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Search indexed NASA NTRS and DOE OSTI research on propulsion, heat transfer, battery materials and energy systems. Follow report and document links to the original sources.

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At least 289 records · Page 16

Regenerative life support system research

Sections on modeling, experimental activities during the grant period, and topics under consideration for the future are contained. The sessions contain discussions of: four concurrent modeling approaches that were being integrated near the end of the period (knowledge-based modeling support infrastructure and data base management, object-oriented steady state simulations for three concepts, steady state mass-balance engineering tradeoff studies, and object-oriented time-step, quasidynamic simulations of generic concepts); interdisciplinary research activities, beginning with a discussion of RECON lab development and use, and followed with discussions of waste processing research, algae studies and subsystem modeling, low pressure growth testing of plants, subsystem modeling of plants, control of plant growth using lighting and CO2 supply as variables, search for and development of lunar soil simulants, preliminary design parameters for a lunar base life support system, and research considerations for food processing in space; and appendix materials, including a discussion of the CELSS Conference, detailed analytical equations for mass-balance modeling, plant modeling equations, and parametric data on existing life support systems for use in modeling.

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Synchronous Parallel Emulation and Discrete Event Simulation System with Self-Contained Simulation Objects and Active Event Objects

The present invention is embodied in a method of performing object-oriented simulation and a system having inter-connected processor nodes operating in parallel to simulate mutual interactions of a set of discrete simulation objects distributed among the nodes as a sequence of discrete events changing state variables of respective simulation objects so as to generate new event-defining messages addressed to respective ones of the nodes. The object-oriented simulation is performed at each one of the nodes by assigning passive self-contained simulation objects to each one of the nodes, responding to messages received at one node by generating corresponding active event objects having user-defined inherent capabilities and individual time stamps and corresponding to respective events affecting one of the passive self-contained simulation objects of the one node, restricting the respective passive self-contained simulation objects to only providing and receiving information from die respective active event objects, requesting information and changing variables within a passive self-contained simulation object by the active event object, and producing corresponding messages specifying events resulting therefrom by the active event objects.

Steinman, Jeffrey S.↗

How Human Factors Drove the Design and Implementation of the Virtual Windtunnel

This viewgraph presentation describes decisions made at the NASA Ames Research Center during its development of a virtual windtunnel to assist humans in visualizing computational fluid dynamics simulations. User requirements for the system include the simulation of vortical structure, pressure distribution, and overall sense of flow. In addition, the system needs to support a variety of interfaces, excluding head mounts, and needs to use an object oriented approach. Direct manipulation of the system is most user-friendly when limited to only grab and point gestures. 'Visualization control tools' (vtools) improve the realism of the system. The necessary object oriented programming is in C++ and openGL. Users interact with objects called 'tools', which include vtools and tools which control the virtual wind tunnel environment. Other objects include data objects accessed by the visualizations. Visualizations can be added to the system by the user. The presentation includes a discussion of run-time architecture, and issues related to computation and implementation.

Bryson, Steve↗

Advanced software development workstation. OOPSLA 1992 Conference. Trip report

This report summarizes the main trends observed at the Object Oriented Programming Systems, Languages, and Applications Conference held in Vancouver, British Columbia. This conference is the main object-oriented event that allows us to assess the dynamism of the technology and to meet the main actors of the field. It is an invaluable source of information for the advanced software development project.

Izygon, Michel E.↗

Software Engineering Support of the Third Round of Scientific Grand Challenge Investigations: An Earth Modeling System Software Framework Strawman Design that Integrates Cactus and UCLA/UCB Distributed Data Broker

One of the most significant challenges in large-scale climate modeling, as well as in high-performance computing in other scientific fields, is that of effectively integrating many software models from multiple contributors. A software framework facilitates the integration task. both in the development and runtime stages of the simulation. Effective software frameworks reduce the programming burden for the investigators, freeing them to focus more on the science and less on the parallel communication implementation, while maintaining high performance across numerous supercomputer and workstation architectures. This document proposes a strawman framework design for the climate community based on the integration of Cactus, from the relativistic physics community, and UCLA/UCB Distributed Data Broker (DDB) from the climate community. This design is the result of an extensive survey of climate models and frameworks in the climate community as well as frameworks from many other scientific communities. The design addresses fundamental development and runtime needs using Cactus, a framework with interfaces for FORTRAN and C-based languages, and high-performance model communication needs using DDB. This document also specifically explores object-oriented design issues in the context of climate modeling as well as climate modeling issues in terms of object-oriented design.

Talbot, Bryan↗

Reuseable Objects Software Environment (ROSE): Introduction to Air Force Software Reuse Workshop

The Reusable Objects Software Environment (ROSE) is a common, consistent, consolidated implementation of software functionality using modern object oriented software engineering including designed-in reuse and adaptable requirements. ROSE is designed to minimize abstraction and reduce complexity. A planning model for the reverse engineering of selected objects through object oriented analysis is depicted. Dynamic and functional modeling are used to develop a system design, the object design, the language, and a database management system. The return on investment for a ROSE pilot program and timelines are charted.

