262,249 research outputs found

    An object-oriented programming of an explicit dynamics code: application to impact simulation

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    During the last fifty years, the development of better numerical methods and more powerful computers has been a major enterprise for the scientific community. Recent advances in computational softwares have lead to the possibility of solving more physical and complex problems (coupled problems, nonlinearities, high strain and high strain rate problems, etc.). The development of object-oriented programming leads to better structured codes for the finite element method and facilitates the development, the maintainability and the expandability of such codes. This paper presents an implementation in C++ of an explicit finite element program dedicated to the simulation of impacts. We first present a brief overview of the kinematics, the conservative and constitutive laws related to large deformation inelasticity. Then we present the design and the numerical implementation of some aspects developed with an emphasis on the object-oriented programming adopted. Finally, the efficiency and accuracy of the program are investigated through some benchmark tests

    Using Mach threads to control DSN operational sequences

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    The Link Monitor and Control Operator Assistant prototype (LMCOA) is a state-of-the-art, semiautomated monitor and control system based on an object-oriented design. The purpose of the LMCOA prototyping effort is to both investigate new technology (such as artificial intelligence) to support automation and to evaluate advances in information systems toward developing systems that take advantage of the technology. The emergence of object-oriented design methodology has enabled a major change in how software is designed and developed. This paper describes how the object-oriented approach was used to design and implement the LMCOA and the results of operational testing. The LMCOA is implemented on a NeXT workstation using the Mach operating system and the Objective-C programming language

    A Design and Implementation of Version Model in Object-Oriented Databases

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    Due to the advances in computer technology, new applications such as office automation, software engineering and computer aided design (CAD) have emerged.These new applications not only demand fast retrieval and modification as the earlier applications but also new requirements, for in stance, the capability to represent complex object.Many approaches have been proposed in order to meet the new requirements. It is claimed that Object- oriented Database Management System s (OODBMSs) offer a good solution. One of OODBMSs' facilitiesis the version control management. With a version control management, the management and control of object versions can be done in a systematic way

    State Controlled Object Oriented Programming

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    In this thesis, we examine an extension to the idea of object oriented programming to make programs easier for people and compilers to understand. Often objects behave differently depending on the history of past operations as well as their input that is their behavior depends on state. We may think of the fields of an object as encoding two kinds of information: data that makes up the useful information in the object and state that controls its behavior. Object oriented languages do not distinguish these two. We propose that by specifying these two, programs become clearer for people to write and understand and easier for machines to transform and optimize. We introduce the notion of state controlled object oriented programming, abbreviated as “SCOOP”, which encompasses explicit support of state in objects. While introducing an extension to object oriented programming, our objective is to minimize any burden on the programmer while programming with SCOOP. Static detection of the current state of an object by programming languages has been a challenge. To overcome this challenge without compromising our objective, a technique is presented that advances contemporary work. We propose an implementation scheme for a SCOOP compiler that effectively synchronizes the external and internal representation of state of objects. As an implication of this scheme, SCOOP would provide the memento design pattern by default. We also show how a portion of an object particular to its state can be replaced dynamically, allowing state dependent polymorphism. Further, we discuss how programs coded in SCOOP can be model checked

    Software Education for Changing Computing Technology

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    Software education has been dominated by procedural-based programming languages such as BASIC, FORTRAN and C, and before that, the assembly languages. The primary reason that this methodology has held such sway in education was that it allowed quick action for the first major users of computers. This approach was the most straight-forward means of utilizing hardware that, over the last 60 years, has gotten faster and more complex through smaller and more densely packed elements. However, traditional advances as described by Moore’s law are now reaching both physical and economic limits. Pure object-oriented programming approaches offer benefits for hardware that is highly parallel and that is of non-traditional design. This work describes the evolution of computational technology, explores features of pure object-oriented languages such as Squeak Smalltalk, and discusses proactive curricula options

    The AI Bus architecture for distributed knowledge-based systems

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    The AI Bus architecture is layered, distributed object oriented framework developed to support the requirements of advanced technology programs for an order of magnitude improvement in software costs. The consequent need for highly autonomous computer systems, adaptable to new technology advances over a long lifespan, led to the design of an open architecture and toolbox for building large scale, robust, production quality systems. The AI Bus accommodates a mix of knowledge based and conventional components, running on heterogeneous, distributed real world and testbed environment. The concepts and design is described of the AI Bus architecture and its current implementation status as a Unix C++ library or reusable objects. Each high level semiautonomous agent process consists of a number of knowledge sources together with interagent communication mechanisms based on shared blackboards and message passing acquaintances. Standard interfaces and protocols are followed for combining and validating subsystems. Dynamic probes or demons provide an event driven means for providing active objects with shared access to resources, and each other, while not violating their security

