Openglopengl

Total Page:16

File Type:pdf, Size:1020Kb

Openglopengl OpenGLOpenGL ВъведениеВъведение гл. ас. д-р А. Пенев ИнтернетИнтернет източнициизточници www.opengl.orgwww.opengl.org www.khronos.orgwww.khronos.org www.glprogramming.com/redwww.glprogramming.com/red www.glprogramming.com/bluewww.glprogramming.com/blue nehe.gamedev.netnehe.gamedev.net www.opengl.org.ruwww.opengl.org.ru www.alexander-penev.infowww.alexander-penev.info …… OpenGL - Въведение 2/29 ЛитератураЛитература The Red Book OpenGL - Въведение 3/29 КаквоКакво ее OpenGLOpenGL OpenGLOpenGL == OpenOpen GGraphicraphic LLibraryibrary OpenGLOpenGL ее софтуеренсофтуерен интерфейсинтерфейс (API)(API) къмкъм графичниятграфичният хардуерхардуер OpenGL - Въведение 4/29 ИсторияИстория (1/3)(1/3) 19901990-те –– SiliconSilicon GraphicsGraphics създавасъздава IRISIRIS GLGL;; 19921992 –– IRISIRIS GLGL ставастава основаоснова нана стандартастандарта OpenGLOpenGL 1.0.1.0. ТойТой сесе утвърждаваутвърждава катокато стандартстандарт отот множествомножество водещиводещи софтуернисофтуерни фирми;фирми; 19951995 –– MicrosoftMicrosoft създавасъздава DirectXDirectX ((Direct3DDirect3D));; 19971997 –– OpenGLOpenGL 1.1;1.1; 19981998 –– OpenGLOpenGL 1.2;1.2; 19991999 –– MicrosoftMicrosoft изоставяизоставя OpenGL;OpenGL; 20012001 –– OpenGLOpenGL 1.3;1.3; 20022002 –– OpenGLOpenGL 1.4;1.4; 20032003 –– OpenGLOpenGL 1.5;1.5; OpenGL - Въведение 5/29 ИсторияИстория (2/3)(2/3) 20042004 –– OpenGLOpenGL 2.02.0 ии OpenGLOpenGL ShadingShading LanguageLanguage 1.10;1.10; 20062006 –– OpenGLOpenGL 2.12.1 ии GLSLGLSL 1.20;1.20; 20062006 –– СъздаваСъздава сесе KhronosKhronos Group;Group; 20082008 –– OpenGLOpenGL 3.03.0 ии GLSLGLSL 1.30;1.30; DeprecationDeprecation Model;Model; 20092009 –– OpenGLOpenGL 3.13.1 ии GLSLGLSL 1.40;1.40; 20092009 –– OpenGLOpenGL 3.23.2 (Core(Core ии Compatibility),Compatibility), GLSLGLSL 1.50;1.50; 20092009 –– ИзлизаИзлиза OpenCL;OpenCL; 20102010 –– OpenGLOpenGL 3.33.3 ии GLSLGLSL 3.30;3.30; ЕдновременноЕдновременно сс товатова излизаизлиза OpenGLOpenGL 4.04.0 ии GLSLGLSL 4.00;4.00; 20102010 –– OpenGLOpenGL 4.14.1 ии GLSLGLSL 4.10;4.10; 20112011 –– OpenGLOpenGL 4.24.2 ии GLSLGLSL 4.20;4.20; OpenGL - Въведение 6/29 ИсторияИстория (3/3)(3/3) 20122012 –– OpenGLOpenGL 4.34.3 ии GLSLGLSL 4.30;4.30; 20132013 –– OpenGLOpenGL 4.44.4 ии GLSLGLSL 4.40;4.40; 20142014 –– OpenGLOpenGL 4.54.5 ии GLSLGLSL 4.50;4.50; 20162016 –– ИзлизаИзлиза VulkanVulkan.. OpenGL - Въведение 7/29 ХарактеристикиХарактеристики Индустриален стандарт; Стабилност; Съвместимост – предишни версии; Надеждност и Преносимост – визуален резултат независимо от операционната система; Скалируемост – от мобилни и PC до суперкомпютри; Лекота на използване – функциите му са с лесен за разбиране интерфейс; Разширяемост – механизъм за разширения възможност за бързо въвеждане на новия хардуер в употреба; Добре документиран. OpenGL - Въведение 8/29 БиблиотекиБиблиотеки ии реализацияреализация ОсновнатаОсновната библиотекабиблиотека нана OpenGLOpenGL имаима десеткидесетки реализацииреализации заза различниразлични платформиплатформи ии графиченграфичен хардуерхардуер OSOS –– Windows,Windows, UNIX,UNIX, MacMac OS,OS, iOS,iOS, LinuxLinux,, Android,Android, OS/2,OS/2, OPENStep,OPENStep, BeOS,BeOS, ии дрдр..;; BindingsBindings –– C,C, C++,C++, C#,C#, Delphi,Delphi, JavaJava,, FortranFortran,, Ada,Ada, Python,Python, Perl,Perl, JavaScriptJavaScript ии многомного др.