29 resultados para linear programming applications
Resumo:
Main styles, or paradigms of programming – imperative, functional, logic, and object-oriented – are shortly described and compared, and corresponding programming techniques are outlined. Programming languages are classified in accordance with the main style and techniques supported. It is argued that profound education in computer science should include learning base programming techniques of all main programming paradigms.
Resumo:
We consider a finite state automata based method of solving a system of linear Diophantine equations with coefficients from the set {-1,0,1} and solutions in {0,1}.
Resumo:
The paper describes a learning-oriented interactive method for solving linear mixed integer problems of multicriteria optimization. The method increases the possibilities of the decision maker (DM) to describe his/her local preferences and at the same time it overcomes some computational difficulties, especially in problems of large dimension. The method is realized in an experimental decision support system for finding the solution of linear mixed integer multicriteria optimization problems.
Resumo:
Our previous research about possible quality improvements in Extreme Programming (XP) led us to a conclusion that XP supports many good engineering practices but there is still place for refinements. Our proposal was to add dedicated Quality Assurance (QA) measures, which should be sufficiently effective and at the same time simpler enough in the context of XP. This paper intends to analyze the possibilities for an effective way for applying approved quality assurance practices to XP. The last should not affect negatively to the process and in the meantime must lead to better quality assurance. We aim to make changes to XP that even if would slow down a bit the development process, will make it more suitable for widest range of projects including large and very large projects as well as life critical and highly reliable systems.
Resumo:
The paper describes a classification-based learning-oriented interactive method for solving linear multicriteria optimization problems. The method allows the decision makers describe their preferences with greater flexibility, accuracy and reliability. The method is realized in an experimental software system supporting the solution of multicriteria optimization problems.
Resumo:
∗ Thematic Harmonisation in Electrical and Information EngineeRing in Europe,Project Nr. 10063-CP-1-2000-1-PT-ERASMUS-ETNE.
Resumo:
Transition P systems are computational models based on basic features of biological membranes and the observation of biochemical processes. In these models, membrane contains objects multisets, which evolve according to given evolution rules. In the field of Transition P systems implementation, it has been detected the necessity to determine whichever time are going to take active evolution rules application in membranes. In addition, to have time estimations of rules application makes possible to take important decisions related to the hardware / software architectures design. In this paper we propose a new evolution rules application algorithm oriented towards the implementation of Transition P systems. The developed algorithm is sequential and, it has a linear order complexity in the number of evolution rules. Moreover, it obtains the smaller execution times, compared with the preceding algorithms. Therefore the algorithm is very appropriate for the implementation of Transition P systems in sequential devices.
Resumo:
The complex of questions connected with the analysis, estimation and structural-parametrical optimization of dynamic system is considered in this article. Connection of such problems with tasks of control by beams of trajectories is emphasized. The special attention is concentrated on the review and analysis of spent scientific researches, the attention is stressed to their constructability and applied directedness. Efficiency of the developed algorithmic and software is demonstrated on the tasks of modeling and optimization of output beam characteristics in linear resonance accelerators.
Resumo:
A concept of educational game for learning programming languages is presented. The idea of learning programming languages and improving programming skills through programming game characters’ behavior is described. The learning course description rules for using in games are suggested. The concept is implemented in a game for learning C# programming language. A common game architecture is modified for using in the educational game. The game engine is built on the base of the graphical engine Ogre3D and extended with game logic. The game has been developed as an industry level commercial product and is planned for sale to educational institutions.
Resumo:
The task of smooth and stable decision rules construction in logical recognition models is considered. Logical regularities of classes are defined as conjunctions of one-place predicates that determine the membership of features values in an intervals of the real axis. The conjunctions are true on a special no extending subsets of reference objects of some class and are optimal. The standard approach of linear decision rules construction for given sets of logical regularities consists in realization of voting schemes. The weighting coefficients of voting procedures are done as heuristic ones or are as solutions of complex optimization task. The modifications of linear decision rules are proposed that are based on the search of maximal estimations of standard objects for their classes and use approximations of logical regularities by smooth sigmoid functions.
Resumo:
Бойко Бл. Банчев - Представена е обосновка и описание на език за програмиране в композиционен стил за опитни и учебни цели. Под “композиционен” имаме предвид функционален стил на програмиране, при който пресмятането е йерархия от композиции и прилагания на функции. Един от данновите типове на езика е този на геометричните фигури, които могат да бъдат получавани чрез прости правила за съотнасяне и така също образуват йерархични композиции. Езикът е силно повлиян от GeomLab, но по редица свойства се различава от него значително. Статията разглежда основните черти на езика; подробното му описание и фигурноконструктивните му възможности ще бъдат представени в съпътстваща публикация.
Resumo:
ACM Computing Classification System (1998): E.4.
Resumo:
2002 Mathematics Subject Classification: 35J15, 35J25, 35B05, 35B50
Resumo:
MSC 2010: 05C50, 15A03, 15A06, 65K05, 90C08, 90C35