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Analýza ekonomických dat s využitím statistických metod / Analysis of Economic Data Using Statistical MethodsKlímová, Lenka January 2015 (has links)
The teoretical part of the thesis focuses on timeline and also on economic issues of mainly ratio indicators and their interpratation. The aim of this work is to analyze and evaluate selected economic indicators of the company, using timeline analysis and regressive analysis. The analysis is related to value prediction of selected economic indicators which I predicted for the next two years (2014 and 2015). Based on the detected values I proposed measures for successful future development of the company. I have processed the data using Gretl and Microsoft Excel programs.
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Analýza ekonomických dat s využitím statistických metod / Analysis of Economic Data Using Statistical MethodsKlímová, Lenka January 2016 (has links)
The aim of this work is to analyze and evaluate selected economic indicators of the company, using timeline analysis, regressive and correlation analysis The teoretical part of the thesis focuses on timeline and also on economic issues of mainly ratio indicators and their interpratation.. The analysis is related to value prediction of selected economic indicators which I predicted for the next two years (2014 and 2015). Based on the detected values I proposed measures for successful future development of the company. I have processed the data using Gretl and Microsoft Excel programs.
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Analyzing and Reducing Compilation Times for C++ ProgramsMivelli, Dennis January 2022 (has links)
Software companies often choose to develop in C++ because of the high performance that the language offers. Facilitated by static compilation and powerful optimization options, runtime performance is paid for with compilation time. Although the trade-off is inevitable to some extent, building very large C++ programs from scratch can take up to several hours if extra care is not taken during development. This thesis analyzes compilation times for C++ programs and shows how they can be reduced with the help of design patterns, implementation hiding, and framework related fixes. The results presented prove that compilation times can be decreased significantly with no drawbacks to the maintainability of a program. An in-depth analysis of compilation times and dependencies has been conducted for two large software modules from a representative company. Both modules take over an hour of CPU time each to compile. The time consumption for different compiler activities, such as parsing, preprocessing, and runtime optimization tasks have been measured for the modules. The compilation times for unit tests and mocks which use the GoogleTest framework have been analyzed. A simple method that may reduce compilation times by up to 50% for programs that use GoogleTest is presented. A dependency metric has been created, based on the number of include statements found recursively throughout a program. The dependency metric was found to be connected to compilation time for the two analyzed modules. Other factors that can influence compilation times are also shown, such as runtime optimization options, and the use of templates. Experiments which show how a typical usage of templates can drastically increase compilation times are presented. In addition, a solution which allows templates to be used while avoiding code bloat across translation units is reviewed. The solution effectively rivals non-template code in terms of compilation time. The Pointer to Implementation (PImpl) and Dependency Injection design patterns have been used to refactor a small program. Both design patterns performed well, reducing the total compilation time and total compiler memory usage by 70%. A program that detects dependency cycles has been created, but no cycles were found in any of two modules from the representative company.
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Kenosis and identities: pneumatological pointersNigrini, Jacques 11 1900 (has links)
In the thesis a methodology of understanding and explicating Christian faith consistent with the mystery of the simultaneous close connection and radical difference of God, human beings and the physical-organic cosmos environment is been mapped out. The theanthropocosmic principle as an expression of the mystery functions as the heuristic key in opening up the notion of kenosis (and incarnation) of Jesus Christ and the Holy Spirit within the scope of the enduring interaction of . The Spirit in the kenotic sense of the word connects and differentiates the overall processes of being and becoming, here and there, now and then of the mystery of the `presences' of God, human beings and the natural cosmic world in being there (Dasein), being thus and thus (Sosein) and being dynamically actual (Aktsein). God acts in terms of the Spirit's operational kenotic presence within the margins of the creatureliness of people and the natural cosmic world as the kenotic clothing of God. A dynamic interpretation of the integral and differential character of being and becoming suggests that making sense of the dynamics of the formation of identities and identification is an ever ongoing endeavour. It implies a continuous process of negotiation whilst experiencing various continuums, remaining open-ended in an ever-increasing sense of wonder and mystery of "exitus a Deo-reditus in Deum". / Systematic Theology and theological Ethics / D. Th. (Systematic Theology)
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Designing and combining mid-air interaction techniques in large display environments / Conception et combinaisons de techniques d'interaction mid-air dans les environnements à grands écransNancel, Mathieu 05 December 2012 (has links)