др. КактоКакто комерсиални,комерсиални, такатака ии сс отворенотворен код.код. OpenGL - Въведение 9/29 ПродуктиПродукти 3DS3DS MaxMax;; MayaMaya;; GoogleGoogle SketchUpSketchUp;; ИИ многомного AdobeAdobe AfterAfter Effects;Effects; други.други. CharacterCharacter StudioStudio;; GoogleGoogle EarthEarth;; VRML;VRML; OpenGL - Въведение 10/29 ИгриИгри Doom3Doom3;; CounterCounter Strike;Strike; CallCall OfOf DutyDuty;; ChessChess CommanderCommander;; QuakeQuake;; HalfHalf LifeLife;; SecondSecond LifeLife;; HomeworldHomeworld;; UnrealUnreal;; IL-2IL-2 SturmovikSturmovik;; AngryAngry Birds;Birds; JediJedi KnightKnight IIII;; ии много,много, многомного другидруги MedalMedal ofof HonorHonor;; OpenGL - Въведение 11/29 БиблиотекиБиблиотеки заза ЕПЕП CC –– gl.h,gl.h, MesaMesa 3D,3D, OpenOpen InventorInventor,, OpenOpen SceneScene GraphGraph,, OpenGLOpenGL PerformerPerformer;; C#C# –– TheThe OpenOpen ToolkitToolkit (OpenTK),(OpenTK), TaoTao Framework,Framework, CsGLCsGL,, GLSharpGLSharp;; JavaJava –– JOGLJOGL,, OpenGLOpenGL forfor JavaJava (GL4Java),(GL4Java), jGL;jGL; DelphiDelphi –– GLSceneGLScene,, dglOpenGL;dglOpenGL; FortranFortran –– F90GL;F90GL; PerlPerl –– POGL,POGL, PerlPerl OpenGLOpenGL Bindings;Bindings; PythonPython –– PyOpenGL,PyOpenGL, PyGlut;PyGlut; JavaScriptJavaScript –– WebGL/HTML5;WebGL/HTML5; ии многомного другидруги.. OpenGL - Въведение 12/29 НадстройкиНадстройки OpenGLOpenGL UtilityUtility (GLU)(GLU);; OpenGLOpenGL UtilityUtility ToolkitToolkit (GLUT)(GLUT);; OpenGLOpenGL AuxiliaryAuxiliary LibraryLibrary (GLAUX)(GLAUX);; OpenGLOpenGL UserUser InterfaceInterface LibraryLibrary (GLUI)(GLUI);; GLTT,GLTT, FTGL;FTGL; OpenGLOpenGL EasyEasy ExtensionExtension LibraryLibrary (GLEE);(GLEE); OpenOpen InventorInventor;; GLX,GLX, WGL,WGL, CGL;CGL; OpenGL - Въведение 13/29 ОперационниОперационни средисреди Windows Приложение UNIX Приложение GLU GLU GDU WGL OpenGL XLib GLX OpenGL OpenGL - Въведение 14/29 СродниСродни СтандартиСтандарти OpenGL - Въведение 15/29 ОсновниОсновни възможностивъзможности (1/2)(1/2) Създаване на растерни изображения; Създаване на изображения изградени от графични примитиви като точки, отсечки, начупени линии, многоъгълници, триъгълници и други. Създаване на изображения на пространствени сцени, описани чрез схемите “гранично представяне” или “реброви модел”; Именуване на примитив или група от примитиви; Дефиниране на символи (Lists); Смяна на координатната система; Координатни преобразувания – транслация, ротация, мащабиране, огледално отражение и др.; Дефиниране на преливащи се цветове и прозрачност; Налагане на текстури върху телата; Дефиниране на различни материали за телата; OpenGL - Въведение 16/29 ОсновниОсновни възможностивъзможности (2/2)(2/2) Отрязване спрямо равнини; Използване на маски; Премахване на скритите повърхности; Използване на различни светлинни източници; Визуализация на реалистични изображения; Реализация на специални ефекти като мъгла, прозрачност и др.; Използване на сплайн криви и повърхнини; Изглаждане – премахване на стълбищтния ефект (anti-aliasing); и др. OpenGL - Въведение 17/29 МашинаМашина съссъс СъстоянияСъстояния (1/2)(1/2) РазглежданРазглеждан катокато виртуалнавиртуална машина,машина, OpenGLOpenGL можеможе дада бъдебъде определенопределен катокато машинамашина съссъс състояниясъстояния,, работещаработеща вв диалоговдиалогов ((клиент-сървърклиент-сървър)) режим.