992 resultados para Programming language semantics


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Una de las dificultades principales en el desarrollo de software es la ausencia de un marco conceptual adecuado para su estudio. Una propuesta la constituye el modelo transformativo, que entiende el desarrollo de software como un proceso iterativo de transformación de especificaciones: se parte de una especificación inicial que va transformándose sucesivamente hasta obtener una especificación final que se toma como programa. Este modelo básico puede llevarse a la práctica de varias maneras. En concreto, la aproximación deductiva toma una sentencia lógica como especificación inicial y su proceso transformador consiste en la demostración de la sentencia; como producto secundario de la demostración se deriva un programa que satisface la especificación inicial. La tesis desarrolla un método deductivo para la derivación de programas funcionales con patrones, escritos en un lenguaje similar a Hope. El método utiliza una lógica multigénero, cuya relación con el lenguaje de programación es estudiada. También se identifican los esquemas de demostración necesarios para la derivación de funciones con patrones, basados en la demostración independiente de varias subsentencias. Cada subsentencia proporciona una subespecificación de una ecuación del futuro programa a derivar. Nuestro método deductivo está inspirado en uno previo de Zohar Manna y Richard Waldinger, conocido como el cuadro deductivo, que deriva programas en un lenguaje similar a Lisp. El nuevo método es una modificación del cuadro de estos autores, que incorpora géneros y permite demostrar una especificación mediante varios cuadros. Cada cuadro demuestra una subespecificación y por tanto deriva una ecuación del programa. Se prevén mecanismos para que los programas derivados puedan contener definiciones locales con patrones y variables anónimas y sinónimas y para que las funciones auxiliares derivadas no usen variables de las funciones principales. La tesis se completa con varios ejemplos de aplicación, un mecanismo que independentiza el método del lenguaje de programación y un prototipo de entorno interactivo de derivación deductiva. Categorías y descriptores de materia CR D.l.l [Técnicas de programación]: Programación funcional; D.2.10 [Ingeniería de software]: Diseño - métodos; F.3.1 [Lógica y significado de los programas]: Especificación, verificación y razonamiento sobre programas - lógica de programas; F.3.3 [Lógica y significado de los programas]: Estudios de construcciones de programas - construcciones funcionales; esquemas de programa y de recursion; 1.2.2 [Inteligencia artificial]: Programación automática - síntesis de programas; 1.2.3 [Inteligencia artificial]: Deducción y demostración de teoremas]: extracción de respuesta/razón; inducción matemática. Términos generales Programación funcional, síntesis de programas, demostración de teoremas. Otras palabras claves y expresiones Funciones con patrones, cuadro deductivo, especificación parcial, inducción estructural, teorema de descomposición.---ABSTRACT---One of the main difficulties in software development is the lack of an adequate conceptual framework of study. The transformational model is one such proposal that conceives software development as an iterative process of specifications transformation: an initial specification is developed and successively transformed until a final specification is obtained and taken as a program. This basic model can be implemented in several ways. The deductive approach takes a logical sentence as the initial specification and its proof constitutes the transformational process; as a byproduct of the proof, a program which satisfies the initial specification is derived. In the thesis, a deductive method for the derivation of Hope-like functional programs with patterns is developed. The method uses a many-sorted logic, whose relation to the programming language is studied. Also the proof schemes necessary for the derivation of functional programs with patterns, based on the independent proof of several subsentences, are identified. Each subsentence provides a subspecification of one equation of the future program to be derived. Our deductive method is inspired on a previous one by Zohar Manna and Richard Waldinger, known as the deductive tableau, which derives Lisp-like programs. The new method incorporates sorts in the tableau and allows to prove a sentence with several tableaux. Each tableau proves a subspecification and therefore derives an equation of the program. Mechanisms are included to allow the derived programs to contain local definitions with patterns and anonymous and synonymous variables; also, the derived auxiliary functions cannot reference parameters of their main functions. The thesis is completed with several application examples, i mechanism to make the method independent from the programming language and an interactive environment prototype for deductive derivation. CR categories and subject descriptors D.l.l [Programming techniques]: Functional programming; D.2.10 [Software engineering]: Design - methodologies; F.3.1 [Logics and meanings of programa]: Specifying and verifying and reasoning about programs - logics of programs; F.3.3 [Logics and meanings of programs]: Studies of program constructs - functional constructs; program and recursion schemes; 1.2.2 [Artificial intelligence]: Automatic programming - program synthesis; 1.2.3 [Artificial intelligence]: Deduction and theorem proving - answer/reason extraction; mathematical induction. General tenas Functional programming, program synthesis, theorem proving. Additional key words and phrases Functions with patterns, deductive tableau, structural induction, partial specification, descomposition theorem.