Cottrell, William L.↗

SSBRP User Operations Facility (UOF) Overview and Development Strategy

This paper will present the Space Station Biological Research Project (SSBRP) User Operations Facility (UOF) architecture and development strategy. A major element of the UOF at NASA Ames Research Center, the Communication and Data System (CDS) will be the primary focus of the discussions. CDS operational, telescience, security, and development objectives will be discussed along with CDS implementation strategy. The implementation strategy discussions will include: Object Oriented Analysis & Design, System & Software Prototyping, and Technology Utilization. A CDS design overview that includes: CDS Context Diagram, CDS Architecture, Object Models, Use Cases, and User Interfaces will also be presented. CDS development brings together "cutting edge" technologies and techniques such as: object oriented development, network security, multimedia networking, web-based data distribution, JAVA, and graphical user interfaces. Use of these "cutting edge" technologies and techniques translates directly to lower development and operations costs.

Picinich, Lou↗

Urban Image Classification: Per-Pixel Classifiers, Sub-Pixel Analysis, Object-Based Image Analysis, and Geospatial Methods: Chapter - 10

Remote sensing methods used to generate base maps to analyze the urban environment rely predominantly on digital sensor data from space-borne platforms. This is due in part from new sources of high spatial resolution data covering the globe, a variety of multispectral and multitemporal sources, sophisticated statistical and geospatial methods, and compatibility with GIS data sources and methods. The goal of this chapter is to review the four groups of classification methods for digital sensor data from space-borne platforms; per-pixel, sub-pixel, object-based (spatial-based), and geospatial methods. Per-pixel methods are widely used methods that classify pixels into distinct categories based solely on the spectral and ancillary information within that pixel. They are used for simple calculations of environmental indices (e.g., NDVI) to sophisticated expert systems to assign urban land covers. Researchers recognize however, that even with the smallest pixel size the spectral information within a pixel is really a combination of multiple urban surfaces. Sub-pixel classification methods therefore aim to statistically quantify the mixture of surfaces to improve overall classification accuracy. While within pixel variations exist, there is also significant evidence that groups of nearby pixels have similar spectral information and therefore belong to the same classification category. Object-oriented methods have emerged that group pixels prior to classification based on spectral similarity and spatial proximity. Classification accuracy using object-based methods show significant success and promise for numerous urban 3 applications. Like the object-oriented methods that recognize the importance of spatial proximity, geospatial methods for urban mapping also utilize neighboring pixels in the classification process. The primary difference though is that geostatistical methods (e.g., spatial autocorrelation methods) are utilized during both the pre- and post-classification steps. Within this chapter, each of the four approaches is described in terms of scale and accuracy classifying urban land use and urban land cover; and for its range of urban applications. We demonstrate the overview of four main classification groups in Figure 1 while Table 1 details the approaches with respect to classification requirements and procedures (e.g., reflectance conversion, steps before training sample selection, training samples, spatial approaches commonly used, classifiers, primary inputs for classification, output structures, number of output layers, and accuracy assessment). The chapter concludes with a brief summary of the methods reviewed and the challenges that remain in developing new classification methods for improving the efficiency and accuracy of mapping urban areas.

Myint, Soe W.↗

Integrating an object system into CLIPS: Language design and implementation issues

This paper describes the reasons why an object system with integrated pattern-matching and object-oriented programming facilities is desirable for CLIPS and how it is possible to integrate such a system into CLIPS while maintaining the run-time performance and the low memory usage for which CLIPS is known. The requirements for an object system in CLIPS that includes object-oriented programming and integrated pattern-matching are discussed and various techniques for optimizing the object system and its integration with the pattern-matcher are presented.

Auburn, Mark↗

Mission and Safety Critical (MASC) plans for the MASC Kernel simulation

This report discusses a prototype for Mission and Safety Critical (MASC) kernel simulation which explains the intended approach and how the simulation will be used. Smalltalk is chosen for the simulation because of usefulness in quickly building working models of the systems and its object-oriented approach to software. A scenario is also introduced to give details about how the simulation works. The eventual system will be a fully object-oriented one implemented in Ada via Dragoon. To implement the simulation, a scenario using elements typical of those in the Space Station, was created.

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C-Language Integrated Production System, Version 6.0

C Language Integrated Production System (CLIPS) computer programs are specifically intended to model human expertise or other knowledge. CLIPS is designed to enable research on, and development and delivery of, artificial intelligence on conventional computers. CLIPS 6.0 provides cohesive software tool for handling wide variety of knowledge with support for three different programming paradigms: rule-based, object-oriented, and procedural. Rule-based programming: representation of knowledge as heuristics - essentially, rules of thumb that specify set of actions performed in given situation. Object-oriented programming: modeling of complex systems comprised of modular components easily reused to model other systems or create new components. Procedural-programming: representation of knowledge in ways similar to those of such languages as C, Pascal, Ada, and LISP. Version of CLIPS 6.0 for IBM PC-compatible computers requires DOS v3.3 or later and/or Windows 3.1 or later.

