• Title/Summary/Keyword: Class File

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Copy Propagation in CTOC (CTOC에서 복사 전파)

  • Kim, Ki-Tae;Kim, Je-Min;Yoo, Won-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.1 s.45
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    • pp.1-8
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    • 2007
  • Although the Java bytecode has numerous advantages. there ate also shortcomings such as slow execution speed and difficulty in analysis. Therefore. in order for the Java class file to be effectively executed under the execution environment such as the network, it is necessary to convert it into optimized code. We implements CTOC. CTOC generated CFG using the existing bytecode then created the SSA Form for analysis and optimization. However. due to insertion or the ${\phi}$-function in the process of conversion into the SSA Form, the number of nodes increased. As a means of reducing the number of nodes, we performed copy propagation, which is an optimization method applicable to the SSA form. Copy propagation is the process of a value of a variable being topied to another variable. There are cases where conversion due to copy propagation alone does not yield significant effects. However, when variables are not used in the later optimization stages, copy propagation provides a means for eliminating the copy statement for the corresponding variable, making it an important step. This paper shows the copy propagation to obtain a more optimized code in SSA Form.

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Automatic Encryption Method within Kernel Level using Various Access Control Policy in UNIX system (유닉스 시스템에서 다양한 접근제어 정책을 이용한 커널 수준의 자동 암호화 기법)

  • Lim, Jae-Deok;Yu, Joon-Suk;Kim, Jeong-Nyeo
    • The KIPS Transactions:PartC
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    • v.10C no.4
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    • pp.387-396
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    • 2003
  • Many studies have been done on secure kernel and encryption filesystem for system security. Secure kernel can protect user or system data from unauthorized and/or illegal accesses by applying various access control policy like ACL, MAC, RBAC and so on, but cannot protect user or system data from stealing backup media or disk itself. In addition to access control policy, there are many studies on encryption filesystem that encrypt file data within system level. However few studies have been done on combining access control policy and encryption filesystem. In this paper we proposed a new encryption filesystem that provides a transparency to the user by integrating encryption service into virtual filesystem layer within secure kernel that has various access control policies. Proposed encryption filesystem can provide a simple encryption key management architecture by using encryption keys based on classes of MAC policy and overcome a limit of physical data security of access control policy for stealing.

ABox Realization Reasoning in Distributed In-Memory System (분산 메모리 환경에서의 ABox 실체화 추론)

  • Lee, Wan-Gon;Park, Young-Tack
    • Journal of KIISE
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    • v.42 no.7
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    • pp.852-859
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    • 2015
  • As the amount of knowledge information significantly increases, a lot of progress has been made in the studies focusing on how to reason large scale ontology effectively at the level of RDFS or OWL. These reasoning methods are divided into TBox classifications and ABox realizations. A TBox classification mainly deals with integrity and dependencies in schema, whereas an ABox realization mainly handles a variety of issues in instances. Therefore, the ABox realization is very important in practical applications. In this paper, we propose a realization method for analyzing the constraint of the specified class, so that the reasoning system automatically infers the classes to which instances belong. Unlike conventional methods that take advantage of the object oriented language based distributed file system, we propose a large scale ontology reasoning method using spark, which is a functional programming-based in-memory system. To verify the effectiveness of the proposed method, we used instances created from the Wine ontology by W3C(120 to 600 million triples). The proposed system processed the largest 600 million triples and generated 951 million triples in 51 minutes (696 K triple / sec) in our largest experiment.

Web-based programming education system for providing rapid grading result (신속한 평가결과를 제공하는 웹기반 프로그래밍 교육시스템)

  • Park, So-Young;Ryu, Hye-Jung;Shim, Dong-Uk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.511-514
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    • 2009
  • Recently web is used for more things than ever before in education. Previous web-based programming education systems help students to check compile errors and runtime errors after submitting programming assignments anytime and anywhere. However, these previous systems cannot quickly provide the detailed assessment results on the generated answer, the coding style, and the plagiarism detection. In this paper, we propose a web-based programming education system to provide the quick results of the detailed assessment as soon as to submit programming assignments. In this system, the plagiarism detection method compares a current file with only the already uploaded files so it can provide quick feedback. The proposed web-based programming education system is applied to a real C programming language class with approximately 40 students. The proposed system tends to improve the students' participation by quick feedback.

