564 research outputs found

    Dynamically typed languages

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    Dynamically typed languages such as Python and Ruby have experienced a rapid grown in popularity in recent times. However, there is much confusion as to what makes these languages interesting relative to statically typed languages, and little knowledge of their rich history. In this chapter I explore the general topic of dynamically typed languages, how they differ from statically typed languages, their history, and their defining features

    Preparation of acoustic emission data for neural network analysis using awk and C programs

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    Fiber Reinforced Polymer composites are relatively new to the bridge construction industry. One of the challenges to greater usage is the lack of a real-time nondestructive method to accurately evaluate them. A Neural Network program can be used to predict the status of a structure by analyzing summarized Acoustic Emission data from the structure in real-time.;Existing methods use tools such as MS Excel to extract the Neural Network input matrix from raw data having more than 30,000 rows of Acoustic Emission data for a simple three point bending test. This manual data extraction process is very time consuming. Therefore, application software was developed to efficiently summarize the Acoustic Emission data into a Neural Network input matrix. The awk and C scripts were used to develop the application. The awk programming language is designed to search for, match patterns, and perform actions on text files. The awk programs are generally quite small, easy to understand and are easily interpreted. This makes it a good pattern matching and data retrieval language. An awk program can be executed by using a gcc compiler, so a C module was developed to combine all the awk scripts into a single application. The application software was used to extract the Neural Network input matrix from previously conducted AE experiments; a comparison of manually prepared matrices and those prepared by application is presented.;Tension, Bending and Fatigue experiments of FRP specimens were conducted and the AE data obtained from the experiments were used to analyze the structural properties of the specimens with the help of the application software developed through this study. Loading quarter of the specimens was predicted using the Neural Network program. The predictions obtained from Neural Network program for the matrices prepared by the application software were found to be more accurate and consistent than the predictions from the manually prepared matrices

    A Classification of Scripting Systems for Entertainment and Serious Computer Games

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    The technology base for modern computer games is usually provided by a game engine. Many game engines have built-in dedicated scripting languages that allow the development of complete games that are built using those engines, as well as extensive modification of existing games through scripting alone. While some of these game engines implement proprietary languages, others use existing scripting systems that have been modified according to the game engine's requirements. Scripting languages generally provide a very high level of abstraction method for syntactically controlling the behaviour of their host applications and different types of scripting system allow different types of modification of their underlying host application. In this paper we propose a simple classification for scripting systems used in computer games for entertainment and serious purposes

    Smart meter data processing: a showcase for simple and efficient textual processing

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    The increase in the production and collection of data from devices is an ongoing trend due to the roll-out of more cyber-physical applications. Smart meters, because of their importance in power grids, are a class of such devices whose produced data requires meticulous processing. In this paper, we use Unicage, a data processing system based on classic Unix shell scripting, that delivers excellent performance in a simple package. We use this methodology to process smart meter data in XML format, subjected to the constraints posed by a real use case. We develop a solution that parses, validates and performs a simple aggregation of 27 million XML files in less than 10 minutes. We present a study of the solution as well as the benefits of its adoption.Comment: 11 pages, 5 figures, 1 table, 9 listings. Accepted after review for the 1st Workshop on High-Performance and Reliable Big Data (HPBD 2021), which was held virtually on September 20th 2021, and was co-located with the 40th International Symposium on Reliable Distributed Systems (SRDS 2021

    Spartan Daily, May 11, 2009

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    Volume 132, Issue 53https://scholarworks.sjsu.edu/spartandaily/10590/thumbnail.jp

    Having it both ways: Larry Wall, Perl and the technology and culture of the early web

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    What image defines the 1990s web? Perhaps it is an “under construction” gif, a “starry night” background or some other fragment of what net artist and scholar Olia Lialina dubbed “a vernacular web” (2005). If not a vernacular, perhaps a sign of an increas- ingly commercial and professional web – the first banner ad, announcing that this par- ticular information superhighway would be dotted with billboards and shopping malls, or a jutting line graph showing the precipitous rise of the Nasdaq composite index. Of course, the answer is both, or all of the above. The 90s web was defined by its contradictions: amateur and professional, playful and serious, free and incorporated. Early descriptions of the World Wide Web’s significance oscillated between, on the one hand, an accessible and open alternative to walled gardens like America Online, and on the other hand an electronic frontier ripe for commercialization (Markoff, 1993; Wolf, 1994). Long before social media or web 2.0 became buzzwords, startups and new media gurus claimed the web was both a place of community and a place of commerce (Silver, 2008). Importantly this was not a matter of two webs existing side- by-side: the 90s web was all of these things at once. Perhaps it was this capacity for having it both ways, more than any single technical feature, that made the web feel new

    Support for collaborative component-based software engineering

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    Collaborative system composition during design has been poorly supported by traditional CASE tools (which have usually concentrated on supporting individual projects) and almost exclusively focused on static composition. Little support for maintaining large distributed collections of heterogeneous software components across a number of projects has been developed. The CoDEEDS project addresses the collaborative determination, elaboration, and evolution of design spaces that describe both static and dynamic compositions of software components from sources such as component libraries, software service directories, and reuse repositories. The GENESIS project has focussed, in the development of OSCAR, on the creation and maintenance of large software artefact repositories. The most recent extensions are explicitly addressing the provision of cross-project global views of large software collections and historical views of individual artefacts within a collection. The long-term benefits of such support can only be realised if OSCAR and CoDEEDS are widely adopted and steps to facilitate this are described. This book continues to provide a forum, which a recent book, Software Evolution with UML and XML, started, where expert insights are presented on the subject. In that book, initial efforts were made to link together three current phenomena: software evolution, UML, and XML. In this book, focus will be on the practical side of linking them, that is, how UML and XML and their related methods/tools can assist software evolution in practice. Considering that nowadays software starts evolving before it is delivered, an apparent feature for software evolution is that it happens over all stages and over all aspects. Therefore, all possible techniques should be explored. This book explores techniques based on UML/XML and a combination of them with other techniques (i.e., over all techniques from theory to tools). Software evolution happens at all stages. Chapters in this book describe that software evolution issues present at stages of software architecturing, modeling/specifying, assessing, coding, validating, design recovering, program understanding, and reusing. Software evolution happens in all aspects. Chapters in this book illustrate that software evolution issues are involved in Web application, embedded system, software repository, component-based development, object model, development environment, software metrics, UML use case diagram, system model, Legacy system, safety critical system, user interface, software reuse, evolution management, and variability modeling. Software evolution needs to be facilitated with all possible techniques. Chapters in this book demonstrate techniques, such as formal methods, program transformation, empirical study, tool development, standardisation, visualisation, to control system changes to meet organisational and business objectives in a cost-effective way. On the journey of the grand challenge posed by software evolution, the journey that we have to make, the contributory authors of this book have already made further advances

    Dynamically typed languages.

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    Dynamically typed languages such as Python and Ruby have experienced a rapid grown in popularity in recent times. However, there is much confusion as to what makes these languages interesting relative to statically typed languages, and little knowledge of their rich history. In this chapter I explore the general topic of dynamically typed languages, how they differ from statically typed languages, their history, and their defining features
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