999 resultados para Code Reuse


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The problem to be examined here is the fluctuating pressure distribution along the open cavity of the sun-roof at the top of a car compartment due to gusts passing over the sun-roof. The aim of this test is to investigate the capability of a typical commercial CFD package, PHOENICS, in recognising pressure fluctuations occurring in an important automotive industrial problem. In particular to examine the accuracy of transporting pulsatory gusts traveling along the main flow through the use of finite volume methods with higher order schemes in the numercial solutins of the unsteady compressible Navier-Stokes equations. The Helmholtz equation is used to solve the sound distribution inside the car compartment, resulting from the externally induced fluctuations.

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This paper examines different ways of measuring similarity between software design models for Case Based Reasoning (CBR) to facilitate reuse of software design and code. The paper considers structural and behavioural aspects of similarity between software design models. Similarity metrics for comparing static class structures are defined and discussed. A Graph representation of UML class diagrams and corresponding similarity measures for UML class diagrams are defined. A full search graph matching algorithm for measuring structural similarity diagrams based on the identification of the Maximum Common Sub-graph (MCS) is presented. Finally, a simple evaluation of the approach is presented and discussed.

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A zone based systems design framework is described and utilised in the implementation of a message authentication code (MAC) algorithm based on symmetric key block ciphers. The resulting block cipher based MAC algorithm may be used to provide assurance of the authenticity and, hence, the integrity of binary data. Using software simulation to benchmark against the de facto cipher block chaining MAC (CBC-MAC) variant used in the TinySec security protocol for wireless sensor networks and the NIST cipher block chaining MAC standard, CMAC; we show that our zone based systems design framework can lead to block cipher based MAC constructs that point to improvements in message processing efficiency, processing throughput and processing latency.

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This paper presents a framework to integrate requirements management and design knowledge reuse. The research approach begins with a literature review in design reuse and requirements management to identify appropriate methods within each domain. A framework is proposed based on the identified requirements. The framework is then demonstrated using a case study example: vacuum pump design. Requirements are presented as a component of the integrated design knowledge framework. The proposed framework enables the application of requirements management as a dynamic process, including capture, analysis and recording of requirements. It takes account of the evolving requirements and the dynamic nature of the interaction between requirements and product structure through the various stages of product development.

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This paper describes a practical approach for the investigation, assessment and design of existing soakaways. This method can be utilised for measuring the performance and capacity of the systems and examining whether the systems are suitable for reuse when information about the design and installation of the systems is not available. The requirements for field observations and the procedure for a soil infiltration test for the installed system are suggested for successful assessment. The soil infiltration rate of the system is estimated from the field test data without requiring information on the design and construction details of the system. The system's working condition is measured by a performance indicator related to the time taken to empty the soakaway. This is then employed to evaluate the potential reuse of the system. The system's drain capacity is determined by the design principles of current practice and the effect of climate change on its drain capacity is considered. Contamination of soils around the systems after long-term use of discharge service and the water present in soakaway chambers are also investigated. A detailed case study for the reuse of four installed soakaways for a new housing development demonstrates how the proposed approach provides a straightforward process for the infiltration performance and drain capacity assessment of the existing systems. The effectiveness and applicability of the proposed approach are further demonstrated from the assessments for a number of installed systems over various sites

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Product knowledge support needs are compared in two companies with different production volumes and product complexity. Knowledge support requirements identified include: function, performance data, requirements data, common parts, regulatory guidelines and layout data. A process based data driven knowledge reuse method is evaluated in light of the identified product knowledge needs. The evaluation takes place through developing a pilot case with each company. It is found that the method provides more benefit to the high complexity design domain, in which a significant amount of work takes place at the conceptual design stages, relying on a conceptual product representation. There is not such a clear value proposition in a design environment whose main challenge is layout design and the application of standard parts and features. The method supports the requirement for conceptual product representation but does not fully support a standard parts library.

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For seizing the potential of serious games, the RAGE project - funded by the Horizon-2020 Programme of the European Commission - will make available an interoperable set of advanced technology components (software assets) that support game studios at serious game development. This paper describes the overall software architecture and design conditions that are needed for the easy integration and reuse of such software assets in existing game platforms. Based on the component-based software engineering paradigm the RAGE architecture takes into account the portability of assets to different operating systems, different programming languages and different game engines. It avoids dependencies on external software frameworks and minimizes code that may hinder integration with game engine code. Furthermore it relies on a limited set of standard software patterns and well-established coding practices. The RAGE architecture has been successfully validated by implementing and testing basic software assets in four major programming languages (C#, C++, Java and Typescript/JavaScript, respectively). A demonstrator implementation of asset integration with an existing game engine was created and validated. The presented RAGE architecture paves the way for large scale development and application of cross-engine reusable software assets for enhancing the quality and diversity of serious gaming.

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A neural network based tool has been developed to assist in the process of code transformation. The tool offers advice on appropriate transformations within a knowledge-driven, semi-automatic parallelisation environment. We have identified the essential characteristics of codes relevant to loop transformations. A Kohonen network is used to discover structure in the characterised codes thus revealing new knowledge that may be brought to bear on the mapping between codes and transformations or transformation sequences. A transform selector based on this process has been developed and successfully applied to the parallelisation of sequential codes.

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The use of recycled aggregates has increased greatly over the last decade owing to enhanced environmental sensitivities. The level of performance required by such materials is dependent upon the applications for which they are used. Many recycled construction wastes have adequate shear strength in relation to various geotechnical applications. However, a possible drawback of these materials is the risk of crushing during repeated loading. The work reported in this paper examined two waste materials: crushed concrete and building debris, both regarded as construction wastes. Tests were also performed on traditionally used crushed rock, in this case basalt. The materials were subjected to repeated loading in a large direct shear apparatus. The amount of crushing was quantified by performing particle size analysis of the tested material. The results have shown that both recycled construction wastes were susceptible to particle crushing. The amount of crushing was influenced by both the vertical pressure and the number of loading cycles. This leads to a marked decrease in peak friction angle