125 research outputs found

    TRAINING COURSE "DEVELOPING MOBILE APPLICATIONS"

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    Данная статья посвящена разработке обучающего курса "Разработка мобильных приложений". Курс разработан на базе языка программирования - Lua, а инструментом разработки приложений в данном курсе является среда Gideros Studio. Рассмотрены основы программирования на языке Lua. Приводятся методические материалы для ознакомления с возможностями визуального программирования Gideros и принципами создания в ней мобильных приложений.This article is devoted to the development of the training course "Development of mobile applications." The course is developed on the basis of the language of programming - Lua, and the development of applications in this course will be the Gideros Studio environment. The principles of programming in Lua language are considered. Methodical materials for acquaintance with possibilities of visual programming of Gideros and principles of creation in it of mobile applications are resulted.69-7

    Games on Cellular Spaces: How Mobility Affects Equilibrium

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    In this work we propose a new model for spatial games. We present a definition of mobility in terms of the satisfaction an agent has with its spatial location. Agents compete for space through a non-cooperative game by using mixed strategies. We are particularly interested in studyig the relation between Nash equilibrium and the winner strategy of a given model with mobility, and how the mobility can affect the results. The experiments show that mobility is an important variable concerning spatial games. When we change parameters that affect mobility, it may lead to the success of strategies away from Nash equilibrium.Spatial Games, Agent-Based Modelling, Mobility, Satisfaction, Chicken Game, Nash Equilibrium

    Dynamically typed languages

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    Dynamically typed languages such as Python and Ruby have experienced a rapid grown in popularity in recent times. However, there is much confusion as to what makes these languages interesting relative to statically typed languages, and little knowledge of their rich history. In this chapter I explore the general topic of dynamically typed languages, how they differ from statically typed languages, their history, and their defining features

    PyCUDA and PyOpenCL: A Scripting-Based Approach to GPU Run-Time Code Generation

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    High-performance computing has recently seen a surge of interest in heterogeneous systems, with an emphasis on modern Graphics Processing Units (GPUs). These devices offer tremendous potential for performance and efficiency in important large-scale applications of computational science. However, exploiting this potential can be challenging, as one must adapt to the specialized and rapidly evolving computing environment currently exhibited by GPUs. One way of addressing this challenge is to embrace better techniques and develop tools tailored to their needs. This article presents one simple technique, GPU run-time code generation (RTCG), along with PyCUDA and PyOpenCL, two open-source toolkits that support this technique. In introducing PyCUDA and PyOpenCL, this article proposes the combination of a dynamic, high-level scripting language with the massive performance of a GPU as a compelling two-tiered computing platform, potentially offering significant performance and productivity advantages over conventional single-tier, static systems. The concept of RTCG is simple and easily implemented using existing, robust infrastructure. Nonetheless it is powerful enough to support (and encourage) the creation of custom application-specific tools by its users. The premise of the paper is illustrated by a wide range of examples where the technique has been applied with considerable success.Comment: Submitted to Parallel Computing, Elsevie

    How MlBibTeX's Documentation Is Organised

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    International audienceMlBibTeX's documentation is planned to be multilingual---that is, written in several languages---and to be able to share as many examples as possible. Different people can write translations of the original English documentation in parallel. Besides, we show how the translations of this documentation can be updated if need be. This documentation can be used as a printed text or as an on-line document. The functionalities managing this documentation can be reused by another program. In a first part, we explain in detail what our requirements are. Then we show how they are implemented

    Assess Applicability of the Functional Programming Paradigms in Embedded Hardware

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    Programming in embedded lighting domain is commonly done using the C language with the Object Oriented programming paradigm at Philips Lighting. However applying that paradigm in combination with the low-level language like C creates a conceptual gap between the requirements and design and actual implementation. This results in reduced source code readability and maintainability. Functional programming paradigm was expected to alleviate this problem by reducing the gap and enhancing readability. A proof of concept was built on an advanced, IP-connected, digital LED driver (Power over Ethernet) device. The actual code was inspired by the rule-based decision engine concept developed by EnLight.Based on the hardware specifications of the device, the existing code to communicate with, and adherence to the functional paradigm, Lua was chosen to build the proof with. The implementation of the decision engine was altered to exploit characteristics of functional programming, such as representing actions as functions rather than as an enumeration value, using the common filter function to replace loops, and many more.The proof of concept was able to run in the device. It was also relatively more readable and maintainable. However, it was slightly slower, less memory efficient, and less capable in dealing with low-level problems such as garbage compared to the engine in C language
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