966 resultados para C (Programming Language)


Relevância:

100.00% 100.00%

Publicador:

Resumo:

The increasing precision of current and future experiments in high-energy physics requires a likewise increase in the accuracy of the calculation of theoretical predictions, in order to find evidence for possible deviations of the generally accepted Standard Model of elementary particles and interactions. Calculating the experimentally measurable cross sections of scattering and decay processes to a higher accuracy directly translates into including higher order radiative corrections in the calculation. The large number of particles and interactions in the full Standard Model results in an exponentially growing number of Feynman diagrams contributing to any given process in higher orders. Additionally, the appearance of multiple independent mass scales makes even the calculation of single diagrams non-trivial. For over two decades now, the only way to cope with these issues has been to rely on the assistance of computers. The aim of the xloops project is to provide the necessary tools to automate the calculation procedures as far as possible, including the generation of the contributing diagrams and the evaluation of the resulting Feynman integrals. The latter is based on the techniques developed in Mainz for solving one- and two-loop diagrams in a general and systematic way using parallel/orthogonal space methods. These techniques involve a considerable amount of symbolic computations. During the development of xloops it was found that conventional computer algebra systems were not a suitable implementation environment. For this reason, a new system called GiNaC has been created, which allows the development of large-scale symbolic applications in an object-oriented fashion within the C++ programming language. This system, which is now also in use for other projects besides xloops, is the main focus of this thesis. The implementation of GiNaC as a C++ library sets it apart from other algebraic systems. Our results prove that a highly efficient symbolic manipulator can be designed in an object-oriented way, and that having a very fine granularity of objects is also feasible. The xloops-related parts of this work consist of a new implementation, based on GiNaC, of functions for calculating one-loop Feynman integrals that already existed in the original xloops program, as well as the addition of supplementary modules belonging to the interface between the library of integral functions and the diagram generator.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Desde los inicios de la codificacin de vdeo digital hasta hoy, tanto la seal de video sin comprimir de entrada al codificador como la seal de salida descomprimida del decodificador, independientemente de su resolucin, uso de submuestreo en los planos de diferencia de color, etc. han tenido siempre la caracterstica comn de utilizar 8 bits para representar cada una de las muestras. De la misma manera, los estndares de codificacin de vdeo imponen trabajar internamente con estos 8 bits de precisin interna al realizar operaciones con las muestras cuando an no se han transformado al dominio de la frecuencia. Sin embargo, el estndar H.264, en gran auge hoy en da, permite en algunos de sus perfiles orientados al mundo profesional codificar vdeo con ms de 8 bits por muestra. Cuando se utilizan estos perfiles, las operaciones efectuadas sobre las muestras todava sin transformar se realizan con la misma precisin que el nmero de bits del vdeo de entrada al codificador. Este aumento de precisin interna tiene el potencial de permitir unas predicciones ms precisas, reduciendo el residuo a codificar y aumentando la eficiencia de codificacin para una tasa binaria dada. El objetivo de este Proyecto Fin de Carrera es estudiar, utilizando las medidas de calidad visual objetiva PSNR (Peak Signal to Noise Ratio, relacin seal ruido de pico) y SSIM (Structural Similarity, similaridad estructural), el efecto sobre la eficiencia de codificacin y el rendimiento al trabajar con una cadena de codificacin/descodificacin H.264 de 10 bits en comparacin con una cadena tradicional de 8 bits. Para ello se utiliza el codificador de cdigo abierto x264, capaz de codificar video de 8 y 10 bits por muestra utilizando los perfiles High, High 10, High 4:2:2 y High 4:4:4 Predictive del estndar H.264. Debido a la ausencia de herramientas adecuadas para calcular las medidas PSNR y SSIM de vdeo con ms de 8 bits por muestra y un tipo de submuestreo de planos de diferencia de color distinto al 4:2:0, como parte de este proyecto se desarrolla tambin una aplicacin de anlisis en lenguaje de programacin C capaz de calcular dichas medidas a partir de dos archivos de vdeo sin comprimir en formato YUV o Y4M. ABSTRACT Since the beginning of digital video compression, the uncompressed video source used as input stream to the encoder and the uncompressed decoded output stream have both used 8 bits for representing each sample, independent of resolution, chroma subsampling scheme used, etc. In the same way, video coding standards force encoders to work internally with 8 bits of internal precision when working with samples before being transformed to the frequency domain. However, the H.264 standard allows coding video with more than 8 bits per sample in some of its professionally oriented profiles. When using these profiles, all work on samples still in the spatial domain is done with the same precision the input video has. This increase in internal precision has the potential of allowing more precise predictions, reducing the residual to be encoded, and thus increasing coding efficiency for a given bitrate. The goal of this Project is to study, using PSNR (Peak Signal to Noise Ratio) and SSIM (Structural Similarity) objective video quality metrics, the effects on coding efficiency and performance caused by using an H.264 10 bit coding/decoding chain compared to a traditional 8 bit chain. In order to achieve this goal the open source x264 encoder is used, which allows encoding video with 8 and 10 bits per sample using the H.264 High, High 10, High 4:2:2 and High 4:4:4 Predictive profiles. Given that no proper tools exist for computing PSNR and SSIM values of video with more than 8 bits per sample and chroma subsampling schemes other than 4:2:0, an analysis application written in the C programming language is developed as part of this Project. This application is able to compute both metrics from two uncompressed video files in the YUV or Y4M format.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

