919 resultados para object-oriented
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This book consists of eight chapters with writings on improvisation and an introduction by one of the most intriguing improvisers of our generation – Evan Parker.
The initial discussions for this book were carried out during the “Two Thousand + TEN” symposium, which took place on the 6th of November 2010 at the Sonic Arts Research Centre in Belfast. The symposium’s theme was ‘improvisation’. Georgina Born and David Borgo gave keynote addresses, alongside many other excellent speakers, several of who are included in this book.
My contribution is a novel way of editing texts, as I have woven all chapters into an overall piece of writing, interlaced with my own contribution of around 40 pages.
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Here we describe the development of the MALTS software which is a generalized tool that simulates Lorentz Transmission Electron Microscopy (LTEM) contrast of magnetic nanostructures. Complex magnetic nanostructures typically have multiple stable domain structures. MALTS works in conjunction with the open access micromagnetic software Object Oriented Micromagnetic Framework or MuMax. Magnetically stable trial magnetization states of the object of interest are input into MALTS and simulated LTEM images are output. MALTS computes the magnetic and electric phases accrued by the transmitted electrons via the Aharonov-Bohm expressions. Transfer and envelope functions are used to simulate the progression of the electron wave through the microscope lenses. The final contrast image due to these effects is determined by Fourier Optics. Similar approaches have been used previously for simulations of specific cases of LTEM contrast. The novelty here is the integration with micromagnetic codes via a simple user interface enabling the computation of the contrast from any structure. The output from MALTS is in good agreement with both experimental data and published LTEM simulations. A widely-available generalized code for the analysis of Lorentz contrast is a much needed step towards the use of LTEM as a standardized laboratory technique.
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Enhancing sampling and analyzing simulations are central issues in molecular simulation. Recently, we introduced PLUMED, an open-source plug-in that provides some of the most popular molecular dynamics (MD) codes with implementations of a variety of different enhanced sampling algorithms and collective variables (CVs). The rapid changes in this field, in particular new directions in enhanced sampling and dimensionality reduction together with new hardware, require a code that is more flexible and more efficient. We therefore present PLUMED 2 here a,complete rewrite of the code in an object-oriented programming language (C++). This new version introduces greater flexibility and greater modularity, which both extends its core capabilities and makes it far easier to add new methods and CVs. It also has a simpler interface with the MD engines and provides a single software library containing both tools and core facilities. Ultimately, the new code better serves the ever-growing community of users and contributors in coping with the new challenges arising in the field.
Program summary
Program title: PLUMED 2
Catalogue identifier: AEEE_v2_0
Program summary URL: http://cpc.cs.qub.ac.uk/summaries/AEEE_v2_0.html
Program obtainable from: CPC Program Library, Queen's University, Belfast, N. Ireland
Licensing provisions: Yes
No. of lines in distributed program, including test data, etc.: 700646
No. of bytes in distributed program, including test data, etc.: 6618136
Distribution format: tar.gz
Programming language: ANSI-C++.
Computer: Any computer capable of running an executable produced by a C++ compiler.
Operating system: Linux operating system, Unix OSs.
Has the code been vectorized or parallelized?: Yes, parallelized using MPI.
RAM: Depends on the number of atoms, the method chosen and the collective variables used.
Classification: 3, 7.7, 23. Catalogue identifier of previous version: AEEE_v1_0.
Journal reference of previous version: Comput. Phys. Comm. 180 (2009) 1961.
External routines: GNU libmatheval, Lapack, Bias, MPI. (C) 2013 Elsevier B.V. All rights reserved.
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In this paper we continue our investigation into the development of computational-science software based on the identification and formal specification of Abstract Data Types (ADTs) and their implementation in Fortran 90. In particular, we consider the consequences of using pointers when implementing a formally specified ADT in Fortran 90. Our aim is to highlight the resulting conflict between the goal of information hiding, which is central to the ADT methodology, and the space efficiency of the implementation. We show that the issue of storage recovery cannot be avoided by the ADT user, and present a range of implementations of a simple ADT to illustrate various approaches towards satisfactory storage management. Finally, we propose a set of guidelines for implementing ADTs using pointers in Fortran 90. These guidelines offer a way gracefully to provide disposal operations in Fortran 90. Such an approach is desirable since Fortran 90 does not provide automatic garbage collection which is offered by many object-oriented languages including Eiffel, Java, Smalltalk, and Simula.
