• 제목/요약/키워드: API Pattern

검색결과 77건 처리시간 0.024초

Evaluation of Grooving Corrosion and Electrochemical Properties of H2S Containing Oil/Gas Transportation Pipes Manufactured by Electric Resistance Welding

  • Rahman, Maksudur;Murugan, Siva Prasad;Ji, Changwook;Cho, Yong Jin;Cheon, Joo-Yong;Park, Yeong-Do
    • Corrosion Science and Technology
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    • 제17권3호
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    • pp.109-115
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    • 2018
  • Electrical Resistance Welding (ERW) on a longitudinal seam-welded pipe has been extensively used in oil and gas pipelines. It is well known that the weld zone commonly suffers from grooving corrosion in ERW pipes. In this paper, the grooving corrosion performances of API X65 grade non-sour service (steel-A) and API X70 grade sour gas resistant (steel-B) steel electrical resistance welding pipelines were evaluated. The microstructure of the bondline is composed of coarse polygonal ferrite grains and several elongated pearlites. The elongated pattern is mainly concentrated in the center of the welded area. The grooving corrosion test and electrochemical polarization test were conducted to study the corrosion behavior of the given materials. A V-shaped corrosion groove was found at the center of the fusion zone in both the steel-A and steel-B ERW pipes, as the corrosion rate of the bondlines is higher than that of the base metal. Furthermore, the higher volume fraction of pearlite at the bondline was responsible for the higher corrosion rate at the bondline of both types of steel.

의존성 주입을 활용한 서바이벌 게임 API 설계 및 구현 (Design and Implementation of the Survival Game API Using Dependency Injection)

  • 박인규;최규석
    • 한국인터넷방송통신학회논문지
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    • 제23권4호
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    • pp.183-188
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    • 2023
  • 게임 오브젝트의 상속 및 여러 가지의 컴포넌트를 이용하여 시스템 아키텍처의 시각화, 우수한 코드 재사용 및 빠른 프로토타이핑이 가능하다. 반면에 객체는 게임 오브젝트와 컴포넌트 간의 높은 대기 시간, 정적 형변환과 널 포인터등의 많은 참조에 의존하기 마련이다. 게임 제작시에 여러 클래스에 대한 객체의 의존도를 낮추고 코드의 재사용이 가능하도록 설계하는 것은 중요한 일이다. 따라서 의존성 주입(Dependency Injection)과 GoF(Gang of Four)가 제안한 디자인 패턴들을 적용하여 클래스의 모듈성을 더욱 높일 수 있도록 게임을 설계하였다. 이러한 의존성은 게임 오브젝트의 속성이고 주입은 초기화 패스에서만 발생하므로 게임 루프에서 성능 저하나 성능 페널티는 미세하다. 따라서 본 논문에서는 서바이벌 게임의 설계와 구현에 있어서 API(Application Programming Interface)를 효과적으로 재사용하는 효율적인 설계방법을 제안하였다.

Design and Implementation of a Low-Code/No-Code System

  • Hyun, Chang Young
    • International journal of advanced smart convergence
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    • 제8권4호
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    • pp.188-193
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    • 2019
  • This paper is about environment-based low-code and no-code execution platform and execution method that combines hybrid and native apps. In detail, this paper describes the Low-Code/No-Code execution structure that combines the advantages of hybrid and native apps. It supports the iPhone and Android phones simultaneously, supports various templates, and avoids developer-oriented development methods based on the production process of coding-free apps and the produced apps play the role of Java virtual machine (VM). The Low-Code /No-Code (LCNC) development platform is a visual integrated development environment that allows non-technical developers to drag and drop application components to develop mobile or web applications. It provides the functions to manage dependencies that are packaged into small modules such as widgets and dynamically loads when needed, to apply model-view-controller (MVC) pattern, and to handle document object model (DOM). In the Low-Code/No-Code system, the widget calls the AppOS API provided by the UCMS platform to deliver the necessary requests to AppOS. The AppOS API provides authentication/authorization, online to offline (O2O), commerce, messaging, social publishing, and vision. It includes providing the functionality of vision.