режим. ТоваТова означава,означава, чече нене изпълняваизпълнява програми,програми, аа всякавсяка постъпилапостъпила командакоманда сесе изпълняваизпълнява незабавно,незабавно, следслед коетокоето сесе очакваочаква постъпванетопостъпването нана нованова команда.команда. НачинътНачинът нана изпълнениеизпълнение нана командатакомандата сесе определяопределя от:от: Командата;Командата; ПараметритеПараметрите нана командата;командата; ВътрешнотоВътрешното състояниесъстояние нана машината.машината. OpenGL - Въведение 18/29 МашинаМашина съссъс СъстоянияСъстояния (2/2)(2/2) ЗаЗа дада сесе изясниизясни начинът,начинът, попо койтокойто можеможе дада сесе използваизползва виртуалнатавиртуалната машинамашина ее необходимонеобходимо тятя дада бъдебъде обсъденаобсъдена вв следнитеследните четиричетири аспектааспекта:: Данни;Данни; Състояния;Състояния; Операции;Операции; НачинНачин нана функциониране.функциониране. OpenGL - Въведение 19/29 ДанниДанни ПредставянетоПредставянето нана даннитеданните отот числовчислов типтип трябватрябва дада следваследва синтаксисасинтаксиса нана езикаезика нана програмиранепрограмиране,, вв койтокойто сесе използваизползва библиотекатабиблиотеката нана OpenGL.OpenGL. Видове:Видове: Вектор – наредена четворка от еднотипни числа, интерпретирана като хомогенни координати на вектор; Точка – наредена четворка от еднотипни числа, интерпретирана като хомогенни координати на точка; Матрица – наредена 16-торка от еднотипни числа, интерпретирана като числова 4x4 матрица, линеаризирана по редове; Цвят – наредена четворка от еднотипни числа, интерпретирана като описание на цвят в стандарта RGBA. OpenGL - Въведение 20/29 СистемниСистемни СъстоянияСъстояния ЛогическиЛогически ((GLGL__TRUETRUE ии GL_GL_ FALSEFALSE));; ЧисловЧислов –– цялцял илиили реаленреален;; ИменаИмена;; МатрициМатрици;; СтековеСтекове отот именаимена илиили матрициматрици;; ТаблицаТаблица отот списъксписък отот команди;команди; ТаблицаТаблица отот записизаписи;; Буфери;Буфери; ии други;други; OpenGL - Въведение 21/29 ВекторВектор нана СъстояниятаСъстоянията Режими Стекове Системни стек 1 и C U 2 ограничения Флагове X P T 1 Буфери Резултати OpenGL Команда и параметри Процесор Вектори Таблици Цвят glColor… 1 0 0 1 glVertex… Нормален вектор 2 3.7 1 Изобразяване OpenGL - Въведение 22/29 ОперацииОперации Като виртуална машина може да изпълнява фиксирано количество от операции. Всяка от операциите се описва посредством команда, реализирана като оператор за изпълнение на процедура или функция в програмната среда на съответната библиотека. ВсякаВсяка командакоманда описваописва:: Операцията, която трябва да се изпълни; Библиотеката, в която е реализирана указаната операция; Броят на предаваните параметри; Типът на предаваните
Recommended publications
  • A Topology-Adaptive Overlay Framework. (Under the Direction of Dr