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Identifying responsibility for classes in object oriented software design phase is a crucial task. This paper proposes an approach for producing high quality and robust behavioural diagrams (e.g. Sequence Diagrams) through Class Responsibility Assignment (CRA). GRASP or General Responsibility Assignment Software Pattern (or Principle) was used to direct the CRA process when deriving behavioural diagrams. A set of tools to support CRA was developed to provide designers and developers with a cognitive toolkit that can be used when analysing and designing object-oriented software. The tool developed is called Use Case Specification to Sequence Diagrams (UC2SD). UC2SD uses a new approach for developing Unified Modelling Language (UML) software designs from Natural Language, making use of a meta-domain oriented ontology, well established software design principles and established Natural Language Processing (NLP) tools. UC2SD generates a well-formed UML sequence diagrams as output.
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In this research, an agent-based model (ABM) was developed to generate human movement routes between homes and water resources in a rural setting, given commonly available geospatial datasets on population distribution, land cover and landscape resources. ABMs are an object-oriented computational approach to modelling a system, focusing on the interactions of autonomous agents, and aiming to assess the impact of these agents and their interactions on the system as a whole. An A* pathfinding algorithm was implemented to produce walking routes, given data on the terrain in the area. A* is an extension of Dijkstra's algorithm with an enhanced time performance through the use of heuristics. In this example, it was possible to impute daily activity movement patterns to the water resource for all villages in a 75 km long study transect across the Luangwa Valley, Zambia, and the simulated human movements were statistically similar to empirical observations on travel times to the water resource (Chi-squared, 95% confidence interval). This indicates that it is possible to produce realistic data regarding human movements without costly measurement as is commonly achieved, for example, through GPS, or retrospective or real-time diaries. The approach is transferable between different geographical locations, and the product can be useful in providing an insight into human movement patterns, and therefore has use in many human exposure-related applications, specifically epidemiological research in rural areas, where spatial heterogeneity in the disease landscape, and space-time proximity of individuals, can play a crucial role in disease spread.
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Esta dissertação descreve o processo de desenvolvimento de um sistema de informação para a gestão da informação académica de programas de pósgraduação - Sistema WebMaster - que tem como objectivo tornar aquela informação acessível aos utilizadores através da World Wide Web (WWW). Começa-se por apresentar alguns conceitos que se julgam relevantes para a compreensão da problemática dos sistemas de informação em toda a sua abrangência numa determinada organização, particularizando alguns conceitos para o caso das universidades. De seguida reflecte-se sobre os sistemas de informação com base na Web, confrontando-se os conceitos de Web Site (tradicional) e aplicação Web, a nível de arquitectura tecnológica, principais vantagens e desvantagens, fazendo-se, ainda, uma breve referência às principais tecnologias para a construção de soluções com geração dinâmica de conteúdos. Por último representa-se o sistema WebMaster ao longo das suas diferentes etapas de desenvolvimento, desde a análise de requisitos, projecto do sistema, até à fase da implementação. A fase análise de requisitos foi levada a cabo através de um inquérito realizado aos potenciais utilizadores no sentido de identificar as suas necessidades de informação. Com base nos resultados desta fase apresenta-se o projecto do sistema numa perspectiva conceptual, navegacional e de interface de utilizador, fazendo uso da metodologia OOHDM - Object-Oriented Hypermedia Design Method. Finalmente, passa-se à fase da implementação que, com base nas etapas anteriores e nas tecnologias seleccionadas na fase do planeamento, proporciona um espaço interactivo e de troca de informação a todos os interessados da comunidade académica envolvidos em cursos de pós-graduação.