프로세스 마이닝을 위한 거리 기반의 API(Anomaly Process Instance) 탐지법 (Detection of API(Anomaly Process Instance) Based on Distance for Process Mining)

  • 전대욱;배혜림
    • 대한산업공학회지
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    • 제41권6호
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    • pp.540-550
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    • 2015
  • There have been many attempts to find knowledge from data using conventional statistics, data mining, artificial intelligence, machine learning and pattern recognition. In those research areas, knowledge is approached in two ways. Firstly, researchers discover knowledge represented in general features for universal recognition, and secondly, they discover exceptional and distinctive features. In process mining, an instance is sequential information bounded by case ID, known as process instance. Here, an exceptional process instance can cause a problem in the analysis and discovery algorithm. Hence, in this paper we develop a method to detect the knowledge of exceptional and distinctive features when performing process mining. We propose a method for anomaly detection named Distance-based Anomaly Process Instance Detection (DAPID) which utilizes distance between process instances. DAPID contributes to a discovery of distinctive characteristic of process instance. For verifying the suggested methodology, we discovered characteristics of exceptional situations from log data. Additionally, we experiment on real data from a domestic port terminal to demonstrate our proposed methodology.

하동 지역에 서식하는 바지락의 미생물총 분포에 관한 정량 및 정성적 분석 (Quantitative and Qualitative Studies of Commensal Bacterial Flora of Clam, Ruditapes philippinarum in Hadong Area)

  • 김명석;박준효;하재이;허민도;허성회;정현도
    • 한국어병학회지
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    • 제11권2호
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    • pp.143-150
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    • 1998
  • 바지락 조직과 주변 환경에 있는 세균의 특성과 분포를 여러 배지와 온도 그리고 생화학적 동정 kit를 사용하여 비교 분석하였다. 장내, 갯벌, 아가미 그리고 외부체액에 있는 미생물의 집락수는 사용한 BHIA, STA 그리고 SNA 배지에 영향을 받지 않는 것으로 나타났다. 그리고 $15^{\circ}C$ 배양조건에서의 증식속도는 $25^{\circ}C$$35^{\circ}C$의 조건에 비해 느린 것으로 나타났으나 총 세균 집락수는 $15^{\circ}C$에서의 것이 가장 높게 나타났다. 영양배지에서 자란 세균집락을 무작위적으로 선택배지에 옮기면 조직 시료를 직접 도말 한 경우에 비해 높은 비율로 집락형성을 하는 것을 보여 주었다. API 20E와 API 20NE를 사용하여 각 장기 또는 외부에 있는 세균의 종류를 동정한 결과 바지락 조직간에는 서로 유사한 종의 분포를 보이나 주위 환경이 되는 갯벌이나 외부체액에 있는 미생물군의 종류와는 다르게 나타났다. 바지락 주위의 갯벌이나 외부체액의 미생물군은 Pseudomonas 가 주종을 이루고 있는 조직내의 미생물군에 비해서 훨씬 높은 다양성을 보여 주었다. 이러한 결과는 바지락 조직이 주위 환경중의 세균에 대한 선택적 친화력이 있음을 의미한다고 할 수 있다.

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병원 재료에서 분리한 Stenotrophomonas maltophilia의 항균제 내성 및 분자역학적 특성 (Antimicrobial Resistance and Molecular Epidemiologic Characteristics of Stenotrophomonas maltophilia Isolated from Clinical Specimens)

  • 설성용;장경수;정웅기;조응래;김능희;유학선;이유철;조동택
    • 대한미생물학회지
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    • 제35권3호
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    • pp.239-250
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    • 2000
  • Sixty-eight clinical isolates of Stenotrophomonas maltophilia from inpatients of 2 university hospitals in Taegu were epidemiologically analyzed by using the minimum inhibitory concentrations of 25 antimicrobial drugs, biochemical reaction, pulsed-field gel elctropgoresis (PFGE), and PCR with enterobacterial repetitive intergenic consensus sequences as primer (ERIC-PCR). 1. All the strains were susceptible to minocycline. More than 57% were susceptible to sulfisomidine (Su), ciprofloxacin (Ci), Ofloploxacin (Of), nalidixic acid (Na), and chloramphenicol (Cm), and $19{\sim}35%$ to ceftazidime (Cd), trimethoprim (Tp), Ticacillin-clavulanic acid, and cefoperazone-sulbactam. Most isolates were resistant to ${\beta}$-lactam antibiotics such as ampicillin (Ap), carbenicillin (Cb), cefotaxim (Ct), cefoxitin (Cx), and aminoglycosides including gentamicin (Gm), tobramycin (Tb), amikacin (Ak). 2. All the isolates were multiply resistant of 5 to 17 drugs and showed 40 different resistance pattern types. 3. All the strains showed very similar biochemical reactions except ${\beta}$-galactosidase and nitrate reduction test. Fourteen strains selected randomly were classified 10 different pattern type by PFGE and ERIC-PCR. These two methods showed identical result. Four strains isolated from wound in 1994 showed similar MIC pattern and identical API 20NE profile, PFGE, and ERIC-PCR pattern indicating episodes of cross-infection among patients. These results indicate that PFGE or ERIC-PCR profile has comparable discriminatory power for epidemiological typing of S. maltophilia.

