Behavioural model debugging in Linda
- Authors: Sewry, David Andrew
- Date: 1994
- Subjects: LINDA (Computer system) Debugging in computer science
- Language: English
- Type: Thesis , Doctoral , PhD
- Identifier: vital:4674 , http://hdl.handle.net/10962/d1006697
- Description: This thesis investigates event-based behavioural model debugging in Linda. A study is presented of the Linda parallel programming paradigm, its amenability to debugging, and a model for debugging Linda programs using Milner's CCS. In support of the construction of expected behaviour models, a Linda program specification language is proposed. A behaviour recognition engine that is based on such specifications is also discussed. It is shown that Linda's distinctive characteristics make it amenable to debugging without the usual problems associated with paraUel debuggers. Furthermore, it is shown that a behavioural model debugger, based on the proposed specification language, effectively exploits the debugging opportunity. The ideas developed in the thesis are demonstrated in an experimental Modula-2 Linda system.
- Full Text:
- Date Issued: 1994
- Authors: Sewry, David Andrew
- Date: 1994
- Subjects: LINDA (Computer system) Debugging in computer science
- Language: English
- Type: Thesis , Doctoral , PhD
- Identifier: vital:4674 , http://hdl.handle.net/10962/d1006697
- Description: This thesis investigates event-based behavioural model debugging in Linda. A study is presented of the Linda parallel programming paradigm, its amenability to debugging, and a model for debugging Linda programs using Milner's CCS. In support of the construction of expected behaviour models, a Linda program specification language is proposed. A behaviour recognition engine that is based on such specifications is also discussed. It is shown that Linda's distinctive characteristics make it amenable to debugging without the usual problems associated with paraUel debuggers. Furthermore, it is shown that a behavioural model debugger, based on the proposed specification language, effectively exploits the debugging opportunity. The ideas developed in the thesis are demonstrated in an experimental Modula-2 Linda system.
- Full Text:
- Date Issued: 1994
Cogitator : a parallel, fuzzy, database-driven expert system
- Authors: Baise, Paul
- Date: 1994 , 2012-10-08
- Subjects: Expert systems (Computer science) , Artificial intelligence -- Computer programs , System design , Cogitator (Computer system)
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4667 , http://hdl.handle.net/10962/d1006684 , Expert systems (Computer science) , Artificial intelligence -- Computer programs , System design , Cogitator (Computer system)
- Description: The quest to build anthropomorphic machines has led researchers to focus on knowledge and the manipulation thereof. Recently, the expert system was proposed as a solution, working well in small, well understood domains. However these initial attempts highlighted the tedious process associated with building systems to display intelligence, the most notable being the Knowledge Acquisition Bottleneck. Attempts to circumvent this problem have led researchers to propose the use of machine learning databases as a source of knowledge. Attempts to utilise databases as sources of knowledge has led to the development Database-Driven Expert Systems. Furthermore, it has been ascertained that a requisite for intelligent systems is powerful computation. In response to these problems and proposals, a new type of database-driven expert system, Cogitator is proposed. It is shown to circumvent the Knowledge Acquisition Bottleneck and posess many other advantages over both traditional expert systems and connectionist systems, whilst having non-serious disadvantages. , KMBT_223
- Full Text:
- Date Issued: 1994
- Authors: Baise, Paul
- Date: 1994 , 2012-10-08
- Subjects: Expert systems (Computer science) , Artificial intelligence -- Computer programs , System design , Cogitator (Computer system)
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4667 , http://hdl.handle.net/10962/d1006684 , Expert systems (Computer science) , Artificial intelligence -- Computer programs , System design , Cogitator (Computer system)
- Description: The quest to build anthropomorphic machines has led researchers to focus on knowledge and the manipulation thereof. Recently, the expert system was proposed as a solution, working well in small, well understood domains. However these initial attempts highlighted the tedious process associated with building systems to display intelligence, the most notable being the Knowledge Acquisition Bottleneck. Attempts to circumvent this problem have led researchers to propose the use of machine learning databases as a source of knowledge. Attempts to utilise databases as sources of knowledge has led to the development Database-Driven Expert Systems. Furthermore, it has been ascertained that a requisite for intelligent systems is powerful computation. In response to these problems and proposals, a new type of database-driven expert system, Cogitator is proposed. It is shown to circumvent the Knowledge Acquisition Bottleneck and posess many other advantages over both traditional expert systems and connectionist systems, whilst having non-serious disadvantages. , KMBT_223
- Full Text:
- Date Issued: 1994
Parallel implementation of a virtual reality system on a transputer architecture
