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1.
设计并实现了一种适用于高分辨无人机序列图像的快速三维重建系统(FDroneMap)。通过两个方面的改进提高系统运行的效率:一方面对重建算法进行优化,使用了一种新的基于哈希表的图像匹配方法,并根据无人机图像的时空序列特性对匹配策略进行调整,加快图像匹配速度;另一方面对重建算法各个模块进行并行化设计,提高系统对硬件的性能使用率。对比实验表明,在处理高分辨率无人机序列图像时,FDroneMap能显著提升三维重建的效率,并且能保证重建精度。  相似文献   

2.
王健  李斌 《微计算机信息》2007,23(6):202-204
本文介绍了一种加密后的密文长度与原明文长度文相比,依据所选加密信息块长度的不同而做相应减小的加密算法。由于密文信息长度的减小,使信息在传输过程中减小了传递所用时间。同时由于减小了可用于对比的信息样本空间,也增加了解密的难度。  相似文献   

3.
基于电子病历的临床信息系统的设计与实现   总被引:5,自引:0,他引:5  
医院信息系统(HIS)是目前医学信息学一个重要研究课题,特别是其中以电子病历(EMR)等临床业务为核心的医院临床信息系统(CIS)更是近年来理论研讨的热点。介绍了一套真正以医院临床业务为核心的多媒体CIS的设计与实现,以及其与实施使用相关的问题。  相似文献   

4.
动物药理自动监控系统的设计与实现   总被引:1,自引:0,他引:1  
为了对动物药理实验进行监测,借助单片机技术、传感器技术、计算机技术和RS485串行通信技术等,开发了一套分布式网络结构的动物药理实验自动监测系统。介绍了系统的组成及实验结果。现场实际应用结果表明,该系统具有可靠性和精度高、成本低、使用方便、可维护性好等优点,而且简化了结构。  相似文献   

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6.
为了能有效处理海量数据,进行关联分析、商业预测等,Hadoop分布式云计算平台应运而生。但随着Hadoop的广泛应用,其作业调度方面的不足也显现出来,现有的多种作业调度器存在参数设置复杂、启动时间长等缺陷。借助于人工蜂群算法的自组织性强、收敛速度快的优势,设计并实现了能实时检测Hadoop内部资源使用情况的资源感知调度器。相比于原有的作业调度器,该调度器具有参数设置少、启动速度快等优势。基准测试结果表明,该调度器在异构集群上,调度资源密集型作业比原有调度器快10%~20%左右。  相似文献   

7.
In the early 1990s, researchers at Sandia National Laboratories and the University of New Mexico began development of customized system software for massively parallel ‘capability’ computing platforms. These lightweight kernels have proven to be essential for delivering the full power of the underlying hardware to applications. This claim is underscored by the success of several supercomputers, including the Intel Paragon, Intel Accelerated Strategic Computing Initiative Red, and the Cray XT series of systems, each having established a new standard for high‐performance computing upon introduction. In this paper, we describe our approach to lightweight compute node kernel design and discuss the design principles that have guided several generations of implementation and deployment. A broad strategy of operating system specialization has led to a focus on user‐level resource management, deterministic behavior, and scalable system services. The relative importance of each of these areas has changed over the years in response to changes in applications and hardware and system architecture. We detail our approach and the associated principles, describe how our application of these principles has changed over time, and provide design and performance comparisons to contemporaneous supercomputing operating systems. Copyright © 2008 John Wiley & Sons, Ltd.  相似文献   

8.
9.
介绍了数据仓库技术的概念与内容,研究了运用面向对象技术建立数据仓库系统的关键技术。以某化工企业决策支持系统为背景,给出了基于面向对象技术的数据仓库的设计方案,并对其逻辑设计,前端展现程序设计进行了探讨。  相似文献   

10.

