999 resultados para Scenario Programming, Markup Languages, 3D Virtualworlds


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For various reasons, it is important, if not essential, to integrate the computations and code used in data analyses, methodological descriptions, simulations, etc. with the documents that describe and rely on them. This integration allows readers to both verify and adapt the statements in the documents. Authors can easily reproduce them in the future, and they can present the document's contents in a different medium, e.g. with interactive controls. This paper describes a software framework for authoring and distributing these integrated, dynamic documents that contain text, code, data, and any auxiliary content needed to recreate the computations. The documents are dynamic in that the contents, including figures, tables, etc., can be recalculated each time a view of the document is generated. Our model treats a dynamic document as a master or ``source'' document from which one can generate different views in the form of traditional, derived documents for different audiences. We introduce the concept of a compendium as both a container for the different elements that make up the document and its computations (i.e. text, code, data, ...), and as a means for distributing, managing and updating the collection. The step from disseminating analyses via a compendium to reproducible research is a small one. By reproducible research, we mean research papers with accompanying software tools that allow the reader to directly reproduce the results and employ the methods that are presented in the research paper. Some of the issues involved in paradigms for the production, distribution and use of such reproducible research are discussed.

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We informally discuss several issues related to the parallel execution of logic programming systems and concurrent logic programming systems, and their generalization to constraint programming. We propose a new view of these systems, based on a particular definition of parallelism. We argüe that, under this view, a large number of the actual systems and models can be explained through the application, at different levéis of granularity, of only a few basic principies: determinism, non-failure, independence (also referred to as stability), granularity, etc. Also, and based on the convergence of concepts that this view brings, we sketch a model for the implementation of several parallel constraint logic programming source languages and models based on a common, generic abstract machine and an intermedíate kernel language.

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This paper presents and illustrates with an example a practical approach to the dataflow analysis of programs written in constraint logic programming (CLP) languages using abstract interpretation. It is first argued that, from the framework point of view, it sufnces to propose relatively simple extensions of traditional analysis methods which have already been proved useful and practical and for which efncient fixpoint algorithms have been developed. This is shown by proposing a simple but quite general extensión of Bruynooghe's traditional framework to the analysis of CLP programs. In this extensión constraints are viewed not as "suspended goals" but rather as new information in the store, following the traditional view of CLP. Using this approach, and as an example of its use, a complete, constraint system independent, abstract analysis is presented for approximating definiteness information. The analysis is in fact of quite general applicability. It has been implemented and used in the analysis of CLP(R) and Prolog-III applications. Results from the implementation of this analysis are also presented.

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We informally discuss several issues related to the parallel execution of logic programming systems and concurrent logic programming systems, and their generalization to constraint programming. We propose a new view of these systems, based on a particular definition of parallelism. We argüe that, under this view, a large number of the actual systems and models can be explained through the application, at different levéis of granularity, of only a few basic principies: determinism, non-failure, independence (also referred to as stability), granularity, etc. Also, and based on the convergence of concepts that this view brings, we sketch a model for the implementation of several parallel constraint logic programming source languages and models based on a common, generic abstract machine and an intermedíate kernel language.

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This paper discusses some issues which arise in the dataflow analysis of constraint logic programming (CLP) languages. The basic technique applied is that of abstract interpretation. First, some types of optimizations possible in a number of CLP systems (including efficient parallelization) are presented and the information that has to be obtained at compile-time in order to be able to implement such optimizations is considered. Two approaches are then proposed and discussed for obtaining this information for a CLP program: one based on an analysis of a CLP metainterpreter using standard Prolog analysis tools, and a second one based on direct analysis of the CLP program. For the second approach an abstract domain which approximates groundness (also referred to as "definiteness") information (i.e. constraint to a single valué) and the related abstraction functions are presented.

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In this paper, we present a formal model of Java concurrency using the Object-Z specification language. This model captures the Java thread synchronization concepts of locking, blocking, waiting and notification. In the model, we take a viewpoints approach, first capturing the role of the objects and threads, and then taking a system view where we capture the way the objects and threads cooperate and communicate. As a simple illustration of how the model can, in general be applied, we use Object-Z inheritance to integrate the model with the classical producer-consumer system to create a specification directly incorporating the Java concurrency constructs.

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The first part presented at the meeting by A. Dipchikova is a brief report of the role of the National library as an institution in collecting, preserving and making accessible the national written heritage. Problems of digitization are examined from the point of view of the existing experience in cataloguing. Special attention is paid to the history and the significance of international standards, the experience in the field of development and maintenance of authority files on national and international level as well as in markup languages. Possibilities of using MARC and XML in the library are discussed. The second part presented here by E. Moussakova is giving an overview of the latest activities of the Library in the sphere of digitisation of the old Slavic manuscripts which are component of the national cultural heritage. It is pointed out that the current work is rather limited within the scope of preparation of metadata than being focused on digital products.

