6 resultados para declarative temporal logic programming
em Bulgarian Digital Mathematics Library at IMI-BAS
Resumo:
Part of network management is collecting information about the activities that go on around a distributed system and analyzing it in real time, at a deferred moment, or both. The reason such information may be stored in log files and analyzed later is to data-mine it so that interesting, unusual, or abnormal patterns can be discovered. In this paper we propose defining patterns in network activity logs using a dialect of First Order Temporal Logics (FOTL), called First Order Temporal Logic with Duration Constrains (FOTLDC). This logic is powerful enough to describe most network activity patterns because it can handle both causal and temporal correlations. Existing results for data-mining patterns with similar structure give us the confidence that discovering DFOTL patterns in network activity logs can be done efficiently.
Resumo:
The problem of the description of interaction between spatially divided agents in the form of dialogues is explored. The concept of processes synchronization is analyzed to formalize the specification of interaction at the level of events constituting the processes. The approach to formalization of the description of conditions of synchronization when both the independent behavior and the communications of agents can be presented at a logic level is offered. It is shown, that the collective behavior of agents can be specified by the synthetic temporal logic that unites linear and branching time temporal logics.
Resumo:
Interval Temporal Logic provides time-dependant formal description of hardware and software. Such formalism is needed for description of behaviors of the middleware of AOmLE project, depending on different scenarios of operation. In order to use ITL, we need an interpreter. Tempura provides executable ITL framework, written in C language. We cannot use Tempura as is, because AOmLE is developed entirely in Java. For this reason we need Java version of Tempura. This paper describes our plan for reengineering of CTempura and creating Java version if the ITL interpreter.
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:
The paper presents a new network-flow interpretation of Łukasiewicz’s logic based on models with an increased effectiveness. The obtained results show that the presented network-flow models principally may work for multivalue logics with more than three states of the variables i.e. with a finite set of states in the interval from 0 to 1. The described models give the opportunity to formulate various logical functions. If the results from a given model that are contained in the obtained values of the arc flow functions are used as input data for other models then it is possible in Łukasiewicz’s logic to interpret successfully other sophisticated logical structures. The obtained models allow a research of Łukasiewicz’s logic with specific effective methods of the network-flow programming. It is possible successfully to use the specific peculiarities and the results pertaining to the function ‘traffic capacity of the network arcs’. Based on the introduced network-flow approach it is possible to interpret other multivalue logics – of E.Post, of L.Brauer, of Kolmogorov, etc.
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.