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Chapter and Conference Paper
CodeMonkey; a GUI Driven Platform for Swift Synthesis of Evolutionary Algorithms in Java
CodeMonkey is a GUI driven software development platform that allows non-experts and experts alike to turn an evolutionary algorithm design into a working Java program, with a minimal amount of manual code ent...
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Chapter and Conference Paper
A Poor Woman’s Interactive Remake of the “I Still Remember” Documentary with OpenGL
Making the “I Still Remember” documentary’s memory floating bubbles interactive with audience’s participation using a near day-to-day OpenGL (aimed at later enhancements with haptics). We describe a simple pro...
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Chapter and Conference Paper
Teaching Physical Based Animation via OpenGL Slides
This work expands further our earlier poster presentation and integration of the OpenGL Slides Framework (OGLSF) – to make presentations with real-time animated graphics where each slide is a scene with tidget...
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Chapter and Conference Paper
An LOD Control Interface for an OpenGL-based Softbody Simulation Framework
We summarize an interactive GLUI-based interface to the real-time softbody simulation using OpenGL. This interactivity focuses not only the user being able to drag 1D-, 2D-, and 3D-deformable elastic objects s...
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Chapter and Conference Paper
A Real-Time Transfer and Adaptive Learning Approach for Game Agents in a Layered Architecture
Game agents(NPCs) should have the ability to react in cooperate, and have the ability to learn from mistakes and build up their own experience. In this paper, we describe a general approach for transfer learni...
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Chapter and Conference Paper
A Procedural Planning System for Goal Oriented Agents in Games
This paper explores a procedural planning system for the control of game agents in real time. The planning methodology we present is based on offline goal-oriented behavioral design, and is implemented as a pr...
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Article
A multi-population genetic algorithm for robust and fast ellipse detection
This paper discusses a novel and effective technique for extracting multiple ellipses from an image, using a genetic algorithm with multiple populations (MPGA). MPGA evolves a number of subpopulations in paral...
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Chapter and Conference Paper
The Inheritance Workshop
The Inheritance Workshop at ECOOP 2002, which took place on Tuesday, 11 June, was the first ECOOP workshop focusing on inheritance after the successful workshops in 1991 [41] and 1992 [48]. The workshop was inten...
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Chapter and Conference Paper
Copying and Comparing: Problems and Solutions
In object oriented programming, it is sometimes necessary to copy objects and to compare them for equality or inequality. We discuss some of the issues involved in copying and comparing objects and we address ...
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Chapter and Conference Paper
Identification of and solutions to shortcomings of LCL, a Larch/C interface specification language
We present some of the more significant shortcomings of LCL, a Larch/C specification language used to document the interfaces of modules written in ISO C. We illustrate inadequacies in the definition and insuf...
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Book
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Chapter
Sets, Records, and Unions
The memory of a computer has little formal structure. Typically, it consists of a large number of identical cells. On most modern computers, each cell contains eight bits and is called abyte. Some supercomputers ...
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Chapter
Additional Features
The features of Turing described in the previous ten chapters are adequate for almost all programs. There are some situations, however, in which additional features are useful. We can divide additional feature...
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Chapter
Defining New Types
A successful programming language must satisfy a number of requirements. First, it must enable us to use the computer efficiently. Second, it must provide a notation that enables us to describe clear and conci...
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Chapter
Input and Output
The basic tools for accomplishing input and output in Turing are the get and put statements. These statements suffice for small programs that need no more than get to read from the keyboard and put to display ...
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Chapter
First Concepts
A program is a text. Writing a program is like writing an instruction manual. After we have written a program or a manual, other people can read it. The important difference between a manual and a program is t...
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Chapter
Standard Types and Expressions
The concept of type is pervasive in computer science. It is not a particularly mysterious concept. In fact, we use types every day in normal conversation. Types enable us to refer to families of objects that have...
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Chapter
Procedures and Functions
Programming is difficult because programs are complex. Almost every line of a program contains important details, and it is easy to become overwhelmed by the mass of detail. It is difficult to write a program ...
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Chapter
Sound and Graphics
Turing provides predefined subprograms for creating simple sounds and images. These subprograms provide the basis for entertainment, simple programming exercises, and effective ways of analyzing complex data. ...
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Chapter
Collections
Two elements of data organization are central to program design. The first element is the design of individual components. The second element, which dominates in all but the simplest programs, is the managemen...