83 research outputs found

    Realising Variability in Dynamic Software Product Line Solutions

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    Modern systems need to be able to self-adapt to changes in user needs, and changes affecting the system itself or its environment. Dynamic software product line (DSPL) is an engineering approach for developing self-adaptive systems based on commonalities and variabilities for a family of similar systems. Currently, many DSPL approaches fail to meet all adaptability requirements, and in many cases, they are developed in a such unstructured manner that the controller is not explicitly represented, for example. We specify a two-dimension taxonomy to address basic technical issues for realising variability in DSPLs. The self-adaptation dimension classifies the different design choices for the adaptability requirements. The DSPL variability dimension classifies different design choices for implementing variability schemes and for creating different kinds of feature models. Our study was substantiated by surveying several DSPL approaches, and evaluating and comparing their different design strategies. We also summarise practical issues and difficulties, identify major trends in actual DSPL proposals, and suggest directions for future

    A fast framework construction and visualization method for particle-based fluid

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    © 2017, The Author(s). Fast and vivid fluid simulation and visualization is a challenge topic of study in recent years. Particle-based simulation method has been widely used in the art animation modeling and multimedia field. However, the requirements of huge numerical calculation and high quality of visualization usually result in a poor computing efficiency. In this work, in order to improve those issues, we present a fast framework for 3D fluid fast constructing and visualization which parallelizes the fluid algorithm based on the GPU computing framework and designs a direct surface visualization method for particle-based fluid data such as WCSPH, IISPH, and PCISPH. Considering on conventional polygonization or adaptive mesh methods may incur high computing costs and detail losses, an improved particle-based method is provided for real-time fluid surface rendering with the screen-space technology and the utilities of the modern graphics hardware to achieve the high performance rendering; meanwhile, it effectively protects fluid details. Furthermore, to realize the fast construction of scenes, an optimized design of parallel framework and interface is also discussed in our paper. Our method is convenient to enforce, and the results demonstrate a significant improvement in the performance and efficiency by being compared with several examples

    Kinetics of thermal decomposition of niobium hydride

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    High-purity niobium powders can be obtained from the well-known hydride-dehydride (HDH) process. The aim of this work was the investigation of the structural phase transition of the niobium hydride to niobium metal as function of temperature, heating rate and time. The niobium powder used in this work was obtained by high-temperature hydriding of niobium machining chips followed by conventional ball milling and sieving. X-ray diffraction measurements were carried out in vacuum using a high-temperature chamber coupled to an X-ray diffractometer. During the dehydriding process, it is possible to follow the phase transition from niobium hydride to niobium metal starting at about 380 degrees C for a heating rate of 20 degrees C/min. The heating rate was found to be an important parameter, since complete dehydriding was obtained at 490 degrees C for a heating rate of 20 degrees C/min. The higher dehydriding rate was found at 500 degrees C. Results contribute to a better understanding of the kinetics of thermal decomposition of niobium hydride to niobium metal. (C) 2011 Elsevier Ltd. All rights reserved.CNPq (Brazil)CNPq (Brazil

    Native forest seeds as an income generator within the forest landscape restoration chain.

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