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Neuron C Reference Guide Iii • Introduction to the LONWORKS Platform (078-0391-01A)
Neuron C Provides reference info for writing programs using the Reference Guide Neuron C programming language. 078-0140-01G Echelon, LONWORKS, LONMARK, NodeBuilder, LonTalk, Neuron, 3120, 3150, ShortStack, LonMaker, and the Echelon logo are trademarks of Echelon Corporation that may be registered in the United States and other countries. Other brand and product names are trademarks or registered trademarks of their respective holders. Neuron Chips and other OEM Products were not designed for use in equipment or systems, which involve danger to human health or safety, or a risk of property damage and Echelon assumes no responsibility or liability for use of the Neuron Chips in such applications. Parts manufactured by vendors other than Echelon and referenced in this document have been described for illustrative purposes only, and may not have been tested by Echelon. It is the responsibility of the customer to determine the suitability of these parts for each application. ECHELON MAKES AND YOU RECEIVE NO WARRANTIES OR CONDITIONS, EXPRESS, IMPLIED, STATUTORY OR IN ANY COMMUNICATION WITH YOU, AND ECHELON SPECIFICALLY DISCLAIMS ANY IMPLIED WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of Echelon Corporation. Printed in the United States of America. Copyright © 2006, 2014 Echelon Corporation. Echelon Corporation www.echelon.com Welcome This manual describes the Neuron® C Version 2.3 programming language. It is a companion piece to the Neuron C Programmer's Guide. -
Design Pattern
Sitesbay.com A Perfect Place for All Tutorials Resources Java Projects | C | C++ | DS | Interview Questions | JavaScript Core Java | Servlet | JSP | JDBC | Struts | Hibernate | Spring | Java Projects | C | C++ | DS | Interview Questions | Html | CSS | Html5 | JavaScript | Ajax | Angularjs | Basic Programs | C Project | Java Project | Interview Tips | Forums | Java Discussions www.sitesbay.com DESIGN PATTERN By SEKHAR SIR [Thursday, May 29, 2014] Recursive Problem:- If some problem occurs again and again in a particular context then we call it as a Recursive Problem. For example, if an audio player having support with MP2 files gets problem for MP3 files and having support for MP3 gets problem MP4. So it is a recursive problem. In a software application, for example a recursive problem will be transferring the data across layers. Q. Why Design Patterns? Ans:- Design patterns are used for solving recursive problems in a software application design. A design pattern is a description for how to solve a recursive problem. Design patterns are not a technology or a tool or a language or a platform or a framework. Design patterns are effective proven solutions for recursive problems. Q. How many Design Patterns? Ans:- Actually, there is no fixed count of no of design patterns because design patterns is not a package and not in the form of classes. SUN Microsystems constituted a group with four professional with the name of Gang of Four (GOF) to find effective solutions for the recursive problems. According to GOF, they found 23 design patterns as effective solutions for re-occurring problems. GOF divided java design patterns into 4 categories (a) Creational Design Patterns:- (1) Singleton Pattern. -
PHP String Interview Questions
By OnlineInterviewQuestions.com String Interview Questions in PHP Q1. What is String in PHP? The String is a collection or set of characters in sequence in PHP. The String in PHP is used to save and manipulate like an update, delete and read the data. Q2. How to cast a php string to integer? The int or integer used for a variable into an integer in PHP. Q3. How to perform string concatenation in PHP? The string concatenation means two strings connect together. The dot ( . ) sign used in PHP to combine two string. Example:- <?php $stringa = " creative "; $stringb = "writing "; echo $stringa . $stringb; ?> Q4. How to get php string length? To determine the string length in PHP, strlen() function used. Example:- echo strlen(“creative writing”); Q5. List some escape characters in PHP? Some list escape characters in PHP there are:- \’ \” \\ \n \t \r Q6. How to convert special characters to unicode in php? There is function json_encode() which is converted special characters to Unicode in PHP. Example:- $stringa = " I am good at smiling"; print_r(json_encode($stringa)); Q7. How to add double quotes in string in php? The double quotes in string using (" ") sign and write content under this sign. The double quotes convert variable as value. An example is below:- $str8 = " need to read data where has to go "; echo $str 8output: double quotes in the string echo “ PHP work $str8 output: PHP work need to read data where has to go Q8. Explain how php string interpolation is done? The interpolation is adding variables in among a string data. PHP parses the interpolate variables and replaces this variable with own value while processing the string. -
Navigation Techniques in Augmented and Mixed Reality: Crossing the Virtuality Continuum
