991 resultados para visual programming


Relevância:

100.00% 100.00%

Publicador:

Relevância:

100.00% 100.00%

Publicador:

Resumo:

É do conhecimento geral de que, hoje em dia, a tecnologia evolui rapidamente. São criadas novas arquitecturas para resolver determinadas limitações ou problemas. Por vezes, essa evolução é pacífica e não requer necessidade de adaptação e, por outras, essa evolução pode Implicar mudanças. As linguagens de programação são, desde sempre, o principal elo de comunicação entre o programador e o computador. Novas linguagens continuam a aparecer e outras estão sempre em desenvolvimento para se adaptarem a novos conceitos e paradigmas. Isto requer um esforço extra para o programador, que tem de estar sempre atento a estas mudanças. A Programação Visual pode ser uma solução para este problema. Exprimir funções como módulos que recebem determinado Input e retomam determinado output poderá ajudar os programadores espalhados pelo mundo, através da possibilidade de lhes dar uma margem para se abstraírem de pormenores de baixo nível relacionados com uma arquitectura específica. Esta tese não só mostra como combinar as capacidades do CeII/B.E. (que tem uma arquitectura multi­processador heterogénea) com o OpenDX (que tem um ambiente de programação visual), como também demonstra que tal pode ser feito sem grande perda de performance. ABSTRACT; lt is known that nowadays technology develops really fast. New architectures are created ln order to provide new solutions for different technology limitations and problems. Sometimes, this evolution is pacific and there is no need to adapt to new technologies, but things also may require a change every once ln a while. Programming languages have always been the communication bridge between the programmer and the computer. New ones keep coming and other ones keep improving ln order to adapt to new concepts and paradigms. This requires an extra-effort for the programmer, who always needs to be aware of these changes. Visual Programming may be a solution to this problem. Expressing functions as module boxes which receive determined Input and return determined output may help programmers across the world by giving them the possibility to abstract from specific low-level hardware issues. This thesis not only shows how the CeII/B.E. (which has a heterogeneous multi-core architecture) capabilities can be combined with OpenDX (which has a visual programming environment), but also demonstrates that lt can be done without losing much performance.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

Relatório da Prática de Ensino Supervisionada, Mestrado em Ensino da Matemática, Universidade de Lisboa, Instituto de Educação, 2014

Relevância:

70.00% 70.00%

Publicador:

Resumo:

This paper presents a novel tablet based end-user interface for industrial robot programming (called Hammer). This application makes easier to program tasks for industrial robots like polishing, milling or grinding. It is based on the Scratch programming language, but specifically design and created for Android OS. It is a visual programming concept that allows non-skilled programmer operators to create programs. The application also allows to monitor the tasks while it is being executed by overlapping real time information through augmented reality. The application includes a teach pendant screen that can be customized according to the operator needs at every moment.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

Esta dissertação apresenta uma arquitectura interoperável que permite lidar com a obtenção, manipulação, processamento e análise de informação geográfica. A aplicação 30, implementada como parte da arquitectura, para além de permitir a visualização e manipulação de dados dentro de um ambiente 30, oferece métodos que permitem descobrir, aceder e usar geo-processos, disponíveis através de serviços Web. A interacção com o utilizador é também feita através uma abordagem que quebra a típica complexidade que a maioria dos Sistemas de Informação Geográfica apresenta. O recurso à programação visual reduz a complexidade do sistema, e permite aos operadores tirar proveito da localização e de uma abstracção de um processo complexo, onde as unidades de processamento são representadas no terreno através de componentes 30 que podem ser directamente manipuladas e ligadas de modo a criar encandeamentos complexos de processos. Estes processos podem também ser criados visualmente e disponibilizados online. ABSTRACT; This thesis presents an interoperable architecture mainly designed for manipulation, processing and geographical information analysis. The three-dimensional interface, implemented as part of the architecture, besides allowing the visualization and manipulation of spatial data within a 30 environment, offers methods for discovering, accessing and using geo-processes, available through Web Services. Furthermore, the user interaction is done through an approach that breaks the typical complexity of most Geographic information Systems. This simplicity is in general archived through a visual programming approach that allows operators to take advantage of location, and use processes through abstract representations. Thus, processing units are represented on the terrain through 30 components, which can be directly manipulated and linked to create complex process chains. New processes can also be visually created and deployed online.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

