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377 Uppsatser om Graphical programming - Sida 1 av 26
Utvärdering av grafisk utvecklingsmiljö för programmering av signalprocessor
This work aims to evaluate the possibility of using a Graphical programming language to develop software for a digital signal processor. A fixed-point digital signal processor called Blackfin BF-537 is used for this. Instead of using conventional programming languages, like C or assembler, for software development the possibilities to use a graphical environment to fill the same purpose are examined. The development environment primarily used is NI LabVIEW, but also the use of Mathworks Matlab Simulink is investigated. A variety of programs consisting of various signal processing operations and utilities are developed using these development environments.
Utveckling av inbyggda system med grafisk programmering
The increase of complexity in embedded programming is forcing the development of higher level programminglanguages. These languages not only consist of traditional text based programming but also with Graphical programminglanguages such as the programming language G from LabVIEW which is developed by National Instruments and havebeen around since the mid eighties. However since 2004 this language has also been able to program embeddedhardware, using the modules LabVIEW SDK and LabVIEW for ARM. This thesis shows how LabVIEW for ARM converts itsgraphical language G to C and then how C is flashed into the microprocessor. The thesis also takes up the pros and consof using G for embedded development.
TAT Tutorials - En färg-kodande editor och hemsida för ett interaktivt läromedel till de xml-baserade programmeringsspråken Cascades och Kastor.
TAT?s Cascades and Kastor are programming languages used to create graphical user interfaces (GUI) for mobile phones. TAT Tutorials is a dynamic, interactive tutorial site for these xml-based programming languages. An editor will be available for download to enhance the learning process..
Grafisk utvecklingsplattform för signalbehandling - Design och implementation
We have different kinds of signal processing everywhere around us in our everyday life, in our cellphones, when we are listening to music, watching TV etc. This makes signal processing a very interesting and important technical area, where the demand of skilled engineers sets the limit of what is possible.Working with signal processing requires in-depth knowledge in areas such as mathematics, physics, electronics, and other related areas. For this, it has traditionally been demanded by a talented developer to also master the advanced programming languages such as C / C + + and Assembler.This has begun to change; today there are several companies that offer graphical development environments for signal processing, environments where programming skills are not needed anymore, and the focus can be on signal processing instead.The goal with this project is to build a corresponding graphical development environment to reach an understanding of what is required of these systems, and also to grasp what opportunities that are available within graphic programming. Inspiration for the work has partly arise from some of the tools available on the market, and partly from previous theses that have been written about graphic programming.The challenge lies in creating a program that can execute signal diagrams in real time from given signal blocks, and be able to handle feedback loops in an efficient way and to do so at the lowest "cost" in terms of clock cycles as possible. This should also be compared against to code, compile and run a complete signal diagram directly.To increase the usability it should also be possibility to externally manage in real time the parameters of the signal diagram during execution.The interface is a separate program, which is to some extent similar to Matlab Simulink, where a signal diagram is drawn up graphically by connecting wires between different signal blocks.
Användargränssnittets positiva effekter på minnet
Studies in the field of interaction design and the human memory claim there can be positive effects on the memory when information is presented for the user as a graphical pattern rather than a series of numbers. This thesis aims to influence designers to choose graphical patterns as an interface for information display. Low-fi and hi-fi prototypes of graphical patterns were constructed and tested in a variety of configurations by two users. The users showed differences in the ability to memorize a sequence of digits depending on how this sequence was presented. This study suggests that users are more easily able to recall information presented via a graphical user interface than when the same information is only presented digitally..
Programming : En studie om förfinansierade TV-program
Med en allt mer konkurrensutsatt marknad är det svårt för företagen att nå ut med sina budskap till konsumenterna. Reklam är inget som lockar längre och möjligheterna att slippa dem blir bara fler och fler. Ett relativt nytt sätt att ändå få ut sitt budskap är att förpacka det i redaktionellt material och göra ett TV- program av det hela, programming, det vill säga helt eller delvis förfinansierade program..
Ström- och temperaturkontroll
Storing kinetic energy in a flywheel allows for more efficient driving of electricvehicles. Research in this area is in progress at Uppsala University, where a flywheelwith magnetic bearings encased in a vacuum chamber is being constructed. To makethis possible methods for measuring the current through the electromagnets in thebearings and temperatures in the flywheel need to be developed. This has been thepurpose of this report. The current measurement resulted in a resistive method, andthe implementation of eight measurement circuits in the system.