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유비쿼터스 모바일 환경에서 개인화 서비스를 위한 상황인지 추론 시스템 (Context Awareness Reasoning System for Personalized Services in Ubiquitous Mobile Environments)

  • 문애경;박유미;김상기;이병선
    • 대한임베디드공학회논문지
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    • 제4권3호
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    • pp.139-147
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    • 2009
  • This paper proposed the context awareness reasoning system to provide the personalized services dynamically in a ubiquitous mobile environments. The proposed system is designed to provide the personalized services to mobile users and consists of the context aggregator and the knowledge manager. The context aggregator can collect information from networks through Open API Gateway as well as sensors in a various ubiquitous environment. And it can also extract the place types through the geocoding and the social address domain ontology. The knowledge manager is the core component to provide the personalized services, and consists of activity reasoner, user pattern learner and service recommender to provide the services predict by extracting the optimized service from user situations. Activity reasoner uses the ontology reasoning and user pattern learner learns with previous service usage history and contexts. And to design service recommender easy to flexibly apply in dynamic environments, service recommender recommends service in the only use of current accessible contexts. Finally, we evaluate the learner and recommender of proposed system by simulation.

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Windows95 환경에서의 음성 인터페이스 구현 (Implementation of speech interface for windows 95)

  • 한영원;배건성
    • 전자공학회논문지S
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    • 제34S권5호
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    • pp.86-93
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    • 1997
  • With recent development of speech recognition technology and multimedia computer systems, more potential applications of voice will become a reality. In this paper, we implement speech interface on the windows95 environment for practical use fo multimedia computers with voice. Speech interface is made up of three modules, that is, speech input and detection module, speech recognition module, and application module. The speech input and etection module handles th elow-level audio service of win32 API to input speech data on real time. The recognition module processes the incoming speech data, and then recognizes the spoken command. DTW pattern matching method is used for speech recognition. The application module executes the voice command properly on PC. Each module of the speech interface is designed and examined on windows95 environments. Implemented speech interface and experimental results are explained and discussed.

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실시간 응용을 위한 안드로이드 플랫폼에서의 안면 검출 시스템 구현 (Implementation of Face Detection System on Android Platform for Real-Time Applications)

  • 한병길;임길택
    • 대한임베디드공학회논문지
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    • 제8권3호
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    • pp.137-143
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    • 2013
  • This paper describes an implementation of face detection technology for a real-time application on the Android platform. Java class of Face-Detection for detection of human face is provided by the Android API. However, this function is not suitable to apply for the real-time applications due to inadequate detection speed and accuracy. In this paper, the AdaBoost based classification method which utilizes Local Binary Pattern (LBP) histogram is employed for face detection. The face detection module has been developed by C/C++ language for high-speed image processing, and this module is included to the Android platform using the Java Native Interface (JNI). The experiments were carried out in the Java-based environment and JNI-based environment. The experimental results have shown that the performance of JNI-based is faster than Java-based method and our system is well enough to apply for real-time applications.

국내 연안에서 분리한 Vibrio vulnificus의 특성 (Characterization of Vibrio vulnificus Isolated from Domestic Coastal Area)

  • 박근태;박민정;정초록;송춘복;이제희;여인규;전유진;허문수
    • 생명과학회지
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    • 제14권6호
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    • pp.986-990
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    • 2004
  • 2002년 5월에서 7월사이 한국 근해로부터 총 가검물 50례 중에서 V. vulnificus은 5균주가 분리되었고, API 20E kit의동정률이 $89.4\~93.7\%$로 나타났다. V. vulnificus 16S rDNA를 증폭하여 얻은 산물을 cloning하여 염기서열을 결정하고 분석한 결과 V. vulnificus로 확인되었다. 동정된 분리균주들의 cell lysates을 SDS-PAGE로 분석하였고 표준균주로 사용된 V. vulnificus ATCC 27562와 분리 균주들을 비교해 본 결과 단백밴드pattern이 많은 차이를 보였으나 외막단백질은 V. vulnificus간에는 공통의 밴드가 확인되었으나 V. parahaemolyticus 와는 차이를 보였다.