    INCREASING UTILITY AND FIDELITY OF A UXV NETWORKED CONTROL SYSTEM SIMULATION VIA PYTHON ADAPTATION

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    While the use of unmanned vehicles (UxVs) within the Department of Defense (DOD) is prevalent, the ability of the DOD to operate these vehicles as a cooperative networked control system (NCS) is not fully developed. A MATLAB simulation modeling a UxV NCS that jointly optimizes sensing and data communications utilities currently exists. However, this implementation is of low fidelity and is not readily extensible. This thesis advances the NCS model by converting the MATLAB simulation into Python with an object-oriented design. We further extend the Python NCS simulation into a truly distributed system, where each node executes in an independent Docker container and communicates with other nodes via reliable message communications. Our implementation results demonstrated that the object-oriented Python simulation incurs a performance penalty with respect to execution times but provides for greater extensibility without changes to existing functionality. Furthermore, Docker containers offer a lightweight solution for modeling a more realistic version of UxV simulations, thus increasing the NCS simulation's fidelity.Outstanding ThesisLieutenant Commander, United States NavyLieutenant, United States NavyApproved for public release. Distribution is unlimited

    A tool for generating three dimensional animation on computers

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    Ankara : The Department of Graphic Design and the Institute of Fine Arts of Bilkent Univ. , 1991.Thesis (Master's) -- Bilkent University, 1991.Includes bibliographical references leaves 31-32.In this work, a three dimensional computer animation system has been designed to be employed in schools, for the training of art students on basic three dimensional animation techniques. Puppet Theater, as we have called the system, utilizes the flexibility and effectiveness of the low-end hardware, namely IBM PC™ computers supported with Targa 16™ graphics board and gives special emphasis to user friendliness. It Is basically a software to design three dimensional objects and choreograph the object data in the computer's memory, before rendering the resulting scenery with shading methods. The system is the result of reflecting the recent advances in the field of computer graphics and pushing the potentials of the existing platform. Software is Implemented in C language, thus the code is transportable. A custom designed object oriented windowing system called WODNTW is used as the user Interface. This open windowing system supports pull-down menus, interactive buttons, scalable windows and other popular user interface elements.Türün, Cemil ŞinasiM.S

    An Introduction to Programming for Bioscientists: A Python-based Primer

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    Computing has revolutionized the biological sciences over the past several decades, such that virtually all contemporary research in the biosciences utilizes computer programs. The computational advances have come on many fronts, spurred by fundamental developments in hardware, software, and algorithms. These advances have influenced, and even engendered, a phenomenal array of bioscience fields, including molecular evolution and bioinformatics; genome-, proteome-, transcriptome- and metabolome-wide experimental studies; structural genomics; and atomistic simulations of cellular-scale molecular assemblies as large as ribosomes and intact viruses. In short, much of post-genomic biology is increasingly becoming a form of computational biology. The ability to design and write computer programs is among the most indispensable skills that a modern researcher can cultivate. Python has become a popular programming language in the biosciences, largely because (i) its straightforward semantics and clean syntax make it a readily accessible first language; (ii) it is expressive and well-suited to object-oriented programming, as well as other modern paradigms; and (iii) the many available libraries and third-party toolkits extend the functionality of the core language into virtually every biological domain (sequence and structure analyses, phylogenomics, workflow management systems, etc.). This primer offers a basic introduction to coding, via Python, and it includes concrete examples and exercises to illustrate the language's usage and capabilities; the main text culminates with a final project in structural bioinformatics. A suite of Supplemental Chapters is also provided. Starting with basic concepts, such as that of a 'variable', the Chapters methodically advance the reader to the point of writing a graphical user interface to compute the Hamming distance between two DNA sequences.Comment: 65 pages total, including 45 pages text, 3 figures, 4 tables, numerous exercises, and 19 pages of Supporting Information; currently in press at PLOS Computational Biolog
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