Les environnements à grands écrans (Large Display Environments, LDE) sont des espaces de travail interactifs contenant un ou plusieurs grands écrans fixes et divers dispositifs d'entrée ayant pour but de permettre la visualisation et la manipulation de très grands jeux de données. La recherche s'est de plus en plus intéressée à ces environnements durant ces dix dernières années, et il existe d'ores-et-déjà un certain nombre de techniques d'interaction correspondant à la plupart des tâches élémentaires comme le pointage, la navigation et la sélection de commandes. Cependant, ces techniques sont souvent conçues et évaluées séparément, dans des environnements et des cas d'utilisations spécifiques. Il est donc difficile de les comparer et de les combiner.Dans ce manuscrit, je propose un ensemble de guides pour l'analyse et la combinaison des canaux d'entrée et de sortie disponibles dans les LDEs. Je présente d'abord une étude de leurs caractéristiques selon deux axes: (1) le retour visuel, et la manière dont il affecte l'utilisabilité des techniques d'interaction et la collaboration co-localisée, et (2) les canaux d'entrée, et comment les combiner en d'efficaces ensembles de techniques d'interaction. Grâce à ces analyses, j'ai développé quatre pré-requis de conception destinés à assurer que des techniques d'interaction peuvent être utilisées (i) à distance, (ii) en même temps que d'autres techniques et (iii) avec d'autres utilisateurs. Suivant ces pré-requis, j'ai conçu et évalué un ensemble de techniques de navigation, d'invocation de commandes tout en pointant, et de pointage haute-précision avec des moyens d'entrée limités. J'ai également développé deux méthodes de calibration de techniques de pointage, l'une spécifique aux techniques ayant deux niveaux de précision et l'autre adaptée aux fonctions d'accélération. En conclusion, j'introduis deux considérations de plus haut niveau sur la combinaison de techniques d'interaction dans des environnements aux canaux d'entrée limités : (1) il existe un compromis entre le fait de minimiser l'utilisation des membres de l'utilisateur et celui d'effectuer des actions en parallèle qui affecte les performances de l'ensemble ; (2) changer la fonction de transfert d'une technique de pointage durant son utilisation peut avoir un effet négatif sur les performances. / Large display environments (LDEs) are interactive physical workspaces featuring one or more static large displays as well as rich interaction capabilities, and are meant to visualize and manipulate very large datasets. Research about mid-air interactions in such environments has emerged over the past decade, and a number of interaction techniques are now available for most elementary tasks such as pointing, navigating and command selection. However these techniques are often designed and evaluated separately on specific platforms and for specific use-cases or operationalizations, which makes it hard to choose, compare and combine them.In this dissertation I propose a framework and a set of guidelines for analyzing and combining the input and output channels available in LDEs. I analyze the characteristics of LDEs in terms of (1) visual output and how it affects usability and collaboration and (2) input channels and how to combine them in rich sets of mid-air interaction techniques. These analyses lead to four design requirements intended to ensure that a set of interaction techniques can be used (i) at a distance, (ii) together with other interaction techniques and (iii) when collaborating with other users. In accordance with these requirements, I designed and evaluated a set of mid-air interaction techniques for panning and zooming, for invoking commands while pointing and for performing difficult pointing tasks with limited input requirements. For the latter I also developed two methods, one for calibrating high-precision techniques with two levels of precision and one for tuning velocity-based transfer functions. Finally, I introduce two higher-level design considerations for combining interaction techniques in input-constrained environments. Designers should take into account (1) the trade-off between minimizing limb usage and performing actions in parallel that affects overall performance, and (2) the decision and adaptation costs incurred by changing the resolution function of a pointing technique during a pointing task.
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Kenosis and identities: pneumatological pointersNigrini, Jacques 11 1900 (has links)
In the thesis a methodology of understanding and explicating Christian faith consistent with the mystery of the simultaneous close connection and radical difference of God, human beings and the physical-organic cosmos environment is been mapped out. The theanthropocosmic principle as an expression of the mystery functions as the heuristic key in opening up the notion of kenosis (and incarnation) of Jesus Christ and the Holy Spirit within the scope of the enduring interaction of . The Spirit in the kenotic sense of the word connects and differentiates the overall processes of being and becoming, here and there, now and then of the mystery of the `presences' of God, human beings and the natural cosmic world in being there (Dasein), being thus and thus (Sosein) and being dynamically actual (Aktsein). God acts in terms of the Spirit's operational kenotic presence within the margins of the creatureliness of people and the natural cosmic world as the kenotic clothing of God. A dynamic interpretation of the integral and differential character of being and becoming suggests that making sense of the dynamics of the formation of identities and identification is an ever ongoing endeavour. It implies a continuous process of negotiation whilst experiencing various continuums, remaining open-ended in an ever-increasing sense of wonder and mystery of "exitus a Deo-reditus in Deum". / Systematic Theology and theological Ethics / D. Th. (Systematic Theology)
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Dendrochronologie vybraných autochtonních dřevin na gradientech prostředí / Dendrochronology of representative autochtonnous tree species on environmental and temporal gradientsČEJKOVÁ, Alžběta January 2012 (has links)
This thesis is focused on application methods of dendrochronology on various ecological and historical aspects of forest communities, human management practices, and historical utilization of wood. Studies revealed growth responses of trees in various type of forest vegetation represented by spruce forest, alder carr and alluvial forests and involved autochthonous tree species with all morphological types of wood. These works demonstrated necessity of dynamic evolving of the regional chronologies for the Czech Republic.
