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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.
11

Automatizuotasis plieno jungčių ir mazgų brėžinių generavimas / Automatic Generation of Drawings for Steel Joint Connections

Matijošaitis, Darius 01 July 2010 (has links)
Baigiamojo darbo tikslas – sukurti programinį modulį, skirtą automatizuotam plieno jungčių ir mazgų brėžinių generavimui. Iškeltam tikslui pasiekti darbe tiriamos objektinio projektavimo technologijos ir jų taikymo galimybės kuriant automatizuotas brėžinių generavimo sistemas. Analitinėje darbo dalyje išanalizuoti moduliniai projektavimo principai ir objektinio programavimo projektavimo šablonai. Projektinėje darbo dalyje aprašoma modulinė programos sandara, analizuojamos pradinės duomenų struktūros. Aprašomos atskirai projektuojamos sistemos dalys bei pateikiama bendra suprojektuota automatizuota plieno jungčių ir mazgų brėžinių generavimo sistema. Trumpai aptariamas sudedamųjų plieno jungčių ir mazgų elementų braižymas ir vartotojo sąsajos praplėtimas. Darbą sudaro 3 dalys: problemos analizė ir formulavimas, teorinis pagrindimas, sistemos projektavimas ir realizacija. Atskiru skyriumi pateikiamas publikuotas straipsnis. Darbo apimtis 58 puslapiai teksto be priedų, 24 paveikslai, 39 bibliografiniai šaltiniai. / The aim of the final work is to develop a software module for automated generation of steel joint connections drawings. The work involves investigation of object-oriented design techniques and their application to the possibility of developing an automated system for generating drawings. Analytical part of work contains analysis of the principles for modular design and object-oriented design patterns. In part of system design and implementation is described a modular program structure and an initial analysis of the data structures. Also described separately designed system parts and the total designed automated steel joint connections drawing system. Briefly described the components of steel joint connections drawing elements and user interface extension. Work consists of 3 parts: problem analysis and formulation, analytical part, system design and implementation, and published article as a separate section. Thesis consists of 58 pages text without appendixes, 24 pictures, 39 bibliographical entries.
12

Co-conception Logiciel/FPGA pour Edge-computing : promotion de la conception orientée objet / software/FPGA co-design for Edge-computing : Promoting object-oriented design

