first programming courses. In POPT however, students are stimulated to clarify ill-defined problem specifications, guided by de definition of test cases (in a table-like manner). This paper presents POPT, and TestBoot a tool developed to support the methodology. In order to evaluate the approach a case study and a controlled experiment (which adopted the Latin Square design) were performed. In an Introductory Programming course of Computer Science and Software Engineering Graduation Programs at the Federal University of Rio Grande do Norte, Brazil. The study results have shown that, when compared to a Blind Testing approach, POPT stimulates the implementation of programs of better external quality the first program version submitted by POPT students passed in twice the number of test cases (professor-defined ones) when compared to non-POPT students. Moreover, POPT students submitted fewer program versions and spent more time to submit the first version to the automatic evaluation system, which lead us to think that POPT students are stimulated to think better about the solution they are implementing. The controlled experiment confirmed the influence of the proposed methodology on the quality of the code developed by POPT students
Resumo:
Digital games have been used as aiding tool for transmission of knowledge, allowing faster dissemination of content. Using this strategy of disseminating logical reasoning development for basic school children can be the motivating gear that helps in the learning process for any area. In this context, many games can be created and provided for the use of teacher and student. However, the complexity of construction of these games becomes a obstacle which can, often, prevent their construction. Thus, this paper presents a framework for creating games, which teach programming logic, presenting from their conception to their integration with the visual programming environment (Blockly) and scenarios created in HTML5.