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Metodologia para paralelização e otimização de modelos matemáticos e computacionais, utilizando uma nova linguagem de programação. / Parallelization and optimization methodology for mathematical and computer models using a new programming language.Menezes, Marlim Pereira 15 August 2013 (has links)
Ao final desta pesquisa deseja-se que haja uma metodologia eficiente, cuja finalidade será auxiliar o usuário na transformação de modelos matemáticos e computacionais codificados para computadores sequenciais, em modelos paralelos otimizados para executarem em microcomputadores pessoais modernos, constituídos de CPU com múltiplos núcleos ou de híbridos (CPU + GPGPU) integrados no mesmo chip, com ou sem processadores gráficos (GPGPU) densamente paralelos instalados, mantendo a qualidade de seus resultados originais, com respeito à sua precisão numérica, mas com uma diminuição considerável no tempo de processamento. A emergência, em meados da década 2000, dessas novas arquiteturas de hardware elevou a capacidade de processamento dos microcomputadores pessoais aos patamares dos computadores de grande porte de apenas alguns anos atrás. Este trabalho de pesquisa apresenta duas metodologias, onde a primeira metodologia é composta de três partes e a segunda de duas partes. Somente a terceira parte da primeira metodologia é dependente de tecnologias de hardware. / At the end of this research project, an efficient methodology is expected with the purpose of assisting users in the processing of mathematical and computer models coded for sequential computers in parallel models that are optimized to run on modern personal computers, consisting of a CPU with multiple or hybrid (CPU + GPGPU) cores integrated into the same chip, with or without massively parallel graphics processors (GPGPU) installed. This will ensure the original quality of the results with respect to numerical accuracy, but with a considerable reduction in processing time. The emergence of these new hardware architectures in the mid-2000s increased the processing power of personal computers to the levels of mainframe computers from just a few years previously. This research work presents two methodologies, where the first methodology is composed of three parts and the second methodology is composed of two parts. Only the third part of the first methodology is dependent on hardware technologies.
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TRILUA: um ambiente gamificado para apoio ao ensino de lógica de programaçãoSilva, Sandro José Ribeiro da 03 November 2016 (has links)
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Previous issue date: 2016-11-03 / Nenhuma / O desenvolvimento de habilidades de programação de sistemas computacionais é uma necessidade crescente, devido ao amplo uso de recursos computacionais nas mais diversas áreas. Ao mesmo tempo, é conhecida a deficiência existente quanto à quantidade de profissionais sendo graduados nesta área. Alguns estudos indicam dificuldades dos estudantes e ao mesmo tempo falta de metodologias adequadas como possíveis elementos contribuindo para este contexto, corroborando a necessidade de desenvolvimento de pesquisas sobre o aprendizado de linguagens de programação. Entre as possíveis soluções para este problema de motivação, o desenvolvimento de um ambiente gamificado como ferramenta de ensino para linguagens de programação vem sendo explorado em projetos de pesquisa e também em opções comerciais. Uma das deficiências observadas nestas inciativas é justamente a falta de suporte aos professores para acompanhamento da evolução dos alunos. Buscando atender esta necessidade, o presente trabalho propõe um ambiente de apoio ao ensino de lógica de programação cujo diferencial é a inclusão de recursos de análise do comportamento dos alunos, voltados para o apoio ao professor. Desta forma, o trabalho proposto alia aos jogos eletrônicos o monitoramento on-line de suas etapas, através do uso de técnicas de mineração de dados educacionais. Com base em um framework para Gamificação, foi definido e desenvolvido um ambiente Web para ensino da linguagem Lua, com aspectos de Gamificação e Mineração de Dados Educacionais. Este ambiente foi utilizado em avaliações com alunos do ensino técnico, tendo sido observados resultados promissores nos aspectos motivacionais. As avaliações envolvendo a identificação de vantagens geradas para os professores com uso dos dados sobre o comportamento dos alunos também foram positivas e indicam um bom potencial para esta abordagem. / The development of computer systems programming skills is a growing necessity, due to the wide use of computational resources in different areas. At the same time, it is known the deficiency with respect to the amount of professionals being graduated in this area. Some studies indicates difficulties of students and lack of adequate methodologies as possible elements contributing to this context, supporting the need to develop research on learning programming languages. As a possible solution to this problem of motivation, the development of a gamified environment as a teaching tool for programming languages is being explored in research projects and also commercial options. One of the deficiencies observed in these initiatives is precisely the lack of support to teachers to follow up of the evolution of students, which consists in one of the differentials of the proposed work. In this way, the work integrates to electronic games the online monitoring through the use of educational data mining techniques. Based on the framework for gamification, has been defined and developed a web environment to the Lua language teaching, with aspects of gamification and education data mining. This environment has already been tested preliminarily with technical education students, being observed promising results. A new stage of development and testing is foreseen to deepening the identification of advantages generated for teachers with the use data on the behavior of students.