Chapter 20 NAVIGATION TECHNIQUES IN AUGMENTED AND MIXED REALITY: CROSSING THE VIRTUALITY CONTINUUM Raphael Grasset 1,2, Alessandro Mulloni 2, Mark Billinghurst 1 and Dieter Schmalstieg 2 1 HIT Lab NZ University of Canterbury, New Zealand 2 Institute for Computer Graphics and Vision Graz University of Technology, Austria 1. Introduction Exploring and surveying the world has been an important goal of humankind for thousands of years. Entering the 21st century, the Earth has almost been fully digitally mapped. Widespread deployment of GIS (Geographic Information Systems) technology and a tremendous increase of both satellite and street-level mapping over the last decade enables the public to view large portions of the 1 2 world using computer applications such as Bing Maps or Google Earth . Mobile context-aware applications further enhance the exploration of spatial information, as users have now access to it while on the move. These applications can present a view of the spatial information that is personalised to the user’s current context (context-aware), such as their physical location and personal interests. For example, a person visiting an unknown city can open a map application on her smartphone to instantly obtain a view of the surrounding points of interest. Augmented Reality (AR) is one increasingly popular technology that supports the exploration of spatial information. AR merges virtual and real spaces and offers new tools for exploring and navigating through space [1]. AR navigation aims to enhance navigation in the real world or to provide techniques for viewpoint control for other tasks within an AR system. AR navigation can be naively thought to have a high degree of similarity with real world navigation. -
Coding 101: Learn Ruby in 15 Minutes Visit
Coding 101: Learn Ruby in 15 minutes Visit www.makers.tech 1 Contents 2 Contents 10 Challenge 3 3 About us 11 Defining Methods 4 Installing Ruby 12 Challenge 4 4 Checking you’ve got Ruby 12 Challenge 5 5 Method calls 12 Challenge 6 5 Variables 13 Arrays 6 Truth and Falsehood 14 Hashes 7 Strings, objects and Methods 14 Challenge 7 8 Challenge 1 15 Iterations 8 Challenge 2 16 Challenge 8 9 Method Chaining 16 Challenge 9 10 Conditionals 18 Extra Challenges 2 About Us At Makers, we are creating a new generation of tech talent who are skilled and ready for the changing world of work. We are inspired by the idea of discovering and unlocking potential in people for the benefit of 21st century business and society. We believe in alternative ways to learn how to code, how to be ready for work and how to be of value to an organisation. At our core, Makers combines tech education with employment possibilities that transform lives. Our intensive four-month program (which includes a month-long PreCourse) sets you up to become a high quality professional software engineer. Makers is the only coding bootcamp with 5 years experience training software developers remotely. Your virtual experience will be exactly the same as Makers on-site, just delivered differently. If you’d like to learn more, check out www.makers.tech. 3 Installing Checking Ruby you’ve got Ruby You’ll be happy to know that Ruby comes preinstalled on all Apple computers. However we can’t simply use the system defaults - just in case we mess something up! Open the terminal on your computer and then type in If you’ve got your laptop set up already you can skip this section. -
Tooling Support for Enterprise Development
TOOLING SUPPORT FOR ENTERPRISE DEVELOPMENT RYAN CUPRAK & REZA RAHMAN JAVA EE DEVELOPMENT • Java EE has had a bad reputation: • Too complicated • Long build times • Complicated/expensive tooling • Copious amounts of repetitive code • Expensive application servers • Overkill for most projects • Times have changed since 2000! • Java EE 5 made great strides leveraging new features introduced in Java 5. Java EE 6 pushes us forward. • Excellent tooling support combined with a simplification of features makes Java EE development fast, easy, and clean (maintainable). • It is Java EE – NOT J2EE!!! OBJECTIVE Challenge: Starting a new project is often painful. In this presentation you’ll learn: • How to setup a new Java EE project. • Disconnect between theory and practice. • Tools that you should consider learning/adding. • Best practices for Java EE development from tools side. When is the last time you evaluated your tools? APPLICATION TYPES Types of Java EE applications: • Prototype – verify technology, try different techniques, learn new features. • Throw-away – application which has a short-life space, temporary use. • Internal/external portal – application with a long life expectancy and which will grow over time. • Minimize dependence on tools. • Product – an application which deployed at a more than one customer site. Possibly multiple code branches. • Minimize dependence on tools. Life expectancy drives tooling decisions. PRELIMINARIES Considerations for a Java EE toolbox: • Build system: Ant, Maven, IDE specific? • Container: GlassFish/JBoss/ WebLogic/etc. • Technologies: EJB/JPA/CDI/JSF • IDE: Eclipse, NetBeans, IntelliJ IDEA • Other tools: Unit testing, integration testing, UI testing, etc. IDES • NetBeans • Easy to use Java EE templates. • Includes a pre-configured GlassFish container. -
