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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
201

Der objektorientierte hierarchische Netzgenerator Netgen69-C++

Meyer, Marko 30 October 1998 (has links)
Im Rahmen der Arbeit in der damaligen DFG-Forschungsgruppe ¨Scientific Parallel Computing¨ wurde ein hierarchischer paralleler Netzgenerator fuer das Finite-Elemente- Programmpaket SPC-PM CFD unter dem Namen NETGEN69 entwickelt. Als Programmiersprache wurde seinerzeit - wie auch in den FEM-Programmen selbst - FORTRAN benutzt. Im Rahmen des Teilprojektes B2 im Sonderforschungsbereich 393 bestand nunmehr die Aufgabe, den Netzgenerator in ein objektorientiertes Layout zu fassen und in C++zu implementieren. Die Beschreibung von Ein- und Ausgabedaten kann in [3] nachgelesen werden. Die Form der Eingabedaten hat sich aus Kompatibilitaetsgruenden nicht geaendert und wird auch in Zukunft so beibehalten werden. Auch das der Assemblierung und FEM-Rechnung zuge- wandte Interface wurde vorerst nicht geaendert. Ein Wrapper, der fuer die Generierung der erwarteten Ausgabedaten aus den netzgeneratoreigenen Datenbestaenden sorgt, ist derzeit in Planung. Diese Lösung ist freilich nur voruebergehender Natur; sie ermoeglicht es uns, den Netzgenerator innerhalb der FEM-Bibliotheken zu testen.
202

[pt] MODELAGEM DE REDES DE TRANSPORTES USANDO A PROGRAMAÇÃO ORIENTADA A OBJETOS / [es] MODELAJE DE REDES DE TRANSPORTE UTILIZANDO A PROGRAMACIÓN ORIENTADA A OBJETOS / [en] TRANSPORTATION NETWORKS MODELLING USING OBJECT ORIENTED PROGRAMMING

17 July 2001 (has links)
[pt] Esta dissertação de mestrado apresenta a utilização do novo paradigma de desenvolvimento de software, a programação orientada a objetos (OOP), na modelagem em redes de transportes. A utilização da OOP visa, através de suas características: herança, polimorfismo e encapsulamento, aumentar a flexibilidade, produtividade e eficiência dos softwares desenvolvidos segundo seus princípios. O programa desenvolvido, visa servir como uma ferramenta de auxílio a tomada de decisão, a nível estratégico, no planejamento de redes de transportes urbanos. O software faz a alocação de fluxos em redes buscando minimizar o custo do usuário, ou seja, segundo o primeiro princípio de Wardrop. Este estudo foi baseado no método Fusion, que propõe uma abordagem sistemática para o desenvolvimento de software orientado a objetos. O método também está voltado para requisitos de desenvolvimento para e com reutilização. Será feita uma abordagem a nível de análise, projeto e implementação. / [en] This Master thesis presents the utilization in transport modeling the new paradigm in software development, the Object Oriented Program (OOP). The using of OOP seeks improve the flexibility, productivity and efficiency in software developed under such principles. This will be done thought its characteristics: inheritance, polymorphism and encapsulation. The application of the OOP principles has been done adjusting the software TRAFFIC, developed in the University of Montreal. The model will be used like a decision making tool for the urban network transportation planning, ai a strategic level. The software assigns vehicle flows on road networks in order to minimize the user cost, following the first Wardrop`s principle. This research has been based on the Fusion method, that presents a systematic approach for development of object oriented software. The method also is directed toward the requirements of development with and for reutilization. The study will be developed at the level of analysis, project and implementation. / [es] Esta disertación de mestrado presenta la utilización del nuevo paradigma de desarrollo de software, la programación orientada a objetos (OOP), en la modelaje de redes de transportes. La utilización de la OOP tiene como objetivo, a través de sus características (herencia, polimorfismo y encapsulamiento) aumentar la flexibilidad, productividad y eficiencia de los softwares desarrollados según sus principios. El programa desarrollado sirve como herramienta de auxilio a la toma de decisión, a nivel estratégico, en la planificación de redes de transportes urbanos. El software configura los flujos en redes buscando minimizar el costo del usuario, o sea, según el primer princípio de Wardrop. Este estudio está basado en el método Fusión, que propone una abordaje sistemática para el desarrollo de software orientado a objetos. El método también considera requisitos de desarrollo para y con reutilización. Se realiza una abordaje a nível de análise, proyecto e implementación.
203

