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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.
1

Analysis and Optimization of the Packet Scheduler in Open MPI

Lichei, Andre 13 November 2006 (has links) (PDF)
We compared well known measurement methods for LogGP parameters and discuss their accuracy and network contention. Based on this, a new theoretically exact measurement method that does not saturate the network is derived and explained in detail. The applicability of our method is shown for the low level communication API of Open MPI across several interconnection networks. Based on the LogGP model, we developed a low overhead packet scheduling algorithm. It can handle different types of interconnects with different characteristics. It is able to produce schedules which are very close to the optimum for both small and large messages. The efficiency of the algorithm for small messages is show for a Open MPI implementation. The implementation uses the LogGP benchmark to obtain the LogGP parameters of the available interconnects and can so adapt to any given system.
2

Runtime Algorithm Selection For Grid Environments: A Component Based Framework

Bora, Prachi 22 July 2003 (has links)
Grid environments are inherently heterogeneous. If the computational power provided by collaborations on the Grid is to be harnessed in the true sense, there is a need for applications that can automatically adapt to changes in the execution environment. The application writer should not be burdened with the job of choosing the right algorithm and implementation every time the resources on which the application runs are changed. A lot of research has been done in adapting applications to changing conditions. The existing systems do not address the issue of providing a unified interface to permit algorithm selection at runtime. The goal of this research is to design and develop a unified interface to applications in order to permit seamless access to different algorithms providing similar functionalities. Long running, computationally intensive scientific applications can produce huge amounts of performance data. Often, this data is discarded once the application's execution is complete. This data can be utilized in extracting information about algorithms and their performance. This information can be used to choose algorithms intelligently. The research described in this thesis aims at designing and developing a component based unified interface for runtime algorithm selection in grid environments. This unified interface is necessary so that the application code does not change if a new algorithm is used to solve the problem. The overhead associated with making the algorithm choice transparent to the application is evaluated. We use a data mining approach to algorithm selection and evaluate its potential effectiveness for scientific applications. / Master of Science
3

Architecture and Applications of a Geovisual Analytics Framework

Ho, Quan January 2013 (has links)
The large and ever-increasing amounts of multi-dimensional, multivariate, multi-source, spatio-temporal data represent a major challenge for the future. The need to analyse and make decisions based on these data streams, often in time-critical situations, demands integrated, automatic and sophisticated interactive tools that aid the user to manage, process, visualize and interact with large data spaces. The rise of `Web 2.0', which is undisputedly linked with developments such as blogs, wikis and social networking, and the internet usage explosion in the last decade represent another challenge for adapting these tools to the Internet to reach a broader user community. In this context, the research presented in this thesis introduces an effective web-enabled geovisual analytics framework implemented, applied and verified in Adobe Flash ActionScript and HTML5/JavaScript. It has been developed based on the principles behind Visual Analytics and designed to significantly reduce the time and effort needed to develop customized web-enabled applications for geovisual analytics tasks and to bring the benefits of visual analytics to the public. The framework has been developed based on a component architecture and includes a wide range of visualization techniques enhanced with various interaction techniques and interactive features to support better data exploration and analysis. The importance of multiple coordinated and linked views is emphasized and a number of effective techniques for linking views are introduced. Research has so far focused more on tools that explore and present data while tools that support capturing and sharing gained insight have not received the same attention. Therefore, this is one of the focuses of the research presented in this thesis. A snapshot technique is introduced, which supports capturing discoveries made during the exploratory data analysis process and can be used for sharing gained knowledge. The thesis also presents a number of applications developed to verify the usability and the overall performance of the framework for the visualization, exploration and analysis of data in different domains. Four application scenarios are presented introducing (1) the synergies among information visualization methods, geovisualization methods and volume data visualization methods for the exploration and correlation of spatio-temporal ocean data, (2) effective techniques for the visualization, exploration and analysis of self-organizing network data, (3) effective flow visualization techniques applied to the analysis of time-varying spatial interaction data such as migration data, commuting data and trade flow data, and (4) effective techniques for the visualization, exploration and analysis of flood data.
4

Analysis and Optimization of the Packet Scheduler in Open MPI

Lichei, Andre 02 November 2006 (has links)
We compared well known measurement methods for LogGP parameters and discuss their accuracy and network contention. Based on this, a new theoretically exact measurement method that does not saturate the network is derived and explained in detail. The applicability of our method is shown for the low level communication API of Open MPI across several interconnection networks. Based on the LogGP model, we developed a low overhead packet scheduling algorithm. It can handle different types of interconnects with different characteristics. It is able to produce schedules which are very close to the optimum for both small and large messages. The efficiency of the algorithm for small messages is show for a Open MPI implementation. The implementation uses the LogGP benchmark to obtain the LogGP parameters of the available interconnects and can so adapt to any given system.
5

Softwarearchitektur für die interaktive Simulation mobiler Arbeitsmaschinen in virtuellen Umgebungen

