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UniRx and Unity 5 : Working with C# and object-oriented reactive programmingWestberg, Johannes January 2017 (has links)
Gameplay programming is vital for video game development and benefits from good tools and techniques. However, techniques are still used in the industry that involves describing how the computer operates. Reactive programming is a way to describe eventful and stateful computer programs declaratively, focusing on what the program should accomplish. This thesis uses the reactive library UniRx with the game engine Unity 5 to create an FPS with reactive techniques, and discusses the advantages and disadvantages of these. Object-oriented reactive programming is used to combine reactive objects with Unity’s component-based framework without using wrappers for non-reactive objects. The results include static methods for observable user input, patterns when defining game components with reactive content, and communication between game objects through interface components. It can be concluded that reactive programming for game programming enables the programmer to describe and understand game logic in a declarative manner. However, combining UniRx and Unity 5 led to complex patterns. Suggestion for future work is using reactive programming with game engines that allows to design game objects that are fully reactive. / Gameplay-programmering är avgörande för utveckling av videospel och har nytta av bra verktyg och tekniker. Dock används tekniker i spelbranschen som kräver att programmeraren beskriver hur datorn utför uppgifter. Reaktiv programmering är ett sätt att beskriva händelserika och föränderliga datorprogram med fokus på vad programmet ska utföra. Denna avhandling använder det reaktiva biblioteket UniRx med spelmotorn Unity 5 för att skapa en FPS med reaktiva tekniker, samt diskuterar fördelarna och nackdelarna med dessa. Objektorienterad reaktiv programmering används för att kombinera reaktiva objekt med Unity’s komponentbaserade ramverk utan att använda wrappers för icke-reaktiva objekt. Resultaten inkluderar statiska metoder för observerbar användarinput, programmeringsmönster för definition av spelkomponenter med reaktivt innehåll och kommunikation mellan spelobjekt via gränssnittskomponenter. Man kan dra slutsatsen att reaktiv programmering för spelprogrammering gör det möjligt för programmeraren att beskriva och förstå spellogik på ett deklarativt sätt. Kombinationen av UniRx och Unity 5 ledde emellertid till komplexa mönster. Förslag till framtida arbete är att använda reaktiv programmering med spelmotorer som gör det möjligt att designa spelobjekt som är helt reaktiva.
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[en] A COMPARISON OF THE STRUCTURED REACTIVE PROGRAMMING AND REACTIVEX MODELS IN SOFT REAL TIME APPLICATIONS / [pt] COMPARAÇÃO DOS MODELOS REACTIVEX E PROGRAMAÇÃO REATIVA ESTRUTURADA EM APLICAÇÕES SOFT REAL TIMETHIAGO DUARTE NAVES 05 July 2021 (has links)
[pt] Nesse trabalho comparamos o uso da programação reativa estruturada
com o uso do ReactiveX no desenvolvimento de aplicações reativas soft real
time. Apresentamos implementações de aplicações em Lua que demonstram o
uso desses modelos em diferentes situações, destacando as vantagens de cada
um. Consideramos também o seu uso combinado em uma mesma aplicação.
Além disso, implementamos um módulo que permite utilizar a programação
reativa estruturada em Lua e utilizamos o módulo RxLua que implementa o
modelo ReactiveX. / [en] In this work we compare the use of structured reactive programming
and ReactiveX in the development of reactive soft real time applications. We
present application implementations using Lua that demonstrate the use of
these models in multiple situations, pointing the advantages of using each one.
Another consideration is combining both models in a single application. We
also developed a module that allows the use of structured reactive programming
in Lua and used the RxLua module which implements the ReactiveX
model.
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Distribuovaný repositář digitálních forenzních dat / Distributed Forensic Digital Data RepositoryJosefík, Martin January 2018 (has links)
This work deals with the design of distributed repository aimed at storing digital forensic data. The theoretical part of the thesis describes digital forensics and what is its purpose. There are also explained Big data, suitable storages, their properties, advantages and disadvantages, in this part. The main part of the thesis deals with the design and implementation of distributed storage for digital forensic data. The design is also focused in suitable indexing of stored data, and supporting new types of digital forensic data. The performance of implemented system was evaluated for chosen type of digital forensic data PCAP files.
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