910 resultados para Software Design Pattern


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This study provided a thorough test of the acoustic adaptation hypothesis using a within-species comparison of call structure involving a wide range of habitat types, an objective measure of habitat density and direct measures of habitat-related attenuation. The structure of the bower advertisement call of the satin bowerbird was measured in 16 populations from throughout the species' range and related to the habitat type and density at each site. Transmission of white noise, pure tones and different bowerbird dialects was measured in five of six habitat types inhabited by satin bowerbirds. Bowerbird advertisement call structure converged in similar habitats but diverged among different habitats; this pattern was apparent at both continent-wide and local geographical scales. Bowerbirds' call structures differed with changes in habitat density, consistent with the acoustic adaptation hypothesis. Lower frequencies and less frequency modulation were utilized in denser habitats such as rainforest and higher frequencies and more frequency modulation were used in the more open eucalypt-dominated habitats. The white noise and pure tone transmission measurements indicated that different habitats varied in their sound transmission properties in a manner consistent with the observed variation in satin bowerbird vocalizations. There was no effect of geographical proximity of recording locations, nor was there the predicted inverse relationship between frequency and body size. These findings indicate that the transmission qualities of different habitats have had a major influence on variation in vocal phenotypes in this species. In addition, previously published molecular data for this species suggest that there is no effect of genetic relatedness on call similarity among satin bowerbird populations.

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The design of an antenna that combines a radial line slot array and a circular patch to operate as a dual band (2.4/5.2 GHz) antenna at the access point of a WLAN is presented. The design has been accomplished using commercially available Ansoft HFSS and in-house developed software. The designed antenna shows good performance in terms of return losses, radiation pattern and circular polarization in the two, 2.4 and 5.2 GHz, frequency bands. Due to its good electrical performance and a relatively low profile and low developmental cost, it should be found attractive for use as an access point antenna for dual band operation.

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The design of a dual-band 2.45/5.2 GHz antenna for an access point of a wireless local area network (WLAN) is presented. The proposed antenna is formed by an assembly of a radial line slot array (RLSA) operating at 2.4 GHz and a microstrip patch working at 5.2 GHz. The design of this antenna system is accomplished using commercially available finite element software, high frequency structure simulator (HFSS), of Ansoft. The performance of the designed antenna is assessed in terms of return loss (RL), radiation pattern and polarization purity in the two investigated frequency bands.

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A framework is a reusable design that requires software components to function. To instantiate a framework, a software engineer must provide the software components required by the framework. To do this effectively, the framework-component interfaces must be specified so the software engineer knows what assumptions the framework makes about the components, and so the components can be verified against these assumptions. This paper presents an approach to specifying software frameworks. The approach involves the specification of the framework’s syntax, semantics, and the interfaces between the framework and its components. The approach is demonstrated with a simple case study.

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We present a process for introducing an object-oriented architecture into an abstract functional specification written in Object-Z. Since the design is derived from the specification, correctness concerns are addressed as pan of the design process. We base our approach on refactoring rules that apply to class structure, and use the rules to implement design patterns. As a motivating example, we introduce a user-interface design that follows the model-view-controller paradigm into an existing specification.

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This paper describes a series of design games, specifically aimed at exploring shifts in human agency in order to inform the design of context-aware applications. The games focused on understanding information handling issues in dental practice with participants from a university dental school playing an active role in the activities. Participatory design activities help participants to reveal potential implicit technical resources that can be presented explicitly in technologies in order to assist humans in managing their interactions with and amidst technical systems gracefully.

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This paper describes an experiment in the design of distributed programs. It is based on the theory of Owicki and Gries extended with rules for reasoning about message passing. The experiment is designed to test the effectiveness of the extended theory for designing distributed programs.

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The behavior of characters in current computer games is generally scripted and predictable. This paper discusses some issues related to creating game characters that enhance player engagement and identifies the need for a more player-centered approach to game character design. This paper reports the results of a focus group that was carried out with experienced game players to determine what game character behaviors would enhance their engagement in a game. The four general areas of concern that came out of this discussion were consistency with context, player expectations, social interactions and consistency with the environment. This paper discusses these issues and their implication for game character design with a view to creating engaging game characters. © Springer