    ABSTRACT KANDEKAR, KUNAL. TAO: A Topology-Adaptive Overlay Framework. (Under the direction of Dr. Khaled Harfoush.) Large-scale distributed systems rely on constructing overlay networks in which nodes communicate with each other through intermediate overlay neighbors. Organizing nodes in the overlay while preserving its congruence with the underlying IP topology (the underlay) is important to reduce the communication cost between nodes. In this thesis, we study the state- of-the-art approaches to match the overlay and underlay topologies and pinpoint their limitations in Internet-like setups. We also introduce a new Topology-Adaptive Overlay organization framework, TAO, which is scalable, accurate and lightweight. As opposed to earlier approaches, TAO compiles information resulting from traceroute packets to a small number of landmarks, and clusters nodes based on (1) the number of shared hops on their path towards the landmarks, and (2) their proximity to the landmarks. TAO is also highly flexible and can complement all existing structured and unstructured distributed systems. Our experimental results, based on actual Internet data, reveal that with only five landmarks, TAO identifies the closest node to any node with 85% - 90% accuracy and returns nodes that on average are within 1 millisecond from the closest node if the latter is missed. As a result, TAO overlays enjoy very low stretch (between 1.15 and 1.25). Our results also indicate that shortest-path routing on TAO overlays result in shorter end-to-end delays than direct underlay delays in 8-10% of the overlay paths. TAO: A Topology-Adaptive Overlay Framework by Kunal Kandekar A thesis submitted to the Graduate Faculty of North Carolina State University in partial fulfillment of the requirements for the Degree of Master of Science Computer Science Raleigh 2006 Approved by: _______________________________ _______________________________ Dr.
    [Show full text]
  • Trident Development Framework
    Trident Development Framework Tom MacAdam Jim Covill Kathleen Svendsen Martec Limited Prepared By: Martec Limited 1800 Brunswick Street, Suite 400 Halifax, Nova Scotia B3J 3J8 Canada Contractor's Document Number: TR-14-85 (Control Number: 14.28008.1110) Contract Project Manager: David Whitehouse, 902-425-5101 PWGSC Contract Number: W7707-145679/001/HAL CSA: Malcolm Smith, Warship Performance, 902-426-3100 x383 The scientific or technical validity of this Contract Report is entirely the responsibility of the Contractor and the contents do not necessarily have the approval or endorsement of the Department of National Defence of Canada. Contract Report DRDC-RDDC-2014-C328 December 2014 © Her Majesty the Queen in Right of Canada, as represented by the Minister of National Defence, 2014 © Sa Majesté la Reine (en droit du Canada), telle que représentée par le ministre de la Défense nationale, 2014 Working together for a safer world Trident Development Framework Martec Technical Report # TR-14-85 Control Number: 14.28008.1110 December 2014 Prepared for: DRDC Atlantic 9 Grove Street Dartmouth, Nova Scotia B2Y 3Z7 Martec Limited tel. 902.425.5101 1888 Brunswick Street, Suite 400 fax. 902.421.1923 Halifax, Nova Scotia B3J 3J8 Canada email. [email protected] www.martec.com REVISION CONTROL REVISION REVISION DATE Draft Release 0.1 10 Nov 2014 Draft Release 0.2 2 Dec 2014 Final Release 10 Dec 2014 PROPRIETARY NOTICE This report was prepared under Contract W7707-145679/001/HAL, Defence R&D Canada (DRDC) Atlantic and contains information proprietary to Martec Limited. The information contained herein may be used and/or further developed by DRDC Atlantic for their purposes only.
