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Προσομοίωση καταπτώσεων βράχων με υπολογιστικές μεθόδους: Εφαρμογή στην περιοχή του όρους Κλόκοβα της Ε. Ο. Αντιρρίου-Ιωαννίνων / Estimation of accident potential by rockfalls with computing programs: Applied at the Antirrion-Ioannina highway (Site of Klokova), Western GreeceΒλαχάκη, Ελένη 11 July 2013 (has links)
Το βασικό αντικείμενο της έρευνας είναι η διερεύνηση των τεχνικογεωλογικών και γεωτεχνικών συνθηκών των ανάντη υψηλών πρανών της Ε.Ο. Αντιρρίου – Ιωαννίνων από Χ.Θ. 7+500 έως Χ.Θ. 10+500 στην περιοχή της Κλόκοβας. Η μελέτη επικεντρώνεται σε δύο βασικούς άξονες:
(α) στην επιτόπου διερεύνηση των συνθηκών που επικρατούν στην περιοχή, όπου και καταγράφηκαν όλες οι τεχνικογεωλογικές παράμετροι (γεωλογικά όρια, ρήγματα, μεγαλοασυνέχειες, χαρακτηριστικά ασυνεχειών, ταξινομήσεις βραχομάζας, καταγραφή καταπτώσεων, συλλογή δειγμάτων, εκτέλεση εργαστηριακών δοκιμών Βραχομηχανικής κ.α.). Αποτέλεσμα αυτών ήταν η σύνταξη τεχνικογεωλογικού χάρτη σε κλίμακα 1:1,000 και υποδιαίρεση της όλης περιοχής των πρανών της οδού σε δώδεκα (12) συνεχόμενες θέσεις μήκους από 100 – 380 μέτρα με βάση κυρίως την φυσική κατάσταση της βραχόμαζας (κερματισμός, αποσάθρωση), αλλά και άλλες επιμέρους παραμέτρους όπως γεωμετρία του πρανούς, επικινδυνότητα καταπτώσεων κ.α.
(β) στην προσομοίωση καταπτώσεων βράχων σε χαρακτηριστικές διατομές των δώδεκα επιμέρους θέσεων με τη χρήση του λογισμικού ROCFALL και την εκτίμηση της αναμενόμενης ανά περίπτωση δυναμικής ενέργειας καταπτώσεων στο οδόστρωμα αλλά και του ύψους αναπήδησης των βραχωδών τεμαχών. Επιπρόσθετα, σε επιλεγμένες θέσεις υψηλών πρανών έγιναν προσεγγίσεις ευστάθειας πρανών με αναλύσεις παραμόρφωσης και μεθόδους πεπερασμένων στοιχείων, με τη χρήση του λογισμικού Phase2.
Από τη συγκριτική θεώρηση των αποτελεσμάτων των μοντέλων καταπτώσεων και ευστάθειας είναι εφικτός ο ακριβής εντοπισμός θέσεων με αυξημένο κίνδυνο καταπτώσεων βράχων για όλο το μήκος της οδού και συνεπώς η χωροθέτηση των μέτρων προστασίας (κυρίως φράκτες αναχαίτισης) με τα βασικά χαρακτηριστικά τους. / The Basic object of this particular research is the investigation of geological and geotechnical conditions of the upper slopes at the Antirrio - Ioannina highway, from 7 + 500 km to 10 + 500 km, at the area of the mountain Klokova. The research focuses on two main axes:
(a) the “in situ” investigation of the prevailing conditions, where the geotechnical parameters were recorded (geological boundaries, faults, macro-discontinuities, the features of discontinuity sets, rockmass characterization, rockfalls recording, rock samples collection, laboratory testing, etc.). As a result was the geotechnical mapping in scale 1: 1,000 and the subdivision of the entire researching area in twelve (12) consecutive zones, from 100 to 380 meters length, mainly based on physical rockmass condition (fragmented region, erosion), and other secondary parameters such as slopes’ geometry and hazard estimation.
