101 research outputs found

    On the definition of non-player character behaviour for real-time simulated virtual environments.

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    Computer games with complex virtual worlds, which are populated by artificial characters and creatures, are the most visible application of artificial intelligence techniques. In recent years game development has been fuelled by dramatic advances in computer graphics hardware which have led to a rise in the quality of real-time computer graphics and increased realism in computer games. As a result of these developments video games are gaining acceptance and cultural significance as a form of art and popular culture. An important factor for the attainment of realism in games is the artificially intelligent behaviour displayed by the virtual entities that populate the games' virtual worlds. It is our firm belief that to further improve the behaviour of virtual entities, game AI development will have to mirror the advances achieved in game graphics. A major contributing factor for these advancements has been the advent of programmable shaders for real-time graphics, which in turn has been significantly simplified by the introduction of higher level programming languages for the creation of shaders. This has demonstrated that a good system can be vastly improved by the addition of a programming language. This thesis presents a similar (syntactic) approach to the definition of the behaviour of virtual entities in computer games. We introduce the term behaviour definition language (BDL), describing a programming language for the definition of game entity behaviour. We specify the requirements for this type of programming language, which are applied to the development and implementation of several behaviour definition languages, culminating in the design of a new game-genre independent behaviour definition (scripting) language. This extension programming language includes several game AI techniques within a single unified system, allowing the use of different methods of behaviour definition. A subset of the language (itself a BDL) was implemented as a proof of concept of this design, providing a framework for the syntactic definition of the behaviour of virtual entities in computer games

    Code importing techiques for fast, safe client/server access

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    Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1996.Includes bibliographical references (p. 52-53).by Joseph A. Bank.M.Eng

    STATIC TYPE CHECKER TOOLS FOR DART

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    This project presents the static type checkers that I developed for the optional type system of the Dart programming language. Dart is an optionally typed language and as a result has an unsound type system. In this project I have created the static type checker tools for dart. The first static type checker tool ensures mandatory typing of Dart code. This checker can be invoked by giving a new compiler option that I have added to the compiler configuration. This checker will help in catching any type errors early at compile time rather than at run time. The second static type checker improves the Dart’s support for covariant generics. This static checker issues warnings at compile time if the covariant use of generics is followed by a modification of the collection passed covariantly. I have also introduced three annotations that will add more type safety to the Dart programming language. The @notnull annotation is to ensure that null values are not passed as arguments to method parameters. This nullness checker ensures that a running program will never throw a null pointer exception. The @modifies annotation supports the covariance check. The @linear annotation is used to prevent unexpected modification of objects by aliasing. The @linear annotation can be used in conjunction with Dart isolates for concurrent programming

    A Simple and Practical Approach to Unit Testing: The JML and JUnit Way

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    Writing unit test code is labor-intensive, hence it is often not done as an integral part of programming. However, unit testing is a practical approach to increasing the correctness and quality of software; for example, the Extreme Programming approach relies on frequent unit testing. In this paper we present a new approach that makes writing unit tests easier. It uses a formal specification language\u27s runtime assertion checker to decide whether methods are working correctly, thus automating the writing of unit test oracles. These oracles can be easily combined with hand-written test data. Instead of writing testing code, the programmer writes formal specifications (e.g., pre- and postconditions). This makes the programmer\u27s task easier, because specifications are more concise and abstract than the equivalent test code, and hence more readable and maintainable. Furthermore, by using specifications in testing, specification errors are quickly discovered, so the specifications are more likely to provide useful documentation and inputs to other tools. We have implemented this idea using the Java Modeling Language (JML) and the JUnit testing framework, but the approach could be easily implemented with other combinations of formal specification languages and unit test tools

