- •1. TABLE OF CONTENTS
- •2. AN INTRODUCTION TO UNIX
- •2.1 OVERVIEW
- •2.2 UNIX
- •2.2.1 Using UNIX Workstations in general:
- •2.2.2 Directories, Files, Etc.
- •2.2.3 Advanced Concepts
- •2.3 THE NETWORK
- •2.4 GOOD MANNERS
- •3. THE INTERNET
- •3.1 NETWORKS
- •3.1.1 Computer Addresses
- •3.2 NETWORK TYPES
- •3.2.1 Permanent Wires
- •3.2.2 Phone Lines
- •3.3 NETWORK PROTOCOLS
- •3.3.1 Mail Transfer Protocols
- •3.3.1.1 - Attachments
- •3.3.1.2 - Mail Lists
- •3.3.2 FTP - File Transfer Protocol
- •3.3.3 News
- •3.3.4 HTTP - Hypertext Transfer Protocol
- •3.3.5 Chat
- •3.3.6 Novell
- •3.3.7 Security
- •3.4 DATA FORMATS
- •3.4.1 HTML - Hyper Text Markup Language
- •3.4.1.1 - Publishing Web Pages
- •3.4.2 URLs
- •3.4.3 Hints
- •3.4.4 Specialized Editors
- •3.4.6 Encryption
- •3.4.7 Compression
- •3.5 PULLING ALL THE PROTOCOLS AND FORMATS TOGETHER WITH BROWSWERS
- •3.6 OTHER STUFF
- •3.6.1 Clients and Servers
- •3.6.2 Java
- •3.6.3 Javascript
- •3.6.5 Searches
- •3.6.6 ActiveX
- •3.6.7 Graphics
- •3.6.8 Animation
- •3.6.9 Video
- •3.6.10 Sounds
- •3.6.11 Other Program Files
- •3.6.12 Fancy Stuff
- •4. TEACHING WITH THE INTERNET
- •4.1 LECTURES
- •4.1.1 Equipment
- •4.1.2 Techniques
- •4.2 ON-LINE NOTES
- •4.3 ON-LINE MARKING
- •4.3.1 Web Pages
- •4.3.2 email
- •4.4 The Time-Line For My First On-Line Course (Fall 1996)
- •5. WWW and HTML
- •5.1 Why Bother?
- •5.2 Where to Find Netscape
- •5.3 How to Get Your Own Home Page
- •5.4 How to Create a file
- •5.5 Resources
- •6. A BASIC INTRODUCTION TO ‘C’
- •6.2 BACKGROUND
- •6.3 PROGRAM PARTS
- •6.4 HOW A ‘C’ COMPILER WORKS
- •6.5 STRUCTURED ‘C’ CODE
- •6.6 ARCHITECTURE OF ‘C’ PROGRAMS (TOP-DOWN)
- •6.7 CREATING TOP DOWN PROGRAMS
- •6.8.1 Objectives:
- •6.8.2 Problem Definition:
- •6.8.3 User Interface:
- •6.8.3.1 - Screen Layout (also see figure):
- •6.8.3.2 - Input:
- •6.8.3.3 - Output:
- •6.8.3.4 - Help:
- •6.8.3.5 - Error Checking:
- •6.8.3.6 - Miscellaneous:
- •6.8.4 Flow Program:
- •6.8.5 Expand Program:
- •6.8.6 Testing and Debugging:
- •6.8.7 Documentation
- •6.8.7.1 - Users Manual:
- •6.8.7.2 - Programmers Manual:
- •6.8.8 Listing of BeamCAD Program.
- •6.9 PRACTICE PROBLEMS
- •7. GUI DESIGN
- •7.1 PRACTICE PROBLEMS
- •8. AN EXAMPLE - BEAMCAD
- •9. PROGRAMMING IN JAVA
- •9.1 OVERVIEW
- •9.2 THE LANGUAGE
- •9.3 OBJECT ORIENTED PROGRAMMING
- •9.4 REFERENCES/BIBLIOGRAPHY
- •10. DATABASES
- •11. MESSAGE PASSING ON NETWORKS
- •12. MATHEMATICAL ELEMENTS OF COMPUTER GRAPHICS
- •12.1 INTRODUCTION
- •12.2 PIXELS
- •12.2.1 The Perspective Transform
- •12.3 LINE DRAWING
- •12.3.1 Hidden Lines
- •12.4 POLYGON DRAWING
- •12.5 SHADED POLYGONS
- •12.6 COLORS
- •12.6.1 Color Maps
- •12.6.1.1 - Quantization with an Octree RGB Cube
- •12.6.1.1.1 - Algorithm and Implementation
- •12.6.1.1.2 - Color Quantization Data Structures
- •12.7 DITHERING
- •12.7.1 A Model for Light Ray Reflection
- •12.7.2 A Model for Light Ray Refraction:
- •12.7.3 A Model for Specular Reflection of Point Light
- •12.8 RAY TRACING
- •12.8.1 Basic Ray Tracing Theory
- •12.8.1.1 - A Model for Diffuse Reflection of Ambient Light
- •12.8.1.2 - A Model for Diffuse Reflection of Point Light:
- •12.8.1.3 - Collision of a Ray with a Sphere:
- •12.8.1.4 - Collision of a Ray With a Plane:
- •12.8.1.5 - Mapping a Pattern
- •12.8.2 Ray Tracer Algorithms
- •12.8.3 Bounding Volumes
- •12.8.4 Shadows
- •12.8.5 Aliasing
- •12.8.6 Advanced topics
- •12.9 RADIOSITY
- •12.10 ADVANCED GRAPHICS TECHNIQUES
- •12.10.1 Animation
- •12.11 REFERENCES
- •12.12 PRACTICE PROBLEMS
- •13. NEW TOPICS
- •13.1 VIRTUAL REALITY
- •13.2 MULTIMEDIA
- •14. VISIONS SYSTEMS
- •14.1 OVERVIEW
- •14.2 APPLICATIONS
- •14.3 LIGHTING AND SCENE
- •14.4 CAMERAS
- •14.5 FRAME GRABBER
- •14.6 IMAGE PREPROCESSING
- •14.7 FILTERING
- •14.7.1 Thresholding
- •14.8 EDGE DETECTION
- •14.9 SEGMENTATION
- •14.9.1 Segment Mass Properties
- •14.10 RECOGNITION
- •14.10.1 Form Fitting
- •14.10.2 Decision Trees
- •14.11 PRACTICE PROBLEMS
