817 resultados para tempo de desenvolvimento
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This work presents the research carried through in the industrial segment of confection of clothes of the Great Natal whose objective is to show the profile, enterprise and technological management as also the use of simultaneous engineering in the development of products. The research approaches two studies. The first one presents the current picture of the companies, synthesized through twelve variable. As, through fifteen variable it shows to the level of use of Simultaneous Engineering in the Development of Products and its amplitude in relation to the Integrated Management using tools CAD, PDM and ERP (Computer Aided Design, Product Management Date, Enterprise Resource Planning). The integration of these systems acts aiming the reduction of the cost and the development time of products. The reached results indicate that simultaneous engineering is a competitive advantage and becomes possible: to reduce the life cycle of the product, to rationalize the resources, to incorporate one high standard of the quality to the process and product as well as to personalize the product to take care of the global market. It is important to note that this work also is considered to contribute for the better understanding of the real companies situation of confection located at the Great Natal and its role in the economy of the State of the Rio Grande do Norte
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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The game industry has been experiencing a consistent increase in production costs of games lately. Part of this increase refers to the current trend of having bigger, more interactive and replayable environments. This trend translates to an increase in both team size and development time, which makes game development a even more risky investment and may reduce innovation in the area. As a possible solution to this problem, the scientific community is focusing on the generation of procedural content and, more specifically, on procedurally generated levels. Given the great diversity and complexity of games, most works choose to deal with a specific genre, platform games being one of the most studied. This work aims at proposing a procedural level generation method for platform/adventure games, a fairly more complex genre than most classic platformers which so far has not been the subject of study from other works. The level generation process was divided in two steps, planning and viusal generation, respectively responsible for generating a compact representation of the level and determining its view. The planning stage was divided in game design and level design, and uses a goaloriented process to output a set of rooms. The visual generation step receives a set of rooms and fills its interior with the appropriate parts of previously authored geometry
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Software Products Lines (SPL) is a software engineering approach to developing software system families that share common features and differ in other features according to the requested software systems. The adoption of the SPL approach can promote several benefits such as cost reduction, product quality, productivity, and time to market. On the other hand, the SPL approach brings new challenges to the software evolution that must be considered. Recent research work has explored and proposed automated approaches based on code analysis and traceability techniques for change impact analysis in the context of SPL development. There are existing limitations concerning these approaches such as the customization of the analysis functionalities to address different strategies for change impact analysis, and the change impact analysis of fine-grained variability. This dissertation proposes a change impact analysis tool for SPL development, called Squid Impact Analyzer. The tool allows the implementation of change impact analysis based on information from variability modeling, mapping of variability to code assets, and existing dependency relationships between code assets. An assessment of the tool is conducted through an experiment that compare the change impact analysis results provided by the tool with real changes applied to several evolution releases from a SPL for media management in mobile devices
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The Reconfigurable Computing is an intermediate solution at the resolution of complex problems, making possible to combine the speed of the hardware with the flexibility of the software. An reconfigurable architecture possess some goals, among these the increase of performance. The use of reconfigurable architectures to increase the performance of systems is a well known technology, specially because of the possibility of implementing certain slow algorithms in the current processors directly in hardware. Amongst the various segments that use reconfigurable architectures the reconfigurable processors deserve a special mention. These processors combine the functions of a microprocessor with a reconfigurable logic and can be adapted after the development process. Reconfigurable Instruction Set Processors (RISP) are a subgroup of the reconfigurable processors, that have as goal the reconfiguration of the instruction set of the processor, involving issues such formats, operands and operations of the instructions. This work possess as main objective the development of a RISP processor, combining the techniques of configuration of the set of executed instructions of the processor during the development, and reconfiguration of itself in execution time. The project and implementation in VHDL of this RISP processor has as intention to prove the applicability and the efficiency of two concepts: to use more than one set of fixed instructions, with only one set active in a given time, and the possibility to create and combine new instructions, in a way that the processor pass to recognize and use them in real time as if these existed in the fixed set of instruction. The creation and combination of instructions is made through a reconfiguration unit, incorporated to the processor. This unit allows the user to send custom instructions to the processor, so that later he can use them as if they were fixed instructions of the processor. In this work can also be found simulations of applications involving fixed and custom instructions and results of the comparisons between these applications in relation to the consumption of power and the time of execution, which confirm the attainment of the goals for which the processor was developed
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Self-adaptive software system is able to change its structure and/or behavior at runtime due to changes in their requirements, environment or components. One way to archieve self-adaptation is the use a sequence of actions (known as adaptation plans) which are typically defined at design time. This is the approach adopted by Cosmos - a Framework to support the configuration and management of resources in distributed environments. In order to deal with the variability inherent of self-adaptive systems, such as, the appearance of new components that allow the establishment of configurations that were not envisioned at development time, this dissertation aims to give Cosmos the capability of generating adaptation plans of runtime. In this way, it was necessary to perform a reengineering of the Cosmos Framework in order to allow its integration with a mechanism for the dynamic generation of adaptation plans. In this context, our work has been focused on conducting a reengineering of Cosmos. Among the changes made to in the Cosmos, we can highlight: changes in the metamodel used to represent components and applications, which has been redefined based on an architectural description language. These changes were propagated to the implementation of a new Cosmos prototype, which was then used for developing a case study application for purpose of proof of concept. Another effort undertaken was to make Cosmos more attractive by integrating it with another platform, in the case of this dissertation, the OSGi platform, which is well-known and accepted by the industry
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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O presente experimento foi conduzido em Jaboticabal, SP, e teve como objetivos estudar uma cultura de café (Coffea arabica L., var. Mundo Novo), quanto à biologia floral, a freqüência e comportamento dos insetos na flor, testar o produto Bee-HereR (Hoescht Shering Agrevo do Brasil Ltda) quanto a sua atratividade para as abelhas Apis mellifera e verificar a produção de frutos com e sem a visita dos insetos. Para isso, foram verificados o tempo do desenvolvimento e quantidade de açúcar solúvel do néctar das flores; freqüência das visitações dos insetos, no decorrer do dia, por meio de contagem do número de insetos visitando as flores, a cada 60 minutos, das 8 às 17 horas, 10 minutos em cada horário; tempo (em segundos) e tipo de coleta (néctar e/ou pólen) dos insetos mais freqüentes; perda de botões florais; porcentagem de flores que se transformaram em frutos; tempo de formação e contagem dos grãos de café, observando-se a porcentagem de frutificação em flores visitadas ou não pelos insetos. Também foram realizados testes por pulverização utilizando-se o produto Bee-HereR , diluído em xarope e em água, em diferentes horários. A flor durou, em média, cerca de 3 dias desde sua abertura até o murchamento. A quantidade de açúcares do néctar apresentou diferença significativa entre os horários, sendo maior às 8 horas (em média, 102,18 ± 8,75 mg de carboidratos totais por flor). A abelha A. mellifera foi o inseto mais freqüente nas flores de café, coletando, principalmente, néctar no decorrer do dia. A perda de botões florais causada pelas chuvas foi, em média, 26,50 ± 11,70%. O tempo para a formação do fruto foi 6 meses e o número de frutos decorrentes do tratamento descoberto foi maior (38,79% e 168,38%, em 1993 e 1994, respectivamente) que do tratamento coberto. Apesar da eficiência do produto Bee-HereR ser afetada pelas condições climáticas, ele pode ser usado para atrair as abelhas A. mellifera na cultura.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Pós-graduação em Genética - IBILCE
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)