Parallel Range, Segment and Rectangle Queries with Augmented Maps
Parallel Range, Segment and Rectangle Queries with Augmented Maps Yihan Sun Guy E. Blelloch Carnegie Mellon University Carnegie Mellon University [email protected] [email protected] Abstract The range, segment and rectangle query problems are fundamental problems in computational geometry, and have extensive applications in many domains. Despite the significant theoretical work on these problems, efficient implementations can be complicated. We know of very few practical implementations of the algorithms in parallel, and most implementations do not have tight theoretical bounds. In this paper, we focus on simple and efficient parallel algorithms and implementations for range, segment and rectangle queries, which have tight worst-case bound in theory and good parallel performance in practice. We propose to use a simple framework (the augmented map) to model the problem. Based on the augmented map interface, we develop both multi-level tree structures and sweepline algorithms supporting range, segment and rectangle queries in two dimensions. For the sweepline algorithms, we also propose a parallel paradigm and show corresponding cost bounds. All of our data structures are work-efficient to build in theory (O(n log n) sequential work) and achieve a low parallel depth (polylogarithmic for the multi-level tree structures, and O(n) for sweepline algorithms). The query time is almost linear to the output size. We have implemented all the data structures described in the paper using a parallel augmented map library. Based on the library each data structure only requires about 100 lines of C++ code. We test their performance on large data sets (up to 108 elements) and a machine with 72-cores (144 hyperthreads). -
A Typescript Program Generator Based on Alloy
Federal University of Pernambuco Center of Informatics Bachelor’s Program in Computer Engineering A TypeScript program generator based on Alloy Gabriela Araujo Britto Recife 2020 Federal University of Pernambuco Center of Informatics Gabriela Araujo Britto A TypeScript program generator based on Alloy A B.Sc. Dissertation presented to the Bachelor’s Program in Computer Engineering of the Center of Informatics of Federal University of Pernambuco in partial fulfillment of the requirements for the degree of Bachelor of Science in Computer Engineering. Advisor: Leopoldo Motta Teixeira Recife 2020 Abstract Refactoring is the process of modifying code to improve its internal structure, without altering its external behavior. To aid the programmer in the process of applying common refactorings to code, many IDEs provide refactoring implementations that automate the refactoring process. However, in doing so, the refactoring developers must concern themselves with guaranteeing that their refactoring does not change program behavior. Formally verifying that a refactoring preserves behavior is a complex and costly task. Therefore, in practice, developers use tests as an alternative. Testing a refactoring implementation requires programs as test inputs. Manually writing such programs can be tedious and difficult, as there may be many language features to consider. This work proposes a technique for generating TypeScript programs that can be used as input to test refactorings. We implement this technique in a tool called TSDolly. TSDolly uses an Alloy specification of TypeScript language and the Alloy Analyzer to generate instances for this specification, which are then transformed into TypeScript programs. The majority of the generated programs (at least 97.45%) compiled without errors. -
POJO in Action.Book
SAMPLE CHAPTER POJOs in Action by Chris Richardson Chapter 1 Copyright 2006 Chris Richardson contents PART 1OVERVIEW OF POJOS AND LIGHTWEIGHT FFFFFFFFFFFFFFFFRAMEWORKS .............................................1 Chapter 1 ■ Developing with POJOs: faster and easier 3 Chapter 2 ■ J2EE design decisions 31 PART 2A SIMPLER, FASTER APPROACH................... 59 Chapter 3 ■ Using the Domain Model pattern 61 Chapter 4 ■ Overview of persisting a domain model 95 Chapter 5 ■ Persisting a domain model with JDO 2.0 149 Chapter 6 ■ Persisting a domain model with Hibernate 3 195 Chapter 7 ■ Encapsulating the business logic with a POJO façade 243 PART 3VARIATIONS ........................................... 287 Chapter 8 ■ Using an exposed domain model 289 Chapter 9 ■ Using the Transaction Script pattern 317 Chapter 10 ■ Implementing POJOs with EJB 3 360 vii viii BRIEF CONTENTS PART 4DEALING WITH DATABASES AND CCCCCCCCCCCCCONCURRENCY .......................................405 Chapter 11 ■ Implementing dynamic paged queries 407 Chapter 12 ■ Database transactions and concurrency 451 Chapter 13 ■ Using offline locking patterns 488 Developing with POJOs: faster and easier This chapter covers ■ Comparing lightweight frameworks and EJBs ■ Simplifying development with POJOs ■ Developing an object-oriented design ■ Making POJOs transactional and persistent 3 4 CHAPTER 1 Developing with POJOs: faster and easier Sometimes you must use a technology for a while in order to appreciate its true value. A few years ago I had to go out of the country on a business trip, and I didn’t want to risk missing episodes of my favorite show. So, rather than continu- ing to struggle with the timer function on my VCR, I bought a TiVo box. At the time I thought it was simply going to be a much more convenient and reliable way to record programs. -