    [Show full text]
  • Nuclear Data
    CNIC-00810 CNDC-0013 INDC(CPR)-031/L NUCLEAR DATA No. 10 (1993) China Nuclear Information Center Chinese Nuclear Data Center Atomic Energy Press CNIC-00810 CNDC-0013 INDC(CPR)-031/L COMMUNICATION OF NUCLEAR DATA PROGRESS No. 10 (1993) Chinese Nuclear Data Center China Nuclear Information Centre Atomic Energy Press Beijing, December 1993 EDITORIAL BOARD Editor-in-Chief Liu Tingjin Zhuang Youxiang Member Cai Chonghai Cai Dunjiu Chen Zhenpeng Huang Houkun Liu Tingjin Ma Gonggui Shen Qingbiao Tang Guoyou Tang Hongqing Wang Yansen Wang Yaoqing Zhang Jingshang Zhang Xianqing Zhuang Youxiang Editorial Department Li Manli Sun Naihong Li Shuzhen EDITORIAL NOTE This is the tenth issue of Communication of Nuclear Data Progress (CNDP), in which the achievements in nuclear data field since the last year in China are carried. It includes the measurements of 54Fe(d,a), 56Fe(d,2n), 58Ni(d,a), (d,an), (d,x)57Ni, 182~ 184W(d,2n), 186W(d,p), (d,2n) and S8Ni(n,a) reactions; theoretical calculations on n+160 and ,97Au, 10B(n,n) and (n,n') reac­ tions, channel theory of fission with diffusive dynamics; the evaluations of in­ termediate energy nuclear data for 56Fe, 63Cu, 65Cu(p,n) monitor reactions, and of 180Hf, ,8lTa(n,2n) reactions, revision on recommended data of 235U and 238U for CENDL-2; fission barrier parameters sublibrary, a PC software of EXFOR compilation, some reports on atomic and molecular data and covariance research. We hope that our readers and colleagues will not spare their comments, in order to improve the publication. Please write to Drs.
    [Show full text]
  • The Atomic Simulation Environment - a Python Library for Working with Atoms
    Downloaded from orbit.dtu.dk on: Sep 28, 2021 The Atomic Simulation Environment - A Python library for working with atoms Larsen, Ask Hjorth; Mortensen, Jens Jørgen; Blomqvist, Jakob; Castelli, Ivano Eligio; Christensen, Rune; Dulak, Marcin; Friis, Jesper; Groves, Michael; Hammer, Bjørk; Hargus, Cory Total number of authors: 34 Published in: Journal of Physics: Condensed Matter Link to article, DOI: 10.1088/1361-648X/aa680e Publication date: 2017 Document Version Peer reviewed version Link back to DTU Orbit Citation (APA): Larsen, A. H., Mortensen, J. J., Blomqvist, J., Castelli, I. E., Christensen, R., Dulak, M., Friis, J., Groves, M., Hammer, B., Hargus, C., Hermes, E., C. Jennings, P., Jensen, P. B., Kermode, J., Kitchin, J., Kolsbjerg, E., Kubal, J., Kaasbjerg, K., Lysgaard, S., ... Jacobsen, K. W. (2017). The Atomic Simulation Environment - A Python library for working with atoms. Journal of Physics: Condensed Matter, 29, [273002]. https://doi.org/10.1088/1361-648X/aa680e 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.
    [Show full text]
  • Msbridge: Opensees Pushover and Earthquake Analysis of Multi-Span Bridges - User Manual
    STRUCTURAL SYSTEMS RESEARCH PROJECT Report No. SSRP–14/04 MSBRIDGE: OPENSEES PUSHOVER AND EARTHQUAKE ANALYSIS OF MULTI-SPAN BRIDGES - USER MANUAL by AHMED ELGAMAL JINCHI LU KEVIN MACKIE Final Report Submitted to the California Department of Transportation (Caltrans) under Contract No. 65A0445. Department of Structural Engineering May 2014 University of California, San Diego La Jolla, California 92093-0085 University of California, San Diego Department of Structural Engineering Structural Systems Research Project Report No. SSRP-14/03 MSBridge: OpenSees Pushover and Earthquake Analysis of Multi-span Bridges - User Manual by Ahmed Elgamal Professor of Geotechnical Engineering Jinchi Lu Assistant Project Scientist Kevin Mackie Associate Professor of Structural Engineering at University of Central Florida Final Report Submitted to the California Department of Transportation under Contract No. 65A0445 Department of Structural Engineering University of California, San Diego La Jolla, California 92093-0085 May 2014 ii Technical Report Documentation Page 1. Report No. 2. Government Accession No. 3. Recipient’s Catalog No. 4. Title and Subtitle 5. Report Date MSBridge: OpenSees Pushover and Earthquake Analysis May 2014 of Multi-span Bridges - User Manual 6. Performing Organization Code 7. Author(s) 8. Performing Organization Report No. Ahmed Elgamal and Jinchi Lu UCSD / SSRP-14/04 9. Performing Organization Name and Address 10. Work Unit No. (TRAIS) Department of Structural Engineering School of Engineering University of California, San Diego 11. Contract or Grant No. La Jolla, California 92093-0085 65A0445 12. Sponsoring Agency Name and Address 13. Type of Report and Period Covered Final Report California Department of Transportation Division of Engineering Services 14. Sponsoring Agency Code th 1801 30 St., MS-9-2/5i Sacramento, California 95816 15.
