965 resultados para Programming and programming languages
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This work proposes to adjust the Notification Oriented Paradigm (NOP) so that it provides support to fuzzy concepts. NOP is inspired by elements of imperative and declarative paradigms, seeking to solve some of the drawbacks of both. By decomposing an application into a network of smaller computational entities that are executed only when necessary, NOP eliminates the need to perform unnecessary computations and helps to achieve better logical-causal uncoupling, facilitating code reuse and application distribution over multiple processors or machines. In addition, NOP allows to express the logical-causal knowledge at a high level of abstraction, through rules in IF-THEN format. Fuzzy systems, in turn, perform logical inferences on causal knowledge bases (IF-THEN rules) that can deal with problems involving uncertainty. Since PON uses IF-THEN rules in an alternative way, reducing redundant evaluations and providing better decoupling, this research has been carried out to identify, propose and evaluate the necessary changes to be made on NOP allowing to be used in the development of fuzzy systems. After that, two fully usable materializations were created: a C++ framework, and a complete programming language (LingPONFuzzy) that provide support to fuzzy inference systems. From there study cases have been created and several tests cases were conducted, in order to validate the proposed solution. The test results have shown a significant reduction in the number of rules evaluated in comparison to a fuzzy system developed using conventional tools (frameworks), which could represent an improvement in performance of the applications.
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This work proposes an environment for programming programmable logic controllers applied to oil wells with BCP type method of artificially lifting. The environment will have an editor based in the diagram of sequential functions for programming of PLCs. This language was chosen due to the fact of being high-level and accepted by the international standard IEC 61131-3. The use of these control programs in real PLC will be possible with the use of an intermediate level of language based on XML specification PLCopen T6 XML. For the testing and validation of the control programs, an area should be available for viewing variables obtained through communication with a real PLC. Thus, the main contribution of this work is to develop a computational environment that allows: modeling, testing and validating the controls represented in SFC and applied in oil wells with BCP type method of artificially lifting
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Neste documento foi feita a apresentação do conceito de Programação Visual, estudados alguns exemplos de Linguagens de Programação Visual e investigado vantagens e desvantagens sobre o seu uso comparativamente à programação tradicional (por texto) e, adicionalmente, foram estudados três jogos para aprender a programar com fortes características visuais. A partir desta investigação, foi criada uma nova Linguagem de Programação Visual(LPV) sendo a base de um prototipo de um jogo para aprender a programar. Este jogo é representado pela deslocação e execução de tarefas feitas por um robô dentro de uma casa, sendo o objetivo do programador colocar objetos nesta casa que manipulam a deslocação do robô dentro desta de forma a resolver um problema; Abstract: A game to learn programming Aplication of concepts of visual programming to create a game to learn how to program In this document we will explain the concept of Visual Programming, study some examples of Visual Programming Languages, analyze some arguments in favor and against its use in comparison to traditional programming (by text) and, additionally, study three games to learn programming with strong visual features. Using this research, a new Visual Programming Language(VPL) was created, being the basis of a prototype of a game to learn programming. This game is represented by the movement and execution of tasks done by a robot inside a house, being the goal of the programmer to place objects in this house that manipulate the movement of the robot inside of it in order to solve a problem.
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To analyze the main factors that influence bone mass in children and teenagers assessed by quantitative ultrasound (QUS) of the phalanges. A systematic literature review was performed according to the PRISMA method with searches in databases Pubmed/Medline, SciELO and Bireme for the period 2001-2012, in English and Portuguese languages, using the keywords: children, teenagers, adolescent, ultrasound finger phalanges, quantitative ultrasound of phalanges, phalangeal quantitative ultrasound. 21 articles were included. Girls had, in QUS, Amplitude Dependent Speed of Sound (AD-SoS) values higher than boys during pubertal development. The values of the parameters of QUS of the phalanges and dual-energy X-ray Absorptiometry (DXA) increased with the increase of the maturational stage. Anthropometric variables such as age, weight, height, body mass index (BMI), lean mass showed positive correlations with the values of QUS of the phalanges. Physical activity has also been shown to be positively associated with increased bone mass. Factors such as ethnicity, genetics, caloric intake and socioeconomic profile have not yet shown a conclusive relationship and need a larger number of studies. QUS of the phalanges is a method used to evaluate the progressive acquisition of bone mass during growth and maturation of individuals in school phase, by monitoring changes that occur with increasing age and pubertal stage. There were mainly positive influences in variables of sex, maturity, height, weight and BMI, with similar data when compared to the gold standard method, the DXA.
