973 resultados para Dynamic programming language
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This thesis focuses on developing an evolutionary art system using genetic programming. The main goal is to produce new forms of evolutionary art that filter existing images into new non-photorealistic (NPR) styles, by obtaining images that look like traditional media such as watercolor or pencil, as well as brand new effects. The approach permits GP to generate creative forms of NPR results. The GP language is extended with different techniques and methods inspired from NPR research such as colour mixing expressions, image processing filters and painting algorithm. Colour mixing is a major new contribution, as it enables many familiar and innovative NPR effects to arise. Another major innovation is that many GP functions process the canvas (rendered image), while is dynamically changing. Automatic fitness scoring uses aesthetic evaluation models and statistical analysis, and multi-objective fitness evaluation is used. Results showed a variety of NPR effects, as well as new, creative possibilities.
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Genetic Programming (GP) is a widely used methodology for solving various computational problems. GP's problem solving ability is usually hindered by its long execution times. In this thesis, GP is applied toward real-time computer vision. In particular, object classification and tracking using a parallel GP system is discussed. First, a study of suitable GP languages for object classification is presented. Two main GP approaches for visual pattern classification, namely the block-classifiers and the pixel-classifiers, were studied. Results showed that the pixel-classifiers generally performed better. Using these results, a suitable language was selected for the real-time implementation. Synthetic video data was used in the experiments. The goal of the experiments was to evolve a unique classifier for each texture pattern that existed in the video. The experiments revealed that the system was capable of correctly tracking the textures in the video. The performance of the system was on-par with real-time requirements.
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Ce mémoire présente une implantation de la création paresseuse de tâches desti- née à des systèmes multiprocesseurs à mémoire distribuée. Elle offre un sous-ensemble des fonctionnalités du Message-Passing Interface et permet de paralléliser certains problèmes qui se partitionnent difficilement de manière statique grâce à un système de partitionnement dynamique et de balancement de charge. Pour ce faire, il se base sur le langage Multilisp, un dialecte de Scheme orienté vers le traitement parallèle, et implante sur ce dernier une interface semblable à MPI permettant le calcul distribué multipro- cessus. Ce système offre un langage beaucoup plus riche et expressif que le C et réduit considérablement le travail nécessaire au programmeur pour pouvoir développer des programmes équivalents à ceux en MPI. Enfin, le partitionnement dynamique permet de concevoir des programmes qui seraient très complexes à réaliser sur MPI. Des tests ont été effectués sur un système local à 16 processeurs et une grappe à 16 processeurs et il offre de bonnes accélérations en comparaison à des programmes séquentiels équiva- lents ainsi que des performances acceptables par rapport à MPI. Ce mémoire démontre que l’usage des futures comme technique de partitionnement dynamique est faisable sur des multiprocesseurs à mémoire distribuée.
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Mémoire numérisé par la Division de la gestion de documents et des archives de l'Université de Montréal
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Les structures avec des lieurs sont très communes en informatique. Les langages de programmation et les systèmes logiques sont des exemples de structures avec des lieurs. La manipulation de lieurs est délicate, de sorte que l’écriture de programmes qui ma- nipulent ces structures tirerait profit d’un soutien spécifique pour les lieurs. L’environ- nement de programmation Beluga est un exemple d’un tel système. Nous développons et présentons ici un compilateur pour ce système. Parmi les programmes pour lesquels Beluga est spécialement bien adapté, plusieurs peuvent bénéficier d’un compilateur. Par exemple, les programmes pour valider les types (les "type-checkers"), les compilateurs et les interpréteurs tirent profit du soutien spécifique des lieurs et des types dépendants présents dans le langage. Ils nécessitent tous également une exécution efficace, que l’on propose d’obtenir par le biais d’un compilateur. Le but de ce travail est de présenter un nouveau compilateur pour Beluga, qui emploie une représentation interne polyvalente et permet de partager du code entre plusieurs back-ends. Une contribution notable est la compilation du filtrage de Beluga, qui est particulièrement puissante dans ce langage.