Riley, Gary↗

Building distributed rule-based systems using the AI Bus

The AI Bus software architecture was designed to support the construction of large-scale, production-quality applications in areas of high technology flux, running heterogeneous distributed environments, utilizing a mix of knowledge-based and conventional components. These goals led to its current development as a layered, object-oriented library for cooperative systems. This paper describes the concepts and design of the AI Bus and its implementation status as a library of reusable and customizable objects, structured by layers from operating system interfaces up to high-level knowledge-based agents. Each agent is a semi-autonomous process with specialized expertise, and consists of a number of knowledge sources (a knowledge base and inference engine). Inter-agent communication mechanisms are based on blackboards and Actors-style acquaintances. As a conservative first implementation, we used C++ on top of Unix, and wrapped an embedded Clips with methods for the knowledge source class. This involved designing standard protocols for communication and functions which use these protocols in rules. Embedding several CLIPS objects within a single process was an unexpected problem because of global variables, whose solution involved constructing and recompiling a C++ version of CLIPS. We are currently working on a more radical approach to incorporating CLIPS, by separating out its pattern matcher, rule and fact representations and other components as true object oriented modules.

Schultz, Roger D.↗

Aeroelastic Optimization Study Based on X-56A Model

A design process which incorporates the object-oriented multidisciplinary design, analysis, and optimization (MDAO) tool and the aeroelastic effects of high fidelity finite element models to characterize the design space was successfully developed and established. Two multidisciplinary design optimization studies using an object-oriented MDAO tool developed at NASA Armstrong Flight Research Center were presented. The first study demonstrates the use of aeroelastic tailoring concepts to minimize the structural weight while meeting the design requirements including strength, buckling, and flutter. A hybrid and discretization optimization approach was implemented to improve accuracy and computational efficiency of a global optimization algorithm. The second study presents a flutter mass balancing optimization study. The results provide guidance to modify the fabricated flexible wing design and move the design flutter speeds back into the flight envelope so that the original objective of X-56A flight test can be accomplished.

flutter constraints↗

C++ and operating systems performance - A case study

Object-oriented design and programming has many software engineering advantages. Its application to large systems, however, has previously been constrained by performance concerns. The Choices operating system, which has over 75,000 lines of code, is object-oriented and programmed in C++. This paper is a case study of the performance of Choices.

Russo, Vincent F.↗

Molecular Dynamic Simulations of Interaction of an AFM Probe with the Surface of an SCN Sample

Molecular dynamic (MD) simulations is conducted in order to estimate forces of probe-substrate interaction in the Atomic Force Microscope (AFM). First a review of available molecular dynamic techniques is given. Implementation of MD simulation is based on an object-oriented code developed at the University of Delft. Modeling of the sample material - succinonitrile (SCN) - is based on the Lennard-Jones potentials. For the polystyrene probe an atomic interaction potential is used. Due to object-oriented structure of the code modification of an atomic interaction potential is straight forward. Calculation of melting temperature is used for validation of the code and of the interaction potentials. Various fitting parameters of the probe-substrate interaction potentials are considered, as potentials fitted to certain properties and temperature ranges may not be reliable for the others. This research provides theoretical foundation for an interpretation of actual measurements of an interaction forces using AFM.

Bune, Adris↗

Action languages: Dimensions, effects

Dimensions of action languages are discussed for communication between humans and machines, and the message handling capabilities of object oriented programming systems are examined. Design of action languages is seen to be very contextual. Economical and effective design will depend on features of situations, the tasks intended to be accomplished, and the nature of the devices themselves. Current object oriented systems turn out to have fairly simple and straightforward message handling facilities, which in themselves do little to buffer action or even in some cases to handle competing messages. Even so, it is possible to program a certain amount of discretion about how they react to messages. Such thoughtfulness and perhaps relative autonomy of program modules seems prerequisite to future systems to handle complex interactions in changing situations.

Hayes, Daniel G.↗

Next Generation Multimedia Distributed Data Base Systems

The paradigm of client/server computing is changing. The model of a server running a monolithic application and supporting clients at the desktop is giving way to a different model that blurs the line between client and server. We are on the verge of plunging into the next generation of computing technology--distributed object-oriented computing. This is not only a change in requirements but a change in opportunities, and requires a new way of thinking for Information System (IS) developers. The information system demands caused by global competition are requiring even more access to decision making tools. Simply, object-oriented technology has been developed to supersede the current design process of information systems which is not capable of handling next generation multimedia.

Pendleton, Stuart E.↗