- Authors: Bangay, Shaun Douglas
- Date: 1994 , 2012-10-11
- Subjects: Virtual reality , Computer simulation , Transputers
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4668 , http://hdl.handle.net/10962/d1006687 , Virtual reality , Computer simulation , Transputers
- Description: A Virtual Reality is a computer model of an environment, actual or imagined, presented to a user in as realistic a fashion as possible. Stereo goggles may be used to provide the user with a view of the modelled environment from within the environment, while a data-glove is used to interact with the environment. To simulate reality on a computer, the machine has to produce realistic images rapidly. Such a requirement usually necessitates expensive equipment. This thesis presents an implementation of a virtual reality system on a transputer architecture. The system is general, and is intended to provide support for the development of various virtual environments. The three main components of the system are the output device drivers, the input device drivers, and the virtual world kernel. This last component is responsible for the simulation of the virtual world. The rendering system is described in detail. Various methods for implementing the components of the graphics pipeline are discussed. These are then generalised to make use of the facilities provided by the transputer processor for parallel processing. A number of different decomposition techniques are implemented and compared. The emphasis in this section is on the speed at which the world can be rendered, and the interaction latency involved. In the best case, where almost linear speedup is obtained, a world containing over 250 polygons is rendered at 32 frames/second. The bandwidth of the transputer links is the major factor limiting speedup. A description is given of an input device driver which makes use of a powerglove. Techniques for overcoming the limitations of this device, and for interacting with the virtual world, are discussed. The virtual world kernel is designed to make extensive use of the parallel processing facilities provided by transputers. It is capable of providing support for mUltiple worlds concurrently, and for multiple users interacting with these worlds. Two applications are described that were successfully implemented using this system. The design of the system is compared with other recently developed virtual reality systems. Features that are common or advantageous in each of the systems are discussed. The system described in this thesis compares favourably, particularly in its use of parallel processors. , KMBT_223
- Full Text:
- Date Issued: 1994
- Authors: Bangay, Shaun Douglas
- Date: 1994 , 2012-10-11
- Subjects: Virtual reality , Computer simulation , Transputers
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4668 , http://hdl.handle.net/10962/d1006687 , Virtual reality , Computer simulation , Transputers
- Description: A Virtual Reality is a computer model of an environment, actual or imagined, presented to a user in as realistic a fashion as possible. Stereo goggles may be used to provide the user with a view of the modelled environment from within the environment, while a data-glove is used to interact with the environment. To simulate reality on a computer, the machine has to produce realistic images rapidly. Such a requirement usually necessitates expensive equipment. This thesis presents an implementation of a virtual reality system on a transputer architecture. The system is general, and is intended to provide support for the development of various virtual environments. The three main components of the system are the output device drivers, the input device drivers, and the virtual world kernel. This last component is responsible for the simulation of the virtual world. The rendering system is described in detail. Various methods for implementing the components of the graphics pipeline are discussed. These are then generalised to make use of the facilities provided by the transputer processor for parallel processing. A number of different decomposition techniques are implemented and compared. The emphasis in this section is on the speed at which the world can be rendered, and the interaction latency involved. In the best case, where almost linear speedup is obtained, a world containing over 250 polygons is rendered at 32 frames/second. The bandwidth of the transputer links is the major factor limiting speedup. A description is given of an input device driver which makes use of a powerglove. Techniques for overcoming the limitations of this device, and for interacting with the virtual world, are discussed. The virtual world kernel is designed to make extensive use of the parallel processing facilities provided by transputers. It is capable of providing support for mUltiple worlds concurrently, and for multiple users interacting with these worlds. Two applications are described that were successfully implemented using this system. The design of the system is compared with other recently developed virtual reality systems. Features that are common or advantageous in each of the systems are discussed. The system described in this thesis compares favourably, particularly in its use of parallel processors. , KMBT_223
- Full Text:
- Date Issued: 1994
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