(b) the simulation of rockfalls at the twelve zones with the “Rocfall” software and the dynamic energy and bounce height estimation of rockfalls near the highway. Additionally, the slope stability approach performed at selected locations with the deformation analysis and finite element methods, using the program “Phase 2”
Finally, comparing the results of these two models, the one about rockfall hazard and the second about slope stability, the precise identification of the locations with increased risk of rockfalls is possible for the entire length of the road and as a result the locations requiring protective measures (mainly interceptor fences) can be specified
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Algorithms for task scheduling in heterogeneous computing environmentsSai Ranga, Prashanth C. January 2006 (has links) (PDF)
Dissertation (Ph.D.)--Auburn University, 2006. / Abstract. Includes bibliographic references.
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Semantics and refinement for a concurrent object oriented languageMonteiro Borba, Paulo Henrique January 1995 (has links)
FOOPS is a concurrent object oriented specification language with an executable subset. In this thesis we propose an extension of FOOPS with features for specifying systems of distributed and autonomous objects. This extension supports most features of concurrent object oriented programming, including classes of objects with associated methods and attributes, object identity, dynamic object creation and deletion, overloading, polymorphism, inheritance with overriding, dynamic binding, concurrency, nondeterminism, atomic execution, evaluation of method expressions as background processes, and object protection. The main contribution of this thesis is to develop a framework for supporting formal development of software in the extension of FOOPS mentioned above. In particular, we introduce a structural operational semantics for FOOPS, a notion of refinement for concurrent object oriented programs, congruence properties of refinement of FOOPS programs, and tools for mechanising refinement proofs. The operational semantics is the core of the formal definition of FOOPS. It is used to define notions of refinement for FOOPS states, programs, and specifications. Those notions and associated proof techniques for proving refinement are used to illustrate stepwise formal development of programs in FOOPS. The congruence properties of refinement (with respect to some of FOOPS operators) justify compositional development of software in FOOPS. The tools help to validate the framework introduced in this thesis and motivate its use in practice.
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Stream fusion : practical shortcut fusion for coinductive sequence typesCoutts, Duncan January 2011 (has links)
In functional programming it is common practice to build modular programs by composing functions where the intermediate values are data structures such as lists or arrays. A desirable optimisation for programs written in this style is to fuse the composed functions and thereby eliminate the intermediate data structures and their associated runtime costs. Stream fusion is one such fusion optimisation that can eliminate intermediate data structures, including lists, arrays and other abstract data types that can be viewed as coinductive sequences. The fusion transformation can be applied fully automatically by a general purpose optimising compiler. The stream fusion technique itself has been presented previously and many practical implementations exist. The primary contributions of this thesis address the issues of correctness and optimisation: whether the transformation is correct and whether the transformation is an optimisation. Proofs of shortcut fusion laws have typically relied on parametricity by making use of free theorems. Unfortunately, most functional programming languages have semantics for which classical free theorems do not hold unconditionally; additional side conditions are required. In this thesis we take an approach based not on parametricity but on data abstraction. Using this approach we prove the correctness of stream fusion for lists -- encompassing the fusion system as a whole, not merely the central fusion law. We generalise this proof to give a framework for proving the correctness of stream fusion for any abstract data type that can be viewed as a coinductive sequence and give as an instance of the framework, a simple model of arrays. The framework requires that each fusible function satisfies a simple data abstraction property. We give proofs of this property for several standard list functions. Previous empirical work has demonstrated that stream fusion can be an optimisation in many cases. In this thesis we take a more universal view and consider the issue of optimisation independently of any particular implementation or compiler. We make a semi-formal argument that, subject to certain syntactic conditions on fusible functions, stream fusion on lists is strictly an improvement, as measured by the number of allocations of data constructors. This detailed analysis of how stream fusion works may be of use in writing fusible functions or in developing new implementations of stream fusion.
