48,214 research outputs found

    Type classes for efficient exact real arithmetic in Coq

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    Floating point operations are fast, but require continuous effort on the part of the user in order to ensure that the results are correct. This burden can be shifted away from the user by providing a library of exact analysis in which the computer handles the error estimates. Previously, we [Krebbers/Spitters 2011] provided a fast implementation of the exact real numbers in the Coq proof assistant. Our implementation improved on an earlier implementation by O'Connor by using type classes to describe an abstract specification of the underlying dense set from which the real numbers are built. In particular, we used dyadic rationals built from Coq's machine integers to obtain a 100 times speed up of the basic operations already. This article is a substantially expanded version of [Krebbers/Spitters 2011] in which the implementation is extended in the various ways. First, we implement and verify the sine and cosine function. Secondly, we create an additional implementation of the dense set based on Coq's fast rational numbers. Thirdly, we extend the hierarchy to capture order on undecidable structures, while it was limited to decidable structures before. This hierarchy, based on type classes, allows us to share theory on the naturals, integers, rationals, dyadics, and reals in a convenient way. Finally, we obtain another dramatic speed-up by avoiding evaluation of termination proofs at runtime.Comment: arXiv admin note: text overlap with arXiv:1105.275

    Automating defects simulation and fault modeling for SRAMs

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    The continues improvement in manufacturing process density for very deep sub micron technologies constantly leads to new classes of defects in memory devices. Exploring the effect of fabrication defects in future technologies, and identifying new classes of realistic functional fault models with their corresponding test sequences, is a time consuming task up to now mainly performed by hand. This paper proposes a new approach to automate this procedure. The proposed method exploits the capabilities of evolutionary algorithms to automatically identify faulty behaviors into defective memories and to define the corresponding fault models and relevant test sequences. Target defects are modeled at the electrical level in order to optimize the results to the specific technology and memory architecture

    Cognitive Activity Support Tools: Design of the Visual Interface

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    This dissertation is broadly concerned with interactive computational tools that support the performance of complex cognitive activities, examples of which are analytical reasoning, decision making, problem solving, sense making, forecasting, and learning. Examples of tools that support such activities are visualization-based tools in the areas of: education, information visualization, personal information management, statistics, and health informatics. Such tools enable access to information and data and, through interaction, enable a human-information discourse. In a more specific sense, this dissertation is concerned with the design of the visual interface of these tools. This dissertation presents a large and comprehensive theoretical framework to support research and design. Issues treated herein include interaction design and patterns of interaction for cognitive and epistemic support; analysis of the essential properties of interactive visual representations and their influences on cognitive and perceptual processes; an analysis of the structural components of interaction and how different operational forms of interaction components affect the performance of cognitive activities; an examination of how the information-processing load should be distributed between humans and tools during the performance of complex cognitive activities; and a categorization of common visualizations according to their structure and function, and a discussion of the cognitive utility of each category. This dissertation also includes a chapter that describes the design of a cognitive activity support tool, as guided by the theoretical contributions that comprise the rest of the dissertation. Those that may find this dissertation useful include researchers and practitioners in the areas of data and information visualization, visual analytics, medical and health informatics, data science, journalism, educational technology, and digital games

    Reversible Pebbling Game for Quantum Memory Management

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    Quantum memory management is becoming a pressing problem, especially given the recent research effort to develop new and more complex quantum algorithms. The only existing automatic method for quantum states clean-up relies on the availability of many extra resources. In this work, we propose an automatic tool for quantum memory management. We show how this problem exactly matches the reversible pebbling game. Based on that, we develop a SAT-based algorithm that returns a valid clean-up strategy, taking the limitations of the quantum hardware into account. The developed tool empowers the designer with the flexibility required to explore the trade-off between memory resources and number of operations. We present three show-cases to prove the validity of our approach. First, we apply the algorithm to straight-line programs, widely used in cryptographic applications. Second, we perform a comparison with the existing approach, showing an average improvement of 52.77%. Finally, we show the advantage of using the tool when synthesizing a quantum circuit on a constrained near-term quantum device.Comment: In Proc. Design Automation and Test in Europe (DATE 2019

    Friendly chimeras: the evolution of critical creative practice in exhibition design

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    This paper aims to develop and articulate an historical perspective on the relationships between exhibition design, academic endeavour in the humanities and professional development. It reflects on design culture and educational philosophy and traces the recent history of curriculum development in exhibition design. The exhibition design course at University of Lincoln has a sixty-year history. Reviewing the way its philosophy has evolved reveals a consistently dynamic reflection of real-world interests. This has involved a pragmatic and somewhat eclectic appropriation of theory, particularly from the expanding field of museology, and its integration into an increasingly critical mode of creative practice. When the course became an undergraduate honours degree in 1991 the ĂŻÂżÂœproject rationaleĂŻÂżÂœ was introduced as an alternative to the traditional undergraduate dissertation. The principle of integrating theory and practice proved enormously successful and now applies throughout the curriculum. Discourse analysis is applied to articles and course documents from the period 1970 to 1999. Bibliographical survey is also used to analyse the range and type of literature used to support studentsĂŻÂżÂœ studies. This is set against a background of influences on the exhibition design curriculum. These include contemporary changes in design practice, the growth of research into and for design, and changes in the national and institutional frameworks for course development. The paper concludes with an evaluation of the role of the humanities in exhibition design creativity and highlights outstanding issues in the discipline

    Measuring the impact of temporal context on video retrieval

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    In this paper we describe the findings from the K-Space interactive video search experiments in TRECVid 2007, which examined the effects of including temporal context in video retrieval. The traditional approach to presenting video search results is to maximise recall by offering a user as many potentially relevant shots as possible within a limited amount of time. ‘Context’-oriented systems opt to allocate a portion of theresults presentation space to providing additional contextual cues about the returned results. In video retrieval these cues often include temporal information such as a shot’s location within the overall video broadcast and/or its neighbouring shots. We developed two interfaces with identical retrieval functionality in order to measure the effects of such context on user performance. The first system had a ‘recall-oriented’ interface, where results from a query were presented as a ranked list of shots. The second was ‘contextoriented’, with results presented as a ranked list of broadcasts. 10 users participated in the experiments, of which 8 were novices and 2 experts. Participants completed a number of retrieval topics using both the recall-oriented and context-oriented systems

    Solving constraints within a graph based dependency model by digitising a new process of incrementally casting concrete structures

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    The mechanisation of incrementally casting concrete structures can reduce the economic and environmental cost of the formwork which produces them. Low-tech versions of these forms have been designed to produce structures with cross-sectional continuity, but the design and implementation of complex adaptable formworks remains untenable for smaller projects. Addressing these feasibility issues by digitally modelling these systems is problematic because constraint solvers are the obvious method of modelling the adaptable formwork, but cannot acknowledge the hierarchical relationships created by assembling multiple instances of the system. This thesis hypothesises that these opposing relationships may not be completely disparate and that simple dependency relationships can be used to solve constraints if the real procedure of constructing the system is replicated digitally. The behaviour of the digital model was correlated with the behaviour of physical prototypes of the system which were refined based on digital explorations of its possibilities. The generated output is assessed physically on the basis of its efficiency and ease of assembly and digitally on the basis that permutations can be simply described and potentially built in reality. One of the columns generated by the thesis will be cast by the redesigned system in Lyon at the first F2F (file to factory) continuum workshop
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