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1 RESUMEN 1.1 Resumen (español) El intercambio y comercio tanto de bienes como servicios se remonta a tiempos inmemoriales dentro de la historia de la humanidad. Desde sus inicios tempranos con el intercambio o trueque de productos en el Neolítico hasta nuestra época híper globalizada, en la que existen clientes potenciales en el otro extremo del mundo, podemos decir que se ha recorrido un largo camino. Con el paso del tiempo y la evolución de la sociedad y la tecnología, así como la evolución empresarial, se ha visto necesario la implementación de estrategias para lograr la fidelización y satisfacción de los clientes. De esta forma entendimos que ya no valía simplemente con vender un producto a un cliente, si no que si queríamos establecer una relación continúa con el mismo, debíamos lograr su satisfacción y por tanto su fidelización. Como forma de extender la relación más allá de una simple venta, las empresas modernas empezaron a implementar diversas estrategias. De esta forma aparecieron los primeros centros de atención al cliente, las primeras aplicaciones hechas a medida para dar soporte a los clientes y por fin los sistemas CRM tal y como los concebimos hoy día. El presente proyecto fin de carrera da una explicación de dichos sistemas indicando cuáles son sus objetos fundamentales y cómo implementan la estrategia CRM y profundiza en uno de los sistemas CRM más utilizados: PeopleSoft CRM, dando una explicación detallada de dicho sistemas así como de los conceptos y lenguaje de programación de dicho sistema CRM. 1.2 SUMMARY (ENGLISH) The exchange and trade of goods as well and services goes back to ancient times in the history of mankind. Since its early beginning with the bartering of products in the Neolithic to our globalized hyper era, in which there are potential customers on the other side of the world, we can say that it has come a long way. After a certain length of time, the society and technology evolution, and also the enterprise development, has been necessary to implement strategies to achieve customer loyalty and satisfaction. We understood in this way that it no longer simply worth to sell a product to a customer, otherwise if we wanted to establish a relationship continues with the same, we should ensure their satisfaction and thus their loyalty. As a way to extend the relationship beyond a simple sale, modern enterprises began to implement several strategies. Therefore appeared the first customer service centers, the first applications tailored to support customers and finally the CRM systems as we know it today. This final project gives an explanation of such systems by indicating what the core objects are and how to implement the CRM strategy, deeping into one of the most widely used CRM systems: PeopleSoft CRM, and also giving a detailed explanation of this system and its programming language.

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El trabajo que se presenta a continuación desarrolla un modelo para calcular la distancia semántica entre dos oraciones representadas por grafos UNL. Este problema se plantea en el contexto de la traducción automática donde diferentes traductores pueden generar oraciones ligeramente diferentes partiendo del mismo original. La medida de distancia que se propone tiene como objetivo proporcionar una evaluación objetiva sobre la calidad del proceso de generación del texto. El autor realiza una exploración del estado del arte sobre esta materia, reuniendo en un único trabajo los modelos propuestos de distancia semántica entre conceptos, los modelos de comparación de grafos y las pocas propuestas realizadas para calcular distancias entre grafos conceptuales. También evalúa los pocos recursos disponibles para poder experimentar el modelo y plantea una metodología para generar los conjuntos de datos que permitirían aplicar la propuesta con el rigor científico necesario y desarrollar la experimentación. Utilizando las piezas anteriores se propone un modelo novedoso de comparación entre grafos conceptuales que permite utilizar diferentes algoritmos de distancia entre conceptos y establecer umbrales de tolerancia para permitir una comparación flexible entre las oraciones. Este modelo se programa utilizando C++, se alimenta con los recursos a los que se ha hecho referencia anteriormente, y se experimenta con un conjunto de oraciones creado por el autor ante la falta de otros recursos disponibles. Los resultados del modelo muestran que la metodología y la implementación pueden conducir a la obtención de una medida de distancia entre grafos UNL con aplicación en sistemas de traducción automática, sin embargo, la carencia de recursos y de datos etiquetados con los que validar el algoritmo requieren un esfuerzo previo importante antes de poder ofrecer resultados concluyentes.---ABSTRACT---The work presented here develops a model to calculate the semantic distance between two sentences represented by their UNL graphs. This problem arises in the context of machine translation where different translators can generate slightly different sentences from the same original. The distance measure that is proposed aims to provide an objective evaluation on the quality of the process involved in the generation of text. The author carries out an exploration of the state of the art on this subject, bringing together in a single work the proposed models of semantic distance between concepts, models for comparison of graphs and the few proposals made to calculate distances between conceptual graphs. It also assesses the few resources available to experience the model and presents a methodology to generate the datasets that would be needed to develop the proposal with the scientific rigor required and to carry out the experimentation. Using the previous parts a new model is proposed to compute differences between conceptual graphs; this model allows the use of different algorithms of distance between concepts and is parametrized in order to be able to perform a flexible comparison between the resulting sentences. This model is implemented in C++ programming language, it is powered with the resources referenced above and is experienced with a set of sentences created by the author due to the lack of other available resources. The results of the model show that the methodology and the implementation can lead to the achievement of a measure of distance between UNL graphs with application in machine translation systems, however, lack of resources and of labeled data to validate the algorithm requires an important effort to be done first in order to be able to provide conclusive results.