La consola porttil Nintendo DS es una plataforma de desarrollo muy presente entre la comunidad de desarrolladores independientes, con una extensa y nutrida escena homebrew. Si bien las capacidades 2D de la consola estn muy aprovechadas, dado que la mayor parte de los esfuerzos de los creadores amateur estn enfocados en este aspecto, el motor 3D de sta (el que se encarga de representar en pantalla modelos tridimensionales) no lo est de igual manera. Por lo tanto, en este proyecto se tiene en vista determinar las capacidades grficas de la Nintendo DS. Para ello se ha realizado una biblioteca de funciones en C que permite aprovechar las posibilidades que ofrece la consola en el terreno 3D y que sirve como herramienta para la comunidad homebrew para crear aplicaciones 3D de forma sencilla, dado que se ha diseado como un sistema modular y accesible. En cuanto al proceso de renderizado se han sacado varias conclusiones. En primer lugar se ha determinado la posibilidad de asignar varias componentes de color a un mismo vrtice (color material reactivo a la iluminacin, color por vrtice directo y color de textura), tanto de forma independiente como simultneamente, pudindose utilizar para aplicar diversos efectos al modelo, como iluminacin pre-calculada o simulacin de una textura mediante color por vrtice, ahorrando en memoria de video. Por otro lado se ha implementado un sistema de renderizado multi-capa, que permite realizar varias pasadas de render, pudiendo, de esta forma, aplicar al modelo una segunda textura mezclada con la principal o realizar un efecto de reflexin esfrica. Uno de los principales avances de esta herramienta con respecto a otras existentes se encuentra en el apartado de animacin. El renderizador desarrollado permite por un lado animacin por transformacin, consistente en la animacin de mallas o grupos de vrtices del modelo mediante el movimiento de una articulacin asociada que determina su posicin y rotacin en cada frame de animacin. Por otro lado se ha implementado un sistema de animacin por muestreo de vrtices mediante el cual se determina la posicin de stos en cada instante de la animacin, generando frame a frame las poses que componen el movimiento (siendo este ltimo mtodo necesario cuando no se puede animar una malla por transformacin). Un mismo modelo puede contener diferentes esqueletos, animados independientemente entre s, y cada uno de ellos tener definidas varias costumbres de animacin que correspondan a movimientos contextuales diferentes (andar, correr, saltar, etc). Adems, el sistema permite extraer cualquier articulacin para asociar su transformacin a un objeto esttico externo y que ste siga el movimiento de la animacin, pudiendo as, por ejemplo, equipar un objeto en la mano de un personaje. Finalmente se han implementado varios efectos tiles en la creacin de escenas tridimensionales, como el billboarding (tanto esfrico como cilndrico), que restringe la rotacin de un modelo para que ste siempre mire a cmara y as poder emular la apariencia de un objeto tridimensional mediante una imagen plana, ahorrando geometra, o emplearlo para realizar efectos de partculas. Por otra parte se ha implementado un sistema de animacin de texturas por subimgenes que permite generar efectos de movimiento mediante imgenes, sin necesidad de transformar geometra. ABSTRACT. The Nintendo DS portable console has received great interest within the independent developers community, with a huge homebrew scene. The 2D capabilities of this console are well known and used since most efforts of the amateur creators has been focused on this point. However its 3D engine (which handles with the representation of three-dimensional models) is not equally used. Therefore, in this project the main objective is to assess the Nintendo DS graphic capabilities. For this purpose, a library of functions in C programming language has been coded. This library allows the programmer to take advantage of the possibilities that the 3D area brings. This way the library can be used by the homebrew community as a tool to create 3D applications in an easy way, since it has been designed as a modular and accessible system. Regarding the render process, some conclusions have been drawn. First, it is possible to assign several colour components to the same vertex (material colour, reactive to the illumination, colour per vertex and texture colour), independently and simultaneously. This feature can be useful to apply certain effects on the model, such as pre-calculated illumination or the simulation of a texture using colour per vertex, providing video memory saving. Moreover, a multi-layer render system has been implemented. This system allows the programmer to issue several render passes on the same model. This new feature brings the possibility to apply to the model a second texture blended with the main one or simulate a spherical reflection effect. One of the main advances of this tool over existing ones consists of its animation system. The developed renderer includes, on the one hand, transform animation, which consists on animating a mesh or groups of vertices of the model by the movement of an associated joint. This joint determines position and rotation of the mesh at each frame of the animation. On the other hand, this tool also implements an animation system by vertex sampling, where the position of vertices is determined at every instant of the animation, generating the poses that build up the movement (the latter method is mandatory when a mesh cannot be animated by transform). A model can contain multiple skeletons, animated independently, each of them being defined with several animation customs, corresponding to different contextual movements (walk, run, jump, etc). Besides, the system allows extraction of information from any joint in order to associate its transform to a static external object, which will follow the movement of the animation. This way, any object could be equipped, for example, on the hand of a character. Finally, some useful effects for the creation of three-dimensional scenes have been implemented. These effects include billboarding (both spherical and cylindrical), which constraints the rotation of a model so it always looks on the camera's direction. This feature can provide the ability to emulate the appearance of a three-dimensional model through a flat image (saving geometry). It can also be helpful in the implementation of particle effects. Moreover, a texture animation system using sub-images has also been implemented. This system allows the generation of movement by using images as textures, without having to transform geometry.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