Le, Xuan Sang 31 May 2017 (has links)
L’informatique en nuage (cloud computing) est souvent le modèle de calcul le plus référencé pour l’internet des objets (Internet of Things).Ce modèle adopte une architecture où toutes les données de capteur sont stockées et traitées de façon centralisée. Malgré de nombreux avantages, cette architecture souffre d’une faible évolutivité alors même que les données disponibles sur le réseau sont en constante augmentation. Il est à noter que, déjà actuellement, plus de50 % des connexions sur Internet sont inter objets. Cela peut engendrer un problème de fiabilité dans les applications temps réel. Le calcul en périphérie (Edge computing) qui est basé sur une architecture décentralisée, est connue comme une solution pour ce problème émergent en : (1) renforçant l’équipement au bord du réseau et (2) poussant le traitement des données vers le bord.Le calcul en périphérie nécessite des noeuds de capteurs dotés d’une plus grande capacité logicielle et d’une plus grande puissance de traitement, bien que contraints en consommation d’énergie. Les systèmes matériels hybrides constitués de FPGAs et de processeurs offrent un bon compromis pour cette exigence. Les FPGAs sont connus pour permettre des calculs exhibant un parallélisme spatial, aussi que pour leur rapidité, tout en respectant un budget énergétique limité. Coupler un processeur au FPGA pour former un noeud garantit de disposer d’un environnement logiciel flexible pour ce nœud.La conception d’applications pour ce type de systèmes hybrides (réseau/logiciel/matériel) reste toujours une tâche difficile. Elle couvre un vaste domaine d’expertise allant du logiciel de haut niveau au matériel de bas niveau (FPGA). Il en résulte un flux de conception de système complexe, qui implique l’utilisation d’outils issus de différents domaines d’ingénierie. Une solution commune est de proposer un environnement de conception hétérogène qui combine/intègre l’ensemble de ces outils. Cependant, l’hétérogénéité intrinsèque de cette approche peut compromettre la fiabilité du système lors des échanges de données entre les outils.L’objectif de ce travail est de proposer une méthodologie et un environnement de conception homogène pour un tel système. Cela repose sur l’application d’une méthodologie de conception moderne, en particulier la conception orientée objet (OOD), au domaine des systèmes embarqués. Notre choix de OOD est motivé par la productivité avérée de cette méthodologie pour le développement des systèmes logiciels. Dans le cadre de cette thèse, nous visons à utiliser OOD pour développer un environnement de conception homogène pour les systèmes de type Edge Computing. Notre approche aborde trois problèmes de conception: (1) la conception matérielle, où les principes orientés objet et les patrons de conception sont utilisés pour améliorer la réutilisation, l’adaptabilité et l’extensibilité du système matériel. (2) la co-conception matériel/logiciel, pour laquelle nous proposons une utilisation de OOD afin d’abstraire l’intégration et la communication entre matériel et logiciel, ce qui encourage la modularité et la flexibilité du système. (3) la conception d’un intergiciel pour l’Edge Computing. Ainsi il est possible de reposer sur un environnement de développement centralisé des applications distribuées† tandis ce que l’intergiciel facilite l’intégration des nœuds périphériques dans le réseau, et en permet la reconfiguration automatique à distance. Au final, notre solution offre une flexibilité logicielle pour la mise en oeuvre d’algorithmes distribués complexes, et permet la pleine exploitation des performances des FPGAs. Ceux-ci sont placés dans les nœuds, au plus près de l’acquisition des données par les capteurs, pour déployer un premier traitement intensif efficace. / Cloud computing is often the most referenced computational model for Internet of Things. This model adopts a centralized architecture where all sensor data is stored and processed in a sole location. Despite of many advantages, this architecture suffers from a low scalability while the available data on the network is continuously increasing. It is worth noting that, currently, more than 50% internet connections are between things. This can lead to the reliability problem in realtime and latency-sensitive applications. Edge-computing which is based on a decentralized architecture, is known as a solution for this emerging problem by: (1) reinforcing the equipment at the edge (things) of the network and (2) pushing the data processing to the edge.Edge-centric computing requires sensors nodes with more software capability and processing power while, like any embedded systems, being constrained by energy consumption. Hybrid hardware systems consisting of FPGA and processor offer a good trade-off for this requirement. FPGAs are known to enable parallel and fast computation within a low energy budget. The coupled processor provides a flexible software environment for edge-centric nodes.Applications design for such hybrid network/software/hardware (SW/HW) system always remains a challenged task. It covers a large domain of system level design from high level software to low-level hardware (FPGA). This result in a complex system design flow and involves the use of tools from different engineering domains. A common solution is to propose a heterogeneous design environment which combining/integrating these tools together. However the heterogeneous nature of this approach can pose the reliability problem when it comes to data exchanges between tools.Our motivation is to propose a homogeneous design methodology and environment for such system. We study the application of a modern design methodology, in particular object-oriented design (OOD), to the field of embedded systems. Our choice of OOD is motivated by the proven productivity of this methodology for the development of software systems. In the context of this thesis, we aim at using OOD to develop a homogeneous design environment for edge-centric systems. Our approach addresses three design concerns: (1) hardware design where object-oriented principles and design patterns are used to improve the reusability, adaptability, and extensibility of the hardware system. (2) hardware / software co-design, for which we propose to use OOD to abstract the SW/HW integration and the communication that encourages the system modularity and flexibility. (3) middleware design for Edge Computing. We rely on a centralized development environment for distributed applications, while the middleware facilitates the integration of the peripheral nodes in the network, and allows automatic remote reconfiguration. Ultimately, our solution offers software flexibility for the implementation of complex distributed algorithms, complemented by the full exploitation of FPGAs performance. These are placed in the nodes, as close as possible to the acquisition of the data by the sensors† in order to deploy a first effective intensive treatment.
13