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Towards a knowledge management methodology for articulating the role of hidden knowledgesSmith, Simon Paul January 2012 (has links)
Knowledge Management Systems are deployed in organisations of all sizes to support the coordination and control of a range of intellectual assets, and the low cost infrastructures made available by the shift to ‘cloud computing’ looks to only increase the speed and pervasiveness of this move. However, their implementation has not been without its problems, and the development of novel interventions capable of supporting the mundane work of everyday organisational settings has ultimately been limited. A common source of trouble for those formulating such systems is said to be that some proportion of the knowledge held by a setting’s members is hidden from the undirected view of both The Organisation and its analysts - typically characterised as a tacit knowledge - and can therefore go unnoticed during the design and deployment of new technologies. Notwithstanding its utility, overuse of this characterisation has resulted in the inappropriate labelling of a disparate assortment of phenomena, some of which might be more appropriately re-specified as ‘hidden knowledges’: a standpoint which seeks to acknowledge their unspoken character without making any unwarranted claims regarding their cognitive status. Approaches which focus on the situated and contingent properties of the actual work carried out by a setting’s members - such as ethnomethodologically informed ethnography - have shown significant promise as a mechanism for transforming the role played by members’ practices into an explicit topic of study. Specifically they have proven particularly adept at noticing those aspects of members’ work that might ordinarily be hidden from an undirected view, such as the methodic procedures through which we can sometimes mean more than we can say in-just-so-many-words. Here - within the context of gathering the requirements for new Knowledge Management Systems to support the reuse of existing knowledge - the findings from the application of just such an approach are presented in the form of a Pattern Language for Knowledge Management Systems: a descriptive device that lends itself to articulating the role that such hidden knowledges are playing in everyday work settings. By combining these three facets, this work shows that it is possible to take a more meaningful approach towards noticing those knowledges which might ordinarily be hidden from view, and apply our new understanding of them to the design of Knowledge Management Systems that actively engage with the knowledgeable work of a setting’s members.
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Programa computacional para simulação da uniformidade de aplicação de água em irrigação por aspersão convencional e microaspersãoMenezes, Paulo Lopes de 04 August 2005 (has links)
Made available in DSpace on 2017-07-10T19:25:04Z (GMT). No. of bitstreams: 1
Paulo Lopes de Menezes.pdf: 1281486 bytes, checksum: 71c3bca1047bbace2515a9e995bb1c2d (MD5)
Previous issue date: 2005-08-04 / This study was aimed for developing a computing program in graphic
atmosphere to determine the uniformity and efficiency of water distribution in
the irrigation system by sprinkler and trickle. The program was developed in the
Basic Visual programming language where it was aimed to make a friendly
interface for the user and generate graphics of uniformity in tests with
distribution in mesh and radial collectors. To generate three-dimensional
graphics it was used an external library to Visual Basic, destined to generate
specialized graphics from past information as a parameter in time of the program
execution. In the program a routine was implemented to make the linear
interpolation of the collected blades in the radial test projecting the other
measures, generating a square mould, to draw the distribution profile of the
sprinkler or trickle in test and the uniformity and efficiency of water distribution
to the several spacings with blade coverings. A series of data and real laboratory
test for sprinkler and trickle irrigation, in radial and mesh distributions were
submitted to the program aiming to test their sensitivity, where it was observed
that the Christiansen´s Uniformity Coefficient (CUC) reduces as the space
increases; that the test with radial distribution of collectors is statistically
equivalent to the test with mesh distribution and that the program presents
coherence in the information gotten through the comparison of their results with
the presupposition values and generated by the program CATCH-3D. / O presente trabalho teve como objetivo desenvolver um programa computacional
em ambiente gráfico para determinação da uniformidade e eficiência de
distribuição de água em sistemas de irrigação por aspersão e por microaspersão.
O programa foi desenvolvido na linguagem de programação Visual Basic, E
buscou-se desenvolver uma interface amigável ao usuário e gerar gráficos de
uniformidade em ensaios com distribuição dos coletores em malha e radial. Para
a geração de gráficos tridimensionais foi utilizada uma biblioteca externa ao
Visual Basic, destinada a gerar gráficos especializados a partir de informações
passadas como parâmetro em tempo de execução do programa. No programa foi
implementada uma rotina para fazer a interpolação linear das lâminas coletadas
no ensaio radial projetando as demais medidas, gerando uma matriz quadrada,
para traçar o perfil de distribuição do aspersor ou microaspersor em teste e a
uniformidade e eficiência de distribuição de água para diversos espaçamentos
com sobreposição de lâminas. Uma série de dados de ensaios reais de laboratório
para aspersor e microaspersor, em distribuição radial e malha, foi submetida ao
programa a fim de testar a sua sensibilidade e foi observado que o coeficiente de
uniformidade de Christiansen (CUC) diminui à medida que aumenta o
espaçamento; que o ensaio com distribuição radial de coletores é estatisticamente
equivalente ao ensaio com distribuição em malha e que o programa apresenta
coerência nas informações geradas por meio da comparação de seus resultados
com os valores pressupostos e gerados pelo programa CATCH-3D.