    [Show full text]
  • Pro Opengl for C# Developers High-Performance 2D and 3D Graphics for Desktop, Web, Ios and Android
    F. Ramos Pro OpenGL for C# Developers High-Performance 2D and 3D Graphics for Desktop, Web, iOS and Android ▶ Access the hugely popular OpenGL graphics API in C#, without the need to use C++.Build your own game engine with 2D and 3D support.Target multiple platforms with your next game. OpenGL is widely considered the industry standard in high performance graphics for gaming, virtual reality and visualization. Unlike DirectX, OpenGL can be used on a wide range of platforms beyond Windows, from Linux to iOS and PlayStation Vita. Pro OpenGL for C# Developers shows you how to harness this powerful API from your language of choice, C#, and start creating professional-quality games and interactive graphics applications. 1st ed. 2014, 450 p. The book starts with an introduction to the OpenGL API and a guide to the process A product of Apress involved in rendering graphics, known as the graphics pipeline. You'll also meet OpenTK, the fully managed wrapper that makes it easy and painless to work with OpenGL in C# (or any other .NET language). Chapters 2 and 3 take you through the process of building your Printed book game engine, covering topics like architecture, object-oriented design and test-driven development in the context of game development. You'll begin to discover the power of Softcover OpenGL, build your first rendering demo, and learn techniques for rendering 2D in 3D, and ISBN 978-1-4842-0050-6 3D in 2D! (That is, a 2D world in a 3D game engine, and a 3D scene on a 2D display.) ▶ 44,95 € | £35.50 ▶ *48,10 € (D) | 49,45 € (A) | CHF 60.00 Further chapters dive deep into specific areas of graphic programming: shaders, particle systems, animation and path finding.
    [Show full text]
  • Normas-ML: Supporting the Modeling of Normative Multi-Agent
    49 2019 8 4 ADCAIJ: Advances in Distributed Computing and Artificial Intelligence Journal. Vol. 8 N. 4 (2019), 49-81 ADCAIJ: Advances in Distributed Computing and Artificial Intelligence Journal Regular Issue, Vol. 8 N. 4 (2019), 49-81 eISSN: 2255-2863 DOI: http://dx.doi.org/10.14201/ADCAIJ2019844981 NorMAS-ML: Supporting the Modeling of Normative Multi-agent Systems Emmanuel Sávio Silva Freirea, Mariela Inés Cortésb, Robert Marinho da Rocha Júniorb, Enyo José Tavares Gonçalvesc, and Gustavo Augusto Campos de Limab aTeaching Department, Federal Institute of Ceará, Morada Nova, Brazil bComputer Science Department, State University of Ceará, Fortaleza, Brazil cComputer Science Department, Federal University of Ceará, Quixadá, Brazil [email protected], [email protected], [email protected], [email protected], [email protected] KEYWORD ABSTRACT Normative Multi- Context: A normative multi-agent system (NMAS) is composed of agents that their be- agent System; havior is regulated by norms. The modeling of those elements (agents and norms) togeth- Norms; Modeling er at design time can be a good way for a complete understanding of their structure and Language; behavior. Multi-agent system modeling language (MAS-ML) supports the representation NorMAS-ML of NMAS entities, but the support for concepts related to norms is somewhat limited. MAS-ML is founded in taming agents and objects (TAO) framework and has a support tool called the MAS-ML tool. Goal: The present work aims to present a UML-based modeling language called normative multi-agent system (NorMAS-ML) able to model the MAS main entities along with the static normative elements.