El trabajo que se presenta a continuacin desarrolla un modelo para calcular la distancia semntica entre dos oraciones representadas por grafos UNL. Este problema se plantea en el contexto de la traduccin automtica donde diferentes traductores pueden generar oraciones ligeramente diferentes partiendo del mismo original. La medida de distancia que se propone tiene como objetivo proporcionar una evaluacin objetiva sobre la calidad del proceso de generacin del texto. El autor realiza una exploracin del estado del arte sobre esta materia, reuniendo en un nico trabajo los modelos propuestos de distancia semntica entre conceptos, los modelos de comparacin de grafos y las pocas propuestas realizadas para calcular distancias entre grafos conceptuales. Tambin evala los pocos recursos disponibles para poder experimentar el modelo y plantea una metodologa para generar los conjuntos de datos que permitiran aplicar la propuesta con el rigor cientfico necesario y desarrollar la experimentacin. Utilizando las piezas anteriores se propone un modelo novedoso de comparacin entre grafos conceptuales que permite utilizar diferentes algoritmos de distancia entre conceptos y establecer umbrales de tolerancia para permitir una comparacin flexible entre las oraciones. Este modelo se programa utilizando C++, se alimenta con los recursos a los que se ha hecho referencia anteriormente, y se experimenta con un conjunto de oraciones creado por el autor ante la falta de otros recursos disponibles. Los resultados del modelo muestran que la metodologa y la implementacin pueden conducir a la obtencin de una medida de distancia entre grafos UNL con aplicacin en sistemas de traduccin automtica, sin embargo, la carencia de recursos y de datos etiquetados con los que validar el algoritmo requieren un esfuerzo previo importante antes de poder ofrecer resultados concluyentes.---ABSTRACT---The work presented here develops a model to calculate the semantic distance between two sentences represented by their UNL graphs. This problem arises in the context of machine translation where different translators can generate slightly different sentences from the same original. The distance measure that is proposed aims to provide an objective evaluation on the quality of the process involved in the generation of text. The author carries out an exploration of the state of the art on this subject, bringing together in a single work the proposed models of semantic distance between concepts, models for comparison of graphs and the few proposals made to calculate distances between conceptual graphs. It also assesses the few resources available to experience the model and presents a methodology to generate the datasets that would be needed to develop the proposal with the scientific rigor required and to carry out the experimentation. Using the previous parts a new model is proposed to compute differences between conceptual graphs; this model allows the use of different algorithms of distance between concepts and is parametrized in order to be able to perform a flexible comparison between the resulting sentences. This model is implemented in C++ programming language, it is powered with the resources referenced above and is experienced with a set of sentences created by the author due to the lack of other available resources. The results of the model show that the methodology and the implementation can lead to the achievement of a measure of distance between UNL graphs with application in machine translation systems, however, lack of resources and of labeled data to validate the algorithm requires an important effort to be done first in order to be able to provide conclusive results.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

