11,564 research outputs found

    ART-Ada design project, phase 2

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    Interest in deploying expert systems in Ada has increased. An Ada based expert system tool is described called ART-Ada, which was built to support research into the language and methodological issues of expert systems in Ada. ART-Ada allows applications of an existing expert system tool called ART-IM (Automated Reasoning Tool for Information Management) to be deployed in various Ada environments. ART-IM, a C-based expert system tool, is used to generate Ada source code which is compiled and linked with an Ada based inference engine to produce an Ada executable image. ART-Ada is being used to implement several expert systems for NASA's Space Station Freedom Program and the U.S. Air Force

    Toward the efficient implementation of expert systems in Ada

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    Here, the authors describe Ada language issues encountered during the development of ART-Ada, an expert system tool for Ada deployment. ART-Ada is being used to implement several expert system applications for the Space Station Freedom and the U.S. Air Force. Additional information is given on dynamic memory allocation

    Full-Stack, Real-System Quantum Computer Studies: Architectural Comparisons and Design Insights

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    In recent years, Quantum Computing (QC) has progressed to the point where small working prototypes are available for use. Termed Noisy Intermediate-Scale Quantum (NISQ) computers, these prototypes are too small for large benchmarks or even for Quantum Error Correction, but they do have sufficient resources to run small benchmarks, particularly if compiled with optimizations to make use of scarce qubits and limited operation counts and coherence times. QC has not yet, however, settled on a particular preferred device implementation technology, and indeed different NISQ prototypes implement qubits with very different physical approaches and therefore widely-varying device and machine characteristics. Our work performs a full-stack, benchmark-driven hardware-software analysis of QC systems. We evaluate QC architectural possibilities, software-visible gates, and software optimizations to tackle fundamental design questions about gate set choices, communication topology, the factors affecting benchmark performance and compiler optimizations. In order to answer key cross-technology and cross-platform design questions, our work has built the first top-to-bottom toolflow to target different qubit device technologies, including superconducting and trapped ion qubits which are the current QC front-runners. We use our toolflow, TriQ, to conduct {\em real-system} measurements on 7 running QC prototypes from 3 different groups, IBM, Rigetti, and University of Maryland. From these real-system experiences at QC's hardware-software interface, we make observations about native and software-visible gates for different QC technologies, communication topologies, and the value of noise-aware compilation even on lower-noise platforms. This is the largest cross-platform real-system QC study performed thus far; its results have the potential to inform both QC device and compiler design going forward.Comment: Preprint of a publication in ISCA 201

    Ada (trademark) projects at NASA. Runtime environment issues and recommendations

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    Ada practitioners should use this document to discuss and establish common short term requirements for Ada runtime environments. The major current Ada runtime environment issues are identified through the analysis of some of the Ada efforts at NASA and other research centers. The runtime environment characteristics of major compilers are compared while alternate runtime implementations are reviewed. Modifications and extensions to the Ada Language Reference Manual to address some of these runtime issues are proposed. Three classes of projects focusing on the most critical runtime features of Ada are recommended, including a range of immediately feasible full scale Ada development projects. Also, a list of runtime features and procurement issues is proposed for consideration by the vendors, contractors and the government

    Ada issues in implementing ART-Ada

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    Due to the Ada mandate of a number of government agencies, interest in deploying expert systems such as Ada has increased. Recently, several Ada-based expert system tools have been developed. According to a recent benchmark report, these tools do not perform as well as similar tools written in C. While poorly implemented Ada compilers contribute to the poor benchmark result, some fundamental problems of the Ada language itself have been uncovered. Here, the authors describe Ada language issues encountered during the deployment of ART-Ada, an expert system tool for Ada deployment. ART-Ada is being used to implement several prototype expert systems for the Space Station Freedom and the U.S. Air Force

    Avionics test bed development plan

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    A development plan for a proposed avionics test bed facility for the early investigation and evaluation of new concepts for the control of large space structures, orbiter attached flex body experiments, and orbiter enhancements is presented. A distributed data processing facility that utilizes the current laboratory resources for the test bed development is outlined. Future studies required for implementation, the management system for project control, and the baseline system configuration are defined. A background analysis of the specific hardware system for the preliminary baseline avionics test bed system is included

    Fast, accurate and flexible data locality analysis

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    This paper presents a tool based on a new approach for analyzing the locality exhibited by data memory references. The tool is very fast because it is based on a static locality analysis enhanced with very simple profiling information, which results in a negligible slowdown. This feature allows the tool to be used for highly time-consuming applications and to include it as a step in a typical iterative analysis-optimization process. The tool can provide a detailed evaluation of the reuse exhibited by a program, quantifying and qualifying the different types of misses either globally or detailed by program sections, data structures, memory instructions, etc. The accuracy of the tool is validated by comparing its results with those provided by a simulator.Peer ReviewedPostprint (published version

    Critters in the Classroom: A 3D Computer-Game-Like Tool for Teaching Programming to Computer Animation Students

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    The brewing crisis threatening computer science education is a well documented fact. To counter this and to increase enrolment and retention in computer science related degrees, it has been suggested to make programming "more fun" and to offer "multidisciplinary and cross-disciplinary programs" [Carter 2006]. The Computer Visualisation and Animation undergraduate degree at the National Centre for Computer Animation (Bournemouth University) is such a programme. Computer programming forms an integral part of the curriculum of this technical arts degree, and as educators we constantly face the challenge of having to encourage our students to engage with the subject. We intend to address this with our C-Sheep system, a reimagination of the "Karel the Robot" teaching tool [Pattis 1981], using modern 3D computer game graphics that today's students are familiar with. This provides a game-like setting for writing computer programs, using a task-specific set of instructions which allow users to take control of virtual entities acting within a micro world, effectively providing a graphical representation of the algorithms used. Whereas two decades ago, students would be intrigued by a 2D top-down representation of the micro world, the lack of the visual gimmickry found in modern computer games for representing the virtual world now makes it extremely difficult to maintain the interest of students from today's "Plug&Play generation". It is therefore especially important to aim for a 3D game-like representation which is "attractive and highly motivating to today's generation of media-conscious students" [Moskal et al. 2004]. Our system uses a modern, platform independent games engine, capable of presenting a visually rich virtual environment using a state of the art rendering engine of a type usually found in entertainment systems. Our aim is to entice students to spend more time programming, by providing them with an enjoyable experience. This paper provides a discussion of the 3D computer game technology employed in our system and presents examples of how this can be exploited to provide engaging exercises to create a rewarding learning experience for our students
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