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En el trabajo que aquí presentamos se incluye la base teórica (sintaxis y semántica) y una implementación de un framework para codificar el razonamiento de la representación difusa o borrosa del mundo (tal y como nosotros, seres humanos, entendemos éste). El interés en la realización de éste trabajo parte de dos fuentes: eliminar la complejidad existente cuando se realiza una implementación con un lenguaje de programación de los llamados de propósito general y proporcionar una herramienta lo suficientemente inteligente para dar respuestas de forma constructiva a consultas difusas o borrosas. El framework, RFuzzy, permite codificar reglas y consultas en una sintaxis muy cercana al lenguaje natural usado por los seres humanos para expresar sus pensamientos, pero es bastante más que eso. Permite representar conceptos muy interesantes, como fuzzificaciones (funciones usadas para convertir conceptos no difusos en difusos), valores por defecto (que se usan para devolver resultados un poco menos válidos que los que devolveríamos si tuviésemos la información necesaria para calcular los más válidos), similaridad entre atributos (característica que utilizamos para buscar aquellos individuos en la base de datos con una característica similar a la buscada), sinónimos o antónimos y, además, nos permite extender el numero de conectivas y modificadores (incluyendo modificadores de negación) que podemos usar en las reglas y consultas. La personalización de la definición de conceptos difusos (muy útil para lidiar con el carácter subjetivo de los conceptos borrosos, donde nos encontramos con que cualificar a alguien de “alto” depende de la altura de la persona que cualifica) es otra de las facilidades incluida. Además, RFuzzy implementa la semántica multi-adjunta. El interés en esta reside en que introduce la posibilidad de obtener la credibilidad de una regla a partir de un conjunto de datos y una regla dada y no solo el grado de satisfacción de una regla a partir de el universo modelado en nuestro programa. De esa forma podemos obtener automáticamente la credibilidad de una regla para una determinada situación. Aún cuando la contribución teórica de la tesis es interesante en si misma, especialmente la inclusión del modificador de negacion, sus multiples usos practicos lo son también. Entre los diferentes usos que se han dado al framework destacamos el reconocimiento de emociones, el control de robots, el control granular en computacion paralela/distribuída y las busquedas difusas o borrosas en bases de datos. ABSTRACT In this work we provide a theoretical basis (syntax and semantics) and a practical implementation of a framework for encoding the reasoning and the fuzzy representation of the world (as human beings understand it). The interest for this work comes from two sources: removing the existing complexity when doing it with a general purpose programming language (one developed without focusing in providing special constructions for representing fuzzy information) and providing a tool intelligent enough to answer, in a constructive way, expressive queries over conventional data. The framework, RFuzzy, allows to encode rules and queries in a syntax very close to the natural language used by human beings to express their thoughts, but it is more than that. It allows to encode very interesting concepts, as fuzzifications (functions to easily fuzzify crisp concepts), default values (used for providing results less adequate but still valid when the information needed to provide results is missing), similarity between attributes (used to search for individuals with a characteristic similar to the one we are looking for), synonyms or antonyms and it allows to extend the number of connectives and modifiers (even negation) we can use in the rules. The personalization of the definition of fuzzy concepts (very useful for dealing with the subjective character of fuzziness, in which a concept like tall depends on the height of the person performing the query) is another of the facilities included. Besides, RFuzzy implements the multi-adjoint semantics. The interest in them is that in addition to obtaining the grade of satisfaction of a consequent from a rule, its credibility and the grade of satisfaction of the antecedents we can determine from a set of data how much credibility we must assign to a rule to model the behaviour of the set of data. So, we can determine automatically the credibility of a rule for a particular situation. Although the theoretical contribution is interesting by itself, specially the inclusion of the negation modifier, the practical usage of it is equally important. Between the different uses given to the framework we highlight emotion recognition, robocup control, granularity control in parallel/distributed computing and flexible searches in databases.

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El trabajo realizado en este Trabajo de Fin de Grado (en adelante, TFG) consiste en la inclusión de nuevas funcionalidades avanzadas a la última versión del Sistema de Gestión de Rankings de carreras de orientación. El proyecto, actualmente en fase de explotación, es un sistema de clasificación y manejo de diferentes tipos de rankings para las carreas de orientación a pie de la FEDO1. Por medio de este ranking, se determina la clasificación global de los distintos corredores federados dentro de cada categoría, a través de diferentes parámetros de entrada que establecen la funcionalidad del ranking. En cuanto al trabajo realizado en este TFG, se trata de la implementación de la siguiente versión del sistema (versión 6). En esta nueva versión se ha querido incluir nuevas funcionalidades requeridas por los miembros de la federación, así como mejora de otras que no funcionan correctamente. El primer punto del trabajo fue el de comprender y familiarizarme con la herramienta ya implementada hasta el momento, así como aprender un nuevo lenguaje de programación desconocido hasta la fecha para mí; Python. Una de las primeras modificaciones realizadas, sobre las versiones anteriores, es la modificación del Sistema de Gestión de Rankings para los organizadores de carreras. Los organizadores de las carreras obtienen una recompensa de puntos por la organización de carreras, lo que significa un punto de gran importancia para el sistema. Esta funcionalidad no funcionaba correctamente en las versiones anteriores, de manera se tuvo que rehacer desde cero con las especificaciones necesarias. Otro requisito necesario fue modificar los requisitos para el cálculo de las nuevas medias de corredores, permitiendo el cálculo de la misma de forma continua o solo cuando se cumplan todos los requisitos. Respecto a la versión anterior, existía un problema con los accesos a los directorios de cada ranking. En caso de introducir los valores iniciales del ranking desde una carpeta diferente al directorio raíz de la aplicación, el sistema no realizaba correctamente la búsqueda de archivos en el directorio de ranking. De esta manera, había que modificar todo el código implementado para que todas las búsquedas se realizaran sobre el directorio de cada ranking. A continuación, se incluyó una nueva funcionalidad para el ranking individual de los corredores. Esta nueva funcionalidad permite la inclusión de una nueva opción de cálculo de puntuaciones para el ranking individual, a través de un fichero de entrada de puntuaciones que determinase las puntuaciones de los corredores exactas. Durante toda la fase del proyecto se ha tenido que añadir otra serie de especificaciones en la aplicación, las cuales serán explicadas en esta memoria. En definitiva, el trabajo realizado se ha basado en la mejora de una aplicación que gestiona rankings deportivos, de manera que esta versión se acercase lo máximo posible a la versión final de la aplicación.---ABSTRACT---The work done during these months is based on the addition of new advanced functionalities to the last version of the "Sistema de Gestión de Rankings" of orientation races. The project, now in phase of operation, is based on a classification system and management of different types of rankings for walk orienteering of the FEDO. Through this ranking, the global classification of the federal runners in each category is determinated, through various input parameters which establish the functionality of the ranking. Talking about the work done, it consist in the implementation of a new system version (version 6). This new version include new required functionalities by the members of the federation, as well as improving others that were working wrong. The first point of the project was to understand and become familiar with the tool already implemented in that moment, as well as learn a new programming language unknown to date for me; Python. One of the first changes made on previous versions, was the modification of the system for races organizers. The races organizers obtained a reward of points for the organized race, which means a point of great important for the system. This functionality didn't work correctly in previous versions, so was essential to redo it from zero with the required specifications. Another requirement was the addition of a new option for calculating the average of organizers, allowing calculation of it at all times. In the previous version, there was a problem with the access to directories of each ranking. In case of introduce the initial values of the ranking from a different folder to the root directory of the application, the system didn't perform correctly the finding of files in the directory of the ranking. So check all the implemented code for all searches were carried out on each ranking directory.Then a new functionality was included for the individual ranking of runners. This new feature is the inclusion of a new option to calculate scores for the individual ranking, through an input file that determinates exact scores for the runners. Throughout the project phase the addition of another set of specifications in the application was important, which will be explained in this memory. In short, the work done has been based on improving of an application that manage sport rankings, so this version could approach as much as possible to the final version of the application.