The main motivation for the work presented here began with previously conducted experiments with a programming concept at the time named "Macro". These experiments led to the conviction that it would be possible to build a system of engine control from scratch, which could eliminate many of the current problems of engine management systems in a direct and intrinsic way. It was also hoped that it would minimize the full range of software and hardware needed to make a final and fully functional system. Initially, this paper proposes to make a comprehensive survey of the state of the art in the specific area of software and corresponding hardware of automotive tools and automotive ECUs. Problems arising from such software will be identified, and it will be clear that practically all of these problems stem directly or indirectly from the fact that we continue to make comprehensive use of extremely long and complex "tool chains". Similarly, in the hardware, it will be argued that the problems stem from the extreme complexity and inter-dependency inside processor architectures. The conclusions are presented through an extensive list of "pitfalls" which will be thoroughly enumerated, identified and characterized. Solutions will also be proposed for the various current issues and for the implementation of these same solutions. All this final work will be part of a "proof-of-concept" system called "ECU2010". The central element of this system is the before mentioned "Macro" concept, which is an graphical block representing one of many operations required in a automotive system having arithmetic, logic, filtering, integration, multiplexing functions among others. The end result of the proposed work is a single tool, fully integrated, enabling the development and management of the entire system in one simple visual interface. Part of the presented result relies on a hardware platform fully adapted to the software, as well as enabling high flexibility and scalability in addition to using exactly the same technology for ECU, data logger and peripherals alike. Current systems rely on a mostly evolutionary path, only allowing online calibration of parameters, but never the online alteration of their own automotive functionality algorithms. By contrast, the system developed and described in this thesis had the advantage of following a "clean-slate" approach, whereby everything could be rethought globally. In the end, out of all the system characteristics, "LIVE-Prototyping" is the most relevant feature, allowing the adjustment of automotive algorithms (eg. Injection, ignition, lambda control, etc.) 100% online, keeping the engine constantly working, without ever having to stop or reboot to make such changes. This consequently eliminates any "turnaround delay" typically present in current automotive systems, thereby enhancing the efficiency and handling of such systems.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Relatório da Prática de Ensino Supervisionada, Ensino de Informática, Universidade de Lisboa, 2013

Relevância:

60.00% 60.00%

Publicador:

Resumo:

La version intégrale de cette thèse est disponible uniquement pour consultation individuelle à la Bibliothèque de musique de l’Université de Montréal (www.bib.umontreal.ca/MU).

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Fujaba is an Open Source UML CASE tool project started at the software engineering group of Paderborn University in 1997. In 2002 Fujaba has been redesigned and became the Fujaba Tool Suite with a plug-in architecture allowing developers to add functionality easily while retaining full control over their contributions. Multiple Application Domains Fujaba followed the model-driven development philosophy right from its beginning in 1997. At the early days, Fujaba had a special focus on code generation from UML diagrams resulting in a visual programming language with a special emphasis on object structure manipulating rules. Today, at least six rather independent tool versions are under development in Paderborn, Kassel, and Darmstadt for supporting (1) reengineering, (2) embedded real-time systems, (3) education, (4) specification of distributed control systems, (5) integration with the ECLIPSE platform, and (6) MOF-based integration of system (re-) engineering tools. International Community According to our knowledge, quite a number of research groups have also chosen Fujaba as a platform for UML and MDA related research activities. In addition, quite a number of Fujaba users send requests for more functionality and extensions. Therefore, the 8th International Fujaba Days aimed at bringing together Fujaba develop- ers and Fujaba users from all over the world to present their ideas and projects and to discuss them with each other and with the Fujaba core development team.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Proposes a design method for the development of software in Visual BASIC whose programming environment is multi-paradigm. Extensions to structure charts and pseudocode to incorporate the three paradigms have been developed based on the premise that procedural models, event-driven forms and objects are mutually exclusive in operation.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Image stitching is the process of joining several images to obtain a bigger view of a scene. It is used, for example, in tourism to transmit to the viewer the sensation of being in another place. I am presenting an inexpensive solution for automatic real time video and image stitching with two web cameras as the video/image sources. The proposed solution relies on the usage of several markers in the scene as reference points for the stitching algorithm. The implemented algorithm is divided in four main steps, the marker detection, camera pose determination (in reference to the markers), video/image size and 3d transformation, and image translation. Wii remote controllers are used to support several steps in the process. The built‐in IR camera provides clean marker detection, which facilitates the camera pose determination. The only restriction in the algorithm is that markers have to be in the field of view when capturing the scene. Several tests where made to evaluate the final algorithm. The algorithm is able to perform video stitching with a frame rate between 8 and 13 fps. The joining of the two videos/images is good with minor misalignments in objects at the same depth of the marker,misalignments in the background and foreground are bigger. The capture process is simple enough so anyone can perform a stitching with a very short explanation. Although real‐time video stitching can be achieved by this affordable approach, there are few shortcomings in current version. For example, contrast inconsistency along the stitching line could be reduced by applying a color correction algorithm to every source videos. In addition, the misalignments in stitched images due to camera lens distortion could be eased by optical correction algorithm. The work was developed in Apple’s Quartz Composer, a visual programming environment. A library of extended functions was developed using Xcode tools also from Apple.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Operating industrial processes is becoming more complex each day, and one of the factors that contribute to this growth in complexity is the integration of new technologies and smart solutions employed in the industry, such as the decision support systems. In this regard, this dissertation aims to develop a decision support system based on an computational tool called expert system. The main goal is to turn operation more reliable and secure while maximizing the amount of relevant information to each situation by using an expert system based on rules designed for a particular area of expertise. For the modeling of such rules has been proposed a high-level environment, which allows the creation and manipulation of rules in an easier way through visual programming. Despite its wide range of possible applications, this dissertation focuses only in the context of real-time filtering of alarms during the operation, properly validated in a case study based on a real scenario occurred in an industrial plant of an oil and gas refinery

