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This volume contains papers from the IFAC Workshop on Real-Time Programming. The aim of the Workshop was to bring together academic practitioners and industrialists involved in this important and expanding area of interest in order to exchange experiences on recent advances in this field. Contents include: * DEPENDABILITY AND SAFETY FOR REAL TIME SYSTEMS * REAL-TIME PROGRAMMING TECHNIQUES * SOFTWARE REQUIREMENT ENGINEERING * CONTROL SYSTEMS DESIGN * SOFTWARE DESIGN * SOFTWARE ENGINEERING AND COMPLEX ENGINEERINGSYSTEMS
For the second time, the European Software Engineering Conference is being held jointly with the ACM SIGSOFT Symposium on the Foundations of Software Engine- ing (FSE). Although the two conferences have different origins and traditions, there is a significant overlap in intent and subject matter. Holding the conferences jointly when they are held in Europe helps to make these thematic links more explicit, and enco- ages researchers and practitioners to attend and submit papers to both events. The ESEC proceedings have traditionally been published by Springer-Verlag, as they are again this year, but by special arrangement, the proceedings will be distributed to members of ACM SIGSOFT, as is usually the case for FSE. ESEC/FSE is being held as a single event, rather than as a pair of collocated events. Submitted papers were therefore evaluated by a single program committee. ESEC/FSE represents a broad range of software engineering topics in (mainly) two continents, and consequently the program committee members were selected to represent a spectrum of both traditional and emerging software engineering topics. A total of 141 papers were submitted from around the globe. Of these, nearly half were classified as research - pers,aquarterasexperiencepapers,andtherestasbothresearchandexperiencepapers. Twenty-nine papers from five continents were selected for presentation and inclusion in the proceedings. Due to the large number of industrial experience reports submitted, we have also introduced this year two sessions on short case study presentations.
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009
The Definitive Guide to Java RTS for Developers and Architects For Java developers and architects moving to real-time, and real-time developers moving to Java Walks through start-to-finish case study applications, identifying their constraints and discussing the APIs and design patterns used to address them Written by the former leader of the real-time Java standards process and one of Wall Street’s top real-time developers Sun Microsystems’ Java Real-Time System (Java RTS) is proving itself in numerous, wide-ranging environments, including finance, control systems, manufacturing, and defense. Java RTS and the RTSJ standard (JSR-001) eliminate the need for complicated, specialized, real-time languages and operating environments, saving money by leveraging Java’s exceptional productivity and familiarity. In Real-Time Java™ Programming, two of Sun’s top real-time programming experts present the deep knowledge and realistic code examples that developers need to succeed with Java RTS and its APIs. As they do so, the authors also illuminate the foundations of real-time programming in any RTSJ-compatible environment. Key topics include Real-time principles and concepts, and the unique requirements of real-time application design and development How Java has been adapted to real-time environments A complete chapter on garbage collection concepts and Java SE collectors Using the Java RTS APIs to solve actual real-time system problems as efficiently as possible Utilizing today’s leading Java RTS development and debugging tools Understanding real-time garbage collection, threads, scheduling, and dispatching Programming new RTSJ memory models Dealing with asynchronous event handling and asynchronous transfer of control
Give users the real-time experience they expect, by using Elixir and Phoenix Channels to build applications that instantly react to changes and reflect the application's true state. Learn how Elixir and Phoenix make it easy and enjoyable to create real-time applications that scale to a large number of users. Apply system design and development best practices to create applications that are easy to maintain. Gain confidence by learning how to break your applications before your users do. Deploy applications with minimized resource use and maximized performance. Real-time applications come with real challenges - persistent connections, multi-server deployment, and strict performance requirements are just a few. Don't try to solve these challenges by yourself - use a framework that handles them for you. Elixir and Phoenix Channels provide a solid foundation on which to build stable and scalable real-time applications. Build applications that thrive for years to come with the best-practices found in this book. Understand the magic of real-time communication by inspecting the WebSocket protocol in action. Avoid performance pitfalls early in the development lifecycle with a catalog of common problems and their solutions. Leverage GenStage to build a data pipeline that improves scalability. Break your application before your users do and confidently deploy them. Build a real-world project using solid application design and testing practices that help make future changes a breeze. Create distributed apps that can scale to many users with tools like Phoenix Tracker. Deploy and monitor your application with confidence and reduce outages. Deliver an exceptional real-time experience to your users, with easy maintenance, reduced operational costs, and maximized performance, using Elixir and Phoenix Channels. What You Need: You'll need Elixir 1.9+ and Erlang/OTP 22+ installed on a Mac OS X, Linux, or Windows machine.
Specification and design methodology has seen significant growth as a research area over the last decade, tracking but lagging behind VLSI design technology in general and the CAD industry in particular. The commercial rush to market tries to leverage existing technology which fuels CAD design tool development. Paralleling this is very active basic and applied research to investigate and move forward rational and effective methodologies for accomplishing digital design, especially in the field of hardware/software codesign. It is this close relationship between industry and academia that makes close cooperation between researchers and practitioners so important-and monographs like this that combine both abstract concept and pragmatic implementation deftly bridge this often gaping chasm. It was at the IEEE/ACM Eighth International Symposium on Hardware/Software Codesign where I met the author of this monograph, Dr. Randall Janka, who was presenting some of his recent dissertation research results on specification and design methodology, or as he has so succinctly defined this sometimes ambiguous concept, "the tools and rules." Where so many codesign researchers are trying to prove out different aspects of codesign and using toy applications to do so, Dr. Janka had developed a complete specification and design methodology and prototyped the infrastructure-and proven its viability, utility, and effectiveness using a demanding real-world application of a real-time synthetic aperture radar imaging processor that was implemented with embedded parallel processors.
This book constitutes the thoroughly refereed post-proceedings of the 8th Panhellenic Conference on Informatics, PCI 2001, held in Nicosia, Cyprus in November 2001. The 31 revised full papers presented were carefully selected and improved during two months of reviewing from 104 conference papers. The papers cover the areas of databases, data mining and intelligent systems, e-learning, human computer interaction, image processing, networks and systems, software and languages, and theoretical computer science.
This book constitutes the refereed post-proceedings of the 13th International Conference on AI, Simulation, and Planning in High Autonomy Systems, AIS 2004, held in Jeju Island, Korea in October 2004. The 74 revised full papers presented together with 2 invited keynote papers were carefully reviewed and selected from 170 submissions; after the conference, the papers went through another round of revision. The papers are organized in topical sections on modeling and simulation methodologies, intelligent control, computer and network security, HLA and simulator interoperation, manufacturing, agent-based modeling, DEVS modeling and simulation, parallel and distributed modeling and simulation, mobile computer networks, Web-based simulation and natural systems, modeling and simulation environments, AI and simulation, component-based modeling, watermarking and semantics, graphics, visualization and animation, and business modeling.