179,712 research outputs found
CAR TRACTION CONTROL SYSTEM
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
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 -log that
integrates the description logic 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 -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
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
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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