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Este proyecto consiste en el diseño e implementación de un procesador digital de efectos de audio en tiempo real orientado a instrumentos eléctricos tales como guitarras, bajos, teclados, etc. El procesador está basado en la tarjeta Raspberry Pi B+, ordenador de placa reducida de bajo coste, desarrollado en Reino unido y cuyo lanzamiento tuvo lugar en el año 2012. En primer lugar, ha sido necesario lograr que la tarjeta asuma la funcionalidad de un procesador de audio en tiempo real. Para ello se ha instalado un sistema operativo Linux orientado a Raspberry (Raspbian) y se ha hecho uso de Pure Data (Pd): lenguaje de programación gráfico que fue desarrollado en los años 90 por Miller Puckette con intención de ser enfocado a la creación de eventos multimedia y de música por computador. El papel que desempeña Pd es de capa intermedia entre el hardware y el software ya que se encarga de tomar bloques de N muestras del convertidor analógico/digital y encaminarlas a través del flujo de señal diseñado gráficamente. En segundo lugar, se han implementado diferentes efectos de audio de distintas características. Así pues, se encuentran efectos basados en retardos, filtros digitales y procesadores de dinámica. Concretamente, los efectos implementados son los siguientes: delay, flanger, vibrato, reverberador de Schroeder, filtros (paso bajo, paso alto y paso banda), ecualizador paramétrico y compresor y expansor de dinámica. Estos efectos han sido implementados en lenguaje C de acuerdo con la API de Pd. Con esto se ha conseguido obtener un objeto por cada efecto, el cual es “instanciado” en Pd pudiendo ejecutarlo en tiempo real. En este proyecto se expone la problemática que supone cada paso del diseño proponiendo soluciones válidas. Además se incluye una guía paso a paso para configurar la tarjeta y lograr realizar un bypass de señal y un efecto simple partiendo desde cero. ABSTRACT. This project involves the design and implementation of a digital real-time audio processor for electrical instruments (guitars, basses, keyboards, etc.). The processor is based on the Raspberry Pi B + card: low cost computer, developed in UK in 2012. First, it was necessary to make the cards assume the functionality of a real time audio processor. A Linux operating system called Raspberry (Raspbian) was installed. In this Project is used Pure Data (Pd): a graphical programming language developed in the 90s by Miller Puckette intending to be focused on creating multimedia and computer music events. The role of Pd is an intermediate layer between the hardware and the software. It is responsible for taking blocks of N samples of the analog/digital converter and route it through the signal flow. Secondly, it is necessary to implemented the different audio effects. There are delays based effects, digital filter and dynamics effects. Specifically, the implemented effects are: delay, flanger, vibrato, Schroeder reverb, filters (lowpass, highpass and bandpass), parametric equalizer and compressor and expander dynamics. These effects have been implemented in C language according to the Pd API. As a result, it has been obtained an object for each effect, which is instantiated in Pd. In this Project, the problems of every step are exposed with his corresponding solution. It is inlcuded a step-by-step guide to configure the card and achieve perform a bypass signal process and a simple effect.

