26 research outputs found

    GSD - An interactive window oriented debugger

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    Each computer program, no matter how carefully designed, may contain code entry mistakes, errors in logic, and/or anomalies that can result in unexpected outcome (also known as bugs). In order to find and correct these problems, a software tool known as a debugger can be utilized by a programmer as an aid in isolating and correcting computer programs. The purpose of this thesis is to design and create such a tool for the AT&T UNIX-PC CU that will allow the user to function interactively within a window-oriented environment. This new debugger will be referred to as GSD (Graphic Symbolic Debugger). A study of prior art has been made in order to learn various debugger implementation techniques, their advantages and shortcomings, and to gain an understanding of methods that may be utilized within the UNIX environment for such a tool to be effective

    A Multiprocessor Distributed Debugger

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    This thesis presents the design and implementation of a distributed debugger. The debugger was designed to support the debugging of a system containing multiple processors from a single debug console. The debugger implementation consists of host software which runs on a VAX minicomputer and target software which runs on Intel SDK-86 single board computers. The host and targets communicate using an RS-232 channel. The debugger supports breakpoints, disassembly of target code, symbolic reference of program procedures and variables, and download of Intel Object Module Format binary files

    Techniques to facilitate the debugging of concurrent programs

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    Call number: LD2668 .T4 1986 C48Master of ScienceComputing and Information Science

    Learning Tractable Probabilistic Models for Fault Localization

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    In recent years, several probabilistic techniques have been applied to various debugging problems. However, most existing probabilistic debugging systems use relatively simple statistical models, and fail to generalize across multiple programs. In this work, we propose Tractable Fault Localization Models (TFLMs) that can be learned from data, and probabilistically infer the location of the bug. While most previous statistical debugging methods generalize over many executions of a single program, TFLMs are trained on a corpus of previously seen buggy programs, and learn to identify recurring patterns of bugs. Widely-used fault localization techniques such as TARANTULA evaluate the suspiciousness of each line in isolation; in contrast, a TFLM defines a joint probability distribution over buggy indicator variables for each line. Joint distributions with rich dependency structure are often computationally intractable; TFLMs avoid this by exploiting recent developments in tractable probabilistic models (specifically, Relational SPNs). Further, TFLMs can incorporate additional sources of information, including coverage-based features such as TARANTULA. We evaluate the fault localization performance of TFLMs that include TARANTULA scores as features in the probabilistic model. Our study shows that the learned TFLMs isolate bugs more effectively than previous statistical methods or using TARANTULA directly.Comment: Fifth International Workshop on Statistical Relational AI (StaR-AI 2015

    MacBlit: A microcomputer based multiple window terminal emulator for UNIX operating system

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    The OCaml system release 5.0: Documentation and user's manual

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    This manual documents the release 5.0 of the OCaml system. It is organized as follows. Part I, "An introduction to OCaml", gives an overview of the language. Part II, "The OCaml language", is the reference description of the language. Part III, "The OCaml tools", documents the compilers, toplevel system, and programming utilities. Part IV, "The OCaml library", describes the modules provided in the standard library. Part V, “Indexes”, contains an index of all identifiers defined in the standard library, and an index of keywords

    Silverlight Game Engine

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    Bakalářská práce popisuje tvorbu 2.5D herního enginu určeného pro platformu Microsoft Silverlight 3.0 s využitím programovacího jazyka C# pro kód jadra samotního engineu a jazyka XAML pro tvorbu uživatelského rozhraní. V první kapitole je úvod do světa herních enginu, dále jsou vzpomenuty cíle této práce a motivace. V druhé kapitole následuje představení jednotlivých využitých nástrojů a technologií včetně porovnání platformy Microsoft Silverlight s platformou Adobe Flash. Třetí kapitola popisuje řešení které existovaly v čase psaní této práce. Čtvrtá kapitola popisuje popis herního enginu a návrh jednotlivých částí enginu. Samotný postup tvorby enginu je popsán v páte kapitole. Jednotlivé části zahrnují popis herní smyčky a více možností jak ji realizovat, vykreslování mapy, herní objekty, jejich hierarchie a jejich využití, spracovaní uživatelských vstupů z klávesnice a myši, systém řídící pohyb objektů po mapě, jejich animaci, systém událostí, efekty počasí a pixel shader efekty, zvukový systém a nakonec editor map. Šestá kapitola obsahuje výsledky testů a jejich vyhodnocení. V závěru práce jsou zhodnoceny výsledky práce a jsou představeny návrhy pro další rozšiření. Pŕílohy obsahují detailní popis formátu, v kterém se ukládají mapy, obsah přiloženého CD, ukázkový kód v jazyce XAML a v jazyce HLSL.This bachelor's thesis describes the creation of a 2.5D game engine for Microsoft Silverlight 3.0 platform using C# programming language and XAML language to create user interface. Used tools and existing solutions are introduced in the introductory chapters. In following chapters the design and the process of creating the game engine itself is described. In this section multiple design choices for parts of game engine are presented, and the chosen ones are described in more detail together with justification of these choices. In the last part the outcome of the project is evaluated and ideas for further development are presented.

    Design and implementation of a generalised computer aided learning system

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    This thesis surveys the development of computer aided learning and outlines the tools that are used for creating computer aided learning systems. A project to create and port over a computer aided learning system from a VAX 11/750 to a PDF model 11/44 based on the UNIX operating system is described. The computer aided learning system makes extensive use of existing software tools available on UNIX and is hence named CALUNIX for Computer Aided Learning on UNIX

    Exploration of Pervasive Games in Relation to Mobile Technologies

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    The project is an exploration of Pervasive Games in relation to mobile technologies, with the intention of developing a pervasive game engine. Pervasive Games are interactive games where the participants drive the game play by playing the game in both the real world and a virtual environment. This is an area of gaming that has rapidly evolved over the last few years. The initial research involved establishing several key elements common to existing pervasive applications, defining real world / virtual world considerations for game play (both positive and negative) and identifying the technical requirements needed to implement play elements on a mobile device. After comparing several platforms the Windows 7 platform was selected for development purposes. The requirements for establishing a working development platform (with delivery mechanism) was investigated and a working environment set-up. A pervasive games engine was then developed in the format of 67 code stubs (coding solutions) that allow the implementation of solutions to gaming elements required in the development of pervasive applications. Two new helper classes were in addition developed containing solutions to topics related to run-time data storage (StorageUtils.cs) and generic gaming tasks (GameCode.cs). A pervasive game was implemented to test a cross section of functionality in the engine. The basic principle behind the game was to overlay various layers video, backgrounds, sprite and text, to build up an immersive pervasive environment with a player in the centre of the game imagery, game domain and real world. The intention of the game was to see how the pervasive game experience could be reflected in the game mechanics and pervasive interaction, while utilising the engine functionality
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