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Object Oriented Programming
No. 52 March-A pril'1990 $3.95 T H E M TEe H CAL J 0 URN A L COPIA Object Oriented Programming First it was BASIC, then it was structures, now it's objects. C++ afi<;ionados feel, of course, that objects are so powerful, so encompassing that anything could be so defined. I hope they're not placing bets, because if they are, money's no object. C++ 2.0 page 8 An objective view of the newest C++. Training A Neural Network Now that you have a neural network what do you do with it? Part two of a fascinating series. Debugging C page 21 Pointers Using MEM Keep C fro111 (C)rashing your system. An AT Keyboard Interface Use an AT keyboard with your latest project. And More ... Understanding Logic Families EPROM Programming Speeding Up Your AT Keyboard ((CHAOS MADE TO ORDER~ Explore the Magnificent and Infinite World of Fractals with FRAC LS™ AN ELECTRONIC KALEIDOSCOPE OF NATURES GEOMETRYTM With FracTools, you can modify and play with any of the included images, or easily create new ones by marking a region in an existing image or entering the coordinates directly. Filter out areas of the display, change colors in any area, and animate the fractal to create gorgeous and mesmerizing images. Special effects include Strobe, Kaleidoscope, Stained Glass, Horizontal, Vertical and Diagonal Panning, and Mouse Movies. The most spectacular application is the creation of self-running Slide Shows. Include any PCX file from any of the popular "paint" programs. FracTools also includes a Slide Show Programming Language, to bring a higher degree of control to your shows. -
Low-Power Computing
LOW-POWER COMPUTING Safa Alsalman a, Raihan ur Rasool b, Rizwan Mian c a King Faisal University, Alhsa, Saudi Arabia b Victoria University, Melbourne, Australia c Data++, Toronto, Canada Corresponding email: [email protected] Abstract With the abundance of mobile electronics, demand for Low-Power Computing is pressing more than ever. Achieving a reduction in power consumption requires gigantic efforts from electrical and electronic engineers, computer scientists and software developers. During the past decade, various techniques and methodologies for designing low-power solutions have been proposed. These methods are aimed at small mobile devices as well as large datacenters. There are techniques that consider design paradigms and techniques including run-time issues. This paper summarizes the main approaches adopted by the IT community to promote Low-power computing. Keywords: Computing, Energy-efficient, Low power, Power-efficiency. Introduction In the past two decades, technology has evolved rapidly affecting every aspect of our daily lives. The fact that we study, work, communicate and entertain ourselves using all different types of devices and gadgets is an evidence that technology is a revolutionary event in the human history. The technology is here to stay but with big responsibilities comes bigger challenges. As digital devices shrink in size and become more portable, power consumption and energy efficiency become a critical issue. On one end, circuits designed for portable devices must target increasing battery life. On the other end, the more complex high-end circuits available at data centers have to consider power costs, cooling requirements, and reliability issues. Low-power computing is the field dedicated to the design and manufacturing of low-power consumption circuits, programming power-aware software and applying techniques for power-efficiency [1][2]. -
Computer Science and Software Engineering 1
Computer Science and Software Engineering 1 Computer Science and Software Engineering Software Engineering The focus of the software engineering curriculum, which leads to the bachelor of software engineering, is on the analysis, design, verification, validation, construction, application, and maintenance of software systems. The degree program prepares students for professional careers and graduate study with a balance of computer science theory and practical application of software engineering methodology using modern software engineering environments and tools. The curriculum is based on a strong core of topics including software modeling and design, construction, process and quality assurance, intelligent and interactive systems, networks, operating systems, and computer architecture. The curriculum also enriches each student’s general education with a range of courses from science, mathematics, the humanities and the social sciences. Through advanced elective courses, the curriculum allows students to specialize in core areas of computer science and software engineering. Engineering design theory and methodology, as they apply to software systems, form an integral part of the curriculum, beginning with the first course in computing and culminating with a comprehensive senior design project, which gives students the opportunity to work in one or more significant application domains. The curriculum also emphasizes oral and written communication skills, the importance of ethical behavior, and the need for continual, life-long learning. The overall educational objectives of the Software Engineering program are for graduates of the program to attain success in their chosen profession and/or post-undergraduate studies. The undergraduate Software Engineering program is accredited by the Engineering Accreditation Commission of ABET, http:// www.abet.org. -