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In recent decades, full electric and hybrid electric vehicles have emerged as an alternative to conventional cars due to a range of factors, including environmental and economic aspects. These vehicles are the result of considerable efforts to seek ways of reducing the use of fossil fuel for vehicle propulsion. Sophisticated technologies such as hybrid and electric powertrains require careful study and optimization. Mathematical models play a key role at this point. Currently, many advanced mathematical analysis tools, as well as computer applications have been built for vehicle simulation purposes. Given the great interest of hybrid and electric powertrains, along with the increasing importance of reliable computer-based models, the author decided to integrate both aspects in the research purpose of this work. Furthermore, this is one of the first final degree projects held at the ETSII (Higher Technical School of Industrial Engineers) that covers the study of hybrid and electric propulsion systems. The present project is based on MBS3D 2.0, a specialized software for the dynamic simulation of multibody systems developed at the UPM Institute of Automobile Research (INSIA). Automobiles are a clear example of complex multibody systems, which are present in nearly every field of engineering. The work presented here benefits from the availability of MBS3D software. This program has proven to be a very efficient tool, with a highly developed underlying mathematical formulation. On this basis, the focus of this project is the extension of MBS3D features in order to be able to perform dynamic simulations of hybrid and electric vehicle models. This requires the joint simulation of the mechanical model of the vehicle, together with the model of the hybrid or electric powertrain. These sub-models belong to completely different physical domains. In fact the powertrain consists of energy storage systems, electrical machines and power electronics, connected to purely mechanical components (wheels, suspension, transmission, clutch…). The challenge today is to create a global vehicle model that is valid for computer simulation. Therefore, the main goal of this project is to apply co-simulation methodologies to a comprehensive model of an electric vehicle, where sub-models from different areas of engineering are coupled. The created electric vehicle (EV) model consists of a separately excited DC electric motor, a Li-ion battery pack, a DC/DC chopper converter and a multibody vehicle model. Co-simulation techniques allow car designers to simulate complex vehicle architectures and behaviors, which are usually difficult to implement in a real environment due to safety and/or economic reasons. In addition, multi-domain computational models help to detect the effects of different driving patterns and parameters and improve the models in a fast and effective way. Automotive designers can greatly benefit from a multidisciplinary approach of new hybrid and electric vehicles. In this case, the global electric vehicle model includes an electrical subsystem and a mechanical subsystem. The electrical subsystem consists of three basic components: electric motor, battery pack and power converter. A modular representation is used for building the dynamic model of the vehicle drivetrain. This means that every component of the drivetrain (submodule) is modeled separately and has its own general dynamic model, with clearly defined inputs and outputs. Then, all the particular submodules are assembled according to the drivetrain configuration and, in this way, the power flow across the components is completely determined. Dynamic models of electrical components are often based on equivalent circuits, where Kirchhoff’s voltage and current laws are applied to draw the algebraic and differential equations. Here, Randles circuit is used for dynamic modeling of the battery and the electric motor is modeled through the analysis of the equivalent circuit of a separately excited DC motor, where the power converter is included. The mechanical subsystem is defined by MBS3D equations. These equations consider the position, velocity and acceleration of all the bodies comprising the vehicle multibody system. MBS3D 2.0 is entirely written in MATLAB and the structure of the program has been thoroughly studied and understood by the author. MBS3D software is adapted according to the requirements of the applied co-simulation method. Some of the core functions are modified, such as integrator and graphics, and several auxiliary functions are added in order to compute the mathematical model of the electrical components. By coupling and co-simulating both subsystems, it is possible to evaluate the dynamic interaction among all the components of the drivetrain. ‘Tight-coupling’ method is used to cosimulate the sub-models. This approach integrates all subsystems simultaneously and the results of the integration are exchanged by function-call. This means that the integration is done jointly for the mechanical and the electrical subsystem, under a single integrator and then, the speed of integration is determined by the slower subsystem. Simulations are then used to show the performance of the developed EV model. However, this project focuses more on the validation of the computational and mathematical tool for electric and hybrid vehicle simulation. For this purpose, a detailed study and comparison of different integrators within the MATLAB environment is done. Consequently, the main efforts are directed towards the implementation of co-simulation techniques in MBS3D software. In this regard, it is not intended to create an extremely precise EV model in terms of real vehicle performance, although an acceptable level of accuracy is achieved. The gap between the EV model and the real system is filled, in a way, by introducing the gas and brake pedals input, which reflects the actual driver behavior. This input is included directly in the differential equations of the model, and determines the amount of current provided to the electric motor. For a separately excited DC motor, the rotor current is proportional to the traction torque delivered to the car wheels. Therefore, as it occurs in the case of real vehicle models, the propulsion torque in the mathematical model is controlled through acceleration and brake pedal commands. The designed transmission system also includes a reduction gear that adapts the torque coming for the motor drive and transfers it. The main contribution of this project is, therefore, the implementation of a new calculation path for the wheel torques, based on performance characteristics and outputs of the electric powertrain model. Originally, the wheel traction and braking torques were input to MBS3D through a vector directly computed by the user in a MATLAB script. Now, they are calculated as a function of the motor current which, in turn, depends on the current provided by the battery pack across the DC/DC chopper converter. The motor and battery currents and voltages are the solutions of the electrical ODE (Ordinary Differential Equation) system coupled to the multibody system. Simultaneously, the outputs of MBS3D model are the position, velocity and acceleration of the vehicle at all times. The motor shaft speed is computed from the output vehicle speed considering the wheel radius, the gear reduction ratio and the transmission efficiency. This motor shaft speed, somehow available from MBS3D model, is then introduced in the differential equations corresponding to the electrical subsystem. In this way, MBS3D and the electrical powertrain model are interconnected and both subsystems exchange values resulting as expected with tight-coupling approach.When programming mathematical models of complex systems, code optimization is a key step in the process. A way to improve the overall performance of the integration, making use of C/C++ as an alternative programming language, is described and implemented. Although this entails a higher computational burden, it leads to important advantages regarding cosimulation speed and stability. In order to do this, it is necessary to integrate MATLAB with another integrated development environment (IDE), where C/C++ code can be generated and executed. In this project, C/C++ files are programmed in Microsoft Visual Studio and the interface between both IDEs is created by building C/C++ MEX file functions. These programs contain functions or subroutines that can be dynamically linked and executed from MATLAB. This process achieves reductions in simulation time up to two orders of magnitude. The tests performed with different integrators, also reveal the stiff character of the differential equations corresponding to the electrical subsystem, and allow the improvement of the cosimulation process. When varying the parameters of the integration and/or the initial conditions of the problem, the solutions of the system of equations show better dynamic response and stability, depending on the integrator used. Several integrators, with variable and non-variable step-size, and for stiff and non-stiff problems are applied to the coupled ODE system. Then, the results are analyzed, compared and discussed. From all the above, the project can be divided into four main parts: 1. Creation of the equation-based electric vehicle model; 2. Programming, simulation and adjustment of the electric vehicle model; 3. Application of co-simulation methodologies to MBS3D and the electric powertrain subsystem; and 4. Code optimization and study of different integrators. Additionally, in order to deeply understand the context of the project, the first chapters include an introduction to basic vehicle dynamics, current classification of hybrid and electric vehicles and an explanation of the involved technologies such as brake energy regeneration, electric and non-electric propulsion systems for EVs and HEVs (hybrid electric vehicles) and their control strategies. Later, the problem of dynamic modeling of hybrid and electric vehicles is discussed. The integrated development environment and the simulation tool are also briefly described. The core chapters include an explanation of the major co-simulation methodologies and how they have been programmed and applied to the electric powertrain model together with the multibody system dynamic model. Finally, the last chapters summarize the main results and conclusions of the project and propose further research topics. In conclusion, co-simulation methodologies are applicable within the integrated development environments MATLAB and Visual Studio, and the simulation tool MBS3D 2.0, where equation-based models of multidisciplinary subsystems, consisting of mechanical and electrical components, are coupled and integrated in a very efficient way.