El presente trabajo consiste en el estudio de la viabilidad en el uso de tres posibles opciones orientadas a la captura de la posicin y la postura de personas en entornos reales, as como el diseo e implementacin de un prototipo de captura en cada uno de ellos. Tambin se incluye una comparativa con el fin de destacar los pros y los contras de cada solucin. Una de las alternativas para llevarlo a cabo consiste en un sistema de tracking ptico por infrarrojos de alta calidad y precisin, como es Optitrack; la segunda se basa en una solucin de bajo coste como es el perifrico Kinect de Microsoft y la tercera consiste en la combinacin de ambos dispositivos para encontrar un equilibrio entre precisin y economa, tomando los puntos fuertes de cada uno para contrarrestar sus debilidades. Uno de los puntos importantes del trabajo es que el uso de los prototipos de captura est orientado a entornos de trabajo reales (en concreto en la captura de los movimientos del personal que trabaja en un quirfano), as que han sido necesarias pruebas para minimizar el efecto de las fuentes de luz en los sistemas de infrarrojos, el estudio de los dispositivos para determinar el nmero de personas que son capaces de capturar a la vez sin que esto afecte a su rendimiento y el nivel de invasin de los dispositivos en los trabajadores (marcadores para el tracking), adems de los mecanismos apropiados para minimizar el impacto de las oclusiones utilizando mtodos de interpolacin y ayudndose del conocimiento del contexto, las restricciones de movimiento del cuerpo humano y la evolucin en el tiempo. Se han desarrollado conocimientos en el funcionamiento y configuracin dispositivos como el sistema de captura Optitrack de Natural Point y el sistema de deteccin de movimiento Kinect desarrollado por Microsoft. Tambin se ha aprendido el funcionamiento del entorno de desarrollo y motor de videojuegos multiplataforma homnimos Unity y del lenguaje de programacin C# que utiliza dicho entorno para sus scripts de control, as como los protocolos de comunicacin entre los distintos sistemas que componen los prototipos como son VRPN y NatNet.---ABSTRACT---This project is about a viability study in the use of three possible options, oriented towards the capture of the position and view of people in a real environment, as well as the design and implementation of a capturing prototype in each of them. A comparative study is also included, in order to emphasise the pros and cons of each solution. One of the alternatives consists of an optical tracking system via high quality and precision infrareds, like Optitrack; the second is based on a low cost solution, such as Microsofts Kinect peripheral, and the third consists on a combination of both devices to find a balance between precision and price, taking the strong points of each of the mechanisms to make up for the weaknesses. One of the important parts of this project is that the use of the capturing prototypes is directed towards real life work situations (specifically towards the capturing of the movements of surgery personnel), so various tests have been necessary in order to minimize the effect of light sources in infrared systems, the study of the devices to determine the number of people that they are capable of capturing simultaneously without affecting their performance and the invasion level of the devices towards the workers (tracking markers), as well as the mechanisms adopted to minimize the impact of the occlusions using interpolation methods and with help of the knowledge of the surroundings, the human movement restrictions and the passing of time. Knowledge has been developed on the functioning and configuration of the devices such as Natural Points Optitrak capturing system, and the Kinect movement detection system developed by Microsoft. We have also learned about the operating of the development and incentive environment of multiplatform videogames of namesake Unity and of C# programming language, which uses said environment for its control scripts, as well as communication protocols between the different systems that make up prototypes like VRPN and NatNet.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Esta tese prope um modelo de regenerao de energia metroviria, baseado no controle de paradas e partidas do trem ao longo de sua viagem, com o aproveitamento da energia proveniente da frenagem regenerativa no sistema de trao. O objetivo otimizar o consumo de energia, promover maior eficincia, na perspectiva de uma gesto sustentvel. Aplicando o Algoritmo Gentico (GA) para obter a melhor configurao de trfego dos trens, a pesquisa desenvolve e testa o Algoritmo de Controle de Trao para Regenerao de Energia Metroviria (ACTREM), usando a Linguagem de programao C++. Para analisar o desempenho do algoritmo de controle ACTREM no aumento da eficincia energtica, foram realizadas quinze simulaes da aplicao do ACTREM na linha 4 - Amarela do metr da cidade de So Paulo. Essas simulaes demonstraram a eficincia do ACTREM para gerar, automaticamente, os diagramas horrios otimizados para uma economia de energia nos sistemas metrovirios, levando em considerao as restries operacionais do sistema, como capacidade mxima de cada trem, tempo total de espera, tempo total de viagem e intervalo entre trens. Os resultados mostram que o algoritmo proposto pode economizar 9,5% da energia e no provocar impactos relevantes na capacidade de transporte de passageiros do sistema. Ainda sugerem possveis continuidades de estudos.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