Relevância:

60.00% 60.00%

Publicador:

Resumo:

An automatic image processing and analysis technique has been developed for quantitative characterization of multi-phase materials. For the development of this technique is used the Khoros system that offers the basic morphological tools and a flexible, visual programming language. These techniques are implemented in a highly user oriented image processing environment that allows the user to adapt each step of the processing to his special requirements.To illustrate the implementation and performance of this technique, images of two different materials are processed for microstructure characterization. The result is presented through the determination of volume fraction of the different phases or precipitates.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Neste trabalho, apresentamos uma ferramenta cujo intuito é auxiliar não-programadores, jogadores de videogame, na criação de extensões na forma de Add-ons para World of Warcraft, o jogo online. Nele, o usuário pode criar extensões customizando completamente sua interface, de forma a reinventar a sua experiência de jogo e melhorar sua jogabilidade. A criação de extensões para aplicativos e jogos surgiu da crescente necessidade de fornecer aos usuários mecanismos eficientes de Programação por Usuário Final, permitindo que os mesmos preenchessem suas necessidades singulares através da criação, customização e especificação de extensões em software. Em World of Warcraft mais especificamente, os Add-ons exploram um tipo de extensão na qual os jogadores passam a programar sua própria interface de usuário ou a fazer uso de interfaces criadas por outros usuários. No entanto, realizar a programação dessas extensões - os Add-ons - não é uma tarefa fácil. Dentro deste contexto, desenvolvemos a ferramenta EUPAT for WoW (do inglês, End-User Programming Assistance Tool for World of Warcraft) que oferece assistência à criação de Add-ons. Além disso, investigamos como usuários jogadores com e sem conhecimento de programação são beneficiados. Os resultados desta pesquisa permitiram refletir sobre as estratégias de assistência de programação por usuário final no contexto de jogos

Relevância:

60.00% 60.00%

Publicador:

Resumo:

ArcTech is a software being developed, applied and improved with the aim of becoming an efficient sensitization tool to support the teaching-learning process of Architecture courses. The application deals initially with the thermal comfort of buildings. The output generated by the software shows if a student is able to produce a pleasant environment, in terms of thermal sensation along a 24-hours period. Although one can find the very same characteristics in fully-developed commercial software, the reason to create ArcTech is related to the flexibility of the system to be adapted by the instructor and also to the need of simple tools for the evaluation of specific topics along the courses. The first part of ArcTech is dedicated to data management and that was developed using the visual programming language Delphi 7 and Firebird as the database management system. The second part contains the parameters that can be changed by the system administrator and those related to project visualization. The interface of the system, in which the student will learn how to implement and to evaluate the project alternatives, was built using Macromedia Flash. The software was applied to undergraduate students revealing its easy-learning and easy-teaching interface.