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El objetivo principal de este proyecto ha sido introducir aprendizaje automático en la aplicación FleSe. FleSe es una aplicación web que permite realizar consultas borrosas sobre bases de datos nítidos. Para llevar a cabo esta función la aplicación utiliza unos criterios para definir los conceptos borrosos usados para llevar a cabo las consultas. FleSe además permite que el usuario cambie estas personalizaciones. Es aquí donde introduciremos el aprendizaje automático, de tal manera que los criterios por defecto cambien y aprendan en función de las personalizaciones que van realizando los usuarios. Los objetivos secundarios han sido familiarizarse con el desarrollo y diseño web, al igual que recordar y ampliar el conocimiento sobre lógica borrosa y el lenguaje de programación lógica Ciao-Prolog. A lo largo de la realización del proyecto y sobre todo después del estudio de los resultados se demuestra que la agrupación de los usuarios marca la diferencia con la última versión de la aplicación. Esto se basa en la siguiente idea, podemos usar un algoritmo de aprendizaje automático sobre las personalizaciones de los criterios de todos los usuarios, pero la gran diversidad de opiniones de los usuarios puede llevar al algoritmo a concluir criterios erróneos o no representativos. Para solucionar este problema agrupamos a los usuarios intentando que cada grupo tengan la misma opinión o mismo criterio sobre el concepto. Y después de haber realizado las agrupaciones usar el algoritmo de aprendizaje automático para precisar el criterio por defecto de cada grupo de usuarios. Como posibles mejoras para futuras versiones de la aplicación FleSe sería un mejor control y manejo del ejecutable plserver. Este archivo se encarga de permitir a la aplicación web usar el lenguaje de programación lógica Ciao-Prolog para llevar a cabo la lógica borrosa relacionada con las consultas. Uno de los problemas más importantes que ofrece plserver es que bloquea el hilo de ejecución al intentar cargar un archivo con errores y en caso de ocurrir repetidas veces bloquea todas las peticiones siguientes bloqueando la aplicación. Pensando en los usuarios y posibles clientes, sería también importante permitir que FleSe trabajase con bases de datos de SQL en vez de almacenar la base de datos en los archivos de Prolog. Otra posible mejora basarse en distintas características a la hora de agrupar los usuarios dependiendo de los conceptos borrosos que se van ha utilizar en las consultas. Con esto se conseguiría que para cada concepto borroso, se generasen distintos grupos de usuarios, los cuales tendrían opiniones distintas sobre el concepto en cuestión. Así se generarían criterios por defecto más precisos para cada usuario y cada concepto borroso.---ABSTRACT---The main objective of this project has been to introduce machine learning in the application FleSe. FleSe is a web application that makes fuzzy queries over databases with precise information, using defined criteria to define the fuzzy concepts used by the queries. The application allows the users to change and custom these criteria. On this point is where the machine learning would be introduced, so FleSe learn from every new user customization of the criteria in order to generate a new default value of it. The secondary objectives of this project were get familiar with web development and web design in order to understand the how the application works, as well as refresh and improve the knowledge about fuzzy logic and logic programing. During the realization of the project and after the study of the results, I realized that clustering the users in different groups makes the difference between this new version of the application and the previous. This conclusion follows the next idea, we can use an algorithm to introduce machine learning over the criteria that people have, but the problem is the diversity of opinions and judgements that exists, making impossible to generate a unique correct criteria for all the users. In order to solve this problem, before using the machine learning methods, we cluster the users in order to make groups that have the same opinion, and afterwards, use the machine learning methods to precise the default criteria of each users group. The future improvements that could be important for the next versions of FleSe will be to control better the behaviour of the plserver file, that cost many troubles at the beginning of this project and it also generate important errors in the previous version. The file plserver allows the web application to use Ciao-Prolog, a logic programming language that control and manage all the fuzzy logic. One of the main problems with plserver is that when the user uploads a file with errors, it will block the thread and when this happens multiple times it will start blocking all the requests. Oriented to the customer, would be important as well to allow FleSe to manage and work with SQL databases instead of store the data in the Prolog files. Another possible improvement would that the cluster algorithm would be based on different criteria depending on the fuzzy concepts that the selected Prolog file have. This will generate more meaningful clusters, and therefore, the default criteria offered to the users will be more precise.