    Modular interpreters with implicit context propagation

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    Modular interpreters are a crucial first step towards component-based language development: instead of writing language interpreters from scratch, they can be assembled from reusable, semantic building blocks. Unfortunately, traditional language interpreters can be hard to extend because different language constructs may require different interpreter signatures. For instance, arithmetic interpreters produce a value without any context information, whereas binding constructs require an additional environment.In this paper, we present a practical solution to this problem based on implicit context propagation. By structuring denotational-style interpreters as Object Algebras, base interpreters can be retroactively lifted into new interpreters that have an extended signature. The additional parameters are implicitly propagated behind the scenes, through the evaluation of the base interpreter.Interpreter lifting enables a flexible style of modular and extensible language development. The technique works in mainstream object-oriented languages, does not sacrifice type safety or separate compilation, and can be easily automated, for instance using macros in Scala or dynamic proxies in Java. We illustrate implicit context propagation using a modular definition of Featherweight Java and its extension to support side-effects, and an extensible domain-specific language for state machines. We finally investigate the performance overhead of lifting by running the DeltaBlue benchmark program in Javascript on top of a modular implementation of LambdaJS and a dedicated micro-benchmark. The results show that lifting makes interpreters roughly twice as slow because of additional call overhead. Further research is needed to eliminate this performance penalty

    Interactive Query Language for Code Comprehension

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    Code comprehension is a fundamental task for software development. Every bug fix, maintenance or new feature development requires the whole understanding of the affectedcode. There exist a number of code comprehension tools but most of them has a limitedfeature set and they are binded with a fixed (usually) graphical user interface. This putlimitations for their use. In this thesis we will define a flexible but safe query language to execute the most fundamental comprehension queries against a large code base. We will investigate how much this language could be language agnostic and how to support specificlanguage features. I will implement a prototype tool to prove the concept using the opensource CodeCompass code comprehension platform. In this prototype i mainly target C and C++ languages

    Extempore: The design, implementation and application of a cyber-physical programming language

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    There is a long history of experimental and exploratory programming supported by systems that expose interaction through a programming language interface. These live programming systems enable software developers to create, extend, and modify the behaviour of executing software by changing source code without perceptual breaks for recompilation. These live programming systems have taken many forms, but have generally been limited in their ability to express low-level programming concepts and the generation of efficient native machine code. These shortcomings have limited the effectiveness of live programming in domains that require highly efficient numerical processing and explicit memory management. The most general questions addressed by this thesis are what a systems language designed for live programming might look like and how such a language might influence the development of live programming in performance sensitive domains requiring real-time support, direct hardware control, or high performance computing. This thesis answers these questions by exploring the design, implementation and application of Extempore, a new systems programming language, designed specifically for live interactive programming

    Fuga: A Homoiconic Object-Oriented Programming Language

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    Software reverse engineering education

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    Software Reverse Engineering (SRE) is the practice of analyzing a software system, either in whole or in part, to extract design and implementation information. A typical SRE scenario would involve a software module that has worked for years and carries several rules of a business in its lines of code. Unfortunately the source code of the application has been lost; what remains is “native ” or “binary ” code. Reverse engineering skills are also used to detect and neutralize viruses and malware as well as to protect intellectual property. It became frighteningly apparent during the Y2K crisis that reverse engineering skills were not commonly held amongst programmers. Since that time, much research has been undertaken to formalize the types of activities that fall into the category of reverse engineering so that these skills can be taught to computer programmers and testers. To help address the lack of software reverse engineering education, several peer-reviewed articles on software reverse engineering, re-engineering, reuse, maintenance, evolution, and security were gathered with the objective of developing relevant, practical exercises for instructional purposes. The research revealed that SRE is fairly well described and most of the related activities fall into one of tw

    Improving the programming language translation process via static structure abstraction and algorithmic code transliteration

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    Fully automated programming language translation has been described as an unrealistic goal, with previous research being limited by a ceiling of 90% successful code translation. The key issues hindering automatic translation efficacy are the: maintainability of the translated constructs; full utilisation of the target language\u27s features; and amount of manual intervention required to complete the translation process. This study has concentrated on demonstrating improvements to the translation process by introducing the programming-language-independent, Unified Modelling Language (UML) and Computer Assisted Software Engineering (CASE) tools to the legacy-system language migration project. UML and CASE tools may be used to abstract the static framework of the source application to reduce the so called opaqueness of the translated constructs, yielding a significantly more maintainable product. The UML and CASE tools also enhance use of the target language features, through forward engineering of the native constructs of the target language during the reproduction of the static framework. Source application algorithmic code translation, performed as a separate process using transliteration, may preserve maximum functionality of the source application after completion of the static structure translation process. Introduction of the UML and CASE tools in conjunction with algorithmic code transliteration offers a reduction of the manual intervention required to complete the translation process
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