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DESIGN AND DEVELOPMENT OF AN EMBEDDED DC MOTOR CONTROLLER USING A PID ALGORITHM / Kontrol av DC-Motor i enbyggda system med hjlp av PID & PWMJones, Omar January 2010 (has links)
<p>This project was held at London South Bank University in the UK, with corporation with staff from Linköping University in Sweden as Bachelor thesis.</p><p>This report will guide you through the used techniques in order to achieve a successful cooler/Fan project with a minimum budget and good energy saving methods.</p><p>The steps of setting the used software and components are supported with figures and diagrams. You will find full explanation of the used components and mathematics, in additional to a complete working code.</p>
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Design and Implementation of an Audio Codec (AMR-WB) using Dataflow Programming Language CAL in the OpenDF EnvironmentAli, Hazem, Patoary, Mohammad Nazrul Ishlam January 2010 (has links)
<p>Over the last three decades, computer architects have been able to achieve an increase in performance for single processors by, e.g., increasing clock speed, introducing cache memories and using instruction level parallelism. However, because of power consumption and heat dissipation constraints, this trend is going to cease. In recent times, hardware engineers have instead moved to new chip architectures with multiple processor cores on a single chip. With multi-core processors, applications can complete more total work than with one core alone. To take advantage of multi-core processors, we have to develop parallel applications that assign tasks to different cores. On each core, pipeline, data and task parallelization can be used to achieve higher performance. Dataflow programming languages are attractive for achieving parallelism because of their high-level, machine-independent, implicitly parallel notation and because of their fine-grain parallelism. These features are essential for obtaining effective, scalable utilization of multi-core processors.</p><p>In this thesis work we have parallelized an existing audio codec - Adaptive Multi-Rate Wide Band (AMR-WB) - written in the C language for single core processor. The target platform is a multi-core AMR11 MP developer board. The final result of the efforts is a working AMR-WB encoder implemented in CAL and running in the OpenDF simulator. The C specification of the AMR-WB encoder was analysed with respect to dataflow and parallelism. The final implementation was developed in the CAL Actor Language, with the goal of exposing available parallelism - different dataflows - as well as removing unwanted data dependencies. Our thesis work discusses mapping techniques and guidelines that we followed and which can be used in any future work regarding mapping C based applications to CAL. We also propose solutions for some specific dependencies that were revealed in the AMR-WB encoder analysis and suggest further investigation of possible modifications to the encoder to enable more efficient implementation on a multi-core target system.</p>
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Patterns of safe collaborationSpiessens, Fred 21 February 2007 (has links)
When practicing secure programming, it is important to understand the restrictive influence programmed entities have on the propagation of authority in a program. To precisely model authority propagation in patterns of interacting entities, we present a new formalism Knowledge Behavior Models (KBM). To describe such patterns, we present a new domain specific declarative language SCOLL (Safe Collaboration Language), which semantics are expressed by means of KBMs. To calculate the solutions for the safety problems expressed in SCOLL, we have built SCOLLAR: a model checker and solver based on constraint logic programming.
SCOLLAR not only indicates whether the safety requirements are guaranteed by the restricted behavior of the relied-upon entities, but also lists the different ways in which their behavior can be restricted to guarantee the safety properties without precluding their required functionality and (re-)usability. How the tool can help programmers to build reliable components that can safely interact with partially or completely untrusted components is shown in elaborate examples.
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DESIGN AND DEVELOPMENT OF AN EMBEDDED DC MOTOR CONTROLLER USING A PID ALGORITHM / Kontrol av DC-Motor i enbyggda system med hjlp av PID & PWMJones, Omar January 2010 (has links)
This project was held at London South Bank University in the UK, with corporation with staff from Linköping University in Sweden as Bachelor thesis. This report will guide you through the used techniques in order to achieve a successful cooler/Fan project with a minimum budget and good energy saving methods. The steps of setting the used software and components are supported with figures and diagrams. You will find full explanation of the used components and mathematics, in additional to a complete working code.
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Ad hoc : overloading and language designKilpatrick, Scott Lasater, 1984- 20 December 2010 (has links)
The intricate concepts of ad-hoc polymorphism and overloading permeate the field of programming languages despite their somewhat nebulous definitions. With the perspective afforded by the state of the art, object-oriented Fortress programming language, this thesis presents a contemporary account of ad-hoc polymorphism and overloading in theory and in practice. Common language constructs are reinterpreted with a new emphasis on overloading as a key facility.