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El presente trabajo consiste en el estudio de la viabilidad en el uso de tres posibles opciones orientadas a la captura de la posición y la postura de personas en entornos reales, así como el diseño e implementación de un prototipo de captura en cada uno de ellos. También se incluye una comparativa con el fin de destacar los pros y los contras de cada solución. Una de las alternativas para llevarlo a cabo consiste en un sistema de tracking óptico por infrarrojos de alta calidad y precisión, como es Optitrack; la segunda se basa en una solución de bajo coste como es el periférico Kinect de Microsoft y la tercera consiste en la combinación de ambos dispositivos para encontrar un equilibrio entre precisión y economía, tomando los puntos fuertes de cada uno para contrarrestar sus debilidades. Uno de los puntos importantes del trabajo es que el uso de los prototipos de captura está orientado a entornos de trabajo reales (en concreto en la captura de los movimientos del personal que trabaja en un quirófano), así que han sido necesarias pruebas para minimizar el efecto de las fuentes de luz en los sistemas de infrarrojos, el estudio de los dispositivos para determinar el número de personas que son capaces de capturar a la vez sin que esto afecte a su rendimiento y el nivel de invasión de los dispositivos en los trabajadores (marcadores para el tracking), además de los mecanismos apropiados para minimizar el impacto de las oclusiones utilizando métodos de interpolación y ayudándose del conocimiento del contexto, las restricciones de movimiento del cuerpo humano y la evolución en el tiempo. Se han desarrollado conocimientos en el funcionamiento y configuración dispositivos como el sistema de captura Optitrack de Natural Point y el sistema de detección de movimiento Kinect desarrollado por Microsoft. También se ha aprendido el funcionamiento del entorno de desarrollo y motor de videojuegos multiplataforma homónimos Unity y del lenguaje de programación C# que utiliza dicho entorno para sus scripts de control, así como los protocolos de comunicación entre los distintos sistemas que componen los prototipos como son VRPN y NatNet.---ABSTRACT---This project is about a viability study in the use of three possible options, oriented towards the capture of the position and view of people in a real environment, as well as the design and implementation of a capturing prototype in each of them. A comparative study is also included, in order to emphasise the pros and cons of each solution. One of the alternatives consists of an optical tracking system via high quality and precision infrareds, like Optitrack; the second is based on a low cost solution, such as Microsoft’s Kinect peripheral, and the third consists on a combination of both devices to find a balance between precision and price, taking the strong points of each of the mechanisms to make up for the weaknesses. One of the important parts of this project is that the use of the capturing prototypes is directed towards real life work situations (specifically towards the capturing of the movements of surgery personnel), so various tests have been necessary in order to minimize the effect of light sources in infrared systems, the study of the devices to determine the number of people that they are capable of capturing simultaneously without affecting their performance and the invasion level of the devices towards the workers (tracking markers), as well as the mechanisms adopted to minimize the impact of the occlusions using interpolation methods and with help of the knowledge of the surroundings, the human movement restrictions and the passing of time. Knowledge has been developed on the functioning and configuration of the devices such as Natural Point’s Optitrak capturing system, and the Kinect movement detection system developed by Microsoft. We have also learned about the operating of the development and incentive environment of multiplatform videogames of namesake Unity and of C# programming language, which uses said environment for its control scripts, as well as communication protocols between the different systems that make up prototypes like VRPN and NatNet.