Introduction to Computer Graphics and Animation
NATIONAL OPEN UNIVERSITY OF NIGERIA COURSE CODE :CIT 371 COURSE TITLE: INTRODUCTION TO COMPUTER GRAPHICS AND ANIMATION 1 2 COURSE GUIDE CIT 371 INTRODUCTION TO COMPUTER GRAPHICS AND ANIMATION Course Team Mr. F. E. Ekpenyong (Writer) – NDA Course Editor Programme Leader Course Coordinator 3 NATIONAL OPEN UNIVERSITY OF NIGERIA National Open University of Nigeria Headquarters 14/16 Ahmadu Bello Way Victoria Island Lagos Abuja Office No. 5 Dar es Salaam Street Off Aminu Kano Crescent Wuse II, Abuja Nigeria e-mail: [email protected] URL: www.nou.edu.ng Published By: National Open University of Nigeria Printed 2009 ISBN: All Rights Reserved 4 CONTENTS PAGE Introduction………………………………………………………… 1 What you will Learn in this Course…………………………………. 1 Course Aims… … … … … … … … 4 Course Objectives……….… … … … … … 4 Working through this Course… … … … … … 5 The Course Material… … … … … … 5 Study Units… … … … … … … 6 Presentation Schedule… … … … … … … 7 Assessments… … … … … … … … 7 Tutor Marked Assignment… … … … … … 7 Final Examination and Grading… … … … … … 8 Course Marking Scheme… … … … … … … 8 Facilitators/Tutors and Tutorials… … … … … 9 Summary… … … … … … … … … 9 5 Introduction Computer graphics is concerned with producing images and animations (or sequences of images) using a computer. This includes the hardware and software systems used to make these images. The task of producing photo-realistic images is an extremely complex one, but this is a field that is in great demand because of the nearly limitless variety of applications. The field of computer graphics has grown enormously over the past 10–20 years, and many software systems have been developed for generating computer graphics of various sorts. This can include systems for producing 3-dimensional models of the scene to be drawn, the rendering software for drawing the images, and the associated user- interface software and hardware. -
HOW MODERATE-SIZED RISC-BASED Smps CAN OUTPERFORM MUCH LARGER DISTRIBUTED MEMORY Mpps
HOW MODERATE-SIZED RISC-BASED SMPs CAN OUTPERFORM MUCH LARGER DISTRIBUTED MEMORY MPPs D. M. Pressel Walter B. Sturek Corporate Information and Computing Center Corporate Information and Computing Center U.S. Army Research Laboratory U.S. Army Research Laboratory Aberdeen Proving Ground, Maryland 21005-5067 Aberdeen Proving Ground, Maryland 21005-5067 Email: [email protected] Email: sturek@arlmil J. Sahu K. R. Heavey Weapons and Materials Research Directorate Weapons and Materials Research Directorate U.S. Army Research Laboratory U.S. Army Research Laboratory Aberdeen Proving Ground, Maryland 21005-5066 Aberdeen Proving Ground, Maryland 21005-5066 Email: [email protected] Email: [email protected] ABSTRACT: Historically, comparison of computer systems was based primarily on theoretical peak performance. Today, based on delivered levels of performance, comparisons are frequently used. This of course raises a whole host of questions about how to do this. However, even this approach has a fundamental problem. It assumes that all FLOPS are of equal value. As long as one is only using either vector or large distributed memory MIMD MPPs, this is probably a reasonable assumption. However, when comparing the algorithms of choice used on these two classes of platforms, one frequently finds a significant difference in the number of FLOPS required to obtain a solution with the desired level of precision. While troubling, this dichotomy has been largely unavoidable. Recent advances involving moderate-sized RISC-based SMPs have allowed us to solve this problem. -
Computer Technology to Imitate Traditional Tie-Dye Patterns
Advances in Engineering Research (AER), volume 117 2nd Annual International Conference on Electronics, Electrical Engineering and Information Science (EEEIS 2016) Computer technology to imitate traditional tie-dye patterns Xiao-Sha Yin1,a and Jian-Ming Wang2,b, † 1Beijing Institute of Fashion Technology, Beijing, China 2Beijing Institute of Fashion Technology, Beijing, China [email protected], [email protected] †Jian-Ming Wang Abstract. Because of its long tradition of printing and dyeing technology cycle, complicated production process, and the pollution of the environment, energy consumption in the future development of the ecological environment has hazards. By using Ultra Fractal to simulate fractal tie-dye pattern, reproduce the Chinese traditional tie-dye art, but also carry forward the traditional culture and inheritance. Keywords: Simulation; Fractal; Tie-dye. Introduction Tie-dye is an ancient folk art, handmade tie-dye all over the world, different historical and geographical environment, create tie-dye works differently[1].Since the penetration of fiber texture of the fabric, the fabric will be a strong level of color halos, even if the same graphic design, because of different method, different tightness, different water temperatures will allow the works to produce dry-changing of the results , so there will be some limitations in the design, and computer simulation can be dyed just right to fill the vacancy[2]. In recent years, through the use of computer-aided design technology graphic design, fractal pattern design and intelligent graphic design and digital printing technology and other methods combined. Wherein the graphic design software, image processing software Photoshop, graphics software Freehand, Illustrator, Corel Draw, mapping software Painter, typesetting software Pagemkae, Quark, etc. -