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Species Composition of the Catches collected by a Bottom Trawl in the Southern Waters of Korea in Summer, 2004 (2004년 하계 한국 남해에 있어서 저층 트롤 어획물의 종조성)

  • Jeong, Sun-Beom;Hwang, Doo-Jin;Kim, Young-Ju;Shin, Hyeong-Ho;Son, Yong-Uk
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.41 no.1
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    • pp.35-45
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    • 2005
  • The experiment was conducted to investigate the species composition of catches collected by the bottom trawl on June 24 to 26, 2004 in the southern waters of Korea using a trawler "DONGBAEK" belongs to Yosu National University. The investigation was carried out at the 5 stations and the towing speed was 3.4${\sim}$3.7k't. The catches were composed of 46 species from 37 families, 10 orders and 2 classes for fishes and 2 species, 2 families and 2 orders for Chondrichthyes and 44 species, 35 familes, 8 orders for Osteichthyes. The catches of Perciforms were the highest as 24 species and 18 families for fishes. The catches of Spear squid, Loli해 bleekeri and Red banded lobster, Metanephrops thomsoni were also the highest for mollusca and crustacea as 1 class, 3 species, 3 families, 2 orders, 1 class and 7 species, 5 families, 1 order, 1 class respectively. In the 5 stations, number of individuals and biomass were 1,144 and 376.0kg at ST-1, 908 and 240.3kg at ST-2, 666 and 90.1kg at ST-3, 2,050 and 300..4kg at ST-4 and 561 and 24.7kg at ST-5. The diversity index of each stations ranged between 1.49 and it showed the richness index of 2.13${\sim}$3.48, the evenness index of 0.48${\sim}$0.77 and the dominance index of 0.43${\sim}$0.8. Body length distributio of the dominant specise were 9${\sim}$32cm(fork length) for Japanese horse mackerel, Trachurus japonicus, 7${\sim}$23cm(mantle length) for Common squid, Todarodes pacificus, 9${\sim}$43cm(mantle length) for Spear squid, Loli해 bleekeri, 23${\sim}$36cm(total length) for File fish, Thamnaconus modestus, 10${\sim}$28cm(fork length) for Yellow porgy, Dentex tumifrons, 10${\sim}$36cm(fork length) for Target dory, Zeus faber and 8${\sim}$35cm(fork length) for Red seabream, Pagrus major.

3D Massively Multiplayer Online Role Playing Game (MMORPG) Based Lecturing System (3차원 다중 사용자 온라인 게임 기반 강의 시스템)

  • Lim, Nak-Kwon;Lee, Hae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.1
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    • pp.21-27
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    • 2010
  • Today the lectures are usually practiced in a teacher-led traditional classroom system or a student-led e-learning system. Students passively follow the teacher's lectures in both systems, though. Also due to the advances in 3D Computer Graphics and Game technologies, there are trials to exploit the positive effect of games in learning. The serious games, specifically designed games for an educational goal, or existing games for a special class have been used as lectures. Still these games have a great difficulty in being integrated into the educational system technically and economically. Therefore a new 3D MMORPG based lecturing system is presented in this paper. In our new lecturing system, the characteristics of a 3D MMORPG, achievement, sociality, and immersion, are provided to motivate students to participate actively in a lecture. A teacher and students interact with each other in realtime as 3D characters in a 3D virtual classroom on-line. An ordinary teacher can also easily apply our new system to existing classes since a teacher only needs to specify a slide file to prepare a lecture. For the future work, a user study and the effect of our new lecturing system will be performed.

Interactive content development of voice pattern recognition (음성패턴인식 인터랙티브 콘텐츠 개발)

  • Na, Jong-Won
    • Journal of Advanced Navigation Technology
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    • v.16 no.5
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    • pp.864-870
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    • 2012
  • Voice pattern recognition technology to solve the problems of the existing problems and common issues that you may have in language learning content analysis. This is the first problem of language-learning content, online learning posture. Game open another web page through the lesson, but the concentration of the students fell. Have not been able to determine the second issue according Speaking has made the learning process actually reads. Third got a problem with the mechanical process by a learning management system, as well by the teacher in the evaluation of students and students who are learning progress between the difference in the two. Finally, the biggest problem, while maintaining their existing content made to be able to solve the above problem. Speaking learning dedicated learning programs under this background, voice pattern recognition technology learning process for speech recognition and voice recognition capabilities for learning itself has been used in the recognition process the data of the learner's utterance as an audio file of the desired change to a transfer to a specific location of the server or SQL server may be easily inserted into any system or program, any and all applicable content that has already been created without damaging the entire component because the new features were available. Contributed to this paper, active participation in class more interactive teaching methods to change.