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as tecnologías emergentes como el cloud computing y los dispositivos móviles están creando una oportunidad sin precedentes para mejorar el sistema educativo, permitiendo tanto a los educadores personalizar y mejorar la experiencia de aprendizaje, como facilitar a los estudiantes que adquieran conocimientos sin importar dónde estén. Por otra parte, a través de técnicas de gamificacion será posible promover y motivar a los estudiantes a que aprendan materias arduas haciendo que la experiencia sea más motivadora. Los juegos móviles pueden ser el camino correcto para dar soporte a esta experiencia de aprendizaje mejorada. Este proyecto integra el diseño y desarrollo de una arquitectura en la nube altamente escalable y con alto rendimiento, así como el propio cliente de iOS, para dar soporte a una nueva version de Temporis, un juego móvil multijugador orientado a reordenar eventos históricos en una línea temporal (e.j. historia, arte, deportes, entretenimiento y literatura). Temporis actualmente está disponible en Google Play. Esta memoria describe el desarrollo de la nueva versión de Temporis (Temporis v.2.0) proporcionando detalles acerca de la mejora y adaptación basados en el Temporis original. En particular se describe el nuevo backend hecho en Go sobre Google App Engine creado para soportar miles de usuarios, asó como otras características por ejemplo como conseguir enviar noticaciones push desde la propia plataforma. Por último, el cliente de iOS en Temporis v.2.0 se ha desarrollado utilizando las últimas y más relevantes tecnologías, prestando especial atención a Swift (el lenguaje de programación nuevo de Apple, que es seguro y rápido), el Paradigma Funcional Reactivo (que ayuda a construir aplicaciones altamente interactivas además de a minimizar errores) y la arquitectura VIPER (una arquitectura que sigue los principios SOLID, se centra en la separación de asuntos y favorece la reutilización de código en otras plataformas). ABSTRACT Emerging technologies such as cloud computing and mobile devices are creating an unprecedented opportunity for enhancing the educational system, letting both educators customize and improve the learning experience, and students acquire knowledge regardless of where they are. Moreover, through gamification techniques it would be possible to encourage and motivate students to learn arduous subjects by making the experience more motivating. Mobile games can be a perfect vehicle to support this enhanced learning experience. This project integrates the design and development of a highly scalable and performant cloud architecture, as well as the iOS client that uses it, in order to provide support to a new version of Temporis, a mobile multiplayer game focused on ordering time-based (e.g. history, art, sports, entertainment and literature) in a timeline that currently is available on Google Play. This work describes the development of the new Temporis version (Temporis v.2.0), providing details about improvements and details on the adaptation of the original Temporis. In particular, the new Google App Engine backend is described, which was created to support thousand of users developed in Go language are provided, in addition to other features like how to achieve push notications in this platform. Finally, the mobile iOS client developed using the latest and more relevant technologies is explained paying special attention to Swift (Apple's new programming language, that is safe and fast), the Functional Reactive Paradigm (that helps building highly interactive apps while minimizing bugs) and the VIPER architecture (a SOLID architecture that enforces separation of concerns and makes it easy to reuse code for other platforms).

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The real-time refinement calculus is an extension of the standard refinement calculus in which programs are developed from a precondition plus post-condition style of specification. In addition to adapting standard refinement rules to be valid in the real-time context, specific rules are required for the timing constructs such as delays and deadlines. Because many real-time programs may be nonterminating, a further extension is to allow nonterminating repetitions. A real-time specification constrains not only what values should be output, but when they should be output. Hence for a program to implement such a specification, it must guarantee to output values by the specified times. With standard programming languages such guarantees cannot be made without taking into account the timing characteristics of the implementation of the program on a particular machine. To avoid having to consider such details during the refinement process, we have extended our real-time programming language with a deadline command. The deadline command takes no time to execute and always guarantees to meet the specified time; if the deadline has already passed the deadline command is infeasible (miraculous in Dijkstra's terminology). When such a realtime program is compiled for a particular machine, one needs to ensure that all execution paths leading to a deadline are guaranteed to reach it by the specified time. We consider this checking as part of an extended compilation phase. The addition of the deadline command restores for the real-time language the advantage of machine independence enjoyed by non-real-time programming languages.

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The paper presents a short review of some systems for program transformations performed on the basis of the internal intermediate representations of these programs. Many systems try to support several languages of representation of the source texts of programs and solve the task of their translation into the internal representation. This task is still a challenge as it is effort-consuming. To reduce the effort, different systems of translator construction, ready compilers with ready grammars of outside designers are used. Though this approach saves the effort, it has its drawbacks and constraints. The paper presents the general idea of using the mapping approach to solve the task within the framework of program transformations and overcome the disadvantages of the existing systems. The paper demonstrates a fragment of the ontology model of high-level languages mappings onto the single representation and gives the example of how the description of (a fragment) a particular mapping is represented in accordance with the ontology model.

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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.

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This paper analyzes difficulties with the introduction of object-oriented concepts in introductory computing education and then proposes a two-language, two-paradigm curriculum model that alleviates such difficulties. Our two-language, two-paradigm curriculum model begins with teaching imperative programming using Python programming language, continues with teaching object-oriented computing using Java, and concludes with teaching object-oriented data structures with Java.

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This paper introduces the stochastic version of the Geometric Machine Model for the modelling of sequential, alternative, parallel (synchronous) and nondeterministic computations with stochastic numbers stored in a (possibly infinite) shared memory. The programming language L(D! 1), induced by the Coherence Space of Processes D! 1, can be applied to sequential and parallel products in order to provide recursive definitions for such processes, together with a domain-theoretic semantics of the Stochastic Arithmetic. We analyze both the spacial (ordinal) recursion, related to spacial modelling of the stochastic memory, and the temporal (structural) recursion, given by the inclusion relation modelling partial objects in the ordered structure of process construction.