Interactive Rendering in the Post-GPU Era
Interactive Rendering In The Post-GPU Era Matt Pharr Graphics Hardware 2006 Last Five Years • Rise of programmable GPUs – 100s/GFLOPS compute – 10s/GB/s bandwidth • Architecture characteristics have deeply influenced s/w and algorithm development • Revolution in interactive graphics as software has exploited new hardware Next Five Years: A Second Revolution • Continued GPU innovation • CPUs finally providing FLOPS as well – Don’t require nearly as much parallelism • Shared memory/high bandwidth interconnect enable flexible computation model • Future role of today's graphics APIs is unclear Overview • The transition to programmable GPUs and the importance of computation in interactive rendering • New heterogeneous architectures • Implications for graphics software – Implementation challenges and opportunities – Increasing importance of software to drive complex hardware • Longer-term trends and convergence? Offline Rendering 5 Years Ago Shrek (PDI/Dreamworks) Interactive 5 Years Ago Quake 3 (id Software) Modern Offline Rendering Madagascar (PDI/Dreamworks) Modern Interactive Rendering Project Gotham Racing Modern Offline Rendering Starship Troopers 2 (Tippett Studio) Modern Interactive Rendering I-8 (Insomniac Games) What’s Happened In The Last 5 Years? • GPUs have taken advantage of semiconductor trends to deliver performance • GPU strengths/weaknesses have sparked innovation in algorithms and software – Interactive graphics is about computation • Interactive is delivering near-offline quality 1,000,000x faster GPU Architecture Has Led -
Sun Bladetm 100 Workstation Just the Facts Copyrights
Sun BladeTM 100 Workstation Just the Facts Copyrights ©2001 Sun Microsystems, Inc. All Rights Reserved. Sun, Sun Microsystems, the Sun logo, Sun Blade, Solaris, StarOffice, Ultra, Java, Java 3D, iPlanet, OpenWindows, PGX24, PGX32, VIS, SunPCi, Sun Workstation, Solaris Resource Manager, Solstice, Solstice AutoClient, SunVTS, ShowMe, ShowMe TV, ShowMe How, AnswerBook, AnswerBook2, Sun OpenGL for Solaris, Sun StorEdge, SunMicrophone, SunATM, SunClient, SunSpectrum, SunSpectrum Platinum, SunSpectrum Gold, SunSpectrum Silver, SunSpectrum Bronze, and SunSolve are trademarks or registered trademarks of Sun Microsystems, Inc. in the United States and other countries. All SPARC trademarks are used under license and are trademarks or registered trademarks of SPARC International, Inc. in the United States and other countries. Products bearing SPARC trademarks are based upon an architecture developed by Sun Microsystems, Inc. UNIX is a registered trademark in the United States and other countries, exclusively licensed through X/Open Company, Ltd. FireWire is a trademark of Apple Computer, Inc., used under license. OpenGL is a registered trademark of Silicon Graphics, Inc. Display PostScript and PostScript are trademarks of Adobe Systems, Incorporated, which may be registered in certain jurisdictions. Netscape is a trademark of Netscape Communications Corporation. Last update: 9/22/01 Just the Facts September 2001 2 Table of Contents Positioning............................................................................................................................................................5 -
Chapter 3 Application Software Chapter 3 Objectives Application
Chapter 3 Objectives Identify the widely used Define application software application software products and explain their key features Understand how system software interacts with Identify various products application software available as Web applications Identify the role of the user Describe the learning aids Chapter 3 interface available with many software applications Application Software Explain how to start a software application Next p. 3.2 Application Software Application Software What is application software? What are the categories of application software? To serve as a productivity/ • Programs that business tool perform specific To assist with tasks for users graphics and • Also called a multimedia projects software application or an To support application household activities, • Several reasons to for personal use application business, or for education software To facilitate communications Next Next p. 3.2 p. 3.2 Fig. 3-1 Application Software Application Software What is system software? What is an antivirus program? • Programs that • A utility that prevents, detects, and removes viruses control the from a computer’s memory or storage devices operations of the computer • Serves as the Some interface viruses between the destroy or user, the corrupt data application software, and the computer's hardware Next Next p. 3.3 Fig. 3-2 p. 3.3 Fig. 3-3 1 Application Software Application Software What is an application window? What is a menu? command • A rectangular • A menu Start menu area of the contains title bar screen that commands Accessories submenu displays a you can All Programs toolbar submenu program, data, select and/or information shortcut Imaging program menu command Next Start button Next Paint p. -
Introduction to Analysis of Algorithms Introduction to Sorting
