Real-Time Maude Case Study: the OGDC Algorithm For Wireless Sensor Net…
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March 15, 2007: Conference paper (extended with an appendix) that describes specification and our simulation results for each the delayed and delay-much less setting is now obtainable. 1. Formal Modeling and Analysis of the OGDC Wireless Sensor Network Algorithm in Real-Time Maude. By Peter C. Ölveczky and plant - ericksdjo92457.ivasdesign.com, Stian Thorvaldsen. This is a paper that explains the specification of OGDC and the simulation results within the different settings, as well as giving some mannequin checking commands. Newer than the references beneath. 2. Formal Modeling and Analysis of the OGDC Wireless Sensor Network Algorithm in Real-Time Maude. By Stian Thorvaldsen and Peter C. Ölveczky. 26 web page report on our work. That is the primary reference to our work on the OGDC algorithm. Also available in ps format. 3. Formal Modeling and Analysis of Wireless Sensor Network Algorithms in Real-Time Maude. By Peter C. Ölveczky and Stian Thorvaldsen. The paper is more a "high-degree" paper that motivates why Real-Time Maude may be suitable to specify and analyze wireless sensor networks.
It presents a quick overview of some normal techniques for modeling wireless sensor network algorithms in Real-Time Maude and solely very briefly summarizes the OGDC case study. 4. Modeling and Analysis of the OGDC Wireless Sensor Network Algorithm in Real-Time Maude. This is an intensive report on the actual-Time Maude 2.1 specification and analysis of the OGDC algorithm. Essentially superseded by the report (2) above. 5. Maintaining Sensing Coverage and Connectivity in Large Sensor Networks. By Honghai Zhang and Jennifer C. Hou. The actual-Time Maude file: ogdc.rtmaude - Easy methods to execute/analyze these specs? Start Real-Time Maude 2.2. - Load the above file ogdc.rtmaude. The assorted analysis commands are given at the top of this file, but are commented away; simply remove the '---' elements around the commands, or minimize-and-paste the specified command onto the Maude command line. Please note that most of the rewriting and evaluation commands take a while, even hours, to execute. In a first execution, chances are you'll effectively wish to lower the number of nodes, or the variety of rounds, significantly. Also be aware that the states are quite giant, so might need to re-direct your output to a file, or pipe it to another program. Now we have very barely modified our specifications (a RTM 2.2 spec also executes on RTM 2.3), and have outlined a model that uses Maude's constructed-in Mersenne Twister pseudo-random quantity generator as a substitute of our home-made one. The difference in performance estimates will not be vital.
More than any other facet, the factor that has all the time fascinated me the most about computer systems is the infinite potential for exploration they provide. You may create anything--whether real or imagined--inside a computer, after which you may make it do something you want. You're free to attempt to make your creations mimic the actual world as a lot as potential, or you're free to go ahead and bend no matter rules of actuality you would like. Not surprisingly, a majority of computer packages that embody this spirit are video games. Games are enjoyable, however video games could be more than simply pure leisure. Games can enlighten individuals and make us assume in particular ways that a passive form of media, like a movie, can't. The packages listed on this web page are, for the most part, clearly video games, although there are a couple of that some may argue are some sort of software program hybrid; maybe "edutainment" (leisure software program for the aim of education), or actual-world simulation.
Nonetheless, I relatively loosely use the label "game", and hope that no one will probably be offended by this utilization. I additionally hope that no one can be moved to assume of those programs as shallow or insignificant simply because they are experimental or because they're "games". Although, in fact, some of them are also only for enjoyable. Nonetheless, these are programs which I consider deserve particular recognition as defying the generally held ideas about what a computer sport can or must be. Creativity, exploration, and experimentation are three somewhat various things, so it is perhaps appropriate to spend a moment distinguishing how every of those labels applies to a pc recreation. Although "Creativity" suggests originality on the part of the game designer, what's perhaps more necessary is how a lot creativity the game allows for (and encourages in) the player. A recreation like Stunts, the classic automobile-racing game, is enjoyable simply because it offers you numerous quick cars to race round, but it surely additionally developed a small subculture of monitor designers because of its in-game monitor editor.
Games like this, which let you freely modify them, enable for you to express your personal creativity, bending the game in instructions that even the designer(s) possible did not foresee. Although many games right now encourage exploration, they sometimes do so by the brute-power technique of merely having very giant gameworlds which require so much of information. The basic RPG Betrayal At Krondor proudly boasted 224 million square ft of house to explore at your will. That's obviously quite a lot of ground, but contrast this with the extremely-simple Game Of Life, which doesn't need much code and has quite simple guidelines, but which enthralled people for months on end when it came out. The depth of a sport doesn't essentially must be in simply how huge it's; a game can derive infinite depth with the correct idea. Finally, "Experimentation" is kind of a double-edged sword. As in different forms of art, like music and movies, experimentation tends to lead to genuinely bizarre things that make you wonder whether they're sensible pushing the envelope of what a medium is capable of, or just fully losing everyone's time.
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