9 resultados para software-defined network

em Bulgarian Digital Mathematics Library at IMI-BAS


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There are several initiatives such as: US Ignite, Software Defined Networking (SDN), OpenFlow, Global Environment for Network Innovation (GENI), WiMAX and Internet 2 dealing with the future of the internet. The goal of the paper is to understand the goals, intricacies, and nuances of some of these techniques and show some of the possibilities of next-generation high-speed networking and their applications into education and culture heritage.

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In the world, scientific studies increase day by day and computer programs facilitate the human’s life. Scientists examine the human’s brain’s neural structure and they try to be model in the computer and they give the name of artificial neural network. For this reason, they think to develop more complex problem’s solution. The purpose of this study is to estimate fuel economy of an automobile engine by using artificial neural network (ANN) algorithm. Engine characteristics were simulated by using “Neuro Solution” software. The same data is used in MATLAB to compare the performance of MATLAB is such a problem and show its validity. The cylinder, displacement, power, weight, acceleration and vehicle production year are used as input data and miles per gallon (MPG) are used as target data. An Artificial Neural Network model was developed and 70% of data were used as training data, 15% of data were used as testing data and 15% of data is used as validation data. In creating our model, proper neuron number is carefully selected to increase the speed of the network. Since the problem has a nonlinear structure, multi layer are used in our model.

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Possibilities for investigations of 43 varieties of file formats (objects), joined in 10 groups; 89 information attacks, joined in 33 groups and 73 methods of compression, joined in 10 groups are described in the paper. Experimental, expert, possible and real relations between attacks’ groups, method’ groups and objects’ groups are determined by means of matrix transformations and the respective maximum and potential sets are defined. At the end assessments and conclusions for future investigation are proposed.

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This article introduces a small setting case study about the benefits of using TSPi in a software project. An adapted process from the current process based on the TSPi was defined. The pilot project had schedule and budget constraints. The process began by gathering historical data from previous projects in order to get a measurement repository. The project was launched with the following goals: increase the productivity, reduce the test time and improve the product quality. Finally, the results were analysed and the goals were verified.

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In the area of Software Engineering, traceability is defined as the capability to track requirements, their evolution and transformation in different components related to engineering process, as well as the management of the relationships between those components. However the current state of the art in traceability does not keep in mind many of the elements that compose a product, specially those created before requirements arise, nor the appropriated use of traceability to manage the knowledge underlying in order to be handled by other organizational or engineering processes. In this work we describe the architecture of a reference model that establishes a set of definitions, processes and models which allow a proper management of traceability and further uses of it, in a wider context than the one related to software development.

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This paper is dedicated to modelling of network maintaining based on live example – maintaining ATM banking network, where any problems are mean money loss. A full analysis is made in order to estimate valuable and not-valuable parameters based on complex analysis of available data. Correlation analysis helps to estimate provided data and to produce a complex solution of increasing network maintaining effectiveness.

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Educational games such as quizzes, quests, puzzles, mazes and logical problems may be modeled as multimedia board games. In the scope of the ADOPTA project1 being under development at the Faculty of Mathematics and Informatics at Sofia University, a formal model for presentation of such educational board games was invented and elaborated. Educational games can be modeled as special board mini-games, with a board of any form and any types of positions. Over defined positions, figures (objects) with certain properties are placed and, next, there are to be defined formal rules for manipulation of these figures and resulted effects. The model has been found to be general enough in order to allow description and execution control of more complex logical problems to be solved by several actions delivered to/by the player according some formal rules and context conditions and, in general, of any learning activities and their workflow. It is used as a base for creation of a software platform providing facilities for easy construction of multimedia board games and their execution. The platform consists of game designer (i.e., a game authoring tool) and game run-time controller communicating each other through game repository. There are created and modeled many examples of educational board games appropriate for didactic purposes, self evaluations, etc., which are supposed to be designed easily by authors with no IT skills and experience. By means of game metadata descriptions, these games are going be included into narrative storyboards and, next, delivered to learners with appropriate profile according their learning style, preferences, etc. Moreover, usage of artificial intelligence agents is planned as well – once as playing virtual opponents of the player or, otherwise, being virtual advisers of the gamer helping him/her in finding the right problem solution within given domain such as discovering a treasure using a location map, finding best tour in a virtual museum, guessing an unknown word in a hangman game, and many others.

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High-quality software documentation is a substantial issue for understanding software systems. Shorter time-to-market software cycles increase the importance of automatism for keeping the documentation up to date. In this paper, we describe the automatic support of the software documentation process using semantic technologies. We introduce a software documentation ontology as an underlying knowledge base. The defined ontology is populated automatically by analysing source code, software documentation and code execution. Through selected results we demonstrate that the use of such semantic systems can support software documentation processes efficiently.

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ACM Computing Classification System (1998): D.2.5, D.2.9, D.2.11.