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Les décisions de localisation sont souvent soumises à des aspects dynamiques comme des changements dans la demande des clients. Pour y répondre, la solution consiste à considérer une flexibilité accrue concernant l’emplacement et la capacité des installations. Même lorsque la demande est prévisible, trouver le planning optimal pour le déploiement et l'ajustement dynamique des capacités reste un défi. Dans cette thèse, nous nous concentrons sur des problèmes de localisation avec périodes multiples, et permettant l'ajustement dynamique des capacités, en particulier ceux avec des structures de coûts complexes. Nous étudions ces problèmes sous différents points de vue de recherche opérationnelle, en présentant et en comparant plusieurs modèles de programmation linéaire en nombres entiers (PLNE), l'évaluation de leur utilisation dans la pratique et en développant des algorithmes de résolution efficaces. Cette thèse est divisée en quatre parties. Tout d’abord, nous présentons le contexte industriel à l’origine de nos travaux: une compagnie forestière qui a besoin de localiser des campements pour accueillir les travailleurs forestiers. Nous présentons un modèle PLNE permettant la construction de nouveaux campements, l’extension, le déplacement et la fermeture temporaire partielle des campements existants. Ce modèle utilise des contraintes de capacité particulières, ainsi qu’une structure de coût à économie d’échelle sur plusieurs niveaux. L'utilité du modèle est évaluée par deux études de cas. La deuxième partie introduit le problème dynamique de localisation avec des capacités modulaires généralisées. Le modèle généralise plusieurs problèmes dynamiques de localisation et fournit de meilleures bornes de la relaxation linéaire que leurs formulations spécialisées. Le modèle peut résoudre des problèmes de localisation où les coûts pour les changements de capacité sont définis pour toutes les paires de niveaux de capacité, comme c'est le cas dans le problème industriel mentionnée ci-dessus. Il est appliqué à trois cas particuliers: l'expansion et la réduction des capacités, la fermeture temporaire des installations, et la combinaison des deux. Nous démontrons des relations de dominance entre notre formulation et les modèles existants pour les cas particuliers. Des expériences de calcul sur un grand nombre d’instances générées aléatoirement jusqu’à 100 installations et 1000 clients, montrent que notre modèle peut obtenir des solutions optimales plus rapidement que les formulations spécialisées existantes. Compte tenu de la complexité des modèles précédents pour les grandes instances, la troisième partie de la thèse propose des heuristiques lagrangiennes. Basées sur les méthodes du sous-gradient et des faisceaux, elles trouvent des solutions de bonne qualité même pour les instances de grande taille comportant jusqu’à 250 installations et 1000 clients. Nous améliorons ensuite la qualité de la solution obtenue en résolvent un modèle PLNE restreint qui tire parti des informations recueillies lors de la résolution du dual lagrangien. Les résultats des calculs montrent que les heuristiques donnent rapidement des solutions de bonne qualité, même pour les instances où les solveurs génériques ne trouvent pas de solutions réalisables. Finalement, nous adaptons les heuristiques précédentes pour résoudre le problème industriel. Deux relaxations différentes sont proposées et comparées. Des extensions des concepts précédents sont présentées afin d'assurer une résolution fiable en un temps raisonnable.
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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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The process of developing software that takes advantage of multiple processors is commonly referred to as parallel programming. For various reasons, this process is much harder than the sequential case. For decades, parallel programming has been a problem for a small niche only: engineers working on parallelizing mostly numerical applications in High Performance Computing. This has changed with the advent of multi-core processors in mainstream computer architectures. Parallel programming in our days becomes a problem for a much larger group of developers. The main objective of this thesis was to find ways to make parallel programming easier for them. Different aims were identified in order to reach the objective: research the state of the art of parallel programming today, improve the education of software developers about the topic, and provide programmers with powerful abstractions to make their work easier. To reach these aims, several key steps were taken. To start with, a survey was conducted among parallel programmers to find out about the state of the art. More than 250 people participated, yielding results about the parallel programming systems and languages in use, as well as about common problems with these systems. Furthermore, a study was conducted in university classes on parallel programming. It resulted in a list of frequently made mistakes that were analyzed and used to create a programmers' checklist to avoid them in the future. For programmers' education, an online resource was setup to collect experiences and knowledge in the field of parallel programming - called the Parawiki. Another key step in this direction was the creation of the Thinking Parallel weblog, where more than 50.000 readers to date have read essays on the topic. For the third aim (powerful abstractions), it was decided to concentrate on one parallel programming system: OpenMP. Its ease of use and high level of abstraction were the most important reasons for this decision. Two different research directions were pursued. The first one resulted in a parallel library called AthenaMP. It contains so-called generic components, derived from design patterns for parallel programming. These include functionality to enhance the locks provided by OpenMP, to perform operations on large amounts of data (data-parallel programming), and to enable the implementation of irregular algorithms using task pools. AthenaMP itself serves a triple role: the components are well-documented and can be used directly in programs, it enables developers to study the source code and learn from it, and it is possible for compiler writers to use it as a testing ground for their OpenMP compilers. The second research direction was targeted at changing the OpenMP specification to make the system more powerful. The main contributions here were a proposal to enable thread-cancellation and a proposal to avoid busy waiting. Both were implemented in a research compiler, shown to be useful in example applications, and proposed to the OpenMP Language Committee.
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Cooperative behaviour of agents within highly dynamic and nondeterministic domains is an active field of research. In particular establishing highly responsive teamwork, where agents are able to react on dynamic changes in the environment while facing unreliable communication and sensory noise, is an open problem. Moreover, modelling such responsive, cooperative behaviour is difficult. In this work, we specify a novel model for cooperative behaviour geared towards highly dynamic domains. In our approach, agents estimate each other’s decision and correct these estimations once they receive contradictory information. We aim at a comprehensive approach for agent teamwork featuring intuitive modelling capabilities for multi-agent activities, abstractions over activities and agents, and a clear operational semantic for the new model. This work encompasses a complete specification of the new language, ALICA.