Hierarchical Internet Application Traffic Classification using a Multi-class SVM (다중 클래스 SVM을 이용한 계층적 인터넷 애플리케이션 트래픽의 분류)

  • Yu, Jae-Hak;Lee, Han-Sung;Im, Young-Hee;Kim, Myung-Sup;Park, Dai-Hee
    • Journal of the Korean Institute of Intelligent Systems
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    • v.20 no.1
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    • pp.7-14
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    • 2010
  • In this paper, we introduce a hierarchical internet application traffic classification system based on SVM as an alternative overcoming the uppermost limit of the conventional methodology which is using the port number or payload information. After selecting an optimal attribute subset of the bidirectional traffic flow data collected from the campus, the proposed system classifies the internet application traffic hierarchically. The system is composed of three layers: the first layer quickly determines P2P traffic and non-P2P traffic using a SVM, the second layer classifies P2P traffics into file-sharing, messenger, and TV, based on three SVDDs. The third layer makes specific classification of the entire 16 application traffics. By classifying the internet application traffic finely or coarsely, the proposed system can guarantee an efficient system resource management, a stable network environment, a seamless bandwidth, and an appropriate QoS. Also, even a new application traffic is added, it is possible to have a system incremental updating and scalability by training only a new SVDD without retraining the whole system. We validate the performance of our approach with computer experiments.

Mathematics, Art and 3D-Printing in STEAM Education (수학과 예술을 3D 프린팅으로 연결하는 융합인재교육)

  • Lee, Sang-Gu;Lee, Jae-Yoon;Park, Kyung-Eun;Lee, Jae Hwa;Ahn, Seung-Chul
    • Communications of Mathematical Education
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    • v.29 no.1
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    • pp.35-49
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    • 2015
  • 3D-Printing is one of the most innovative technologies that will be widely used in the 21st century. 3D-Printing also serves as an indispensable tool in STEAM education. In this article, we introduce what we have done in our mathematical modeling class in Uni. and recent R&E project under the support of Korean Foundation for the Advancement of Science and Creativity. We planned a model of STEAM education originating from our wish to make tangible models that use mathematical formulas to express the natural beauty of an object. We used a free, open-source software, Sage, to simulate these models online. Then, we created a program that generates a .STL file from these 3D images. This model can help students understand the natural beauty inherent in mathematics and use formulas and technology tools to simulate models in 3D. Finally, we were able to help students to create their own. STL files through a website we developed by adding Sage code into a Sage notebook. Then students can make and hold a 3D object of their very own. This process shows the possibility that mathematics, art and 3D-Printing can be effectively used to achieve the goals of STEAM education.

Information Retrieval System based on Mobile Agents in Distributed and Heterogeneous Environment (분산 이형 환경에서의 이동에이전트를 이용한 정보 검색 시스템)

  • Park, Jae-Box;Lee, Kwang-young;Jo, Geun-Sik
    • Journal of KIISE:Software and Applications
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    • v.29 no.1_2
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    • pp.30-41
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    • 2002
  • We focus on the mobile agents which are considered as new paradigm to solve information retrieval of large volumes of data in the distributed and heterogeneous environment. The mobile agent moves the computation to data instead of large volumes of data to computations. In this paper, we propose an information retrieval model, which can effectively search data in the distributed and heterogeneous environment, using mobile agents. Our model is applied to the design and implementation of an Q&A(Question and Answer) retrieval system. Our Q&A retrieval system, called QASSMA(Q&A Search System using Mobile Agents), uses mobile agents to retrieve articles from Q&A boards and newsgroups that exist in the heterogeneous and distributed environment. QASSMA has the following features and advantages. First, the mobile retrieval agent moves to the destination server to retrieve articles to reduce the retrieval time by eliminating data traffics from the server to the client host. Also it can reduce the traffic that was occurred in the centralized network system, and reduce the usage of resources by sending its agent and running in the destination host. Finally, the mobile retrieval agent of QASSMA can add and update dynamically the class file according to its retrieval environment, and support other retrieval manner. In this paper, we have shown that our Q&A retrieval system using mobile agents is more efficient than the retrieval system using static agents by our experiments.