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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. -
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. -
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. -
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. -
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. -
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. -
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. -
Multithreaded Rendering for Cross-Platform 3D Visualization Based on Vulkan Api
The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Volume XLIV-4/W1-2020, 2020 3rd BIM/GIS Integration Workshop and 15th 3D GeoInfo Conference, 7–11 September 2020, London, UK MULTITHREADED RENDERING FOR CROSS-PLATFORM 3D VISUALIZATION BASED ON VULKAN API C. Ioannidis, A.-M. Boutsi* Laboratory of Photogrammetry, School of Rural and Surveying Engineering, National Technical University of Athens, Greece; [email protected], [email protected] KEY WORDS: Computer graphics, 3D visualization, graphics API, Vulkan, geospatial data ABSTRACT: The visualization of large-sized 3D geospatial models is a graphics intensive task. With ever increasing size and complexity, more computing resources are needed to attain speed and visual quality. Exploiting the parallelism and the multi-core performance of the Graphics Processing Unit (GPU), a cross-platform 3D viewer is developed based on the Vulkan API and modern C++. The proposed prototype aims at the visualization of a textured 3D mesh of the Cultural Heritage by enabling a multi-threaded rendering pipeline. The rendering workload is distributed across many CPU threads by recording multiple command buffers in parallel and coordinating the host and the GPU rendering phases. To ensure efficient multi-threading behavior and a minimum overhead, synchronization primitives are exploiting for ordering the execution of queues and command buffers. Furthermore, push-constants are used to send uniform data to the GPU and render passes to adapt to the tile-based rendering of the mobile devices. The proposed methodology and technical solution are designed, implemented and tested for Windows, MacOS and Android on Vulkan-compatible GPU hardware by compiling the same codebase. -
3.2.1 Opengl Context and Window Creation
OpenGL Context and Window Stefano Markidis and Sergio Rivas-Gomez Four Key-points • OpenGL does not include window creation and management. You will need separate libraries to manage the windows • As window creation and management, we suggest that you use either GLUT/FreeGLUT or GLFW • GLUT/FreeGLUT are easy to use and likely already installed on your systems, GLFW is the future but you need to install it • When using OpenGL, it is better to install and use a library for OpenGL function pointer management. We will install and use GLAD OpenGL Initialization … Without OpenGL! • We initialize OpenGL, by creating an OpenGL context, which is essentially a state machine that stores all data related to the rendering of our application. • Problem: Creating a window and an OpenGL context is not part of the OpenGL specification. • The reason that this is done differently on different platforms and OpenGL can’t guarantee portability. • There are libraries, not included in OpenGL, out there that supports window creation and management. Typical Program Flow with Window Management Libraries Every application making use of real-time graphics will have a program flow that comes down to this render loop Suggested Libraries to Create/Manage Windows • GLUT: OpenGL Utility Toolkit (GLUT) library • Easiest to use • Already installed on lab machines and likely on your laptop. • Not designed for core-profile OpenGL • Free-GLUT newly developed version of GLUT, supported and new license type • GLFW: • Little more difficult to use than GLUT • Most modern and best integration with modern OpenGL. • It doesn’t support deprecated immediate-mode legacy OpenGL Create a Window with GLUT / Free GLUT • We first initialize window with glutInit, glutInitWindowSize(), glutCreateWindow() • We tell GLUT what is the function responsible for the rendering and define it. -
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 -
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. -
Opengl! ! Where It fits! ! What It Contains! ! How You Work with It
11(40) Information Coding / Computer Graphics, ISY, LiTH OpenGL! ! where it fits! ! what it contains! ! how you work with it 11(40) Information Coding / Computer Graphics, ISY, LiTH OpenGL! ! The cross-platform graphics library!! ! Open = Open specification! ! Runs everywhere - Linux, Mac, Windows...! ! Any language! ! Three branches:! ! OpenGL - ordinary computers! OpenGL ES - phones and tablets! WebGL - web browsers 12(40)12(40) Information Coding / Computer Graphics, ISY, LiTH OpenGL and Related APIs application program GLUT! GLX,! SDL! X, OSX, WGL,! GLFW GLU Win32 etc CGL,! NSOpenGL GL drivers, hardware 13(40)13(40) Information Coding / Computer Graphics, ISY, LiTH OpenGL parts:! ! GL = Graphics Library (core lib)! ! GLU = GL Utilities (no longer supported)! ! GLX, WGL, CGL, NSOpenGL = System dependent libraries! ! ! ! GLUT = GL Utility Toolkit (optional)! ! FreeGLUT, MicroGlut! ! Also note: SDL (Simple Directmedia Layer)! ! GLFW (similar to GLUT) 14(40)14(40) Information Coding / Computer Graphics, ISY, LiTH OpenGL versions OpenGL 1-2: Old OpenGL. Avoid! Big leap here! OpenGL 3.2 and up: Modern OpenGL! Latest version 4.5. Even hotter (but harder): Vulkan (released 2016) 15(40)15(40) Information Coding / Computer Graphics, ISY, LiTH Simple OpenGL example! ! A single triangle! ! • upload to the GPU once! ! • draw any time you want! ! but also! ! • upload shader to specify transformations and colors 16(40)16(40) Information Coding / Computer Graphics, ISY, LiTH Vital concepts! ! • VAO, VBO! ! • Vertex shader! ! • Fragment shader 17(40)17(40)