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Distributed systems are one of the most vital components of the economy. The most prominent example is probably the internet, a constituent element of our knowledge society. During the recent years, the number of novel network types has steadily increased. Amongst others, sensor networks, distributed systems composed of tiny computational devices with scarce resources, have emerged. The further development and heterogeneous connection of such systems imposes new requirements on the software development process. Mobile and wireless networks, for instance, have to organize themselves autonomously and must be able to react to changes in the environment and to failing nodes alike. Researching new approaches for the design of distributed algorithms may lead to methods with which these requirements can be met efficiently. In this thesis, one such method is developed, tested, and discussed in respect of its practical utility. Our new design approach for distributed algorithms is based on Genetic Programming, a member of the family of evolutionary algorithms. Evolutionary algorithms are metaheuristic optimization methods which copy principles from natural evolution. They use a population of solution candidates which they try to refine step by step in order to attain optimal values for predefined objective functions. The synthesis of an algorithm with our approach starts with an analysis step in which the wanted global behavior of the distributed system is specified. From this specification, objective functions are derived which steer a Genetic Programming process where the solution candidates are distributed programs. The objective functions rate how close these programs approximate the goal behavior in multiple randomized network simulations. The evolutionary process step by step selects the most promising solution candidates and modifies and combines them with mutation and crossover operators. This way, a description of the global behavior of a distributed system is translated automatically to programs which, if executed locally on the nodes of the system, exhibit this behavior. In our work, we test six different ways for representing distributed programs, comprising adaptations and extensions of well-known Genetic Programming methods (SGP, eSGP, and LGP), one bio-inspired approach (Fraglets), and two new program representations called Rule-based Genetic Programming (RBGP, eRBGP) designed by us. We breed programs in these representations for three well-known example problems in distributed systems: election algorithms, the distributed mutual exclusion at a critical section, and the distributed computation of the greatest common divisor of a set of numbers. Synthesizing distributed programs the evolutionary way does not necessarily lead to the envisaged results. In a detailed analysis, we discuss the problematic features which make this form of Genetic Programming particularly hard. The two Rule-based Genetic Programming approaches have been developed especially in order to mitigate these difficulties. In our experiments, at least one of them (eRBGP) turned out to be a very efficient approach and in most cases, was superior to the other representations.
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In this thesis, I designed and implemented a virtual machine (VM) for a monomorphic variant of Athena, a type-omega denotational proof language (DPL). This machine attempts to maintain the minimum state required to evaluate Athena phrases. This thesis also includes the design and implementation of a compiler for monomorphic Athena that compiles to the VM. Finally, it includes details on my implementation of a read-eval-print loop that glues together the VM core and the compiler to provide a full, user-accessible interface to monomorphic Athena. The Athena VM provides the same basis for DPLs that the SECD machine does for pure, functional programming and the Warren Abstract Machine does for Prolog.
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Research on autonomous intelligent systems has focused on how robots can robustly carry out missions in uncertain and harsh environments with very little or no human intervention. Robotic execution languages such as RAPs, ESL, and TDL improve robustness by managing functionally redundant procedures for achieving goals. The model-based programming approach extends this by guaranteeing correctness of execution through pre-planning of non-deterministic timed threads of activities. Executing model-based programs effectively on distributed autonomous platforms requires distributing this pre-planning process. This thesis presents a distributed planner for modelbased programs whose planning and execution is distributed among agents with widely varying levels of processor power and memory resources. We make two key contributions. First, we reformulate a model-based program, which describes cooperative activities, into a hierarchical dynamic simple temporal network. This enables efficient distributed coordination of robots and supports deployment on heterogeneous robots. Second, we introduce a distributed temporal planner, called DTP, which solves hierarchical dynamic simple temporal networks with the assistance of the distributed Bellman-Ford shortest path algorithm. The implementation of DTP has been demonstrated successfully on a wide range of randomly generated examples and on a pursuer-evader challenge problem in simulation.
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Most Artificial Intelligence (AI) work can be characterized as either ``high-level'' (e.g., logical, symbolic) or ``low-level'' (e.g., connectionist networks, behavior-based robotics). Each approach suffers from particular drawbacks. High-level AI uses abstractions that often have no relation to the way real, biological brains work. Low-level AI, on the other hand, tends to lack the powerful abstractions that are needed to express complex structures and relationships. I have tried to combine the best features of both approaches, by building a set of programming abstractions defined in terms of simple, biologically plausible components. At the ``ground level'', I define a primitive, perceptron-like computational unit. I then show how more abstract computational units may be implemented in terms of the primitive units, and show the utility of the abstract units in sample networks. The new units make it possible to build networks using concepts such as long-term memories, short-term memories, and frames. As a demonstration of these abstractions, I have implemented a simulator for ``creatures'' controlled by a network of abstract units. The creatures exist in a simple 2D world, and exhibit behaviors such as catching mobile prey and sorting colored blocks into matching boxes. This program demonstrates that it is possible to build systems that can interact effectively with a dynamic physical environment, yet use symbolic representations to control aspects of their behavior.
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In this session we look at the different types of loop in the Java language, and see how they can be used to iterate over Arrays.
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In this session we build on inheritance and look at overriding methods and dynamic binding. Together these give us Polymorphism - the third pillar of Object Oriented Programming - and a very powerful feature that allows us to build methods that deal with superclasses, but whose calls get redirected when we pass in sub-classes.