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Programa computacional para simulação da uniformidade de aplicação de água em irrigação por aspersão convencional e microaspersãoMenezes, Paulo Lopes de 04 August 2005 (has links)
Made available in DSpace on 2017-05-12T14:48:26Z (GMT). No. of bitstreams: 1
Paulo Lopes de Menezes.pdf: 1281486 bytes, checksum: 71c3bca1047bbace2515a9e995bb1c2d (MD5)
Previous issue date: 2005-08-04 / This study was aimed for developing a computing program in graphic
atmosphere to determine the uniformity and efficiency of water distribution in
the irrigation system by sprinkler and trickle. The program was developed in the
Basic Visual programming language where it was aimed to make a friendly
interface for the user and generate graphics of uniformity in tests with
distribution in mesh and radial collectors. To generate three-dimensional
graphics it was used an external library to Visual Basic, destined to generate
specialized graphics from past information as a parameter in time of the program
execution. In the program a routine was implemented to make the linear
interpolation of the collected blades in the radial test projecting the other
measures, generating a square mould, to draw the distribution profile of the
sprinkler or trickle in test and the uniformity and efficiency of water distribution
to the several spacings with blade coverings. A series of data and real laboratory
test for sprinkler and trickle irrigation, in radial and mesh distributions were
submitted to the program aiming to test their sensitivity, where it was observed
that the Christiansen´s Uniformity Coefficient (CUC) reduces as the space
increases; that the test with radial distribution of collectors is statistically
equivalent to the test with mesh distribution and that the program presents
coherence in the information gotten through the comparison of their results with
the presupposition values and generated by the program CATCH-3D. / O presente trabalho teve como objetivo desenvolver um programa computacional
em ambiente gráfico para determinação da uniformidade e eficiência de
distribuição de água em sistemas de irrigação por aspersão e por microaspersão.
O programa foi desenvolvido na linguagem de programação Visual Basic, E
buscou-se desenvolver uma interface amigável ao usuário e gerar gráficos de
uniformidade em ensaios com distribuição dos coletores em malha e radial. Para
a geração de gráficos tridimensionais foi utilizada uma biblioteca externa ao
Visual Basic, destinada a gerar gráficos especializados a partir de informações
passadas como parâmetro em tempo de execução do programa. No programa foi
implementada uma rotina para fazer a interpolação linear das lâminas coletadas
no ensaio radial projetando as demais medidas, gerando uma matriz quadrada,
para traçar o perfil de distribuição do aspersor ou microaspersor em teste e a
uniformidade e eficiência de distribuição de água para diversos espaçamentos
com sobreposição de lâminas. Uma série de dados de ensaios reais de laboratório
para aspersor e microaspersor, em distribuição radial e malha, foi submetida ao
programa a fim de testar a sua sensibilidade e foi observado que o coeficiente de
uniformidade de Christiansen (CUC) diminui à medida que aumenta o
espaçamento; que o ensaio com distribuição radial de coletores é estatisticamente
equivalente ao ensaio com distribuição em malha e que o programa apresenta
coerência nas informações geradas por meio da comparação de seus resultados
com os valores pressupostos e gerados pelo programa CATCH-3D.
