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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

Discovering heap anomalies in the wild

Jump, Maria Eva 01 February 2010 (has links)
Programmers increasingly rely on managed languages (e.g. Java and C#) to develop applications faster and with fewer bugs. Managed languages encourage allocating objects in the heap and rely on automatic memory management (garbage collection) to reclaim objects the program can no longer access. With more objects in the heap, the heap encodes more program state than ever before and offers new opportunities for optimization and analysis. This dissertation shows how to efficiently leverage the managed runtime to perform dynamic heap analysis. Previous heap analysis approaches significantly slow down programs, require special hardware, and/or increase memory consumption by 75% or more. We presents two synergistic techniques—dynamic object sampling (DOS) and heap summarization (HSG)—that mine program state embedded in the heap efficiently enough to use in production and effectively enough to improve performance, find bugs, and increase program understanding. We use these techniques to address three problems: (1) Performance of managed language. Because some objects live for a long time, they incur disproportionate collection costs. We optimize these costs with dynamic pretenuring. Dynamic pretenuring uses DOS to accurately predict allocation site survival rates and uses these predictions to improve performance. (2) Finding bugs. Memory leaks in managed languages occur when a program inadvertently maintains references to objects that it no longer needs. Along with degrading performance and resulting in program crashes, memory leaks cause systematic heap growth. We introduce Cork which uses the simplest type of HSG, a class points-from summary graph (CPFG), to detect systematic heap growth. Cork quickly identifies growing data structures observed in three popular benchmarks (fop, jess, and jbb2000) while adding an average of only 2.3% to total time. Additionally, we use Cork to debug a reported memory leak in Eclipse. (3) Program understanding. For a long time, static analysis has sought to statically summarize the shape of dynamic data structures to aid in program verification and understanding. Unfortunately, it only works on small programs. We introduce ShapeUp which instead characterizes recursive data structures dynamically by discovering data structure shape and degree invariants at runtime. ShapeUp uses DOS and a class field-wise summary graph (CFSG) to track in- and out-degree invariants of data structure nodes. We show how ShapeUp automatically identifies recursive data structures and likely shape invariants. Finally, we monitor discovered shape invariants to detect when a data structure becomes malformed. In summary, this dissertation is the first to leverage the managed runtime to perform dynamic heap analysis both accurately and efficiently. Our results show that the heap contains an enormous amount of program state and that there is much potential for dynamically mining heap characteristics for optimization, debugging, and program understanding. / text
2

Adaptation non-anticipée de comportement : application au déverminage de programmes en cours d'exécution / Unanticipated behavior adaptation : application to the debugging of running programs

Costiou, Steven 28 November 2018 (has links)
Certains programmes doivent fonctionner en continu et ne peuvent pas être interrompus en cas de dysfonctionnement. C'est par exemple le cas de drones en mission, de satellites et de certains objets connectés. Pour de telles applications, le défi est d’identifier les problèmes et de les corriger pendant l'exécution du programme. De plus, dans le contexte des systèmes à objets, il peut être nécessaire d’observer et d’instrumenter individuellement le comportement de certains objets particuliers. Dans cette thèse, nous proposons une solution d’adaptation dynamique de comportement permettant de déverminer individuellement les objets d'un programme en cours d'exécution. Cette solution est présentée sous la forme d’un patron applicable aux langages objets à typage dynamique. Ce patron permet d'implanter de façon minimale et générique des capacités additionnelles d’adaptation dynamique à granularité objet. Une mise en oeuvre de ce patron pour un langage de programmation particulier permet d'instrumenter dynamiquement un programme pour collecter des objets spécifiques et d'adapter leur comportement pendant l’exécution. Nous expérimentons notre patron par des mises en oeuvre en Pharo et en Python. Des dévermineurs dédiés à la mise au point de programmes en cours d’exécution sont mis en oeuvre pour ces deux langages objet. Ces outils sont évalués pour des cas de déverminage concrets : pour une simulation de drones, pour des applications connectées déployées sur des systèmes cyber-physiques distants, pour un serveur de discussion en ligne ainsi que sur un défaut en production d’un logiciel de génération de documents. / Some programs must run continuously and cannot be interrupted in the event of a malfunction.This is, for example, the case of drones, satellites and some internet-of-things applications. For such applications, the challenge is to identify and fix problems while the program is still running. Moreover, in the context of object-oriented Systems, it may be necessary to observe and instrument the behavior of very specifie objects.In this thesis, we propose a method to adapt object behavior in a running program. This solution is presented as a pattern applicable to dynamically typed object-oriented languages. This pattern makes it possible to implement, in a minimal and generic way, additional debugging capabilities at the level of objects. An implementation of this pattern for a particular programming language makes it possible to dynamically instrument a program, by collecting specifie objects and adapting their behavior during run-time. We experiment this pattern in Pharo and Python implementations with dedicated debuggers for each language.These tools are evaluated on typical debugging case studies: a simulation of drones, connected applications deployed on remote cyber-physical Systems, an online discussion server and a debugging session to fix a defect in a production software.
3

Inspection to 3-D deformation of a dynamic object using fringe projection techniques

Ko, Wei-Ting 18 July 2012 (has links)
A projected fringe profilometry (PFP) is a wide optical measurement technology to gauge the three dimensional appearance of object.Because of non-contact type , the short retrieve time and low environmental effect,PFP was usually used in many fields.PFP has become rather efficient and precise on gauging the three dimensional appearance of the static obiect because of its persistent development in recent years.However,it is still not mature yet to gauge the dynamic object. If we could develop a gauging way in the dynamic object , the application would be more widespread. First of all,using PFP as the gauging principle and utilzing the math algorithm for analyzing the changes between the dynamic measured object and the blurred fringes.Secondly,reconstructed the inspected object's three dimensional appearance and the velocity. Finally,found out the deformation of the measured object. The technology of this thesis broke through the typical measurement of velocity.We could analyze the velocities of three dimentional dirtions by only single optic imformation.
4

