Interactive Solver for Polynomial Inequalities Using Interval Arithmetic
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GNU MPFR the Multiple Precision Floating-Point Reliable Library Edition 4.1.0 July 2020
GNU MPFR The Multiple Precision Floating-Point Reliable Library Edition 4.1.0 July 2020 The MPFR team [email protected] This manual documents how to install and use the Multiple Precision Floating-Point Reliable Library, version 4.1.0. Copyright 1991, 1993-2020 Free Software Foundation, Inc. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, with no Front-Cover Texts, and with no Back- Cover Texts. A copy of the license is included in Appendix A [GNU Free Documentation License], page 59. i Table of Contents MPFR Copying Conditions ::::::::::::::::::::::::::::::::::::::: 1 1 Introduction to MPFR :::::::::::::::::::::::::::::::::::::::: 2 1.1 How to Use This Manual::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: 2 2 Installing MPFR ::::::::::::::::::::::::::::::::::::::::::::::: 3 2.1 How to Install ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: 3 2.2 Other `make' Targets :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: 4 2.3 Build Problems :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: 4 2.4 Getting the Latest Version of MPFR ::::::::::::::::::::::::::::::::::::::::::::::: 4 3 Reporting Bugs::::::::::::::::::::::::::::::::::::::::::::::::: 5 4 MPFR Basics ::::::::::::::::::::::::::::::::::::::::::::::::::: 6 4.1 Headers and Libraries :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: 6 -
Perl 6 Deep Dive
Perl 6 Deep Dive Data manipulation, concurrency, functional programming, and more Andrew Shitov BIRMINGHAM - MUMBAI Perl 6 Deep Dive Copyright © 2017 Packt Publishing All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information. First published: September 2017 Production reference: 1060917 Published by Packt Publishing Ltd. Livery Place 35 Livery Street Birmingham B3 2PB, UK. ISBN 978-1-78728-204-9 www.packtpub.com Credits Author Copy Editor Andrew Shitov Safis Editing Reviewer Project Coordinator Alex Kapranoff Prajakta Naik Commissioning Editor Proofreader Merint Mathew Safis Editing Acquisition Editor Indexer Chaitanya Nair Francy Puthiry Content Development Editor Graphics Lawrence Veigas Abhinash Sahu Technical Editor Production Coordinator Mehul Singh Nilesh Mohite About the Author Andrew Shitov has been a Perl enthusiast since the end of the 1990s, and is the organizer of over 30 Perl conferences in eight countries. -
Immediate Mode GUI – Theory and Example
Immediate Mode GUI – Theory and Example Adam Sawicki http://asawicki.info What is GUI? Graphical User Interface (GUI) aka Head-Up Display (HUD) • Displays information • Handles interaction • Mouse, touch, keyboard, other controllers… 2 Implementation 1. Default system controls • (Used in desktop apps) • Pure system API: WinAPI • C++ library: Qt, wxWidgets, … • Another programming language: C#, Java, … 3 Implementation 1. Default system controls 2. Custom rendering • (Used in games, graphics apps) • Library: Scaleform, Dear ImGui, … • Your own implementation 4 Architecture Object-oriented – seems to be the most natural architecture for GUI • Class hierarchy for types of controls • Design patterns, e.g. composite • Fields: Position, Size, … • Methods: Show, Hide, Enable, Disable, … 5 Architecture Object-oriented – seems to be the most natural architecture for GUI 6 Example 7 Some thoughts • Actual objects also form a hierarchy • Every control is positioned relative to its parent • Similar to how games represent scene • High-level approach found in game engines – hiearchy of objects 8 Immediate mode GUI – idea • On low level (DirectX, OpenGL, Vulkan), rendering is stateless – „immediate mode” • Sequence of draw calls repeated every frame • SetShader • SetTexture • DrawTriangles • SetTexture • DrawTriangles • … • What if… we could render GUI this way? 9 Dear ImGui • https://github.com/ocornut/imgui • C++ library • Bindings to many languages available • License: MIT • Author: Omar Cornut (game developer) • Suited for real-time rendering • -
Unicon's Opengl 2D and Integrated 2D/3D Graphics Implementation A
Unicon's OpenGL 2D and Integrated 2D/3D Graphics Implementation A Thesis Presented in Partial Fulfillment of the Requirements for the Degree of Master of Science with a Major in Computer Science in the College of Graduate Studies University of Idaho by Kevin Z. Young Major Professor: Clinton Jeffery, Ph.D. Committee Members: Terence Soule, Ph.D.; Robert Heckendorn, Ph.D. Department Administrator: Terence Soule, Ph.D. August, 2020 ii Authorization to Submit Thesis This thesis of Kevin Z. Young, submitted for the degree of Master of Science with a Major in Computer Science and titled \Unicon's OpenGL 2D and Integrated 2D/3D Graphics Implementation," has been reviewed in final form. Permission, as indicated by the signatures and dates below is now granted to submit final copies for the College of Graduate Studies for approval. Advisor: Clinton Jeffery, Ph.D. Date Committee Mem- bers: Terence Soule, Ph.D. Date Robert Heckendorn, Ph.D. Date Department Chair: Terence Soule, Ph.D. Date iii Abstract Writing an OpenGL implementation for Unicon's 2D facilities introduces an oppor- tunity to create an integrated 2D/3D graphics mode that is intuitive to the end user. The implementation must be backwards-compatible with existing Unicon 2D graphics programs. The completion of the project will result in the release of the OpenGL im- plementation in public beta. Evaluation of this implementation shows it be qualitatively and quantitatively robust. iv Acknowledgments I would like to acknowledge my parents for giving me to opportunity to pursue higher education. I would also like to acknowledge my major professor, Dr. -