Evaluation of CPU and  Memory performance between Object-oriented Design and Data-oriented Design in Mobile games

Eriksson, Björn, Tatarian, Maria January 2021 (has links)
The popularity that mobile games gained recently gives the opportunity to develop more mobile games. Limited by the scarce resources on mobile phones, developing good games becomes critical and requires special optimization while choosing the design approach.   Object-oriented Design (OOD) and Data-oriented Design (DOD) are two programming paradigms that have different ways of defining and structuring data. The purpose of this student thesis is to investigate the CPU and Memory performance differences between the two approaches.   To answer the research questions an experiment is conducted where two identical mobile games are built, one according to OOD and the other to DOD to collect empirical quantitative data and compare the results. The study limits the scope by  running the games on Android mobile phones.   The results of comparing the CPU Usage show significant differences especially when the amount of data is large. For instance, in the DOD version of the game, the CPU spends 20.9% of the time on updating data, while it spends 69.2% of the time on the same action in the OOD version of the game. No significant differences are observed regarding the total Memory allocated for the games in both versions. It can therefore be concluded that when the number of objects/data is big, a more optimized code should be written following the Data oriented Design approach with regard to better CPU and Memory Usage and    better game performance.
14

Design Readiness: An Exploratory Model of Object-Oriented Design Performance

Lewis, Tracy L. 12 August 2004 (has links)
The available literature supports the fact that some students experience difficulty learning object-oriented design (OOD) principles. Previously explored predictors of OOD learning difficulties include student characteristics (cognitive activities, self-efficacy), teaching methodologies (teacher centered, course complexity), and student experiences (prior programming experience). Yet, within an extensive body of literature devoted to OOD, two explanations of student difficulty remain largely unexplored: (1) varying conceptualizations of the underlying principles/strategies of OOD, and (2) preparedness or readiness to learn OOD. This research also investigated the extent to which individual differences impacted DRAS and OOD performance. The individual difference measures of interest in this study included college grade point average, prior programming experience, cognitive abilities (spatial orientation, visualization, logical reasoning, flexibility, perceptual style), and design readiness. In addition, OOD performance was measured using two constructs: course grade (exams, labs, programs, overall), and a specially constructed design task. Participants selected from the CS2 course from two southeastern state universities were used within this study, resulting in a sample size of 161 (School A, n = 76; School B, n = 85). School A is a mid-sized comprehensive university and School B is a large research-intensive university. If was found that the schools significantly differed on all measures of prior computer science experience and cognitive abilities. Path analysis was conducted to determine which individual differences were related to design readiness and OOD performance. In summary, this research identified that instructors can not ignore individual differences when teaching OOD. It was found that the cognitive ability visualization, prior OO experience, and overall college grade point average should be considered when teaching OOD. As it stands, without identifying specific teaching strategies used at the schools within this study, this research implies that OOD may require a certain level of practical computer experience before OOD is introduced into the curriculum. The cognitive ability visualization was found to have a significant indirect relationship with overall course grade through the mediating variable design readiness. Further, the results suggest that the DRAS may serve as a viable instrument in identifying successful OOD students as well as students that require supplemental OOD instruction. / Ph. D.
15

A Numerical Procedure For The Nonlinear Analysis Of Reinforced Concrete Frames With Infill Walls

Guney, Murat Efe 01 August 2005 (has links) (PDF)
Materially non-linear analysis of reinforced concrete frame structures with infill walls requires appropriate mathematical models to be adopted for the beams and the columns as well as the infill walls. This study presents a mathematical model for frame elements based on a 3D Hermitian beam/column finite element and an equivalent strut model for the infill walls. The spread-of-plasticity approach is employed to model the material nonlinearity of the frame elements. The cross-section of the frame element is divided into triangular sub regions to evaluate the stiffness properties and the response of the element cross-section. By the help of the triangles spread over the actual area of the section, the bi-axial bending and the axial deformations are coupled in the inelastic range. A frame super-element is also formed by combining a number of frame finite elements. Two identical compression-only diagonal struts are used for modeling the infill. The equivalent geometric and material properties of the struts are determined from the geometry of the infill and the strength of the masonry units A computer code is developed using the object-oriented design paradigm and the models are implemented into this code. Efficiency and the effectiveness of the models are investigated for various cases by comparing the numerical response predictions produced by the program with those obtained from experimental studies.
16