    [Show full text]
  • Protobuild Documentation Release Latest
    Protobuild Documentation Release latest June Rhodes Aug 24, 2017 General Information 1 User Documentation 3 1.1 Frequently Asked Questions.......................................3 1.2 GitHub..................................................6 1.3 Twitter..................................................6 1.4 Contributing...............................................6 1.5 Getting Started..............................................8 1.6 Getting Started..............................................8 1.7 Defining Application Projects...................................... 11 1.8 Defining Console Projects........................................ 14 1.9 Defining Library Projects........................................ 15 1.10 Defining Content Projects........................................ 16 1.11 Defining Include Projects........................................ 18 1.12 Defining External Projects........................................ 20 1.13 Migrating Existing C# Projects..................................... 24 1.14 Customizing Projects with Properties.................................. 25 1.15 Changing Module Properties....................................... 34 1.16 Including Submodules.......................................... 36 1.17 Package Management with Protobuild.................................. 37 1.18 Package Management with NuGet.................................... 40 1.19 Creating Packages for Protobuild.................................... 42 1.20 Code Signing for iOS.......................................... 46 1.21 Targeting the Web
    [Show full text]
  • Third Party Version
    Third Party Name Third Party Version Manufacturer License Type Comments Merge Product Merge Product Versions License details Software source autofac 3.5.2 Autofac Contributors MIT Merge Cardio 10.2 SOUP repository https://www.nuget.org/packages/Autofac/3.5 .2 Gibraltar Loupe Agent 2.5.2.815 eSymmetrix Gibraltor EULA Gibraltar Merge Cardio 10.2 SOUP repository https://my.gibraltarsoftware.com/Support/Gi Loupe Agent braltar_2_5_2_815_Download will be used within the Cardio Application to view events and metrics so you can resolve support issues quickly and easily. Modernizr 2.8.3 Modernizr MIT Merge Cadio 6.0 http://modernizr.com/license/ http://modernizr.com/download/ drools 2.1 Red Hat Apache License 2.0 it is a very old Merge PACS 7.0 http://www.apache.org/licenses/LICENSE- http://mvnrepository.com/artifact/drools/dro version of 2.0 ols-spring/2.1 drools. Current version is 6.2 and license type is changed too drools 6.3 Red Hat Apache License 2.0 Merge PACS 7.1 http://www.apache.org/licenses/LICENSE- https://github.com/droolsjbpm/drools/releases/ta 2.0 g/6.3.0.Final HornetQ 2.2.13 v2.2..13 JBOSS Apache License 2.0 part of JBOSS Merge PACS 7.0 http://www.apache.org/licenses/LICENSE- http://mvnrepository.com/artifact/org.hornet 2.0 q/hornetq-core/2.2.13.Final jcalendar 1.0 toedter.com LGPL v2.1 MergePacs Merge PACS 7.0 GNU LESSER GENERAL PUBLIC http://toedter.com/jcalendar/ server uses LICENSE Version 2. v1, and viewer uses v1.3.
    [Show full text]
  • Session 3 15
    Proceedings of CGAMES’2006 8th International Conference on Computer Games: Artificial Intelligence and Mobile Systems 24-27 July 2006 Hosted by Galt House Hotel Louisville, Kentucky, USA Organised by University of Wolverhampton in association with University of Louisville and IEEE Computer Society Society for Modelling and Simulation (SCS-Europe) Institution of Electrical Engineers (IEE) British Computer Society (BCS) Digital Games Research Association (DiGRA) International Journal of Intelligent Games and Simulation (IJIGS) Edited by: Quasim Mehdi Guest Editor: Adel Elmaghraby Published by The University of Wolverhampton School of Computing and Information Technology Printed in Wolverhampton, UK ©2006 The University of Wolverhampton Responsibility for the accuracy of all material appearing in the papers is the responsibility of the authors alone. Statements are not necessarily endorsed by the University of Wolverhampton, members of the Programme Committee or associated organisations. Permission is granted to photocopy the abstracts and other portions of this publication for personal use and for the use of students providing that credit is given to the conference and publication. Permission does not extend to other types of reproduction nor to copying for use in any profit-making purposes. Other publications are encouraged to include 300-500 word abstracts or excerpts from any paper, provided credits are given to the author, conference and publication. For permission to publish a complete paper contact Quasim Mehdi, SCIT, University of Wolverhampton, Wulfruna Street, Wolverhampton, WV1 1SB, UK, [email protected]. All author contact information in these Proceedings is covered by the European Privacy Law and may not be used in any form, written or electronic without the explicit written permission of the author and/or the publisher.