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Doctoral Thesis in Information Systems and Technologies Area of Engineering and Manag ement Information Systems
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Trabalho apresentado no âmbito do Mestrado em Engenharia Informática, como requisito parcial para obtenção do grau de Mestre em Engenharia Informática
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Dissertação para obtenção do Grau de Mestre em Engenharia Electrotécnica e de Computadores
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Aquest TFC es basa en la implementació d'un programa de gestió de treballadors per a aplicar-lo a una empresa de petites dimensions, dedicada al manteniment d'aparells elevadors.
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En aquest projecte s'ha implementat una capa de persistència basada en metadades sota la plataforma .NET, utilitzant el llenguatge de programació C#.
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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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Aquest projecte es centra en la Web Semàntica, concretament en els llenguatges de consulta per a documents RDF. Es fà un estudi dels llenguatges de consulta existents en l'actualitat.
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Construcció d’una aplicació amb un llenguatge de programació concurrent i distribuït anomenat Erlang. Erlang és un llenguatge de programació funcional amb avaluació estricta, és a dir, assignació única i que inclou una màquina virtual. L’aplicació desenvolupada ha estat la programació d’un xat multiprotocol, el qual s’ha realitzat una primera part que ha consistit en el construcció d’un servidor per la xarxa local i el seu corresponent client. Llavors per poder fer un client més funcional i útil s’ha implementat un altre protocol, IRC. Al tractar-se d’un llenguatge espacialment dissenyat per treballar en processos s’ha intentat dissenyar d’una manera la qual es pugés aprofitar aquesta qualitat
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My research in live drawing and new technologies uses a combination of a human figure in live in composition, overlaid with a digital projection of a second human figure. The aim is to explore, to amplify and thoroughly analyse the search for distinctive identities and graphic languages of representation for live and projected models.
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L'objectiu d'aquest projecte és desenvolupar live CDs per tal de facilitar als alumnes de les assignatures obligatòries del Departament de Química Física que inclouen pràctiques amb ordinadors el treball fora de les aules, com a complement del realitzar durant les sessions de pràctiques.
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Ma thèse de doctorat, intitulée Inventing Interventions: Strategies of Reappropriation in Native and First Nations Literatures traite du sujet de la réappropriation de la langue anglaise et de la langue française dans les littératures autochtones du Canada et des États-Unis, en tant que stratégie d’intervention de re-narration et de récupération. De fait, mon projet fait abstraction, autant que possible, des frontières nationales et linguistiques, vu que celles-ci sont essentiellement des constructions culturelles et coloniales. Ainsi, l’acte de réappropriation de la langue coloniale implique non seulement la maîtrise de base de cette dernière à des fins de communication, cela devient un moyen envers une fin : au lieu d’être possédés par la langue, les auteurs sur lesquels je me penche ici possèdent à présent cette dernière, et n’y sont plus soumis. Les tensions qui résultent d’un tel processus sont le produit d’une transition violente imposée et expérimentale d’une réalité culturelle à une autre, qui, pour plusieurs, n’a pas réussie et s’est, au contraire, effritée sur elle-même. Je soutiens donc que les auteurs autochtones ont créé un moyen à travers l’expression artistique et politique de répondre (dans le sens de « write back ») à l’oppression et l’injustice. À travers l’analyse d’oeuvres contemporaines écrites en anglais ou en français, que ce soit de la fiction, de l’autobiographie, de la poésie, du théâtre, de l’histoire ou du politique, ma recherche se structure autour de quatre concepts spécifiques : la langue, la résistance, la mémoire, et le lieu. J’examine comment ces concepts sont mis en voix, et comment ils sont interdépendants et s’affectent à l’intérieur du discours particulier issu des littératures autochtones et des différentes stratégies d’intervention (telles la redéfinition ou l’invention) et du mélange de différentes formules littéraires.