CARPET and FLOOR COVERING Space
. \ PAGE TWENTY THURSDAY, JULY 10, 1969 Daily Net Press ^ A . - ' i iWanrliPiitfr lEtti^mns Ifpralii For The Week Ended The Weather 2ime 28, U W the use of trainees at that Fair, continued warm and school. humid tonight and tomorrow. Town Gets $8^769 Grant Low tonilght about 6S. High to Other budget reductions made Yarnott'Kehl Dohkin Chides Democrats 15,459 necessary by the lower grant morrow in the 80s. For Teacher Aides Plan ManeheUer— A City o f Vittage Charm are: $3,000 to $1,600 for admin Oh Case Mt. Study Issue 'Manciiester''has beei;.^ granted At that time, the assumption istration; $1,600 to $600 for Miss Evannle Elizab^rth Kehl /'V teachers’ released time to work VOL. NO. 239 TWENTY-TWO PAGES HIANCHEOTER,' CONN., FRIDAY, JULY 11, 1969 (Cteastfled AdrertUiig on Page 11) $8,769 by the State Deipartmerit was that a grant of $26,000-36,- and Rudolph Martin Yamott, Manchester’s Republican ICE TEN CENTS with trainees; $875 to $263 for tion " is exactly for that, a of Education under the Educa 000 would be forthcoming. Be bo^ of Bolton, were united in town chairman today oha'rged fusibility study, and for noth cause of the reduced grant. clerical help; and $1,130 to $146 tion Professions Development m&riage Saturday, May 31, at ing else.” Cone said several changes have fqr supplies and equipment. that Democratic Statd Rep. N. St. Maurice’s Chtu*ch, Bolton. On Tuesday, Boggini, who Act to work with Manchester had to be made In plans. In Cone said MCC would probab Charles Boggini and the legis was on record for spending the CJommunlty College in training stead of the 10 aides originally ly conduct a threer-week orienta The bride is the daughter of lature’s State Development Wrong Sentence teacher aides to cope with the tion period for trainees, who Mr. -
Functional and Procedural Languages and Data Structures Learning
Chapter 1 Functional and Procedural Languages and Data Structures Learning Joao˜ Dovicchi and Joao˜ Bosco da Mota Alves1 Abstract: In this paper authors present a didactic method for teaching Data Structures on Computer Science undergraduate course. An approach using func- tional along with procedural languages (Haskell and ANSI C) is presented, and adequacy of such a method is discussed. Authors are also concerned on how functional language can help students to learn fundamental concepts and acquire competence on data typing and structure for real programming. 1.1 INTRODUCTION Computer science and Information Technology (IT) undergraduate courses have its main focus on software development and software quality. Albeit recent in- troduction of Object Oriented Programming (OOP) have been enphasized, the preferred programming style paradigm is based on imperative languages. FOR- TRAN, Cobol, Algol, Pascal, C and other procedural languages were frequently used to teach computer and programming concepts [Lev95]. Nowadays, Java is the choice for many computer science teaching programs [KW99, Gri00, Blu02, GT98], although “the novelty and popularity of a language do not automatically imply its suitability for the learning of introductory programming” [Had98]. Inside undergraduate curricula, Data Structures courses has some specific re- quirements that depends on mathematical formalism. In this perspective, concepts 1Remote Experimentation Laboratory, Informatics and Statistics Department (INE), Universidade Federal de Santa Catarina (UFSC), Florianopolis,´ SC, Brazil, CEP 88040-900; Phone: +55 (48) 331 7511; Fax: +55 (48) 331 9770; Email: [email protected] and [email protected] 1 on discrete mathematics is very important on understanding this formalism. These courses’ syllabuses include concept attainment and competence development on expression evaluation, iteration, recursion, lists, graphs, trees, and so on. -
Vivado Design Suite User Guide: High-Level Synthesis (UG902)