On Patterns for Refactoring Legacy C++ Code into a Testable State Using Inversion of Control

Böhlin, Per January 2010 (has links)
Amending old projects of legacy code to include agile practices such as extensive unit testing and refactoring has proven difficult. Since automated unit testing was not widely used a decade ago, much code has been written without unit testing in mind. This is especially true for C++ where RAII has been the dominant pattern .This has resulted in a lot of code that suffers from what best can be described as low testability. This also strongly impedes the creation of new unit tests to already existing code. Due to the lack of unit tests, refactoring is done sparsely and with great reluctance. This thesis work tries to remedy that and, in the scope of a limited case study on an existing code base, looks into different ways of creating and utilizing object seams in legacy C++ code to decouple dependencies to make isolated testing possible. This regards to: What are the impediments for code to be testable in an isolated setting? What are the steps for refactoring code to a testable state? The results can be summarized as to contain a list of factors affecting testability, among them: the use of asserts, global state, object instantiation, work in constructor and breaking Law of Demeter. Further with regards to patterns for refactoring code to a testable state, two types of patterns have crystallized: the injection of dependencies and the masking of dependencies using various techniques. The effect these two base patterns have on breaking dependencies on the base level and the Meta level is outlined. A catalogue of patterns has been compiled as part of the appendix.   Inversion of Control (IoC) is a principle used to decoupling classes and since strong dependences is often an attribute giving grievances with regard to testability, it was a central concern in this thesis. IoC can be simplified from a developer standpoint with the help of frameworks or what is usually referred to as IoC containers. Two IoC containers for C++ were evaluated: Autumn Framework PocoCapsule In the evaluation of the two IoC containers it was concluded that Autumn was not mature enough as of the time of the evaluation to be used in production setting. PocoCapsule, even though compelling for some of its powerful features with regard to DSM and HOT, its configuration sometimes require in-code workarounds, affecting its usability in some set of scenarios. However, the big difference was with regard to how the two containers approaches configuration. PocoCapsule uses static analysis of its XML configuration file making it truly declarative while Autumn does runtime parsing and dynamic invocations resulting in a situation closer to procedural scripting.
17

Interface-Based Software Development / Interface-Based Software Development

Rais, Aziz January 2017 (has links)
Even though there are many software development and project management methodologies available, research and practice both show that IT software development projects still fail, and that the quality of software products does not always meet customers' expectations. There might be multiple causes for such failures, but some of these reasons can be seen to influence or create others. Therefore, the larger the project is, the higher its risk of failure, especially if the teams involved work remotely (distributed and outsourced). This increase in project complexity is considered the motivation for this paper. Similarly, there are other factors that can result in a project's failure and customers' dissatisfaction regarding software quality. All such factors identified by research conducted by organizations specializing in this area are analyzed in order to identify a common root of IT project failures. Once the root causes of these failures have been identified and analyzed, the goal of the Interface based software development methodology is to solve them. The solution offered by an Interface based software development methodology is to improve understanding of software requirements and to describe these requirements with interfaces in an object-oriented way. Interface based software development will support and drive development towards service-oriented architecture (SOA) and component-based development (CBD). The goal of interface based software development is to increase software testability and maintainability and to make it more easily feasible to execute various software development processes in parallel.
18

En jämförelse mellan dataorienterad design och objektorienterad design / A Comparison Between Data-Oriented Design and Object-Oriented Design