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In this paper, we describe a study of the abstract thinking skills of a group of students studying object-oriented modelling as part of a Masters course. Abstract thinking has long been considered a core skill for computer scientists. This study is part of attempts to gather evidence about the link between abstract thinking skills and success in the Computer Science discipline. The results of this study show a positive correlation between the scores of the students in the abstract thinking test with the marks achieved in the module. However, the small numbers in the study mean that wider research is needed.
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Autopoietic theory is increasingly seen as a candidate for a radical theory of law, both in relation to its theoretical credentials and its relevance in terms of new and emerging forms of law. An aspect of the theory that has remained less developed, however, is its material side, and more concretely the theory’s accommodation of bodies, space, objects and their claim to legal agency. The present article reads Luhmann’s theory of autopoietic systems in a radical and material manner, linking it on the one hand to current post-structural theorisations of law and society, and on the other hand extending its ambit to accommodate the influx of material considerations that have been working their way through various other disciplines. The latter comprises both a materialisation of the theory itself and ways of conceptualising the legal system as material through and through. This I do by further developing what I have called Critical Autopoiesis, namely an acentric, topological, post-ecological and posthuman understanding of Luhmann’s theory, that draws on Deleuzian thought, feminist theory, geography, non-representational theory, and new material and object-oriented ontologies. These are combined with some well-rehearsed autopoietic concepts, such as distinction, environment and boundaries; Luhmann’s earlier work on materiality continuum; more recent work on bodies and space; as well as his work on form and medium in relation to art. The article concludes with five suggestions for an understanding of what critical autopoietic materiality might mean for law.
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This article seeks to explore some issues regarding the different modes of generality at stake in the formation of transdisciplinary concepts within the production of ‘theory’ in the humanities and social sciences. Focused around Jacques Derrida’s seminal account of ‘writing’ in his 1967 book Of Grammatology, the article outlines what it defines as a logic of generalization at stake in Derrida’s elaborations of a quasi-transcendental ‘inscription in general’. Starting out from the questions thereby raised about the relationship between such forms of generality and those historically ascribed to philosophy, the article concludes by contrasting Derrida’s generalized writing with more recent returns to ‘metaphysics’ in the work of Bruno Latour and others. Against the immediately ‘ontological’ orientation of much recent ‘new materialist’ or ‘object-oriented’ thought, the article argues for the necessity of ‘different levels of writing in general’ through a continual folding back of absolute generalization into historically specific disciplinary crossings and exchanges; something suggested by but never really developed in Derrida’s own work.
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Dissertação de natureza científica para obtenção do grau de Mestre em Engenharia Civil
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Dissertação para obtenção do grau de Mestre em Engenharia Civil na Área de Especialização de Vias de Comunicação e Transportes
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A área da simulação computacional teve um rápido crescimento desde o seu apareciment, sendo actualmente uma das ciências de gestão e de investigação operacional mais utilizadas. O seu princípio baseia-se na replicação da operação de processos ou sistemas ao longo de períodos de tempo, tornando-se assim uma metodologia indispensável para a resolução de variados problemas do mundo real, independentemente da sua complexidade. Das inúmeras áreas de aplicação, nos mais diversos campos, a que mais se destaca é a utilização em sistemas de produção, onde o leque de aplicações disponível é muito vasto. A sua aplicação tem vindo a ser utilizada para solucionar problemas em sistemas de produção, uma vez que permite às empresas ajustar e planear de uma maneira rápida, eficaz e ponderada as suas operações e os seus sistemas, permitindo assim uma rápida adaptação das mesmas às constantes mudanças das necessidades da economia global. As aplicações e packages de simulação têm seguindo as tendências tecnológicas pelo que é notório o recurso a tecnologias orientadas a objectos para o desenvolvimento das mesmas. Este estudo baseou-se, numa primeira fase, na recolha de informação de suporte aos conceitos de modelação e simulação, bem como a respectiva aplicação a sistemas de produção em tempo real. Posteriormente centralizou-se no desenvolvimento de um protótipo de uma aplicação de simulação de ambientes de fabrico em tempo real. O desenvolvimento desta ferramenta teve em vista eventuais fins pedagógicos e uma utilização a nível académico, sendo esta capaz de simular um modelo de um sistema de produção, estando também dotada de animação. Sem deixar de parte a possibilidade de integração de outros módulos ou, até mesmo, em outras plataformas, houve ainda a preocupação acrescida de que a sua implementação recorresse a metodologias de desenvolvimento orientadas a objectos.