Extreme Programming för två utvecklare : Problem vid implementering
Många utvecklingsprojekt inom IT misslyckas med att leverera det som efterfrågas. För att lösa detta problem har ett antal utvecklingsmetoder skapats. En av dessa metoder är Extreme Programming. Extreme Programming består av tre delar: värderingar, principer samt praktiker. Syftet med denna studie är att studera vilka problem som kan uppstå när Extreme Programming tillämpas av ett arbetslag om två utvecklare.
Ett plus ett blir två : Introduktion av likhetstecknet i förskoleklass och årskurs 1
Today there is a shortage of skilled IT-technicians in Sweden. It is approximated that Swedish companies can hire 31 000 IT-technicians in 2015 and the need seems to increase in the coming years. One proposed solution to this problem is to make programming more desirable to youths. In this study we attempt to investigate the effects of an introductory course in computer science on youths? (16-17 years old) in a classroom setting.
Ungdomars motivation till att lära sig programmering genom introduktionskurser
Today there is a shortage of skilled IT-technicians in Sweden. It is approximated that Swedish companies can hire 31 000 IT-technicians in 2015 and the need seems to increase in the coming years. One proposed solution to this problem is to make programming more desirable to youths. In this study we attempt to investigate the effects of an introductory course in computer science on youths? (16-17 years old) in a classroom setting.
Behavior Cards - ett programmeringsverktyg för barn
This thesis presents the work of developing and testing a programming tool specially designed for children. The purpose of this tool is to make children capable of creating visual simulations and games that consist of actors interacting in a virtual world. The name of the programming tool is Behavior Cards, which comes from the fact that actors are programmed by giving them cards representing different kinds of behaviors. Behaviors are to some extent pre-programmed and can include general events specifying how the actors should act in different situations, in contrast to specifying every possible situation that can occur. The idea is that Behavior Cards should be easier to use than a more traditional text based programming tool, but it should also be expressive within the domain of visual games.
En grafisk webläsarkomponent med hjälp av WPF i Visual Studio
WPF is a newly introduced graphical system that is a part of Microsoft?s .NET Framework. This report will evaluate WPF and its features. A comparison is made mainly towards the previous version of .NET which is .NET 2.0. The work is partly theoretical and partly implementational.
Programmering till webben : Vad du ska utveckla din webbplats i för programmeringsspråk och varför?
This work is done to try to solve a scientific computer problem and its basis derived from the web, as there are a variety of ways to program to it. The most common languages used by developers, both private and corporate are PHP, .NET and Ruby. But why do companies or a private developer choose a specific programming language? Is it because it is better and has more features than the others, or because they are forced? This essay uses a questionnaire and through tests sees which is best and which one is the most popular/used. To illustrate the problem, a survey is conducted and sent to several companies and asked them to answer the questions regarding the issue.
Dokumentation av en experimentell biogasanläggning
This thesis is focused on identifying and documenting all electrical equipment, such as devices, power lines / cables, and connectors in the facility and also on presenting a brief technical description and information of the systems around the reactors. Furthermore there will be a brief description of LabVIEW - which is a Graphical programming language- and which devices / elements are programmed. For further notification, I am not responsible for the programming of the devices in LabVIEW which I have only used as a tool in my work. The plant for production of biogas consists of four reactors of which the third reactor (Lakbädden) is connected to another reactor (UASB) where they cooperate with each other. The reactors are used for producing biogas in the form of methane gas.The reactors I and II are connected to, various electrical devices as, flow meters, temperature sensors, frequency converter and more.
eXtreme Programming vs. etablerade systemutvecklingsmetoder : en jämförelse
Allt sedan 1960-talet har det utvecklats så många systemutvecklingsmetoder att det kan vara svårt, som systemutvecklare, att välja rätt metod till det utvecklingsprojekt som ska genomföras. För att underlätta valet av systemutvecklingsmetod kan ett jämförelseramverk vara användbart. Detta för att lättare kunna sätta sig in i de utvecklingsmetoder som finns till hands att välja mellan.Denna rapport fokuserar på att jämföra systemutvecklingsmetoden eXtreme Programming med Structured Systems Analysis and Design Method (SSADM) och Rational Unified Process (RUP). Detta görs med hjälp av ett jämförelseramverk. Syftet är att erhålla en djupare kunskap om vad eXtreme Programming är för en typ av systemutvecklingsmetod och vad den har att erbjuda som de mer etablerade metoderna, SSADM och RUP, inte kan erbjuda och vise versa.Resultatet av rapporten är ett jämförelseramverk som kan användas på ett strukturerat sätt för att erhålla information om systemutvecklingsmetoder.