Westerberg, Charlotte January 2020 (has links)
Dagens applikationer hanterar mer och mer data vilket resulterar i att de blir allt mer resurskrävande och kräver mer av hårdvaran. Vilket i förlängningen kan innebär att hårdvaran måste bytas ut med jämna mellanrum för att kunna köra mjukvaran på ett för användaren tillfredsställande sätt. Detta arbete undersöker om det genom att byta designteknik är möjligt att utveckla mindre resurskrävande applikationer. Arbetet presenterar en jämförelse mellan objektorienterad design (även kallad objektorienterad programmering, OOP) och data orienterad design (DOD). Detta genom att dels ta upp kända för- och nackdelar med respektive designteknik samt genom att utföra en mätning på respektive teknik. Det som anses vara de främsta fördelarna med OOP är återanvändning av kod, att koden är lätt att underhålla, säkerhet i form av inkapsling samt att objekten som används reflekterar den mänskliga verkligheten. Dessa fördelar är dock även något som bidrar till det som anses vara den främsta nackdelen med OOP, nämligen att den är prestandakrävande. När det gäller DOD så anses de främsta fördelarna vara att det medför en cachevänligare kod som leder till färre cachemissar. Det anses även vara lättare att parallellisera koden i jämförelse med OOP. Den nackdelen som tas upp med DOD är att de tar tid att lära sig och kräver en del övning. Dock är DOD väldigt okänt vilket resulterade i ett svagt underlag. Två simuleringar utvecklades i Unity varav den ena använder sig av den nya teknikstacken DOTS som är dataorienterad. Resultatet av mätningarna indikerar på att DOD använder mindre av hårdvaruresurserna vid prestandakrävande applikationer. Om applikationen ej är prestandakrävande märks dock ingen skillnad mellan de olika teknikerna vid fråga om processoranvändning. / Today, applications handle more and more data, which results in them becoming increasingly resource-intensive and requiring more of the hardware. Which in the long run may cause that the hardware must be replaced at regular intervals to be able to run the software in a way that is satisfactory for the user. This thesis investigates whether it is possible to get less resource-intensive applications by changing the design technology. The paper presents a comparison between object-oriented design (also known as object-oriented programming, OOP) and data-oriented design (DOD). This is performed by addressing the known advantages and disadvantages of each design technique and by measuring each technique in the matter of performance. What was considered to be the main advantages of OOP is the reuse of code, that the code is easy to maintain, security in the form of encapsulation and that the objects that are used reflect human reality. On the other hand, these advantages also contribute to what is considered to be the main disadvantage of OOP, namely that it is performance-intensive. When it comes to DOD, the main advantages are considered to be that it results in a more cache-friendly code that leads to fewer cache misses. DOD is also considered easier to parallelize the code compared to OOP. The disadvantage of DOD is that it is time consuming to learn and requires some practice. Though, DOD is very unknown which resulted in a narrow basis. Two simulations were developed in Unity, one of which uses the new technology stack DOTS, which is data-oriented. The results of the measurements indicate that DOD uses less of the hardware resources in performance-intensive applications. If the application is not performance-intensive, though, no difference is noticed between the different technologies when it comes to CPU-usage.
19

Návrh audio-vizuální databáze pro extrakci sekundárních biometrických a ne-biometrických znaků / Audio-visual database for soft biometric and non-biometric traits extraction

Holeksa, David January 2015 (has links)
The aim of this semester project is to design a suitable database structure for the audio-visual data, parts extracted from the data corresponding to secondary biometric and non-biometric characteristics and description of these characters. The resulting database will be used for research into the identification of audio-visual content of multimedia data.
20

Benchmarking and Analysis of Entity Referencing Within Open-Source Entity Component Systems

Hansen, Hugo, Öhrström, Oliver January 2020 (has links)
Runtime performance is essential for real time games, the faster a game can run the more features designers can put into the game to accomplish their vision.A popular architecture for video games is the Entity Component System architecture aimed to improve both object composition and performance. There are many tests for how this architecture performs under its optimal linear execution.This thesis presents a performance comparison of how several popular open-source Entity Component System libraries perform when fetching data from other entities during iteration. An object-oriented test is also done to compare against and verify if the known drawbacks of object-orientation can still be seen within these test cases. Our results show that doing a random lookup during iteration can cause magnitudes worse performance for Entity Component Systems.

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