In this paper, we propose an approach for supporting the design and implementation of interactive and realistic Augmented Reality (AR). Despite the advances in AR technology, most software applications still fail to support AR experiences where virtual objects appear as merged into the real setting. To alleviate this situation, we propose to combine the use of model-based AR techniques with the advantages of current game engines to develop AR scenes in which the virtual objects collide, are occluded, project shadows and, in general, are integrated into the augmented environment more realistically. To evaluate the feasibility of the proposed approach, we extended an existing game platform named GREP to enhance it with AR capacities. The realism of the AR experiences produced with the software was assessed in an event in which more than 100 people played two AR games simultaneously.

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12.
基于OLAP的数据挖掘,是数据挖掘的一个新的发展方向。对于如何把OLAP(联机分析处理技术)和DM(数据挖掘)统一起来,从而在数据库或数据仓库的不同层次进行挖掘,提出了OLAP数据挖掘系统的结构。通过研究数据挖掘方法和OLAP操作的特点,以及数据立方的构建和物化,对传统的DM算法进行了改进,设计并实现了更能适应OLAP数据挖掘引擎的算法。  相似文献   

13.
Prasun Dewan 《Software》1993,23(1):75-93
We have developed a new multi-user application that integrates and extends the concepts in a variety of current multi-user applications. It allows multiple users to store, retrieve and browse through information, communicate information both synchronously and asynchronously, create ‘pipes’ of consistent, editable and persistent views, and interactively specify handlers for events. It has been implemented using the experimental technologies of distributed objects and multi-user editor generation. Our work on this application suggests a new and practical model for designing and implementing multi-user applications. In this paper, we describe the user interface and implementation of the application, give the rationale for our design choices, describe our experience with the tools and techniques used in the implementation, and present conclusions and directions for future work.  相似文献   

14.
企业智能化Web商务数据挖掘引擎算法设计与实现   总被引:4,自引:0,他引:4  
针对现有的数据挖掘引擎难以满足企业不断增长的需求的问题,在传统搜索引擎的基础上提出了一种企业专用的智能化Web商务数据挖掘引擎.从总体上给出了模型框架,得出企业智能化Web商务数据挖掘引擎是一个基于多模型的系统的结论.接着分别详细研究了该引擎的:Web内容挖掘、Web信息获取、客户行为挖掘3个核心模块.并给出了3个模块的详细算法设计和实现过程  相似文献   

15.
The past few years have witnessed an increasing interest in both academia and industry to integrate database management systems and expert systems technologies to develop more intelligent applications. Conventional fourth-generation languages coupled with relational databases provide an attractive environment for designing and implementing database-driven applications that incorporate expert system techniques. This article describes such an application, ARCHES (American Red Cross Health Education System). This application was developed by the author and is currently in use at several Red Cross chapters in the New England region.  相似文献   

16.
In real-time systems, the scheduling plays an important role to carry out all tasks within predefined time frames. The scheduling problem, however, is known to be intractable, that is, NP-hard or NP-complete for most cases (Garey and Johnson 1979). In this paper, one of the neural computation techniques is introduced to solve it within a limited time under the hard real-time environment, instead of improving algorithms on conventional computers. Although the neural computation can be realized on a multiprocessor, a special hardware using neural networks is designed to obtain the schedule results without overhead.  相似文献   