Penndorf, Timo 04 April 2013 (has links) (PDF)
Die numerische Simulation ist ein unverzichtbares Werkzeug bei der Produktentwicklung geworden. Bereits in den frühen Phasen von Studien und Konzepten können unterschiedliche Lösungsansätze für eine Aufgabenstellung bewertet werden. In diesem Zusammenhang wird von virtuellen Prototypen gesprochen. Bei der Simulation mobiler Arbeitsmaschinen erfordert das die Einbindung des Bedieners. Die technologische Leistungsfähigkeit wird wesentlich durch die Interaktion zwischen Bediener und Maschine geprägt. Die Beschreibung des Bedieners durch mathematische Modelle ist bis zum gegenwärtigen Zeitpunkt nicht mit belastbaren Resultaten erfolgt. Die Entwicklungen im Bereich der Simulationstechnologie und der Computergrafik ermöglichen die Durchführung interaktiver Simulationen in komplexen virtuellen Welten. Damit lässt sich der Bediener direkt in die Simulation einbinden und es können zusätzliche Potenziale, wie z. B. bei der Untersuchung der Mensch-Maschine-Interaktion erschlossen werden. Durch die interaktive Simulation in Virtual-Reality-Systemen werden neue Anforderungen an die Simulationssoftware gestellt. Zur Interaktion mit dem Bediener müssen die Eingaben aus den Bedienelementen in Echtzeit verarbeitet und audiovisuelle Ausgaben generiert werden. Dabei sind neben den mathematisch-physikalischen Aspekten der Simulation auch Problemfelder wie Synchronisation, Kommunikation, Bussysteme und Computergrafik zu behandeln. Die Anpassung des Simulationssystems an unterschiedliche Aufgabenstellungen erfordert ein flexibel konfigurierbares Softwaresystem. Als Lösung dieser Aufgabenstellung wird eine Softwarearchitektur vorgestellt, welche die unterschiedlichen Problemfelder durch klar voneinander abgegrenzte Komponenten mit entsprechenden Schnittstellen behandelt. Das entstandene Softwaresystem ist flexibel und erweiterbar. Die Simulationsaufgabe wird durch die Konfiguration des Komponentensystems spezifiziert. Die entstehenden Konfigurationsdateien bilden die Anwendungslogik ab und stellen daher einen der wesentlichen Kostenfaktoren bei der Realisierung interaktiver Simulationen dar. Zur Erhöhung der Wiederverwendbarkeit bestehender Konfigurationsfragmente wird ein kompositionsbasierter Ansatz auf der Basis von Skriptsprachen gewählt. / Numerical simulation has evolved into an indispensable tool in modern product development. Even in the early design phases of studies and concepts several different approaches for one individual task can be evaluated. In this context the term virtual prototypes can be used. For effective simulation of mobile construction site machinery incorporation of the operator\'s influence is required. The technological performance of the machinery is essentially influenced by the interaction between the operator and the machine. Currently, there are no known mathematical models describing the operator\'s behaviour, which give substantiated results. The latest developments in computing technology and computer graphics facilitate interactive simulations in complex virtual worlds. This allows not only the operator to be linked to the simulation but also the investigation of additional research areas such as human-machine-interaction. The application of interactive simulation in virtual reality systems places new demands on the simulation software. Due to the interaction not only input signals from the instruments have to be processed but also audio and visual output has to be generated in real time. In addition to the mathematical and physical aspects of simulation, problems in the areas of synchronisation, communication, bus systems and computer graphics also have to be solved. The adaption of the simulation system to new tasks requires a flexible and highly configurable software system. As a response to these demands, a software architecture is presented which partitions the various problems into finite components with corresponding interfaces. The partitioning results in a flexible and extendable software system. The simulation task is specified by the configuration of the component system. The resulting configuration files reflect the application logic and therefore represent one of the main cost factors in the realisation of the interactive simulations. A composition-based approach is chosen as it raises the level of reuse of existing configuration fragments. This approach is based on scripting languages.
6

Modernizace GIS systému GRASS / Reimplementation of GIS GRASS

Bartoň, Radek January 2008 (has links)
The geographical information system GRASS has become a standard on the field of geographical phenomenon modeling during its 26 years old lifetime. However, its internal structure follows practices from the date of its creation. This thesis aims to design a possible shape of internal parts modernization using a component architecture and object-oriented design patterns with distributed computing and dynamic languages support in mind. The designed system should stay identical from the user's point-of-view. Design results are proven on a prototype library implementation called the GAL Framework.
7