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On model-checking pushdown systems models / Vérification de modèles de systèmes à pilePommellet, Adrien 05 July 2018 (has links)
Cette thèse introduit différentes méthodes de vérification (ou model-checking) sur des modèles de systèmes à pile. En effet, les systèmes à pile (pushdown systems) modélisent naturellement les programmes séquentiels grâce à une pile infinie qui peut simuler la pile d'appel du logiciel. La première partie de cette thèse se concentre sur la vérification sur des systèmes à pile de la logique HyperLTL, qui enrichit la logique temporelle LTL de quantificateurs universels et existentiels sur des variables de chemin. Il a été prouvé que le problème de la vérification de la logique HyperLTL sur des systèmes d'états finis est décidable ; nous montrons que ce problème est en revanche indécidable pour les systèmes à pile ainsi que pour la sous-classe des systèmes à pile visibles (visibly pushdown systems). Nous introduisons donc des algorithmes d'approximation de ce problème, que nous appliquons ensuite à la vérification de politiques de sécurité. Dans la seconde partie de cette thèse, dans la mesure où la représentation de la pile d'appel par les systèmes à pile est approximative, nous introduisons les systèmes à surpile (pushdown systems with an upper stack) ; dans ce modèle, les symboles retirés de la pile d'appel persistent dans la zone mémoire au dessus du pointeur de pile, et peuvent être plus tard écrasés par des appels sur la pile. Nous montrons que les ensembles de successeurs post* et de prédécesseurs pre* d'un ensemble régulier de configurations ne sont pas réguliers pour ce modèle, mais que post* est toutefois contextuel (context-sensitive), et que l'on peut ainsi décider de l'accessibilité d'une configuration. Nous introduisons donc des algorithmes de sur-approximation de post* et de sous-approximation de pre*, que nous appliquons à la détection de débordements de pile et de manipulations nuisibles du pointeur de pile. Enfin, dans le but d'analyser des programmes avec plusieurs fils d'exécution, nous introduisons le modèle des réseaux à piles dynamiques synchronisés (synchronized dynamic pushdown networks), que l'on peut voir comme un réseau de systèmes à pile capables d'effectuer des changements d'états synchronisés, de créer de nouveaux systèmes à piles, et d'effectuer des actions internes sur leur pile. Le problème de l'accessibilité étant naturellement indécidable pour un tel modèle, nous calculons une abstraction des chemins d'exécutions entre deux ensembles réguliers de configurations. Nous appliquons ensuite cette méthode à un processus itératif de raffinement des abstractions. / In this thesis, we propose different model-checking techniques for pushdown system models. Pushdown systems (PDSs) are indeed known to be a natural model for sequential programs, as they feature an unbounded stack that can simulate the assembly stack of an actual program. Our first contribution consists in model-checking the logic HyperLTL that adds existential and universal quantifiers on path variables to LTL against pushdown systems (PDSs). The model-checking problem of HyperLTL has been shown to be decidable for finite state systems. We prove that this result does not hold for pushdown systems nor for the subclass of visibly pushdown systems. Therefore, we introduce approximation algorithms for the model-checking problem, and show how these can be used to check security policies. In the second part of this thesis, as pushdown systems can fail to accurately represent the way an assembly stack actually operates, we introduce pushdown systems with an upper stack (UPDSs), a model where symbols popped from the stack are not destroyed but instead remain just above its top, and may be overwritten by later push rules. We prove that the sets of successors post* and predecessors pre* of a regular set of configurations of such a system are not always regular, but that post* is context-sensitive, hence, we can decide whether a single configuration is forward reachable or not. We then present methods to overapproximate post* and under-approximate pre*. Finally, we show how these approximations can be used to detect stack overflows and stack pointer manipulations with malicious intent. Finally, in order to analyse multi-threaded programs, we introduce in this thesis a model called synchronized dynamic pushdown networks (SDPNs) that can be seen as a network of pushdown processes executing synchronized transitions, spawning new pushdown processes, and performing internal pushdown actions. The reachability problem for this model is obviously undecidable. Therefore, we compute an abstraction of the execution paths between two regular sets of configurations. We then apply this abstraction framework to a iterative abstraction refinement scheme.
