A method for solving hypervelocity impact problems with consideration of free-surface discontinuities
Mathematical model for solving hypervelocity impact problem with free surface discontinuity
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Mathematical model for solving hypervelocity impact problem with free surface discontinuity
Solving nonsimilar laminar boundary layer equations including foreign gas injection
Description of swinging gear drive, breather cartridge, and hypocycloid timer mechanisms to solve aerospace problems
Numerical algorithm for solving overdetermined nonlinear equations
Techniques overcome equipment limitations that restrict other computer techniques in solving trivial cases. The use of curve fitting by quadratic interpolation greatly reduces required digital storage space.
Modified quasilinearization method for solving nonlinear, two point boundary value problems
Writing programs in interactive FORMAC language to implement Picard iteration in solving systems of ordinary differential equations
Algorithm for solving Popov stability criterion applied to sampled data systems
Variants of secant method for solving nonlinear system of equations comprising algorithms and related convergence techniques
Numerical method and FORTRAN program for solving Poisson's equation over axisymmetric regions of spherical body
Modified quasilinearization algorithm for solving nonlinear equations
Computer program HETRAN to solve two dimensional steady state heat conduction on cladded tube with connecting fin
Modified perturbation method for solving optimal control boundary value problems with state variable inequality constraints, noting application to reentry trajectories
A technique for solving n-dimensional games is developed and applied to two pursuit-evasion games. The first is a two-dimensional game similar to the homicidal chauffeur but modified to resemble an airplane-helicopter engagement. The second is a five-dimensional game of two airplanes at constant altitude and with thrust and turning controls. The performance function to be optimized by the pursuer and evader was the distance between the evader and a given target point in front of the pursuer. The analytic solution to the first game reveals that both unique and nonunique solutions exist. A comparison between the gradient results and the analytic solution shows a dependence on the nominal controls in regions where nonunique solutions exist. In the unique solution region, the results from the two methods agree closely. The results for the five-dimensional two-airplane game are also shown to be dependent on the nominal controls selected and indicate that initial conditions are in a region of nonunique solutions.
Continuing research is reported in a program aimed at the development of a robot computer problem solving system. The motivation and results are described of a theoretical investigation concerning the general properties of behavioral systems. Some of the important issues which a general theory of behavioral organization should encompass are outlined and discussed.
The application of NASA management approach to solving complex problems on earth is discussed. The management of the Apollo program is presented as an example of effective management techniques. Four key elements of effective management are analyzed. Photographs of the Cape Kennedy launch sites and supporting equipment are included to support the discussions.
This algorithm is an extension of Moler and Stewart's QZ algorithm with some added features for saving time and operations. Also, some additional properties of the QR algorithm which were not practical to implement in the QZ algorithm can be generalized with the combination shift QZ algorithm. Numerous test cases are presented to give practical application tests for algorithm. Based on results, this algorithm should be preferred over existing algorithms which attempt to solve the class of generalized eigenproblems where both matrices are singular or nearly singular.
A robot computer problem solving system which represents a robot exploration vehicle in a simulated Mars environment is described. The model exhibits changes and improvements made on a previously designed robot in a city environment. The Martian environment is modeled in Cartesian coordinates; objects are scattered about a plane; arbitrary restrictions on the robot's vision have been removed; and the robot's path contains arbitrary curves. New environmental features, particularly the visual occlusion of objects by other objects, were added to the model. Two different algorithms were developed for computing occlusion. Movement and vision capabilities of the robot were established in the Mars environment, using LISP/FORTRAN interface for computational efficiency. The graphical display program was redesigned to reflect the change to the Mars-like environment.