In a certain automobile factory, batch-painting of the body types in colours is controlled by an allocation system. This tries to balance production with orders, whilst making optimally-sized batches of colours. Sequences of cars entering painting cannot be optimised for easy selection of colour and batch size. `Over-production' is not allowed, in order to reduce buffer stocks of unsold vehicles. Paint quality is degraded by random effects. This thesis describes a toolkit which supports IKBS in an object-centred formalism. The intended domain of use for the toolkit is flexible manufacturing. A sizeable application program was developed, using the toolkit, to test the validity of the IKBS approach in solving the real manufacturing problem above, for which an existing conventional program was already being used. A detailed statistical analysis of the operating circumstances of the program was made to evaluate the likely need for the more flexible type of program for which the toolkit was intended. The IKBS program captures the many disparate and conflicting constraints in the scheduling knowledge and emulates the behaviour of the program installed in the factory. In the factory system, many possible, newly-discovered, heuristics would be awkward to represent and it would be impossible to make many new extensions. The representation scheme is capable of admitting changes to the knowledge, relying on the inherent encapsulating properties of object-centres programming to protect and isolate data. The object-centred scheme is supported by an enhancement of the `C' programming language and runs under BSD 4.2 UNIX. The structuring technique, using objects, provides a mechanism for separating control of expression of rule-based knowledge from the knowledge itself and allowing explicit `contexts', within which appropriate expression of knowledge can be done. Facilities are provided for acquisition of knowledge in a consistent manner.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

, - . , . , n- - . - C++.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

The paper presents the application of a CAD system for digital representation of traditional knitting. The CAD system is oriented to hand knitting. As a software application the system is developed by using C# programming language and .NET platform. The paper focuses on the applied side of the software and its usage as a means of representing and storing ethnographic exhibits.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

These notes follow on from the material that you studied in CSSE1000 Introduction to Computer Systems. There you studied details of logic gates, binary numbers and instruction set architectures using the Atmel AVR microcontroller family as an example. In your present course (METR2800 Team Project I), you need to get on to designing and building an application which will include such a microcontroller. These notes focus on programming an AVR microcontroller in C and provide a number of example programs to illustrate the use of some of the AVR peripheral devices.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

