179,712 research outputs found

    CAR TRACTION CONTROL SYSTEM

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    This project explores the potential of implementing fuzzy logic algorithm for traction control system using VHDL. Previously, the project on car traction control was done by simulation using fuzzy logic approach. The Fuzzy Logic Toolbox in MATLAB software is used to create simulation for fuzzy logic system. The challenge of the project is to design the control system using hardware description language for future implementation on hardware using FPGA. Fuzzy logic controller provides optimum control according to the conditions specify. It is useful when the driving condition is uncontrolled. The core programming language which will be used as the hardware description language is VHSIC Hardware Description Language (VHDL). VHDL is used in FPGA - based implementation. The methodology includes designing the fuzzy logic controller, development of the algorithm and codes programming. After that, the following phase includes testing and troubleshooting. Lastly, carry out the documentation. In conclusion, it is possible to develop the algorithm for fuzzy - based car traction control system using VHDL. The implementation of the control system using VHDL is viable for future implementation onto FPGA. Thus the performance of the car traction control would be enhance

    Building Rules on Top of Ontologies for the Semantic Web with Inductive Logic Programming

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    Building rules on top of ontologies is the ultimate goal of the logical layer of the Semantic Web. To this aim an ad-hoc mark-up language for this layer is currently under discussion. It is intended to follow the tradition of hybrid knowledge representation and reasoning systems such as AL\mathcal{AL}-log that integrates the description logic ALC\mathcal{ALC} and the function-free Horn clausal language \textsc{Datalog}. In this paper we consider the problem of automating the acquisition of these rules for the Semantic Web. We propose a general framework for rule induction that adopts the methodological apparatus of Inductive Logic Programming and relies on the expressive and deductive power of AL\mathcal{AL}-log. The framework is valid whatever the scope of induction (description vs. prediction) is. Yet, for illustrative purposes, we also discuss an instantiation of the framework which aims at description and turns out to be useful in Ontology Refinement. Keywords: Inductive Logic Programming, Hybrid Knowledge Representation and Reasoning Systems, Ontologies, Semantic Web. Note: To appear in Theory and Practice of Logic Programming (TPLP)Comment: 30 pages, 6 figure

    Synthesizing Functional Reactive Programs

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    Functional Reactive Programming (FRP) is a paradigm that has simplified the construction of reactive programs. There are many libraries that implement incarnations of FRP, using abstractions such as Applicative, Monads, and Arrows. However, finding a good control flow, that correctly manages state and switches behaviors at the right times, still poses a major challenge to developers. An attractive alternative is specifying the behavior instead of programming it, as made possible by the recently developed logic: Temporal Stream Logic (TSL). However, it has not been explored so far how Control Flow Models (CFMs), as synthesized from TSL specifications, can be turned into executable code that is compatible with libraries building on FRP. We bridge this gap, by showing that CFMs are indeed a suitable formalism to be turned into Applicative, Monadic, and Arrowized FRP. We demonstrate the effectiveness of our translations on a real-world kitchen timer application, which we translate to a desktop application using the Arrowized FRP library Yampa, a web application using the Monadic threepenny-gui library, and to hardware using the Applicative hardware description language ClaSH.Comment: arXiv admin note: text overlap with arXiv:1712.0024

    Educational Games for Learning Programming Languages

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    A concept of educational game for learning programming languages is presented. The idea of learning programming languages and improving programming skills through programming game characters’ behavior is described. The learning course description rules for using in games are suggested. The concept is implemented in a game for learning C# programming language. A common game architecture is modified for using in the educational game. The game engine is built on the base of the graphical engine Ogre3D and extended with game logic. The game has been developed as an industry level commercial product and is planned for sale to educational institutions
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