Implementing Domain-Driven Design
www.EBooksWorld.ir Praise for Implementing Domain-Driven Design “With Implementing Domain-Driven Design, Vaughn has made an important con- tribution not only to the literature of the Domain-Driven Design community, but also to the literature of the broader enterprise application architecture field. In key chap- ters on Architecture and Repositories, for example, Vaughn shows how DDD fits with the expanding array of architecture styles and persistence technologies for enterprise applications—including SOA and REST, NoSQL and data grids—that has emerged in the decade since Eric Evans’ seminal book was first published. And, fittingly, Vaughn illuminates the blocking and tackling of DDD—the implementation of entities, value objects, aggregates, services, events, factories, and repositories—with plentiful exam- ples and valuable insights drawn from decades of practical experience. In a word, I would describe this book as thorough. For software developers of all experience levels looking to improve their results, and design and implement domain-driven enterprise applications consistently with the best current state of professional practice, Imple- menting Domain-Driven Design will impart a treasure trove of knowledge hard won within the DDD and enterprise application architecture communities over the last cou- ple decades.” —Randy Stafford, Architect At-Large, Oracle Coherence Product Development “Domain-Driven Design is a powerful set of thinking tools that can have a profound impact on how effective a team can be at building software-intensive systems. The thing is that many developers got lost at times when applying these thinking tools and really needed more concrete guidance. In this book, Vaughn provides the missing links between theory and practice. -
Handwritten Digit Classication Using 8-Bit Floating Point Based Convolutional Neural Networks
Downloaded from orbit.dtu.dk on: Apr 10, 2018 Handwritten Digit Classication using 8-bit Floating Point based Convolutional Neural Networks Gallus, Michal; Nannarelli, Alberto Publication date: 2018 Document Version Publisher's PDF, also known as Version of record Link back to DTU Orbit Citation (APA): Gallus, M., & Nannarelli, A. (2018). Handwritten Digit Classication using 8-bit Floating Point based Convolutional Neural Networks. DTU Compute. (DTU Compute Technical Report-2018, Vol. 01). General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. Handwritten Digit Classification using 8-bit Floating Point based Convolutional Neural Networks Michal Gallus and Alberto Nannarelli (supervisor) Danmarks Tekniske Universitet Lyngby, Denmark [email protected] Abstract—Training of deep neural networks is often con- In order to address this problem, this paper proposes usage strained by the available memory and computational power. of 8-bit floating point instead of single precision floating point This often causes it to run for weeks even when the underlying which allows to save 75% space for all trainable parameters, platform is employed with multiple GPUs. -
High Dynamic Range Video
High Dynamic Range Video Karol Myszkowski, Rafał Mantiuk, Grzegorz Krawczyk Contents 1 Introduction 5 1.1 Low vs. High Dynamic Range Imaging . 5 1.2 Device- and Scene-referred Image Representations . ...... 7 1.3 HDRRevolution ............................ 9 1.4 OrganizationoftheBook . 10 1.4.1 WhyHDRVideo? ....................... 11 1.4.2 ChapterOverview ....................... 12 2 Representation of an HDR Image 13 2.1 Light................................... 13 2.2 Color .................................. 15 2.3 DynamicRange............................. 18 3 HDR Image and Video Acquisition 21 3.1 Capture Techniques Capable of HDR . 21 3.1.1 Temporal Exposure Change . 22 3.1.2 Spatial Exposure Change . 23 3.1.3 MultipleSensorswithBeamSplitters . 24 3.1.4 SolidStateSensors . 24 3.2 Photometric Calibration of HDR Cameras . 25 3.2.1 Camera Response to Light . 25 3.2.2 Mathematical Framework for Response Estimation . 26 3.2.3 Procedure for Photometric Calibration . 29 3.2.4 Example Calibration of HDR Video Cameras . 30 3.2.5 Quality of Luminance Measurement . 33 3.2.6 Alternative Response Estimation Methods . 33 3.2.7 Discussion ........................... 34 4 HDR Image Quality 39 4.1 VisualMetricClassification. 39 4.2 A Visual Difference Predictor for HDR Images . 41 4.2.1 Implementation......................... 43 5 HDR Image, Video and Texture Compression 45 1 2 CONTENTS 5.1 HDR Pixel Formats and Color Spaces . 46 5.1.1 Minifloat: 16-bit Floating Point Numbers . 47 5.1.2 RGBE: Common Exponent . 47 5.1.3 LogLuv: Logarithmic encoding . 48 5.1.4 RGB Scale: low-complexity RGBE coding . 49 5.1.5 LogYuv: low-complexity LogLuv . 50 5.1.6 JND steps: Perceptually uniform encoding .