Process Patterns - a Means to Describe Processes in a Flexible Way

Hagen, Mariele, Gruhn, Volker 31 January 2019 (has links)
Process patterns allow the modular modelling and adaptable application of business processes. Present descriptions of process patterns show defects like non-uniform and unequivocal description forms and missing relationship definitions. These defects disadvantageously affect the effective usage of process patterns. In this work we introduce the language PROPEL (Process Pattern Description Language), which provides concepts for the semiformal description of process patterns and relationships between process patterns. With the help of PROPEL single process patterns can be modelled and, by definition of relationships, be composed to more complicated processes. With the representation of different views of a process pattern catalog the process patterns and their relationships can be shown clearly. An example illustrates how a process pattern catalog and the contained process patterns are modelled. It is shown that in applying PROPEL the complexity of a process model can be reduced and inconsistencies of processes be eliminated.
204

Functional Reactive Programming as programming model for telecom server software

Toczé, Klervie January 2014 (has links)
This thesis studies the use of the functional reactive programming (FRP) framework reactive-banana in a prototype which simulates a part of a Long-Term Evolution (LTE) base station: the Radio Resource Control connection setup procedure. The investigated problem is to determine whether using this FRP framework leads to an implementation with suitable performance and improved maintainability compared to the current implementation. Enhancing the maintainability of the base station software enables quicker and more efficient maintenance activities, which lead to an improved customer satisfaction. Moreover, it means that less programmers need to work on maintenance, so they can work on developing new products instead. In order to compare the use of the FRP paradigm to the one currently used in the base station implementation, the object-oriented programming (OOP) paradigm, a second prototype using this paradigm was also implemented. Having two prototypes implementing the same designed reference model (which is a simplified version of the Radio Resource Control connection setup procedure) enables a relevant comparison of the two paradigms. The two prototypes were then compared in terms of performance and maintainability. The maintainability evaluation consisted in using both software metrics and experts’ assessment, as this has been proven to be the most efficient way to evaluate software maintainability. Four experts were asked to fill in a questionnaire after reviewing the code of the two implementations. The comparison of the two prototypes indicates that the FRP prototype is more maintainable than the OOP one, but the OOP prototype has better performances than the FRP one. Moreover, the performance of the FRP prototype during the conducted tests indicates that such an implementation of the FRP paradigm is not suitable for a real base station.
205

Integrering av Planetariemjukvaran Uniview med Virtuell Verklighet / Integrating Uniview Planetarium Software with Virtual Reality

Lemoine, Marcus, Brook, Colin January 2019 (has links)
Uniview är mjukvara som främst används som presentations- och visualiseringsverktyg vid pla- netarium. För att utforska nya användningsområden av Uniview vill man på Sciss integrera sin mjukvara med headsets för virtuell verklighet. Den här studien redogör för de metoder och verk- tyg som användes i utvecklingen av en prototyp, vars syfte är att visa om detta är en eftersträvans- värd tillämpning av planetariemjukvaran.Prototypen byggdes i spelmotorn Unity och är ett exempel på flitigt återanvändande av kod och mjukvara, till exempel användes ramverket Spout för att överföra bildinformation från Uniview. För att göra prototypen utfördes en snabb kravspecifikation bestående av målgruppsidentifiering, val av funktioner och formgivning. En genomförbarhetsstudie gjordes för att bestämma vilka tek- nologier som skulle användas i implementationen. Prototypen implementerades sedan enligt ob- jektorienterade designprinciper och mönster.Användningstestning av den producerade prototypen indikerade att virtuell verklighet hade pot- ential som användningsområde för Uniview. / Uniview is a software primarily used as a presentation and visualisation tool at planetariums. To explore new ways to make use of Uniview, Sciss wants to integrate their software with head mounted displays for virtual reality. This study describes the methods and tools used to develop a prototype with the purpose of exploring if this is a worthwhile application of the planetarium software.The prototype was built in the game engine Unity and is an example of industrious reuse of code and software, for example the framework Spout was used to transfer images from Uniview. The prototype went through a short process of requirements specification with identification of target audience, choice of functionality and layout design. A feasibility study was done in order to find out what technologies should be used in the implementation. The prototype was then implemen- ted according to object-oriented design principles and patterns.User testing of the produced prototype indicated that virtual reality had potential as an applicat- ion scope for Uniview.
206