17.
While high-performance architectures have included some Instruction-Level Parallelism (ILP) for at least 25 years, recent computer designs have exploited ILP to a significant degree. Although a local scheduler is not sufficient for generation of excellent ILP code, it is necessary as many global scheduling and software pipelining techniques rely on a local scheduler. Global scheduling techniques are well-documented, yet practical discussions of local schedulers are notable in their absence. This paper strives to remedy that disparity by describing a list scheduling framework and several important practical details that, taken together, allow implementation of an efficient local instruction scheduler that is easily retargetable for ILP architectures. The foundation of our machine-independent instruction scheduler is a timing model that allows easy retargetability to a wide range of architectures. In addition to describing how a general list-scheduler can be implemented within the framework of our timing model, experimental results indicate that lookahead scheduling can profoundly improve a scheduler's ability to produce a legal schedule. Further experimental data shows that deciding to schedule a data dependence DAG (DDD) in forward or reverse order depends significantly upon that target architecture, suggesting the possibility of scheduling in each direction and using the best of the two schedules. In contrast, experiments demonstrate little difference in code quality for schedules generated by either instruction-driven or operation-driven schedulers. Thus, the inherent flexibility of operation-driven methods suggests including that approach in a retargetable instruction scheduler. List scheduling is, of course, a heuristic scheduling method. A variety of scheduling heuristics are presented. In addition, the paper describes a method, using a genetic algorithm search, to ‘fine-tune’ the weights of twenty-four individual heuristics to form a DDD-node heuristic tuned to a specific architecture. © 1998 John Wiley & Sons, Ltd.  相似文献   

18.
In this paper we describe a research process on contextual driving factors and decision-making processes used by local actors for land use change in a zone of the Colombian Amazonian frontier. We integrated landscape multi-temporal analysis, Role-Playing Games (RPG), interviews based on flow diagrams and an historical study of landscape dynamics for the construction of our methodological approach. Findings of the study include individual detailed decision-making insights at the farm level that shed light on the mechanisms that boost the advance of the agricultural frontier into the Amazonian forest. We illustrate how individual decisions are related with the general landscape dynamics. A formalization of results was carried out in UML (Unified Modeling Language) for the future construction of a Multi Agent System (MAS) model, the implementation of which will be useful for land use planning, discussions among local and regional actors and scenario building. The RPG constitutes a device that could “talk” by itself, in the name of local actors. Facts that hardly would be communicated in an interview emerge implicitly and explicitly through the exercise. The RPG is a device that we call a “dense methodological tool”, in the sense that it is a designed object that synthesizes a complex system. This is central to territorial planning because RPG and derived MAS models talk to actors and researchers in the same language that human memory and projection mental capabilities function. These objects condense time and space and help make problems clear, and they assist in the finding of solutions and exploration of possible scenarios.  相似文献   

19.
The Cassini spacecraft is on its journey to Saturn to perform a close-up study of the Saturnian system; its rings, moons, magneto-sphere, and the planet itself. Sequences of commands will be sent to the spacecraft by ground personnel to control every aspect of the mission. To validate and verify these command sequences, a bit-level, High-Speed Simulator (HSS) has been developed. To maximize performance, the HSS is implemented with multiple threads and runs on a multiprocessor system. A key component of the HSS is the scheduler, which controls the execution of the simulator. The general framework of the scheduler can be adapted to solve a wide variety of scheduling problems. The architecture of the scheduler is presented first, followed by a discussion of issues related to performance and multiple threads. Second, the avoidance of deadlocks and race conditions is discussed, and an informal proof for the absence of both in the scheduler is described. Finally, a study of various scheduling policies is provided. © 1998 John Wiley & Sons, Ltd.  相似文献   

20.
We implemented a simple multilevel feedback queue scheduler in the Linux 2.6 kernel and compared its response to interactive tasks with that of the new Linux 2.6 scheduler. Our objectives were to evaluate whether Linux 2.6 accomplished its goal of improved interactivity, and to see whether a simpler model could do as well without all of the special cases and exceptions that the new Linux 2.6 scheduler acquired. We describe the two algorithms in detail, report their average interactive response times under different kinds of background workloads, and compare their methods of deciding whether a task is interactive. The MLFQ scheduler performs comparably to the Linux 2.6 scheduler in all response time tests and displays some inadvertent improvements in turnaround time, while avoiding the complex task of explicitly defining interactivity. We maintain an inverse relationship between priority and time slice length, and this seems to be the primary reason that the MLFQ remains simple, yet performs comparably to the Linux 2.6 scheduler. These results may provide some guidelines for designers of new scheduling systems. Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

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