[en] FLEXIBLE COMPOSITION FOR C PLUS PLUS 11 / [pt] COMPOSIÇÃO FLEXIVEL EM C MAIS MAIS 11

MAXIMILIEN PHILIPPE M A DE BAYSER 01 February 2017 (has links)
[pt] Injeção de dependências, uma forma de inversão de controle, é uma forma de estruturar a configuração e composição de componentes de software que traz vários benefícios como um acoplamento reduzido entre componentes. No entanto, um framework genérico de injeção de dependências requer instrospecção em tempo de execução, o que explica por que injeção de dependências é popular em Java mas praticamente inexistente em C Mais Mais. Neste trabalho apresentamos um sistema de introspecção para C Mais Mais 11 e mostramos como ele pode ser usado para melhorar uma implementação de Service Component Architecture (SCA) para C Mais Mais. Usamos vários novas funcionalidades de C Mais Mais 11 como perfect forwarding, variadic templates e lvalue references para melhorar a usabilidade da API de reflexão e minimizar o overhead de execução. / [en] Dependency injection, a form of inversion of control, is a way of structuring the configuration and composition of software components that brings many benefits such as a loose coupling of components. However, a generic dependency injection framework requires runtime type introspection and this is why dependency injection is popular in Java and almost non-existent in C plus plus. In this work we present a introspection system for C plus plus 11 and show how to use it to improve an implementation of the Service Component Architecture (SCA) for C plus plus. It uses several features of C plus plus 11 such as perfect forwarding, variadic templates and lvalue references to improve usability and minimize overhead.
8

Softwarearchitektur für die interaktive Simulation mobiler Arbeitsmaschinen in virtuellen Umgebungen

Penndorf, Timo 01 February 2013 (has links)
Die numerische Simulation ist ein unverzichtbares Werkzeug bei der Produktentwicklung geworden. Bereits in den frühen Phasen von Studien und Konzepten können unterschiedliche Lösungsansätze für eine Aufgabenstellung bewertet werden. In diesem Zusammenhang wird von virtuellen Prototypen gesprochen. Bei der Simulation mobiler Arbeitsmaschinen erfordert das die Einbindung des Bedieners. Die technologische Leistungsfähigkeit wird wesentlich durch die Interaktion zwischen Bediener und Maschine geprägt. Die Beschreibung des Bedieners durch mathematische Modelle ist bis zum gegenwärtigen Zeitpunkt nicht mit belastbaren Resultaten erfolgt. Die Entwicklungen im Bereich der Simulationstechnologie und der Computergrafik ermöglichen die Durchführung interaktiver Simulationen in komplexen virtuellen Welten. Damit lässt sich der Bediener direkt in die Simulation einbinden und es können zusätzliche Potenziale, wie z. B. bei der Untersuchung der Mensch-Maschine-Interaktion erschlossen werden. Durch die interaktive Simulation in Virtual-Reality-Systemen werden neue Anforderungen an die Simulationssoftware gestellt. Zur Interaktion mit dem Bediener müssen die Eingaben aus den Bedienelementen in Echtzeit verarbeitet und audiovisuelle Ausgaben generiert werden. Dabei sind neben den mathematisch-physikalischen Aspekten der Simulation auch Problemfelder wie Synchronisation, Kommunikation, Bussysteme und Computergrafik zu behandeln. Die Anpassung des Simulationssystems an unterschiedliche Aufgabenstellungen erfordert ein flexibel konfigurierbares Softwaresystem. Als Lösung dieser Aufgabenstellung wird eine Softwarearchitektur vorgestellt, welche die unterschiedlichen Problemfelder durch klar voneinander abgegrenzte Komponenten mit entsprechenden Schnittstellen behandelt. Das entstandene Softwaresystem ist flexibel und erweiterbar. Die Simulationsaufgabe wird durch die Konfiguration des Komponentensystems spezifiziert. Die entstehenden Konfigurationsdateien bilden die Anwendungslogik ab und stellen daher einen der wesentlichen Kostenfaktoren bei der Realisierung interaktiver Simulationen dar. Zur Erhöhung der Wiederverwendbarkeit bestehender Konfigurationsfragmente wird ein kompositionsbasierter Ansatz auf der Basis von Skriptsprachen gewählt. / Numerical simulation has evolved into an indispensable tool in modern product development. Even in the early design phases of studies and concepts several different approaches for one individual task can be evaluated. In this context the term virtual prototypes can be used. For effective simulation of mobile construction site machinery incorporation of the operator\'s influence is required. The technological performance of the machinery is essentially influenced by the interaction between the operator and the machine. Currently, there are no known mathematical models describing the operator\'s behaviour, which give substantiated results. The latest developments in computing technology and computer graphics facilitate interactive simulations in complex virtual worlds. This allows not only the operator to be linked to the simulation but also the investigation of additional research areas such as human-machine-interaction. The application of interactive simulation in virtual reality systems places new demands on the simulation software. Due to the interaction not only input signals from the instruments have to be processed but also audio and visual output has to be generated in real time. In addition to the mathematical and physical aspects of simulation, problems in the areas of synchronisation, communication, bus systems and computer graphics also have to be solved. The adaption of the simulation system to new tasks requires a flexible and highly configurable software system. As a response to these demands, a software architecture is presented which partitions the various problems into finite components with corresponding interfaces. The partitioning results in a flexible and extendable software system. The simulation task is specified by the configuration of the component system. The resulting configuration files reflect the application logic and therefore represent one of the main cost factors in the realisation of the interactive simulations. A composition-based approach is chosen as it raises the level of reuse of existing configuration fragments. This approach is based on scripting languages.

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