Vivado Design Suite User Guide High-Level Synthesis UG902 (v2018.3) December 20, 2018 Revision History Revision History The following table shows the revision history for this document. Section Revision Summary 12/20/2018 Version 2018.3 Schedule Viewer Updated information on the schedule viewer. Optimizing the Design Clarified information on dataflow and loops throughout section. C++ Arbitrary Precision Fixed-Point Types: Reference Added note on using header files. Information HLS Math Library Updated information on how hls_math.h is used. The HLS Math Library, Fixed-Point Math Functions Updated functions. HLS Video Library, HLS Video Functions Library Moved the HLS video library to the Xilinx GitHub (https:// github.com/Xilinx/xfopencv) HLS SQL Library, HLS SQL Library Functions Updated hls::db to hls::alg functions. System Calls Added information on using the __SYNTHESIS__ macro. Arrays Added information on array sizing behavior. Command Reference Updated commands. config_dataflow, config_rtl Added the option -disable_start_propagation Class Methods, Operators, and Data Members Added guidance on specifying data width. UG902 (v2018.3) December 20, 2018Send Feedback www.xilinx.com High-Level Synthesis 2 Table of Contents Revision History...............................................................................................................2 Chapter 1: High-Level Synthesis............................................................................ 5 High-Level Synthesis Benefits....................................................................................................5 -
Comparison of Unity and Unreal Engine
Bachelor Project Czech Technical University in Prague Faculty of Electrical Engineering F3 Department of Computer Graphics and Interaction Comparison of Unity and Unreal Engine Antonín Šmíd Supervisor: doc. Ing. Jiří Bittner, Ph.D. Field of study: STM, Web and Multimedia May 2017 ii iv Acknowledgements Declaration I am grateful to Jiri Bittner, associate I hereby declare that I have completed professor, in the Department of Computer this thesis independently and that I have Graphics and Interaction. I am thankful listed all the literature and publications to him for sharing expertise, and sincere used. I have no objection to usage of guidance and encouragement extended to this work in compliance with the act §60 me. Zákon c. 121/2000Sb. (copyright law), and with the rights connected with the Copyright Act including the amendments to the act. In Prague, 25. May 2017 v Abstract Abstrakt Contemporary game engines are invalu- Současné herní engine jsou důležitými ná- able tools for game development. There stroji pro vývoj her. Na trhu je množ- are numerous engines available, each ství enginů a každý z nich vyniká v urči- of which excels in certain features. To tých vlastnostech. Abych srovnal výkon compare them I have developed a simple dvou z nich, vyvinul jsem jednoduchý ben- game engine benchmark using a scalable chmark za použití škálovatelné 3D reim- 3D reimplementation of the classical Pac- plementace klasické hry Pac-Man. Man game. Benchmark je navržený tak, aby The benchmark is designed to em- využil všechny důležité komponenty her- ploy all important game engine compo- ního enginu, jako je hledání cest, fyzika, nents such as path finding, physics, ani- animace, scriptování a různé zobrazovací mation, scripting, and various rendering funkce. -
Gamified 3D Orthopaedic Rehabilitation Using Low Cost and Portable Inertial Sensors
Gamified 3D Orthopaedic Rehabilitation Using Low Cost and Portable Inertial Sensors Grigorios Kontadakis A thesis submitted in fulfillment of the requirements for the degree of Master of Science in Electrical and Computer Engineering. School of Electrical and Computer Engineering Laboratory of Distributed Multimedia Information Systems and Applications – TUC/MUSIC CHANIA 2018 Abstract Abstract This work introduces an innovative gamified rehabilitation platform comprising of a mobile game and a custom sensor placed on the knee, intended for patients that have undergone Total Knee Replacement surgery, in collaboration with the General Hospital in Chania. The application uses a single custom-made, light, portable and low-cost sensor node consisting of an Inertial Measurement Unit (IMU) attached on a lower limb in order to capture its orientation in space in real-time, while the patient is completing a physiotherapy protocol. An IMU measures and reports a body's specific force (accelerometer), angular rate (gyroscope), and sometimes the magnetic field surrounding the body (magnetometer). IMUs provide the leading technology used in wearable devices and are employed in this thesis as they meet the main design constraints of this framework, maximizing portability and minimizing cost. Previous work indicates that when multiple IMUs are employed, satisfactory rehabilitation exercise classification accuracy results are achieved based on three, two and one IMUs. Such results drive the further investigation of the challenging classification problem using just a single IMU in this thesis, enhancing maximum portability compared to multiple IMU systems, in conjunction with sufficiently high success rates of movement detection. Our goal is to reduce the need for the physical presence of a physiotherapist by aiding the efficient performance of exercise sessions at any location and increase patient engagement during physiotherapy by motivating the user to participate in a game using the current ultra-portable framework of just a single IMU sensor and an Android device. -