O campo de referência dos videogames: estudo semiótico sobre o objeto dinâmico do game / The reference field of videogames: semiotic study about the Dynamic object of the game

Guimarães, Daniel de Vasconcelos 17 December 2008 (has links)
Made available in DSpace on 2016-04-26T18:17:35Z (GMT). No. of bitstreams: 1 Daniel de Vasconcelos Guimaraes.pdf: 63165260 bytes, checksum: 2e92b8787e2f27043fbde6fea3441267 (MD5) Previous issue date: 2008-12-17 / Conselho Nacional de Desenvolvimento Científico e Tecnológico / In the technical language of semiotics, the dynamic object talks about the reference field of a sign. Taking in consideration games as complex signs, which, hence, the power of meaning from the triadic sign-object-interpretant relation, this research aimed to study the problem of the dynamic object of the game, in the possibilities which it presents. To accomplish that, three games were selected as the research corpus, each one from a different videogame system: God of War I e II (Playstation 2, Sony Computer Entertainment America, Santa Monica Studio, 2005, 2007), Super Mario Galaxy (Wii, Nintendo, 2006) e Gears of War (Xbox360, Microsoft Game Studios, Epic Games, 2006). The methodology of the analysis is based on the percean semiotics concepts which allowed us, to take into consideration how games work as signs and phenomena as well. In such a way that revealed in our research, three modes of being for the game dynamic object directly related to the three peircean universal categories of firstness, secondness and thirdness. Thus, with the present research, we looked to contribute with the current area of game studies, by the point of view of semiotics and communication areas, opening an independent way from the current studies about games which are divided generally, in narratology and ludology stricto sensu. Finally, this study aimed to make reflections about the dynamic object of the videogame, trying to comprehend its constitution and modes of working and being as language and communicative process / Na linguagem técnica da semiótica, o objeto dinâmico diz respeito ao campo de referência de um signo. Considerando-se os games como signos complexos, tendo, portanto, o poder de significar a partir da relação triádica entre signo-objeto-interpretante, esta pesquisa objetivou estudar o problema do objeto dinâmico do game, nas possibilidades que apresenta. Para isso, foram escolhidos como corpus da pesquisa, três games em três diferentes sistemas de videogame: God of War I e II (Playstation 2, Sony Computer Entertainment America, Santa Monica Studio, 2005, 2007), Super Mario Galaxy (Wii, Nintendo, 2006) e Gears of War (Xbox360, Microsoft Game Studios, Epic Games, 2006). A metodologia de análise baseou-se nos conceitos da semiótica de extração peirceana que nos permitiu levar em conta o funcionamento dos games como signos e também como fenômenos capazes de nos revelar três modos de ser do objeto dinâmico dos games diretamente relacionados com as três categorias universais de primeiridade, secundidade e terceiridade. Procurou-se, desta forma, contribuir com a atual área de pesquisas em videogames, sob o ponto de vista da semiótica e da comunicação, abrindo uma via independente dos estudos correntes sobre games que se dividem, geralmente, entre a narratologia e a ludologia stricto sensu. Finalmente, esse estudo visou fazer reflexões acerca do objeto dinâmico do videogame, intentando compreender sua constituição e forma de funcionamento como linguagem e processo comunicativo
5

Dynamic Object Removal for Point Cloud Map Creation in Autonomous Driving : Enhancing Map Accuracy via Two-Stage Offline Model / Dynamisk objekt borttagning för skapande av kartor över punktmoln vid autonom körning : Förbättrad kartnoggrannhet via tvåstegs offline-modell

Zhou, Weikai January 2023 (has links)
Autonomous driving is an emerging area that has been receiving an increasing amount of interest from different companies and researchers. 3D point cloud map is a significant foundation of autonomous driving as it provides essential information for localization and environment perception. However, when trying to gather road information for map creation, the presence of dynamic objects like vehicles, pedestrians, and cyclists will add noise and unnecessary information to the final map. In order to solve the problem, this thesis presents a novel two-stage model that contains a scan-to-scan removal stage and a scan-to-map generation stage. By designing the new three-branch neural network and new attention-based fusion block, the scan-to-scan part achieves a higher mean Intersection-over-Union (mIoU) score. By improving the ground plane estimation, the scan-to-map part can preserve more static points while removing a large number of dynamic points. The test on SemanticKITTI dataset and Scania dataset shows our two-stage model outperforms other baselines. / Autonom körning är ett nytt område som har fått ett allt större intresse från olika företag och forskare. Kartor med 3D-punktmoln är en viktig grund för autonom körning eftersom de ger viktig information för lokalisering och miljöuppfattning. När man försöker samla in väginformation för kartframställning kommer dock närvaron av dynamiska objekt som fordon, fotgängare och cyklister att lägga till brus och onödig information till den slutliga kartan. För att lösa problemet presenteras i den här avhandlingen en ny tvåstegsmodell som innehåller ett steg för borttagning av skanningar och ett steg för generering av skanningar och kartor. Genom att utforma det nya neurala nätverket med tre grenar och det nya uppmärksamhetsbaserade fusionsblocket uppnår scan-to-scan-delen högre mean Intersection-over-Union (mIoU)-poäng. Genom att förbättra uppskattningen av markplanet kan skanning-till-kartor-delen bevara fler statiska punkter samtidigt som ett stort antal dynamiska punkter avlägsnas. Testet av SemanticKITTI-dataset och Scania-dataset visar att vår tvåstegsmodell överträffar andra baslinjer.

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