This paper presents the unique collection of additional features of Qu-Prolog, a variant of the Al programming language Prolog, and illustrates how they can be used for implementing DAI applications. By this we mean applications comprising communicating information servers, expert systems, or agents, with sophisticated reasoning capabilities and internal concurrency. Such an application exploits the key features of Qu-Prolog: support for the programming of sound non-clausal inference systems, multi-threading, and high level inter-thread message communication between Qu-Prolog query threads anywhere on the internet. The inter-thread communication uses email style symbolic names for threads, allowing easy construction of distributed applications using public names for threads. How threads react to received messages is specified by a disjunction of reaction rules which the thread periodically executes. A communications API allows smooth integration of components written in C, which to Qu-Prolog, look like remote query threads.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Ohjelmointitaito on asia, jonka oppimisesta ja opettamisesta voidaan olla montaa mielt, eik yht oikeaa tapaa toteuttaa ohjelmoinnin opetusta tunnu olevan olemassa. Se on kuitenkin selv, ett jotkin menetelmt ja tykalut tuntuvat olevan parempia kuin toiset. Lukuvuoden 2005-2006 ptteeksi Lappeenrannan teknillinen yliopisto ptti pivitt ohjelmoinnin perusopetusta, ja kokeili siirtymist Python-ohjelmointikieleen ohjelmoinnin alkeiskursseilla. Koska kurssin varsinaiset muutokset keskittyivt tekniseen infrastruktuuriin, tutustuttiin alustavassa kirjallisuustutkimuksessa ensin erilaisiin lhestymistapoihin,aiempiin tapauksiin sek mielekkiden tykalujen lytmiseen. Tss diplomityss perehdytn ohjelmoinnin opetuksen tykaluihin sek erityisesti Python-ohjelmointikielen hydyntmiseen ohjelmoinnin perusopetuksessa. Diplomity esittelee useita lhestymistapoja sek keskittyy tutkimaan Pythonin soveltuvuutta alkeisopetuksen kytttarkoituksiin. Diplomity tutustuu mys Lappeenrannassa jrjestetyn ohjelmoinnin perusteiden kurssin tuloksiin, ja analysoi sit, pystyik Python-pohjainen kurssi toteuttamaan teknisen yliopiston sille asettamat vaatimukset. Lopuksi aineistosta analysoidaan jatkotutkimuksen tarpeita sek pyritn lytmn ne osa-alueet, joita niss jatkotutkimuksissa tulisi viel kehitt.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Possibilistic Defeasible Logic Programming (P-DeLP) is a logic programming language which combines features from argumentation theory and logic programming, incorporating the treatment of possibilistic uncertainty at the object-language level. In spite of its expressive power, an important limitation in P-DeLP is that imprecise, fuzzy information cannot be expressed in the object language. One interesting alternative for solving this limitation is the use of PGL+, a possibilistic logic over Gdel logic extended with fuzzy constants. Fuzzy constants in PGL+ allow expressing disjunctive information about the unknown value of a variable, in the sense of a magnitude, modelled as a (unary) predicate. The aim of this article is twofold: firstly, we formalize DePGL+, a possibilistic defeasible logic programming language that extends P-DeLP through the use of PGL+ in order to incorporate fuzzy constants and a fuzzy unification mechanism for them. Secondly, we propose a way to handle conflicting arguments in the context of the extended framework.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

In the last decade defeasible argumentation frameworks have evolved to become a sound setting to formalize commonsense, qualitative reasoning. The logic programming paradigm has shown to be particularly useful for developing different argument-based frameworks on the basis of different variants of logic programming which incorporate defeasible rules. Most of such frameworks, however, are unable to deal with explicit uncertainty, nor with vague knowledge, as defeasibility is directly encoded in the object language. This paper presents Possibilistic Logic Programming (P-DeLP), a new logic programming language which combines features from argumentation theory and logic programming, incorporating as well the treatment of possibilistic uncertainty. Such features are formalized on the basis of PGL, a possibilistic logic based on Godel fuzzy logic. One of the applications of P-DeLP is providing an intelligent agent with non-monotonic, argumentative inference capabilities. In this paper we also provide a better understanding of such capabilities by defining two non-monotonic operators which model the expansion of a given program P by adding new weighed facts associated with argument conclusions and warranted literals, respectively. Different logical properties for the proposed operators are studied

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Software integration is a stage in a software development process to assemble separate components to produce a single product. It is important to manage the risks involved and being able to integrate smoothly, because software cannot be released without integrating it first. Furthermore, it has been shown that the integration and testing phase can make up 40 % of the overall project costs. These issues can be mitigated by using a software engineering practice called continuous integration. This thesis work presents how continuous integration is introduced to the author's employer organisation. This includes studying how the continuous integration process works and creating the technical basis to start using the process on future projects. The implemented system supports software written in C and C++ programming languages on Linux platform, but the general concepts can be applied to any programming language and platform by selecting the appropriate tools. The results demonstrate in detail what issues need to be solved when the process is acquired in a corporate environment. Additionally, they provide an implementation and process description suitable to the organisation. The results show that continuous integration can reduce the risks involved in a software process and increase the quality of the product as well.