C++ Object-Oriented Library User's Manual [COOL]
TEXAS I NSTRUMENTS C++ Object-Oriented Library User’s Manual MANUAL REVISION HISTORY C++ Object-Oriented Library User’s Manual (2566801-0001) Original Issue. March 1990 Copyright © 1990, 1991 Texas Instruments Incorporated Permission is granted to any individual or institution to use, copy, modify, and distribute this document, provided that this complete copyright and permission notice is maintained, intact, in all copies and supporting documentation. Texas Instruments Incorporated makes no representations about the suitability of this document or the software described herein for any purpose. It is provided ”as is” without express or implied warranty. Texas Instruments Incorporated Information Technology Group Austin, Texas C++ OBJECT-ORIENTED LIBRARY USER’S MANUAL CONTENTS Paragraph Title Page About This Manual . xi 1 Overview of COOL 1.1 Introduction. 1-1 1.2 Audience. 1-1 1.3 Major Attributes. 1-1 1.4 Macros. 1-2 1.5 Parameterized Templates. 1-2 1.6 Symbols and Packages. 1-3 1.7 Polymorphic Management. 1-3 1.8 Exception Handling. 1-4 1.9 Classes. 1-4 1.10 Class Hierarchy. 1-7 2 String Classes 2.1 Introduction. 2-1 2.2 Requirements. 2-1 2.3 String Class. 2-1 2.4 String Example. 2-7 2.5 Auxiliary char* Functions. 2-8 2.6 Regular Expression Class. 2-10 2.7 Regular Expression Example. 2-12 2.8 General String Class. 2-13 2.9 General String Example. 2-20 3 Number Classes 3.1 Introduction. 3-1 3.2 Requirements. 3-1 3.3 Random Class. 3-1 3.4 Random Class Example. -
Jakob Eklund CV
Jakob Eklund – Senior software developer / Aspiring game creator Jakob Eklund CV Summary I am an inventive, curious, and analytical software developer who finds it easy to see the broader picture. Since I have worked as both agile coach and IT solutions manager, I am also used to guiding groups in both projects and ongoing development. After 10+ years in the IT industry, I am most aware that software does not emerge out of code alone. The organizational and cultural aspects are at least as important as the technical. For me, self-organizing teams, high-frequency deliveries and a scientific approach are all necessary to produce robust and well-functioning solutions. GOAL I want to make computer games that stimulate a sense of discovery, creativity, lateral thinking and empathy. As far as my individual work is concerned, I prefer to be a generalist rather than specialise. That being said, I am extra interested in software architecture, procedural animation, test-driven development and accessibility. I'm most comfortable working in inter-disciplinarily teams. I have taken leadership roles before and can do so again if the need arises. Work experience 2018-08 – 2019-06 Team lead Kundo In my role as Team Lead, I guided a team of six senior developers through the development of a new cloud service-based customer service product for Facebook. My responsibilities included developing the team at the individual and group level, project management (e.g. planning, goal definition, status reporting, customer relations) and personnel admin (e.g. recruiting, yearly employee interviews and salary negotiation). 2012-09 – 2018-08 Scrum master/IT solutions manager/Software developer MTM Swedish Agency for Accessible Media, MTM, has the mission to ensure that everyone has access to literature and information, regardless of reading ability. -
Frictionless Debug UI in C++ What I Want to Talk About
Frictionless Debug UI in C++ What I Want to Talk About ● Introduce Dear IMGui ● Show some tricks I’m using in some tools I’m experimenting with Friction? The amount of busy work needed to get something done, that isn’t directly related to what you want to do. Example: You want add a tweakable parameter to an algorithm you’re working on. But doing this may also require: ● Updating the header ● Updating comments / documentation ● Updating UI ● Updating serialization ● Waiting for things to compile and load ● etc. Why Care About Friction? ● Takes time ● Reduces momention and train of thought ● Makes people more likely to make “lazy” choices ● Takes the joy out of development How to Reduce Friction ● Evaluate your processes and coding conventions ● Defer the work until you know it’s needed ● Automation ● Try to keep compile times and loading times low ● Make it so you can tweak things without re-compiling and loading ● Keep duplication to a minimum ● etc. Debug and Tool UI Tools and debug UI can make parts of the development process way easier Unfortunately, it also increases the amount of stuff you need to update and maintain Usually, we don’t care as much about how it looks as long as it’s functional. What is an Immediate Mode UI ● Similar to OpenGL immediate mode ○ (Note: Dear ImGui doesn’t use immediate mode rendering) ● Basically with IM GUIs the controlling code also creates the UI. ● There is very little state to maintain with and IM Gui. ● Unity has their own version of an Immediate Mode Gui.