- •15. SIMULATION
- •15.1 MODEL BUILDING
- •15.2 ANALYSIS
- •15.3 DESIGN OF EXPERIMENTS
- •15.4 RUNNING THE SIMULATION
- •15.5 DECISION MAKING STRATEGY
- •15.6 PLANNING
- •15.7 NEURAL NETWORK THEORY
- •16. ARTIFICIAL INTELLIGENCE (AI)
- •16.1 OVERVIEW
- •16.2 EXPERT SYSTEMS
- •16.3 FUZZY LOGIC
- •16.4 NEURAL NETWORKS
- •16.4.1 Neural Network Calculation of Inverse Kinematics
- •16.4.1.1 - Inverse Kinematics
- •16.4.1.2 - Feed Forward Neural Networks
- •16.4.1.3 - The Neural Network Setup
- •16.4.1.4 - The Training Set
- •16.4.1.5 - Results
page 179
-production rates
-machine usage
-buffer size
-work in process
15.3 DESIGN OF EXPERIMENTS
•WHAT? combinations of individual parameters for process control are varied, and their effect on the output quality are measured. From this we determine the sensitivity of the process to each parameter.
•WHY? Because randomly varying individual parameters takes too long.
•e.g. A One-Factor-At-A-Time-Experiment
page 180
Effect: We are finding the causes of cracks in steel springs.
Causes:
1.Steel temperature before quenching 1450F or 1600F
2.Carbon Content .5% or .7%
3.Oil quench temperature 70F or 50F
Experiments 1 and 2: Run 1:
1. 1450F
2. 0.5% yield(%) 72 70 75 77, X=73.5%
3. 70F
Run 2:
1. **1600F
2. 0.5% yield(%) 78 77 78 81, X=78.5%
3. 70F
Observation: 1600F before quench gives higher yield.
Run 3:
1. 1600F
2. **0.7%
3. 70F
Observation: Adding more carbon has a small negative effect on yield.
Run 4:
1. 1600F
2. 0.5% yield(%) 79 78 78 83, X=79.5%
3. **50F
Observation: We have improved the quality by 6%, but it has required 4 runs, and we could continue.
•The example shows how the number of samples grows quickly.
•A better approach is designed experiments
•e.g. DESIGNED EXPERIMENT for springs in last section
page 181
- set up orthogonal array |
|
|
|
|
|
|
|
||||
Run |
|
1. |
2. |
3. |
|
Yield% |
|
Ri = |
|
|
|
X |
|||||||||||
|
|
|
|
||||||||
|
|
|
|
|
|
|
|
|
|
|
|
1 |
|
1450 |
0.5 |
50 |
|
|
|
|
|
|
|
2 |
|
1600 |
0.5 |
50 |
|
79 78 78 83 |
|
79.5 |
|
|
|
3 |
|
1450 |
0.7 |
50 |
|
|
|
|
|
|
|
4 |
|
1600 |
0.7 |
50 |
|
|
|
|
|
|
|
5 |
|
1450 |
0.5 |
70 |
|
72 70 75 77 |
|
73.5 |
|
|
|
6 |
|
1600 |
0.5 |
70 |
|
78 77 78 81 |
|
78.5 |
|
|
|
7 |
|
1450 |
0.7 |
70 |
|
|
|
|
|
|
|
8 |
|
1600 |
0.7 |
70 |
|
77 78 75 80 |
|
77.5 |
|
|
Note the binary sequence
- Find effects of each factor
Main Effect = ( Average at High) – ( Average at Low)
Main Effect of A = |
(-----------------------------------------------R2 + R4 + R6 + R8) |
– |
(-----------------------------------------------R1 + R3 + R5 + R7) |
|
4 |
|
4 |
Main Effect of B = |
(-----------------------------------------------R1 + R2 + R5 + R6) |
– |
(-----------------------------------------------R3 + R4 + R7 + R8) |
|
4 |
|
4 |
Main Effect of C = |
(-----------------------------------------------R1 + R2 + R3 + R4) |
– |
(-----------------------------------------------R5 + R6 + R7 + R8) |
|
4 |
|
4 |
- these can be drawn on an effect graph
Yield
%
A- |
A+ |
B- |
B+ |
C- |
C+ |
page 182
15.4 RUNNING THE SIMULATION
• When a simulation is first run it will be empty. If it is allowed to run for a while it will settle down to a steady state. We will typically want to,
-run the simulation for a long time
-or, delay the start of data collection
-or, preload the system will parts
Problem area |
15.5 DECISION MAKING STRATEGY
•The general sequence of thought when making decisions is,
-purpose
-direction
-plans
-action
-results
•General properties of strategy include,
-time horizon
-impact
-concentration of effort
-patterns of decisions
-pervasiveness
•The levels of strategies include,
-corporate
-business
-departmental/functional
page 183
•Decisions can be categorized, hardware/fixed
-capacity
-facilities
-technology
-vertical integration software/flexible
-workforce
-quality
-production planning/material control
-organization
•Typical criteria for making decisions might include,
-consistency
-harmony
-contribution