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Abstrakce dynamických datových struktur s využitím šablon / Template-Based Synthesis of Heap AbstractionsMalík, Viktor January 2017 (has links)
Cieľom tejto práce je návrh analýzy tvaru haldy vhodnej pre potreby analyzátora 2LS. 2LS je nástroj pre analýzu C programov založený na automatickom odvodzovaní invariantov s použitím SMT solvera. Navrhované riešenie obsahuje spôsob reprezentácie tvaru programovej haldy pomocou logických formulí nad teóriou bitových vektorov. Tie sú následne využité v SMT solveri pre predikátovú logiku prvého rádu na odvodenie invariantov cyklov a súhrnov jednotlivých funkcií analyzovaného programu. Náš prístup je založený na ukazateľových prístupových cestách, ktoré vyjadrujú dosiahnuteľnosť objektov na halde z ukazateľových premenných. Informácie získané z analýzy môžu byť využité na dokázanie rôznych vlastností programu súvisiacich s prácou s dynamickýcmi dátovými štruktúrami. Riešenie bolo implementované v rámci nástroja 2LS. S jeho použitím došlo k výraznému zlepšeniu schopnosti 2LS analyzovať programy pracujúce s ukazateľmi a dynamickými dátovými štruktúrami. Toto je demonštrované na sade experimentov prevzatých zo známej medzinárodnej súťaže vo verifikácii programov SV-COMP a iných experimentoch.
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Layer Management in Virtual Reality : An Explorative Technical Design Study / Bildlagerhantering i Virtual Reality : En Explorativ Teknisk DesignstudieBergeling, Rickard January 2017 (has links)
Virtual Reality has once again emerged as a platform with great potential for exploratory research. An expectation for the next generation virtual reality platforms is to be used as a tool for graphical designers as a new way to access the virtual world and interact with digital content. Just as mobile applications are developed for smaller screens with touch capabilities and desktop applications for computer screens with the input of mouse and keyboard, the interfaces of VR applications need to be designed with the capabilities and limitations of the platform in mind. A common component in modern graphic editing software is layer management: having the final output of the application divided into sub-components. This thesis explores how layer management can best be implemented in room-scale Virtual Reality with a focus on selection, navigation and manipulation through an iterative design study. The study concludes that, to improve the learnability of a system, interactions should be based on real-world interaction for naturalistic tasks while drawing inspiration from desktop applications for more abstract tasks. Furthermore, the environment needs to be adjusted to the systems designated tasks as well as the physical characteristics of the user. Lastly, as previous studies have suggested, amplifying the movement of manipulated objects in relation to the movement of the controller decreases the required movement of the user, reducing fatigue and increasing the user’s reach. However, this amplification was perceived as a reduction in precision, which some users valued more than movement reduction. Therefore, the amplification factor should be adjusted in relation to the operation’s precision requirements. While directly applicable to layer management in VR, these findings could serve as guidelines for applications utilizing 2D content in a virtual environment, room-scale VR applications designed to perform abstract tasks, and productivity tools for Virtual Reality. / Virtual Reality (VR) har på senare år sett ett uppsving både vad gäller teknisk utveckling och intresse hos konsumenter. Den nya generationens VR-plattformar har stor potential för utforskande studier både vad gäller användningsområden och interaktionsgränssnitt. En av förväntningarna är att VR ska kunna användas inom grafisk formgivning som ett verktyg för att tillgå- och interagera med digitalt innehåll på nya sätt. Precis som mobila applikationer är utvecklade för mindre touch-skärmar och PC-applikationer är designade för mus- och tangentbordsinteraktion med återkoppling genom en datorskärm så kommer gränssnitten för framtidens VR applikationer att vara utformade efter denna plattforms specifikationer. En vanlig komponent i dagens grafiska redigeringsprogramvaror är bildlagerhantering; att ha en bild eller bildruta uppdelad i mindre delar där varje del kan redigeras och påverkas som en separat enhet. Denna uppsats utforskar genom en iterativ designstudie hur bildlagerhantering kan implementeras i en VR miljö med fokus på navigation, val av objekt och manipulation av objekt. Studien visar att interaktionsgränssnitten som baseras på interaktioner med verkligheten och interaktion med traditionella PC applikationer för naturliga respektive abstrakta operationer gör interaktionerna lättare att lära sig och förstå. Förutom de uppgifter som systemet är ämnat att utföra bör även utformningen av den virtuella miljön ta hänsyn till de fysiska egenskaperna hos användaren. Som tidigare studier har visat så kan ett förstärkt utslag av manipulerade objekt i förhållande till kontrollen minska den rörelse som krävs av användaren för att utföra en uppgift och därigenom minska trötthet och öka användarens effektiva räckvidd. Denna förstärkning uppfattades dock som en reducering av precision, vilket vissa användare värdesatte mer än reducering av krävd rörelse. Därför ska förstärkningsgraden sättas i relation till den precision som krävs av varje operation. Studiens resultat är direkt applicerbara för lagerhantering i VR men kan också användas som riktlinjer för VR applikationer som hanterar 2D-innehåll i en 3D miljö samt VR applikationer med syfte att användas som produktivitetsverktyg.
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