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Functional programming has a lot to offer to the developers of global Internet-centric applications, but is often applicable only to a small part of the system or requires major architectural changes. The data model used for functional computation is often simply considered a consequence of the chosen programming style, although inappropriate choice of such model can make integration with imperative parts much harder. In this paper we do the opposite: we start from a data model based on JSON and then derive the functional approach from it. We outline the identified principles and present Jsonya/fn — a low-level functional language that is defined in and operates with the selected data model. We use several Jsonya/fn implementations and the architecture of a recently developed application to show that our approach can improve interoperability and can achieve additional reuse of representations and operations at relatively low cost. ACM Computing Classification System (1998): D.3.2, D.3.4.

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It is widely accepted that solving programming exercises is fundamental to learn how to program. Nevertheless, solving exercises is only effective if students receive an assessment on their work. An exercise solved wrong will consolidate a false belief, and without feedback many students will not be able to overcome their difficulties. However, creating, managing and accessing a large number of exercises, covering all the points in the curricula of a programming course, in classes with large number of students, can be a daunting task without the appropriated tools working in unison. This involves a diversity of tools, from the environments where programs are coded, to automatic program evaluators providing feedback on the attempts of students, passing through the authoring, management and sequencing of programming exercises as learning objects. We believe that the integration of these tools will have a great impact in acquiring programming skills. Our research objective is to manage and coordinate a network of eLearning systems where students can solve computer programming exercises. Networks of this kind include systems such as learning management systems (LMS), evaluation engines (EE), learning objects repositories (LOR) and exercise resolution environments (ERE). Our strategy to achieve the interoperability among these tools is based on a shared definition of programming exercise as a Learning Object (LO).

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L'objectiu d'aquest treball ha estat desenvolupar un videojoc en un entorn de tres dimensions utilitzant les llibreries gràfiques d'OpenGL. Aquesta aplicació s'ha desenvolupat en Java, cosa que dóna més independència perquè aquesta és precisament la filosofia d'aquest llenguatge de programació.

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In this publication, we report on an online survey that was carried out among parallel programmers. More than 250 people worldwide have submitted answers to our questions, and their responses are analyzed here. Although not statistically sound, the data we provide give useful insights about which parallel programming systems and languages are known and in actual use. For instance, the collected data indicate that for our survey group MPI and (to a lesser extent) C are the most widely used parallel programming system and language, respectively.

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A programming style can be seen as a particular model of shaping thought or a special way of codifying language to solve a problem. An adaptive device is made up of an underlying formalism, for instance, an automaton, a grammar, a decision tree, etc., and an adaptive mechanism, responsible for providing features for self-modification. Adaptive languages are obtained by using some programming language as the device’s underlying formalism. The conception of such languages calls for a new programming style, since the application of adaptive technology in the field of programming languages suggests a new way of thinking. Adaptive languages have the basic feature of allowing the expression of programs which self-modifying through adaptive actions at runtime. With the adaptive style, programming language codes can be structured in such a way that the codified program therein modifies or adapts itself towards the needs of the problem. The adaptive programming style may be a feasible alternate way to obtain self-modifying consistent codes, which allow its use in modern applications for self-modifying code.

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A programming style can be seen as a particular model of shaping thought or a special way of codifying language to solve a problem. Adaptive languages have the basic feature of allowing the expression of programs which self-modifying through adaptive actions at runtime. The conception of such languages calls for a new programming style, since the application of adaptive technology in the field of programming languages suggests a new way of thinking. With the adaptive style, programming language codes can be structured in such a way that the codified program therein modifies or adapts itself towards the needs of the problem. The adaptive programming style may be a feasible alternate way to obtain self-modifying consistent codes, which allow its use in modern applications for self-modifying code.

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Neste trabalho, é implementada uma interface gráfica de usuários (GUI) usando a ferramenta Qt da Nokia (versão 3.0). A interface visa simplificar a criação de cenários para a realização de simulações paralelas usando a técnica numérica Local Nonorthogonal Finite Difference Time-Domain (LN-FDTD), aplicada para solucionar as equações de Maxwell. O simulador foi desenvolvido usando a linguagem de programação C e paralelizado utilizando threads. Para isto, a biblioteca pthread foi empregada. A visualização 3D do cenário a ser simulado (e da malha) é realizada por um programa especialmente desenvolvido que utiliza a biblioteca OpenGL. Para melhorar o desenvolvimento e alcançar os objetivos do projeto computacional, foram utilizados conceitos da Engenharia de Software, tais como o modelo de processo de software por prototipagem. Ao privar o usuário de interagir diretamente com o código-fonte da simulação, a probabilidade de ocorrência de erros humanos durante o processo de construção de cenários é minimizada. Para demonstrar o funcionamento da ferramenta desenvolvida, foi realizado um estudo relativo ao efeito de flechas em linhas de baixa tensão nas tensões transitórias induzidas nas mesmas por descargas atmosféricas. As tensões induzidas nas tomadas da edificação também são estudadas.