954 resultados para Lineal programming
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In this article, a new technique for grooming low-speed traffic demands into high-speed optical routes is proposed. This enhancement allows a transparent wavelength-routing switch (WRS) to aggregate traffic en route over existing optical routes without incurring expensive optical-electrical-optical (OEO) conversions. This implies that: a) an optical route may be considered as having more than one ingress node (all inline) and, b) traffic demands can partially use optical routes to reach their destination. The proposed optical routes are named "lighttours" since the traffic originating from different sources can be forwarded together in a single optical route, i.e., as taking a "tour" over different sources towards the same destination. The possibility of creating lighttours is the consequence of a novel WRS architecture proposed in this article, named "enhanced grooming" (G+). The ability to groom more traffic in the middle of a lighttour is achieved with the support of a simple optical device named lambda-monitor (previously introduced in the RingO project). In this article, we present the new WRS architecture and its advantages. To compare the advantages of lighttours with respect to classical lightpaths, an integer linear programming (ILP) model is proposed for the well-known multilayer problem: traffic grooming, routing and wavelength assignment The ILP model may be used for several objectives. However, this article focuses on two objectives: maximizing the network throughput, and minimizing the number of optical-electro-optical conversions used. Experiments show that G+ can route all the traffic using only half of the total OEO conversions needed by classical grooming. An heuristic is also proposed, aiming at achieving near optimal results in polynomial time
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These are the resources for an introductory lecture in JavaScript programming. Exercises are provided to practice simple JavaScript programming, including a template for a DHTML implementation of Conway's Game of Life (with encrypted solution).
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Exam questions and solutions for a third year mathematical programming course.
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An overview of programming and software development.
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In this lecture we describe the structure of the Programming Principles course at Southampton, look at the definitions and paradigms of programming, and take a look ahead to the key things that we will be covering in the weeks ahead.
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In this lecture we look at key concepts in Java: how to write, compile and run Java programs, define a simple class, create a main method, and use if/else structures to define behaviour.
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In this session we look more closely at the way that Java deals with variables, and in particular with the differences between primitives (basic types like int and char) and objects. We also take an initial look at the scoping rules in Java, which dictate the visibility of variables in your program
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In this session we look at how to think systematically about a problem and create a solution. We look at the definition and characteristics of an algorithm, and see how through modularisation and decomposition we can then choose a set of methods to create. We also compare this somewhat procedural approach, with the way that design works in Object Oriented Systems,
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In this session we look at how to create more powerful objects through more powerful methods. We look at parameters and call by value vs. call by reference; return types; and overloading.
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In this session we look at the public and protected keywords, and the principle of encapsulation. We also look at how Constructors can help you initialise objects, while maintaining the encapsulation principle.
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In this session we look at the different types of loop in the Java language, and see how they can be used to iterate over Arrays.
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In this session we look at how we can use collection objects like ArrayList as a more advanced type of array. We also introduce the idea of generics (forcing a collection to hold a particular type) and see how Java handles the autoboxing and unboxing of primitives. Finally we look at Iterators, a common design pattern for dealing with iteration over a collection.
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In this session we point you at the Java Library, and go into some more details on how Strings work. We also introduce the HashMap class (a very useful type of collection).
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In this session we look at the sorts of errors that occur in programs, and how we can use different testing and debugging strategies (such as unit testing and inspection) to track them down. We also look at error handling within the program and at how we can use Exceptions to manage errors in a more sophisticated way. These slides are based on Chapter 6 of the Book 'Objects First with BlueJ'
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In this session we look at some of the basics of good code design, including avoiding duplication and designing for loose coupling and high cohesion.