Furthermore, concrete problems with overloading in Fortress, encountered during the author's experience in the development of the language, are presented with an emphasis on the ad hoc nature of their solutions. / text
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A GIS approach for improving transportation and mobility in Iqaluit, Nunavut TerritoryCopithorne, Dana 22 December 2011 (has links)
Planning for transportation within northern Canadian communities presents
unique challenges, but new research tools offer opportunities for testing potentially
innovative solutions that might help improve mobility within these communities. In
particular, problem solving has been enriched in recent years by using the spatial
modeling methods offered by Geographical Information Systems (GIS). This thesis first
reviews various GIS methods before applying one method – the ‘Route Utility Theory’ –
to a newly-developed set of metrics for determining the cost of alternate modes of intracommunity
transportation. This set of metrics is applied to a data set that represents the
trips or journeys made by non-car users in Iqaluit, the capital city of Nunavut Territory.
GIS data on roads, walking trails, land contours, and public and residential
neighbourhoods are analyzed. The results facilitate comparisons between road options
and trail options for improving the movement of people within Iqaluit. Five bus routes
were then custom designed and compared using the study’s metrics. The study found
that increasing bus and trail options within Iqaluit would provide more efficient options
for non-car users. It is argued that the study’s metrics can be adapted for application in
other northern communities, and possibly in other isolated and rural communities in
different world situations. / Graduate
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The Design and Use of a Smartphone Data Collection Tool and Accompanying Configuration Language2014 December 1900 (has links)
Understanding human behaviour is key to understanding the spread of epidemics, habit dispersion, and the efficacy of health interventions. Investigation into the patterns of and drivers for human behaviour has often been facilitated by paper tools such as surveys, journals, and diaries. These tools have drawbacks in that they can be forgotten, go unfilled, and depend on often unreliable human memories. Researcher-driven data collection mechanisms, such as interviews and direct observation, alleviate some of these problems while introducing others, such as bias and observer effects. In response to this, technological means such as special-purpose data collection hardware, wireless sensor networks, and apps for smart devices have been built to collect behavioural data. These technologies further reduce the problems experienced by more traditional behavioural research tools, but often experience problems of reliability, generality, extensibility, and ease of configuration.
This document details the construction of a smartphone-based app designed to collect data on human behaviour such that the difficulties of traditional tools are alleviated while still addressing the problems faced by modern supplemental technology. I describe the app's main data collection engine and its construction, architecture, reliability, generality, and extensibility, as well as the programming language developed to configure it and its feature set. To demonstrate the utility of the tool and its configuration language, I describe how they have been used to collect data in the field. Specifically, eleven case studies are presented in which the tool's architecture, flexibility, generality, extensibility, modularity, and ease of configuration have been exploited to facilitate a variety of behavioural monitoring endeavours. I further explain how the engine performs data collection, the major abstractions it employs, how its design and the development techniques used ensure ongoing reliability, and how the engine and its configuration language could be extended in the future to facilitate a greater range of experiments that require behavioural data to be collected. Finally, features and modules of the engine's encompassing system, iEpi, are presented that have not otherwise been documented to give the reader an understanding of where the work fits into the larger data collection and processing endeavour that spawned it.
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VERTIPH : a visual environment for real-time image processing on hardware : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Computer Systems Engineering at Massey University, Palmerston North, New ZealandJohnston, Christopher Troy January 2009 (has links)
This thesis presents VERTIPH, a visual programming language for the development of image processing algorithms on FPGA hardware. The research began with an examination of the whole design cycle, with a view to identifying requirements for implementing image processing on FPGAs. Based on this analysis, a design process was developed where a selected software algorithm is matched to a hardware architecture tailor made for its implementation. The algorithm and architecture are then transformed into an FPGA suitable design. It was found that in most cases the most efficient mapping for image processing algorithms is to use a streamed processing approach. This constrains how data is presented and requires most existing algorithms to be extensively modified. Therefore, the resultant designs are heavily streamed and pipelined. A visual notation was developed to complement this design process, as both streaming and pipelining can be well represented by data flow visual languages. The notation has three views each of which represents and supports a different part of the design process. An architecture view gives an overview of the design's main blocks and their interconnections. A computational view represents lower-level details by representing each block by a set of computational expressions and low-level controls. This includes a novel visual representation of pipelining that simplifies latency analysis, multiphase design, priming, flushing and stalling, and the detection of sequencing errors. A scheduling view adds a state machine for high-level control of processing blocks. This extended state objects to allow for the priming and flushing of pipelined operations. User evaluations of an implementation of the key parts of this language (the architecture view and the computational view) found that both were generally good visualisations and aided in design (especially the type interface, pipeline and control notations). The user evaluations provided several suggestions for the improvement of the language, and in particular the evaluators would have preferred to use the diagrams as a verification tool for a textual representation rather than as the primary data capture mechanism. A cognitive dimensions analysis showed that the language scores highly for thirteen of the twenty dimensions considered, particularly those related to making details of the design clearer to the developer.
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