On Radar Deception, As Motivation For Control Of Constrained Systems

Hajieghrary, Hadi 01 January 2013 (has links)
This thesis studies the control algorithms used by a team of ECAVs (Electronic Combat Air Vehicle) to deceive a network of radars to detect a phantom track. Each ECAV has the electronic capability of intercepting the radar waves, and introducing an appropriate time delay before transmitting it back, and deceiving the radar into seeing a spurious target beyond its actual position. On the other hand, to avoid the errors and increase the reliability, have a complete coverage in various atmosphere conditions, and confronting the effort of the belligerent intruders to delude the sentinel and enter the area usually a network of radars are deployed to guard the region. However, a team of cooperating ECAVs could exploit this arrangement and plans their trajectories in a way all the radars in the network vouch for seeing a single and coherent spurious track of a phantom. Since each station in the network confirms the other, the phantom track is considered valid. This problem serves as a motivating example in trajectory planning for the multi-agent system in highly constrained operation conditions. The given control command to each agent should be a viable one in the agent limited capabilities, and also drives it in a cumulative action to keep the formation. In this thesis, three different approaches to devise a trajectory for each agent is studied, and the difficulties for deploying each one are addressed. In the first one, a command center has all information about the state of the agents, and in every step decides about the control each agent should apply. This method is very effective and robust, but needs a reliable communication. In the second method, each agent decides on its own control, and the members of the group just communicate and agree on the range of control they like to apply on the phantom. Although in this method much less data needs to communicate between the agents, it is very sensitive to the disturbances and miscalculations, and could be easily fell apart or come to a state with no feasible solution to continue. In the third method a differential geometric approach to the problem is studied. This method has a very strong backbone, and minimizes the communication needed to a binary one. However, less data provided to the agents about the system, more sensitive and infirm the system is when it faced with imperfectionalities. In this thesis, an object oriented program is developed in the Matlab software area to simulate all these three control strategies in a scalable fashion. Object oriented programming is a naturally suitable method to simulate a multi-agent system. It gives the flexibility to make the code more iv close to a real scenario with defining each agent as a separated and independent identity. The main objective is to understand the nature of the constrained dynamic problems, and examine various solutions in different situations. Using the flexibility of this code, we could simulate several scenarios, and incorporate various conditions on the system. Also, we could have a close look at each agent to observe its behavior in these situations. In this way we will gain a good insight of the system which could be used in designing of the agents for specific missions.
207

Dynamically reconfigurable parameterized components

Sridhar, Nigamanth 20 May 2004 (has links)
No description available.
208

EFFICIENT AND PRODUCTIVE GPU PROGRAMMING

Mengchi Zhang (13109886) 28 July 2022 (has links)
<p> </p> <p>Productive programmable accelerators, like GPUs, have been developed for generations to support programming features. The ever-increasing performance improves the usability of programming features on GPUs, and these programming features further ease the porting of code and data structure from CPU to GPU. However, GPU programming features, such as function call or runtime polymorphism, have not been well explored or optimized.</p> <p>I identify efficient and productive GPU programming as a potential area to exploit. Although many programming paradigms are well studied and efficiently supported on CPU architectures, their performance on novel accelerators, like GPUs, has never been studied, evaluated, and made perfect. For instance, programming with functions is a commonplace programming paradigm that shapes software programs with modularity and simplifies code with reusability. A large amount of work has been proposed to alleviate function calling overhead on CPUs, however, less paper talked about its deficiencies on GPUs. On the other hand, polymorphism amplifies an object’s behaviors at runtime. A body of work targets</p> <p>efficient polymorphism on CPUs, but no work has ever discussed this feature under GPU contexts.</p> <p><br></p> <p>In this dissertation, I discussed those two programming features on GPU architectures. First, I performed the first study to identify the deficiency of GPU polymorphism. I created micro-benchmarks to evaluate virtual function overhead in controlled settings and the first GPU polymorphic benchmark suite, ParaPoly, to investigate real-world scenarios. The micro-benchmarks indicated that the virtual function overhead is usually negligible but can</p> <p>cause up to a 7x slowdown. Virtual functions in ParaPoly show a geometric meaning of 77% overhead on GPUs compared to the function’s inlined version. Second, I proposed two novel techniques that determine an object’s type only by its address pointer to improve GPU polymorphism. The first technique, Coordinated Object</p> <p>Allocation and function Lookup (COAL) is a software-only technique that uses the object’s address to determine its type. The second technique, TypePointer, needs hardware modification to embed the object’s type information into its address pointer. COAL achieves 80%  and 6% improvements, and TypePointer achieves 90% and 12% over contemporary CUDA and our type-based SharedOA.</p> <p>Considering the growth of GPU programs, function calls become a pervasive paradigm to be consistently used on GPUs. I also identified the overhead of excessive register spilling with function calls on GPU. To diminish this cost, I proposed a novel Massively Multithreaded Register Windowing technique with Variable Size Register Window and Register-Conscious Warp Scheduling. Our techniques improve the representative workloads with a geometric</p> <p>mean of 1.18x with only 1.8% hardware storage overhead.</p>
209