    [Show full text]
  • Comparative Analysis of Heuristic Algorithms for Solving Multiextremal Problems
    International Journal on Advances in Systems and Measurements, vol 10 no 1 & 2, year 2017, http://www.iariajournals.org/systems_and_measurements/ 86 Comparative Analysis of Heuristic Algorithms for Solving Multiextremal Problems Rudolf Neydorf, Ivan Chernogorov, Victor Polyakh Dean Vucinic Orkhan Yarakhmedov, Yulia Goncharova Vesalius College Department of Software Computer Technology and Vrije Universiteit Brussel Automated Systems and Department of Scientific- Brussels, Belgium Technical Translation and Professional Communication Don State Technical University Email: [email protected] Rostov-on-Don, Russia Email: [email protected], [email protected], [email protected], [email protected], [email protected] Abstract—In this paper, 3 of the most popular search Many modern practical optimization problems are optimization algorithms are applied to study the multi- inherently complicated by counterpoint criterion extremal problems, which are more extensive and complex requirements of the involved optimized object. The expected than the single-extremal problems. This study has shown that result - the global optimum - for the selected criteria is not only the heuristic algorithms can provide an effective solution always the best solution to consider, because it incorporate to solve the multiextremal problems. Among the large group of many additional criteria and restrictions. It is well known available algorithms, the 3 methods have demonstrated the that such situations arise in the design of complex best performance, which are: (1) particles swarming modelling technological systems when solving transportation and method, (2) evolutionary-genetic extrema selection and (3) logistics problems among many others. In addition, many search technique based on the ant colony method. The objects in their technical and informational nature are prone previous comparison study, where these approaches have been applied to an overall test environment with the multiextremal to multi-extreme property.
    [Show full text]
  • Universidade Regional De Blumenau
    UNIVERSIDADE REGIONAL DE BLUMENAU CENTRO DE CIÊNCIAS EXATAS E NATURAIS CURSO DE CIÊNCIA DA COMPUTAÇÃO – BACHARELADO MODELAGEM TRIDIMENSIONAL DE AMBIENTE UTILIZANDO KINECT DANIEL URIO MENDES BLUMENAU 2012 2012/2-08 DANIEL URIO MENDES MODELAGEM TRIDIMENSIONAL DE AMBIENTE UTILIZANDO KINECT Trabalho de Conclusão de Curso submetido à Universidade Regional de Blumenau para a obtenção dos créditos na disciplina Trabalho de Conclusão de Curso II do curso de Ciência da Computação — Bacharelado. Prof. Aurélio Faustino Hoppe - Orientador BLUMENAU 2012 2012/2-08 MODELAGEM TRIDIMENSIONAL DE AMBIENTE UTILIZANDO KINECT Por DANIEL URIO MENDES Trabalho aprovado para obtenção dos créditos na disciplina de Trabalho de Conclusão de Curso II, pela banca examinadora formada por: ______________________________________________________ Presidente: Prof. Aurélio Faustino Hoppe, Mestre – Orientador, FURB ______________________________________________________ Membro: Prof. Dalton Solano Dos Reis, Mestre – FURB ______________________________________________________ Membro: Prof. Mauro Marcelo Mattos, Mestre – FURB Blumenau, 11 de dezembro de 2012 Dedico este trabalho à minha família e todos os meus amigos, especialmente aqueles que me ajudaram diretamente na realização deste. AGRADECIMENTOS À minha família, e em especial aos meus pais, Daniel Mendes e Leonilda Fatima Mendes, pelo amor, compreensão, confiança e apoio que me incentivaram para o término de mais esta etapa. Aos meus colegas e amigos, pelos empurrões, cobranças, apoio, companheirismo e principalmente pela compreensão durante essa etapa. À todas as outras pessoas que de uma forma ou de outra contribuíram para o meu desenvolvimento intelectual e pessoal, e em especial ao professor Aurélio Faustino Hoppe, pela sabedoria e competência na orientação deste trabalho. Em grupo, se sobrepor aos outros é burrice, procure buscar a junção de potenciais.
    [Show full text]