107 resultados para C (Linguagem de programação de computador)


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Pós-graduação em Pesquisa e Desenvolvimento (Biotecnologia Médica) - FMB

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In an ever more competitive environment, power distribution companies must satisfy two conflicting objectives: minimizing investment costs and the satisfaction of reliability targets. The network reconfiguration of a distribution system is a technique that well adapts to this new deregulated environment for it allows improvement of reliability indices only opening and closing switches, without the onus involved in acquiring new equipment. Due to combinatorial explosion problem characteristic, in the solution are employed metaheuristics methods, which converge to optimal or quasi-optimal solutions, but with a high computational effort. As the main objective of this work is to find the best configuration(s) of the distribution system with the best levels of reliability, the objective function used in the metaheuristics is to minimize the LOLC - Loss Of Load Cost, which is associated with both, number and duration of electric power interruptions. Several metaheuristics techniques are tested, and the tabu search has proven to be most appropriate to solve the proposed problem. To characterize computationally the problem of the switches reconfiguring was developed a vector model (with integers) of the representation of the switches, where each normally open switch is associated with a group of normally closed switches. In this model simplifications have been introduced to reduce computational time and restrictions were made to exclude solutions that do not supply energy to any load point of the system. To check violation of the voltage and loading criteria a study of power flow for the ten best solutions is performed. Also for the ten best solutions a reliability evaluation using Monte Carlo sequential simulation is performed, where it is possible to obtain the probability distributions of the indices and thus calculate the risk of paying penalty due to not meeting the goals. Finally, the methodology is applied in a real Brazilian distribution network, and the results are discussed.

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Techniques of image combination, with extraction of objects to set a final scene, are very used in applications from photos montages to cinematographic productions. These techniques are called digital matting. With them is possible to decrease the cost of productions, because it is not necessary for the actor to be filmed in the location where the final scene occurs. This feature also favors its use in programs made to digital television, which demands a high quality image. Many digital matting algorithms use markings done on the images, to demarcate what is the foreground, the background and the uncertainty areas. This marking is called trimap, which is a triple map containing these three informations. The trimap is done, typically, from manual markings. In this project, methods were created that can be used in digital matting algorithms, with restriction of time and without human interaction, that is, the creation of an algorithm that generates the trimap automatically. This last one can be generated from the difference between a color of an arbitrary background and the foreground, or by using a depth map. It was also created a matting method, based on the Geodesic Matting (BAI; SAPIRO, 2009), which has an inferior processing time then the original one. Aiming to improve the performance of the applications that generates the trimap and of the algorithms that generates the alphamap (map that associates a value to the transparency of each pixel of the image), allowing its use in applications with time restrictions, it was used the CUDA architecture. Taking advantage, this way, of the computational power and the features of the GPGPU, which is massively parallel

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With the technology evolution for school proposals, became necessary the creation and modifica- tion of the pedagogical paradigms applied in the classroom. With this in mind, this monograph attempts to explain clearly and succinctly how to develop a complete game, following the precepts of appropriate pedagogy and software engineering steps, explaining the main entertainment devices and graphics suitable for the student’s intellectual development. Therefore, it is studied throughout this academic work, the complete process of development, making use of the development language ActionScript 3.0 , aided by some other technologies, show- ing that the use of technology articles in the classroom is possible and highly indicated

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This paper presents the development of a Web application called CityFreedom based on 3D modeling. The developed system demonstrates the use of most revolutionary and innovative techniques to create Web portals with the integrated 3D navigation scenarios to their own pages, without requiring any kind of plug-ins or external software. Everything works on the basis of compatible browsers. The CtyFreedom aims to give the user the feeling of immersion in virtual reality so get to interact with a three-dimensional city in order to see new places, traveling in an area of town that has always thought of knowing or even analyze establishments long before attend-them. It's the freedom to know and traveling around the city in a simple and trivial way. It is a new trend, the future of Web systems development

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This project brings the development of an Android application which will allow users to access 3D models on web. The application developed allows Android devices to access web pages which have code that should use OPENGL to renderize. To demonstrate this functionality, an example web application was build, using technologies such as X3DOM and HTML5, which uses WebGL to get renderized. This web application gives to the user an environment of a virtual city, where he could surf by and interact with the objects. The Android application brings this immersion to the mobile world, also. The access and storage of data was developed a Webserver, which bring to the web application a simple API to give access to the database

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With the technology advancement, mobile devices have become increasingly more powerful and have started to have functions beyond of making phone calls. New applications, which perform these new functions, have been launched. The digital entertainment market has become one of the most benefited with this, once the games have become one of the most used applications for various types of users. This monograph presents the development of a game for Android OS, considering concepts like: physics, scenarios/views and character animation

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One problem that has been happening frequently in port terminals is the poor planning of the loading and unloading of containers. The reason of this problem is the lack of an efficient method that provides the best means of these operations. The main goal of this work is, to implement a method that provides the best ways to perform the loading and unloading of containers, at each port and thus bring a great saving for these terminals, since the number of moves is directly proportional to cost. To carry out this program was used the idea that the containers are placed in vertical stacks, where the access can be done only by the top of the stack, so the ship was treated as an matrix and to fill it, two rules were created for loading and two for unloading. To obtain the best sequence of rules was used Beam Search method, which is an enumeration type implicit method that analyzes only the best solution of the tree generated. Thus, the program developed in the Java language, provides the best way to perform the loading and unloading ports and the way as the ship leaves each port using a graphical interface

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In the universities, before the start of each school year, is held the distribution of classes among available teachers. Therefore, it is necessary to consider the maximum workweek for each teacher and their preferences for each discipline, to prevent a teacher to give lessons in two separate locations at the same time and to avoid some teachers to become overloaded while others with large clearance. This process, manually performed, is time consuming and does not allow the visualization of other combinations of assignment of teachers to classes, besides being liable to error. This work aims to develop a decision support tool for the problem of assigning teachers to classes in college. The project encompasses the development of a computer program using the concepts of object orientation and a tree search algorithm of a combinatorial nature called Beam Search. The programming language used is Java and the program has a graphical interface for entering and manipulating data of the problem. Once obtained the schedule data of classes and teachers is possible, by means of the tool, perform various simulations and manual adjustments to achieve the final result. It is an efficient method of class scheduling, considering the speed of task execution and the fact that it generates only feasible results

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Given the exponential growth in the spread of the virus world wide web (Internet) and its increasing complexity, it is necessary to adopt more complex systems for the extraction of malware finger-prints (malware fingerprints - malicious software; is the name given to extracting unique information leading to identification of the virus, equivalent to humans, the fingerprint). The architecture and protocol proposed here aim to achieve more efficient fingerprints, using techniques that make a single fingerprint enough to compromise an entire group of viruses. This efficiency is given by the use of a hybrid approach of extracting fingerprints, taking into account the analysis of the code and the behavior of the sample, so called viruses. The main targets of this proposed system are Polymorphics and Metamorphics Malwares, given the difficulty in creating fingerprints that identify an entire family from these viruses. This difficulty is created by the use of techniques that have as their main objective compromise analysis by experts. The parameters chosen for the behavioral analysis are: File System; Records Windows; RAM Dump and API calls. As for the analysis of the code, the objective is to create, in binary virus, divisions in blocks, where it is possible to extract hashes. This technique considers the instruction there and its neighborhood, characterized as being accurate. In short, with this information is intended to predict and draw a profile of action of the virus and then create a fingerprint based on the degree of kinship between them (threshold), whose goal is to increase the ability to detect viruses that do not make part of the same family

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Pós-graduação em Engenharia Elétrica - FEIS

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC