The authors discuss the parallel architecture and evaluation tool (PARET), a software package that provides a multicomputer system laboratory for studying the interaction of algorithms and architectures; the effects o...
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The authors discuss the parallel architecture and evaluation tool (PARET), a software package that provides a multicomputer system laboratory for studying the interaction of algorithms and architectures; the effects of varying physical resources on system performance; and alternate mapping, scheduling, and routing strategies, both static and dynamic. To handle the complexity of the problem and explore performance questions, PARET provides an interactive and animated environment in which the user exercises multicomputer models. The authors examined previous and related work, examine PARET's unified modeling approach and its user interface. They present two PARET models to illustrate the modeling process
This paper considers how the information needs of managers may be helped by the development of integrated project support environments (IPSEs). In particular the paper concentrates on the issue of obtaining quantitati...
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This paper considers how the information needs of managers may be helped by the development of integrated project support environments (IPSEs). In particular the paper concentrates on the issue of obtaining quantitative information about a software product and its development process using software metrics. The nature and use of software metrics and the problems of metrics data collection are discussed in terms of the authors' experience of an already existing metrics data collection system. The paper then considers the way in which metrics collection and analysis can be incorporated into IPSEs and the requirements that metrics systems place on the design of IPSEs.
Traditional forms of Crowdsourcing such as open source software development harness crowd contributions to democratize the creation of software. However, potential contributors must first overcome joining barriers for...
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Traditional forms of Crowdsourcing such as open source software development harness crowd contributions to democratize the creation of software. However, potential contributors must first overcome joining barriers forcing casually committed contributors to spend days or weeks onboarding and thereby reducing participation. To more effectively harness potential contributions from the crowd, we propose a method for programming in which work occurs entirely through microtasks, offering contributors short, self-contained tasks such as implementing part of a function or updating a call site invoking a function to match a change made to the function. In microtask programming, microtasks involve changes to a single artifact, are automatically generated as necessary by the system, and nurture quality through iteration. A study examining the feasibility of microtask programming to create small programs found that developers were able to complete 1008 microtasks, onboard and submit their first microtask in less than 15 minutes, complete all types of microtasks in less than 5 minutes on average, and create 490 lines of code and 149 unit tests. The results demonstrate the potential feasibility as well as revealing a number of important challenges to address to successfully scale microtask programming to larger and more complex programs.
OFDM Wireless LANs based on the IEEE802.11 standard are complex systems in themselves. When smart antennas are used in such systems, both the MAC and the PHY layers must be redefined in order to achieve application-sp...
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OFDM Wireless LANs based on the IEEE802.11 standard are complex systems in themselves. When smart antennas are used in such systems, both the MAC and the PHY layers must be redefined in order to achieve application-specific goals. As a result, the development of such systems can become impressively heavy. A complete development framework is presented here. It makes use of hardware/software co-design in order to implement all required layers to develop a wireless access point. The entire framework is targeted at an FPGA platform, providing full flexibility and processing power for the development of PHY layers. (C) 2008 Elsevier B.V. All rights reserved.
A challenging issue in the construction and maintenance of large application systems is how to determine which components need to be rebuilt after change, when and in which order. Rebuilding is typically recompilation...
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A challenging issue in the construction and maintenance of large application systems is how to determine which components need to be rebuilt after change, when and in which order. Rebuilding is typically recompilation and linking, but may also include update of derivable components such as cross-reference databases and re-creation of library indexes. Type definitions or schema, and data values in a file store, database or persistent store may also need to be rebuilt. The main purpose of this paper is to describe how persistent language technology can be exploited to enhance build management. In particular, the paper describes a method for transactional, incremental linking and the implementation of its support. To help implement this method, and to make it safer and more efficient to carry out rebuild activities in general, we have defined a set of automatically checkable constraints on the software. The build management tool we have implemented, the Builder, derives rebuild dependencies automatically and offers partitioning of dependency graphs-a means to defer or avoid unnecessary rebuilding. The Builder is implemented in a persistent programming language and provides build management for applications written in the language. It exploits features such as strong typing, runtime linguistic reflection, and referential integrity provided by the language processing technology. The Builder operates over both programs and (complex) data, which is in contrast to conventional language-centred tools. (C) 1997 by John Wiley & Sons, Ltd.
A wrist-mounted laser range finder is used to develop robot skills. This is an active sensor which projects a spot of laser light that is scanned across a surface measuring the range by triangulation. Interpretation o...
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A wrist-mounted laser range finder is used to develop robot skills. This is an active sensor which projects a spot of laser light that is scanned across a surface measuring the range by triangulation. Interpretation of the data, how the data affect the control loop, and how these steps can be combined to create a required functionality are addressed by a new computational paradigm called SKORP (SKills-Oriented Robot programming). Robot operations are constructed as a sequence of robot skills. The objective is to develop a computational environment where the real-time systems programming is separate from the application-oriented programming. The application programming environment is iconic, and examples of how the robot operation is specified are shown. The systems programmer develops the skills on a multiprocessor architecture. The development of a skill which uses the range finder in the control loop is described. In this skill an edge on a surface is tracked while the pose of the end effector of the robot is held constant with respect to the edge in five degrees of freedom.
A declarative programming style is claimed to have significant advantages from a software engineering point of view. However, these benefits cannot generally be realized when writing programs that are concerned with c...
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A declarative programming style is claimed to have significant advantages from a software engineering point of view. However, these benefits cannot generally be realized when writing programs that are concerned with changing state, such as environments and programming tools. Declarative state-transition (DST) systems have been proposed as a solution to this problem. In DST systems, computation and update are separated. Programs are interpreted as defining functions or relations over states, and update follows successful computation of new states. Support for persistent state and atomic, serializable transactions facilitates the implementation of programming environments and tools. This paper describes an implementation scheme for DST systems. The scheme is illustrated by a presentation of the implementation of PPS, a DST system for parallel logic programming.
Reviews the cell phone game Samurai Romanesque. Players take a virtual journey through 15th-century Japan, engage other players in real-time battles, visit a thousand historical towns and villages, practice the art of...
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Reviews the cell phone game Samurai Romanesque. Players take a virtual journey through 15th-century Japan, engage other players in real-time battles, visit a thousand historical towns and villages, practice the art of Zen, and even have virtual children. This massive multiplayer role-playing game can accommodate half a million gamers simultaneously. Rendered in color, and resembling the graphics quality of the (8-bit) Game Boy, the game takes the wireless Internet to a new level of complexity and is a sign of things to come, that is, cyberspace on the go. Dwango built Samurai Romanesque on the Java 2 platform, Micro Edition (J2ME), a compact version of Sun Microsystems' Java 2 programming environment. J2ME suits applications such as cell phones, pagers, set-top boxes, and other devices with limited memory and slow processors. NTT DoCoMo's technology uses Sun's reduced K virtual machine, but the company developed its own proprietary version of mobile Java.
Mascot is a method for the design and implementation of large real-time concurrent systems. The original version was developed during the early 1970s, and the Mascot 2 handbook was published in 1980. It is hoped that ...
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Mascot is a method for the design and implementation of large real-time concurrent systems. The original version was developed during the early 1970s, and the Mascot 2 handbook was published in 1980. It is hoped that the newest version, Mascot 3, will be published in 1987. This paper is intended to give an outline of the main features of the Mascot method and the new concepts introdced by Mascot 3.
We present a graphical programming environment for parallel systems called TRAPPER(TM). TRAPPER supports the development of industrial applications which require high computing power. The programming environment is ba...
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We present a graphical programming environment for parallel systems called TRAPPER(TM). TRAPPER supports the development of industrial applications which require high computing power. The programming environment is based on the programming model of communicating sequential processes. TRAPPER contains tools for the design, mapping, visualization and optimization of parallel systems. The Designtool supports a hybrid program development, where the parallel process structure is described using a graphical representation and the sequential behavior is described using textual representations. The configuration of the target hardware and the mapping of the application onto the configured hardware is supported by the Configtool. During run-time, the monitoring system records software events like interprocess communication and measures the computation and communication loads of the underlying hardware. The run-time behavior of the software is animated by the Vistool, the load behavior of the hardware is displayed by the Perftool. The first target systems are transputer-based systems as well as workstation clusters and parallel supercomputers with the standard interfaces PVM, PARMACS or MPI.
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