Introduction to Analysis of Algorithms Introduction to Sorting CS 311 Data Structures and Algorithms Lecture Slides Monday, February 23, 2009 Glenn G. Chappell Department of Computer Science University of Alaska Fairbanks [email protected] © 2005–2009 Glenn G. Chappell Unit Overview Recursion & Searching Major Topics • Introduction to Recursion • Search Algorithms • Recursion vs. NIterationE • EliminatingDO Recursion • Recursive Search with Backtracking 23 Feb 2009 CS 311 Spring 2009 2 Unit Overview Algorithmic Efficiency & Sorting We now begin a unit on algorithmic efficiency & sorting algorithms. Major Topics • Introduction to Analysis of Algorithms • Introduction to Sorting • Comparison Sorts I • More on Big-O • The Limits of Sorting • Divide-and-Conquer • Comparison Sorts II • Comparison Sorts III • Radix Sort • Sorting in the C++ STL We will (partly) follow the text. • Efficiency and sorting are in Chapter 9. After this unit will be the in-class Midterm Exam. 23 Feb 2009 CS 311 Spring 2009 3 Introduction to Analysis of Algorithms Efficiency [1/3] What do we mean by an “efficient” algorithm? • We mean an algorithm that uses few resources . • By far the most important resource is time . • Thus, when we say an algorithm is efficient , assuming we do not qualify this further , we mean that it can be executed quickly . How do we determine whether an algorithm is efficient? • Implement it, and run the result on some computer? • But the speed of computers is not fixed. • And there are differences in compilers, etc. Is there some way to measure efficiency that does not depend on the system chosen or the current state of technology? 23 Feb 2009 CS 311 Spring 2009 4 Introduction to Analysis of Algorithms Efficiency [2/3] Is there some way to measure efficiency that does not depend on the system chosen or the current state of technology? • Yes! Rough Idea • Divide the tasks an algorithm performs into “steps”. -
Trends and Developments in Computer Graphics
- 147 - THE GRAPHICS FUTURE IN SCIENTIFIC APPLICATIONS - Trends and developments in computer graphics - G. Enderle Kernforschungszentrum Karlsruhe Karlsruhe, West Germany ABSTRACT Computer graphics methods and tools are being used to a great extent in scientific research. The future develop• ment in this area will be influenced both by new hard• ware developments and by software advances. On the hardware sector, the development of the raster techno• logy will lead to the increased use of colour worksta• tions with more local processing power. Colour hardcopy devices for creating plots, slides, or movies will be available at a lower price than today. The first real 3D-workstations appear on the marketplace. One of the main activities on the software sector is the standard• ization of computer graphics systems, graphical files, and device interfaces. This will lead to more portable graphical application programs and to a common base for computer graphics education. 1. INTRODUCTION In a scientific environment, computer graphics are used for a broad spectrum of applications, on a large number of different graphical devices, and using a variety of graphics software. The main application areas are: - Data presentation: Data generated by experiments as well as by compu• ter simulations have to be presented in a way suitable for interpreta• tion by researchers. The presentations also serve for communications between different persons^'. - Modelling: The models used as input data for simulation programs are set up under visual control by the operator. The visual representation is an aid to control the validity of the models. Computer graphics also provide the basic tools for the communication with the interactive operator and for his guidance. -
Software Design Pattern Using : Algorithmic Skeleton Approach S
International Journal of Computer Network and Security (IJCNS) Vol. 3 No. 1 ISSN : 0975-8283 Software Design Pattern Using : Algorithmic Skeleton Approach S. Sarika Lecturer,Department of Computer Sciene and Engineering Sathyabama University, Chennai-119. [email protected] Abstract - In software engineering, a design pattern is a general reusable solution to a commonly occurring problem in software design. A design pattern is not a finished design that can be transformed directly into code. It is a description or template for how to solve a problem that can be used in many different situations. Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. Many patterns imply object-orientation or more generally mutable state, and so may not be as applicable in functional programming languages, in which data is immutable Fig 1. Primary design pattern or treated as such..Not all software patterns are design patterns. For instance, algorithms solve 1.1Attributes related to design : computational problems rather than software design Expandability : The degree to which the design of a problems.In this paper we try to focous the system can be extended. algorithimic pattern for good software design. Simplicity : The degree to which the design of a Key words - Software Design, Design Patterns, system can be understood easily. Software esuability,Alogrithmic pattern. Reusability : The degree to which a piece of design can be reused in another design. 1. INTRODUCTION Many studies in the literature (including some by 1.2 Attributes related to implementation: these authors) have for premise that design patterns Learn ability : The degree to which the code source of improve the quality of object-oriented software systems, a system is easy to learn.