Modularity, Scalability, Reusability, Configurability, and Interoperability of ASIC/FPGA Verification IP / Modularitet, skalbarhet, återanvändbarhet, konfigurerbarhet och interoperabilitet av ASIC/FPGA-verifierings-IP

Rao, Trupti January 2022 (has links)
The complexity of chip design has been exponentially rising, resulting in increased complexity and costs in chip verification. This rise in complexity results in increased time to market and increases risks of chip in fabrication, that can be catastrophic and result in major losses. For this reason, it is necessary for companies to ensure the verification testbenches used are predictable and reusable. The SystemVerilog language is a Hardware Verification Language that adopts the object-oriented principles. It is a highly suitable language for verification environments as it offers functional coverage, constrained random testing and assertions. The Universal Verification Methodology package consists of SystemVerilog libraries used for the industry grade verification environments. The Universal Verification Methodology takes advantages of features and design patterns from software engineering in general and Object-oriented Programming in particular, such as data hiding to raise the level of abstraction, generic programming to increase reusability, polymorphism for inter-operability, etc. There is a lot of pressure on the performance of today’s verification teams. This thesis develops a functional verification environment for the Avalon Streaming Interface while incorporating design practices that make the environment far more robust and reusable. The study focuses on instilling properties in the Verification environment that help save verification time. / Komplexiteten i chipdesign har ökat exponentiellt, vilket resulterat i ökad komplexitet och ökade kostnader vid chipverifiering. Denna ökning i komplexitet resulterar i längre tid till marknaden och ökar riskerna vid tillverkning av kiselchip, vilket kan vara katastrofalt och leda till stora förluster. Av denna anledning är det nödvändigt för företag att säkerställa att de testbänkar som används vid verifiering är förutsägbara och återanvändbara. Språket SystemVerilog är ett verifieringsspråk för maskinvara med objektorienterade egenskaper. Det är mycket lämpligt i verifieringsmiljöer eftersom det erbjuder funktionell täckning, målmässigt begränsade slumpmässiga tester samt påstenden i form av assertions. Biblioteket Universal Verification Methodology består av SystemVerilog-funktioner som används vid verifiering i industrimiljöer. Den universella verifieringsmetoden drar fördel av funktioner och designmönster från mjukvaruteknik i allmänhet och Objektorienterad Programmering i synnerhet, genom att gömma data för att höja abstraktionsnivån, generisk programmering för att öka återanvändbarheten, polymorfism för interoperabilitet, etc. Det är mycket press på prestandan för dagens verifieringslag. Denna avhandling utvecklar en funktionell verifieringsmiljö för ett Avalon Streaming Interface samtidigt som det integrerar designpraxis vilket gör miljön mycket mer robust och återanvändbar. Studien fokuserar på att inkludera egenskaper i verifieringsmiljön vilka hjälper till att spara verifieringstid.
210

Post processor for design of reinforced concrete space frames using object oriented programming

Patel, Jayendra R. 29 July 2009 (has links)
A Windows based post processor for the design of reinforced concrete space frames is developed. The post processor is capable of designing beams and columns of reinforced concrete space frames in accordance with the ACI specification. The program is developed in C++ using the object oriented programming approach. The objects used in the program represents a one to one analogy with objects in the real world. The computer model of a structure is composed of objects like members, joints, loads, beams and columns. The development of the post processor is discussed and the program architecture is presented. The design results obtained from the post processor are compared with those obtained from several commercial structural design programs to ensure the correctness of the design. It was concluded that the application of object oriented programming techniques results in programs that are easier to develop and maintain and also greatly reduces the effort required for developing applications for graphical user interfaces. / Master of Science

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