7,205 research outputs found

    A study of systems implementation languages for the POCCNET system

    Get PDF
    The results are presented of a study of systems implementation languages for the Payload Operations Control Center Network (POCCNET). Criteria are developed for evaluating the languages, and fifteen existing languages are evaluated on the basis of these criteria

    An operating system for future aerospace vehicle computer systems

    Get PDF
    The requirements for future aerospace vehicle computer operating systems are examined in this paper. The computer architecture is assumed to be distributed with a local area network connecting the nodes. Each node is assumed to provide a specific functionality. The network provides for communication so that the overall tasks of the vehicle are accomplished. The O/S structure is based upon the concept of objects. The mechanisms for integrating node unique objects with node common objects in order to implement both the autonomy and the cooperation between nodes is developed. The requirements for time critical performance and reliability and recovery are discussed. Time critical performance impacts all parts of the distributed operating system; e.g., its structure, the functional design of its objects, the language structure, etc. Throughout the paper the tradeoffs - concurrency, language structure, object recovery, binding, file structure, communication protocol, programmer freedom, etc. - are considered to arrive at a feasible, maximum performance design. Reliability of the network system is considered. A parallel multipath bus structure is proposed for the control of delivery time for time critical messages. The architecture also supports immediate recovery for the time critical message system after a communication failure

    Unmasking Clever Hans Predictors and Assessing What Machines Really Learn

    Full text link
    Current learning machines have successfully solved hard application problems, reaching high accuracy and displaying seemingly "intelligent" behavior. Here we apply recent techniques for explaining decisions of state-of-the-art learning machines and analyze various tasks from computer vision and arcade games. This showcases a spectrum of problem-solving behaviors ranging from naive and short-sighted, to well-informed and strategic. We observe that standard performance evaluation metrics can be oblivious to distinguishing these diverse problem solving behaviors. Furthermore, we propose our semi-automated Spectral Relevance Analysis that provides a practically effective way of characterizing and validating the behavior of nonlinear learning machines. This helps to assess whether a learned model indeed delivers reliably for the problem that it was conceived for. Furthermore, our work intends to add a voice of caution to the ongoing excitement about machine intelligence and pledges to evaluate and judge some of these recent successes in a more nuanced manner.Comment: Accepted for publication in Nature Communication

    Conflict in Organizations

    Get PDF
    {Excerpt} Michael Cohen, James March, and Johan Olsen9 have developed an influential, agent-based representation of organizational decision-making processes. They submit that organizations are—at least in part and part of the time—distinguished by three general properties: (i) problematic preferences, (ii) unclear technology, and (iii) fluid participation. Citing, “Although organizations can often be viewed conveniently as vehicles for solving well-defined problems or structures within which conflict is resolved through bargaining, they also provide sets of procedures through which participants arrive at an interpretation of what they are doing and what they have done while in the process of doing it. From this point of view, an organization is a collection of choices looking for problems, issues and feelings looking for decision situations in which they might be aired, solutions looking for issues to which they might be the answer, and decision makers looking for work.” Decision opportunities characterized by problematic preferences, unclear technology, and fluid participation, viz., ambiguous stimuli, generate three possible outcomes, each driven by the energy it requires within the confines of organizational structure. These outcomes, whose meaning changes over time, are resolution, oversight, and flight. Significantly, resolution of problems as a style for making decisions is not the most common; in its place, decision making by flight or oversight is the feature. Is it any wonder then that the relatively complicated intermeshing of elements does not enable organizations to resolve problems as often as their mandates demand

    A User Interface Management System Generator

    Get PDF
    Much recent research has been focused on user interfaces. A major advance in interface design is the User Interface Management System (UIMS), which mediates between the application and the user. Our research has resulted in a conceptual framework for interaction which permits the design and implementation of a UIMS generator system. This system, called Graphical User Interface Development Environment or GUIDE, allows an interface designer to specify interactively the user interface for an application. The major issues addressed by this methodology are making interfaces implementable, modifiable and flexible, allowing for user variability, making interfaces consistent and allowing for application diversity within a user community. The underlying goal of GUIDE is that interface designers should be able to specify interfaces as broadly as is possible with a manually-coded system. The specific goals of GUIDE are: The designer need not write any interface code. Action routines are provided by the designer or application implementator which implement the actions or operations of the application system. Action routines may have parameters. The designer is able to specify multiple control paths based on the state of the system and a profile of the user. Inclusion of help and prompt messages is as easy as possible. GUIDE\u27s own interface may be generated with GUIDE. GUIDE goes beyond previous efforts in UIMS design in the full parameter specification provided in the interface for application actions, in the ability to reference application global items in the interface, and in the pervasiveness of conditions throughout the system. A parser is built into GUIDE to parse conditions and provide type-checking. The GUIDE framework describes interfaces in terms of three components: what the user sees of the application world (user-defined pictures and user-defined picture classes) what the user can do (tasks and tools) what happens when the user does something (actions and decisions) These three are combined to form contexts which describe the state of the interface at any time

    PROSET — A Language for Prototyping with Sets

    Get PDF
    We discuss the prototyping language PROSET(Prototyping with Sets) as a language for experimental and evolutionary prototyping, focusing its attention on algorithm design. Some of PROSET’s features include generative communication, flexible exception handling and the integration of persistence. A discussion of some issues pertaining to the compiler and the programming environment conclude the pape

    Exploration of Dynamic Memory

    Get PDF
    Since the advent of the Java programming language and the development of real-time garbage collection, Java has become an option for implementing real-time applications. The memory management choices provided by real-time garbage collection allow for real-time eJava developers to spend more of their time implementing real-time solutions. Unfortunately, the real-time community is not convinced that real-time garbage collection works in managing memory for Java applications deployed in a real-time context. Consequently, the Real-Time for Java Expert Group formulated the Real-Time Specification for Java (RTSJ) standards to make Java a real-time programming language. In lieu of garbage collection, the RTSJ proposed a new memory model called scopes, and a new type of thread called NoHeapRealTimeThread (NHRT), which takes advantage of scopes. While scopes and NHRTs promise predictable allocation and deallocation behaviors, no asymptotic studies have been conducted to investigate the costs associated with these technologies. To understand the costs associated with using these technologies to manage memory, computations and analyses of time and space overheads associated with scopes and NHRTs are presented. These results provide a framework for comparing the RTSJ’s memory management model with real-time garbage collection. Another facet of this research concerns the optimization of novel approaches to garbage collection on multiprocessor systems. Such approaches yield features that are suitable for real-time systems. Although multiprocessor, concurrent garbage collection is not the same as real-time garbage collection, advancements in multiprocessor concurrent garbage collection have demonstrated the feasibility of building low latency multiprocessor real-time garbage collectors. In the nineteen-sixties, only three garbage collection schemes were available, namely reference counting garbage collection, mark-sweep garbage collection, and copying garbage collection. These classical approaches gave new insight into the discipline of memory management and inspired researchers to develop new, more elaborate memory-management techniques. Those insights resulted in a plethora of automatic memory management algorithms and techniques, and a lack of uniformity in the language used to reason about garbage collection. To bring a sense of uniformity to the language used to reason about garbage collection technologies, a taxonomy for comparing garbage collection technologies is presented
    corecore