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Towards a more versatile dynamic-music for video games : approaches to compositional considerations and techniques for continuous musicDavies, Huw January 2015 (has links)
This study contributes to practical discussions on the composition of dynamic music for video games from the composer’s perspective. Creating greater levels of immersion in players is used as a justification for the proposals of the thesis. It lays down foundational aesthetic elements in order to proceed with a logical methodology. The aim of this paper is to build upon, and further hybridise, two techniques used by composers and by video game designers to increase further the reactive agility and memorability of the music for the player. Each chapter of this paper explores a different technique for joining two (possibly disparate) types of gameplay, or gamestates, with appropriate continuous music. In each, I discuss a particular musical engine capable of implementing continuous music. Chapter One will discuss a branching-music engine, which uses a precomposed musical mosaic (or musical pixels) to create a linear score with the potential to diverge at appropriate moments accompanying onscreen action. I use the case study of the Final Fantasy battle system to show how the implementation of a branching-music engine could assist in maintaining the continuity of gameplay experience that current disjointed scores, which appear in many games, create. To aid this argument I have implemented a branching-music engine, using the graphical object oriented programming environment MaxMSP, in the style of the battle music composed by Nobuo Uematsu, the composer of the early Final Fantasy series. The reader can find this in the accompanying demonstrations patch. In Chapter Two I consider how a generative-music engine can also implement a continuous music and also address some of the limitations of the branching-music engine. Further I describe a technique for an effective generative music for video games that creates musical ‘personalities’ that can mimic a particular style of music for a limited period of time. Crucially, this engine is able to transition between any two personalities to create musical coincidence with the game. GMGEn (<b>G</b>ame <b>M</b>usic <b>G</b>eneration <b>E</b>ngine) is a program I have created in MaxMSP to act as an example of this concept. GMGEn is available in the Demonstrations_Application. Chapter Three will discuss potential limitations of the branching music engine described in Chapter One and the generative music engine described in Chapter Two, and highlights how these issues can be solved by way of a third engine, which hybridises both. As this engine has an indeterminate musical state it is termed the intermittent-music engine. I go on to discuss the implementation of this engine in two different game scenarios and how emergent structures of this music will appear. The final outcome is to formulate a new compositional approach delivering dynamic music, which accompanies the onscreen action with greater agility than currently present in the field, increasing the memorability and therefore the immersive effect of the video-game music.
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A high order Discontinuous Galerkin - Fourier incompressible 3D Navier-Stokes solver with rotating sliding meshes for simulating cross-flow turbinesFerrer, Esteban January 2012 (has links)
This thesis details the development, verification and validation of an unsteady unstructured high order (≥ 3) h/p Discontinuous Galerkin - Fourier solver for the incompressible Navier-Stokes equations on static and rotating meshes in two and three dimensions. This general purpose solver is used to provide insight into cross-flow (wind or tidal) turbine physical phenomena. Simulation of this type of turbine for renewable energy generation needs to account for the rotational motion of the blades with respect to the fixed environment. This rotational motion implies azimuthal changes in blade aero/hydro-dynamics that result in complex flow phenomena such as stalled flows, vortex shedding and blade-vortex interactions. Simulation of these flow features necessitates the use of a high order code exhibiting low numerical errors. This thesis presents the development of such a high order solver, which has been conceived and implemented from scratch by the author during his doctoral work. To account for the relative mesh motion, the incompressible Navier-Stokes equations are written in arbitrary Lagrangian-Eulerian form and a non-conformal Discontinuous Galerkin (DG) formulation (i.e. Symmetric Interior Penalty Galerkin) is used for spatial discretisation. The DG method, together with a novel sliding mesh technique, allows direct linking of rotating and static meshes through the numerical fluxes. This technique shows spectral accuracy and no degradation of temporal convergence rates if rotational motion is applied to a region of the mesh. In addition, analytical mappings are introduced to account for curved external boundaries representing circular shapes and NACA foils. To simulate 3D flows, the 2D DG solver is parallelised and extended using Fourier series. This extension allows for laminar and turbulent regimes to be simulated through Direct Numerical Simulation and Large Eddy Simulation (LES) type approaches. Two LES methodologies are proposed. Various 2D and 3D cases are presented for laminar and turbulent regimes. Among others, solutions for: Stokes flows, the Taylor vortex problem, flows around square and circular cylinders, flows around static and rotating NACA foils and flows through rotating cross-flow turbines, are presented.
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