• Title/Summary/Keyword: virtual node

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Debelppment of C++ Compiler and Programming Environment (C++컴파일러 및 프로그래밍 환경 개발)

  • Jang, Cheon-Hyeon;O, Se-Man
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.3
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    • pp.831-845
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    • 1997
  • In this paper,we proposed and developed a compiler and interactive programming enviroments for C++ wich is mostly worth of nitice among the object -oriented languages.To develope the compiler for C++ we took front=end/back-end model using EM virtual machine.In develpoing Front-End,we formailized C++ gram-mar with the context semsitive tokens which must be manipulated by dexical scanner and designed a AST class li-brary which is the hierarchy of AST node class and well defined interface among them,In develpoing Bacik-End,we proposed model for three major components :code oprtimizer,code generator and run-time enviroments.We emphasized the retargatable back-end which can be systrmatically reconfigured to genrate code for a variety of distinct target computers.We also developed terr pattern matching algorithm and implemented target code gen-erator which produce SPARC code.We also proposed the theroy and model for construction interative pro-gramming enviroments. To represent language features we adopt AST as internal reprsentation and propose uncremental analysis algorithm and viseal digrams.We also studied unparsing scheme, visual diagram,graphical user interface to generate interactive environments automatically Results of our resarch will be very useful for developing a complier and programming environments, and also can be used in compilers for parallel and distributed enviroments.

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Development of FURA Code and Application for Load Follow Operation (FURA 코드 개발과 부하 추종 운전에 대한 적용)

  • Park, Young-Seob;Lee, Byong-Whi
    • Nuclear Engineering and Technology
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    • v.20 no.2
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    • pp.88-104
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    • 1988
  • The FUel Rod Analysis(FURA) code is developed using two-dimensional finite element methods for axisymmetric and plane stress analysis of fuel rod. It predicts the thermal and mechanical behavior of fuel rod during normal and load follow operations. To evaluate the exact temperature distribution and the inner gas pressure, the radial deformation of pellet and clad, the fission gas release are considered over the full-length of fuel rod. The thermal element equation is derived using Galerkin's techniques. The displacement element equation is derived using the principle of virtual works. The mechanical analysis can accommodate various components of strain: elastic, plastic, creep and thermal strain as well as strain due to swelling, relocation and densification. The 4-node quadratic isoparametric elements are adopted, and the geometric model is confined to a half-pellet-height region with the assumption that pellet-pellet interaction is symmetrical. The pellet cracking and crack healing, pellet-cladding interaction are modelled. The Newton-Raphson iteration with an implicit algorithm is applied to perform the analysis of non-linear material behavior accurately and stably. The pellet and cladding model has been compared with both analytical solutions and experimental results. The observed and predicted results are in good agreement. The general behavior of fuel rod is calculated by axisymmetric system and the cladding behavior against radial crack is used by plane stress system. The sensitivity of strain aging of PWR fuel cladding tube due to load following is evaluated in terms of linear power, load cycle frequency and amplitude.

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Extending the BR2K technique to enhance the robustness of blockchain application services

  • Kwon, Min-Ho;Lee, Myung-Joon
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.2
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    • pp.125-134
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    • 2022
  • In this paper, we propose an extension method of the BR2K technique for enhancing the robustness of blockchain application services. The BR2K (Blockchain application, Replication & Recovery technique using Kubernetes) technique was recently developed to support the robustness of blockchain services through service replication and rapid restart. The proposed technique extends the existing BR2K technique to provide a state version, which is meta-information about the service state, and a method for safely managing it, and use the state version to determine the timing for service state recovery. Also, the technique provides systematic service state backup for service recovery and joining of new service nodes by utilizing the version information and the service registry which acts as a service recovery center in the BR2K technique. Based on this, it is possible to support new service nodes to join the replication service with consistency. As a result, new service nodes can be quickly added to the BR2K service in operation, enhancing the robustness of the BR2K service. In addition, the extended method is applied to the pilot blockchain application service and tested in a Kubernetes environment composed of virtual machines to confirm the validity of service replication consistency and rapid service recovery in the event of node failures.

An Integrated VR Platform for 3D and Image based Models: A Step toward Interactivity with Photo Realism (상호작용 및 사실감을 위한 3D/IBR 기반의 통합 VR환경)

  • Yoon, Jayoung;Kim, Gerard Jounghyun
    • Journal of the Korea Computer Graphics Society
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    • v.6 no.4
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    • pp.1-7
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    • 2000
  • Traditionally, three dimension model s have been used for building virtual worlds, and a data structure called the "scene graph" is often employed to organize these 3D objects in the virtual space. On the other hand, image-based rendering has recently been suggested as a probable alternative VR platform for its photo-realism, however, due to limited interactivity. it has only been used for simple navigation systems. To combine the merits of these two approaches to object/scene representations, this paper proposes for a scene graph structure in which both 3D models and various image-based scenes/objects can be defined. traversed, and rendered together. In fact, as suggested by Shade et al. [1]. these different representations can be used as different LOD's for a given object. For in stance, an object might be rendered using a 3D model at close range, a billboard at an intermediate range. and as part of an environment map at far range. The ultimate objective of this mixed platform is to breath more interactivity into the image based rendered VE's by employing 3D models as well. There are several technical challenges in devising such a platform : designing scene graph nodes for various types of image based techniques, establishing criteria for LOD/representation selection. handling their transition s. implementing appropriate interaction schemes. and correctly rendering the overall scene. Currently, we have extended the scene graph structure of the Sense8's WorldToolKit. to accommodate new node types for environment maps. billboards, moving textures and sprites, "Tour-into-the-Picture" structure, and view interpolated objects. As for choosing the right LOD level, the usual viewing distance and image space criteria are used, however, the switching between the image and 3D model occurs at a distance from the user where the user starts to perceive the object's internal depth. Also. during interaction, regardless of the viewing distance. a 3D representation would be used, if it exists. Finally. we carried out experiments to verify the theoretical derivation of the switching rule and obtained positive results.

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