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Ce mémoire vise à recenser les avantages et les inconvénients de l'utilisation du langage de programmation fonctionnel dynamique Scheme pour le développement de jeux vidéo. Pour ce faire, la méthode utilisée est d'abord basée sur une approche plus théorique. En effet, une étude des besoins au niveau de la programmation exprimés par ce type de développement, ainsi qu'une description détaillant les fonctionnalités du langage Scheme pertinentes au développement de jeux vidéo sont données afin de bien mettre en contexte le sujet. Par la suite, une approche pratique est utilisée en effectuant le développement de deux jeux vidéo de complexités croissantes: Space Invaders et Lode Runner. Le développement de ces jeux vidéo a mené à l'extension du langage Scheme par plusieurs langages spécifiques au domaine et bibliothèques, dont notamment un système de programmation orienté objets et un système de coroutines. L'expérience acquise par le développement de ces jeux est finalement comparée à celle d'autres développeurs de jeux vidéo de l'industrie qui ont utilisé Scheme pour la création de titres commerciaux. En résumé, l'utilisation de ce langage a permis d'atteindre un haut niveau d'abstraction favorisant la modularité des jeux développés sans affecter les performances de ces derniers.
Resumo:
Les systèmes Matériels/Logiciels deviennent indispensables dans tous les aspects de la vie quotidienne. La présence croissante de ces systèmes dans les différents produits et services incite à trouver des méthodes pour les développer efficacement. Mais une conception efficace de ces systèmes est limitée par plusieurs facteurs, certains d'entre eux sont: la complexité croissante des applications, une augmentation de la densité d'intégration, la nature hétérogène des produits et services, la diminution de temps d’accès au marché. Une modélisation transactionnelle (TLM) est considérée comme un paradigme prometteur permettant de gérer la complexité de conception et fournissant des moyens d’exploration et de validation d'alternatives de conception à des niveaux d’abstraction élevés. Cette recherche propose une méthodologie d’expression de temps dans TLM basée sur une analyse de contraintes temporelles. Nous proposons d'utiliser une combinaison de deux paradigmes de développement pour accélérer la conception: le TLM d'une part et une méthodologie d’expression de temps entre différentes transactions d’autre part. Cette synergie nous permet de combiner dans un seul environnement des méthodes de simulation performantes et des méthodes analytiques formelles. Nous avons proposé un nouvel algorithme de vérification temporelle basé sur la procédure de linéarisation des contraintes de type min/max et une technique d'optimisation afin d'améliorer l'efficacité de l'algorithme. Nous avons complété la description mathématique de tous les types de contraintes présentées dans la littérature. Nous avons développé des méthodes d'exploration et raffinement de système de communication qui nous a permis d'utiliser les algorithmes de vérification temporelle à différents niveaux TLM. Comme il existe plusieurs définitions du TLM, dans le cadre de notre recherche, nous avons défini une méthodologie de spécification et simulation pour des systèmes Matériel/Logiciel basée sur le paradigme de TLM. Dans cette méthodologie plusieurs concepts de modélisation peuvent être considérés séparément. Basée sur l'utilisation des technologies modernes de génie logiciel telles que XML, XSLT, XSD, la programmation orientée objet et plusieurs autres fournies par l’environnement .Net, la méthodologie proposée présente une approche qui rend possible une réutilisation des modèles intermédiaires afin de faire face à la contrainte de temps d’accès au marché. Elle fournit une approche générale dans la modélisation du système qui sépare les différents aspects de conception tels que des modèles de calculs utilisés pour décrire le système à des niveaux d’abstraction multiples. En conséquence, dans le modèle du système nous pouvons clairement identifier la fonctionnalité du système sans les détails reliés aux plateformes de développement et ceci mènera à améliorer la "portabilité" du modèle d'application.