Games in system design and verification
空军战役过程推演系统的想定生成设计与实现

• 414 •系 统 仿 真 学 报Vol. 15 No. 3 JOURNAL OF SYSTEM SIMULATIONMarch 2003空军战役过程推演系统的想定生成设计与实现李 群,杨 峰,朱一凡,王维平(国防科技大学人文与管理学院系统工程研究所,长沙 410073)摘 要:介绍了一个用于空军战役过程推演仿真系统的想定开发系统。
该系统主要包括战场环境 生成、武器装备信息管理和想定编辑子系统。
该系统以 Sim2000 建立的模型类为基础,根据模型 类信息建立战场目标,生成战场环境,并支持作战任务的规划。
最后本文给出了该系统的设计与 实现。
关键词:战役推演;想定;使命;作战任务规划 文章编号:1004-731X (2003) 03-0414-03中图分类号:E824文献标识码:ADesign and Implementation of Scenario Editor of the War GameSimulation System of Air ForceLI Qun , YANG Feng , ZHU Yi-fan , WANG Wei-ping(National U niver sity of Def ense Technology, Cha ngsha 410073, China)Abstract: This paper introduces a scenario editor which can be applied to war game simulation system of Air Force. The editor is composed of virtual battle space generator, weapon information management, and mission planner. Based on the model class built in Sim2000, the digital battle space object and environment can be established in the battle space generator of the editor. After the virtual battle space is finished, analyst can make mission plan in this virtual battle space. Finally, this paper gives an implementation of the scenario editor. Keywords: war game; scenario; mission; mission plan引 言空军战役过程推演系统主要是研究高技术条件下的局 部战争对空军武器装备规模结构的需求,以及相应的武器装 备体系在局部战争中的作战效能。
星空之翼游戏的设计与实现

学校代码 10126 学号 00713097 分类号密级本科毕业论文学院、系计算机学院计算机科学系专业名称信息管理与信息系统年级 2007级学生姓名何应霞指导教师安春燕2011年6月19日星空之翼游戏的设计与实现摘要本毕业设计开发的《星空之翼》是一款纵版飞行射击类游戏。
游戏采用组件式架构。
整个游戏由主程序模块、游戏引擎模块、地图编辑器模块和声音引擎模块4个相对独立的模块组成,其中声音引擎采用的是一个开源声音引擎irrklang。
本毕业设计用到的技术有多线程编程、嵌入式数据库(SQLite)编程和XML。
《星空之翼》游戏采用C#语言编写,设计时采用模块化的设计思想,模块间相对独立,耦合度小,便于今后的并行开发。
实现时充分考虑了代码的重用性和功能的灵活性和可扩展性。
玩家可以通过地图编辑器制作自己的关卡,自定义敌人和游戏背景;游戏的程序和游戏数据分离,使用户可以很方便的修改游戏素材;同时通过替换其中的游戏引擎模块就可以方便的实现游戏升级。
关键词游戏引擎,模块化,多线程,XML,嵌入式数据库The Design and Implementation of “Star Wings”Abstract"Star Wings" is a vertical version of flight shooting game. We design the project with component-based architecture. The project consists of four relative dependent modules: main program module, the game engine module, the map editor module and sound engine module. The sound engine here uses an open source sound engine, named irrklang. The technologies involved in our project include: multi-thread programming, embedded database (SQLite) programming and XML.“Star Wings” is developed by C#. The whole project adopts modularizing design method, the modules are relative independent, coupling degree of the modules is relative low, it is feasible for parallel developing in the future. We full considered the code reusability and flexibility and expansibility of functions. Players can use map-editor to create custom levels, custom enemies and custom game background. The game logic separates from the data, by which players can change their favorite materials, like planes, without rewriting the codes. At the same time, game update can be done just by replacing the game engine module.Keywords game engine, modularity, multi-thread, XML, embedded database目录第一章概述 (1)1.1课题背景 (1)1.2背景知识 (2)1.2.1游戏引擎 (2)1.2.2多线程 (3)1.2.3嵌入式数据库SQLITE介绍 (4)1.2.4XML (4)1.2.5单例模式(SINGLETON) (4)1.2.6碰撞检测 (5)1.2.7游戏循环体 (5)1.2.8静态类 (6)1.3毕设意义 (6)第二章游戏的总体分析与设计 (7)2.1设计构想 (7)2.1.1游戏定位 (7)2.1.2游戏需求 (7)2.1.3游戏扩展 (8)2.2模块划分 (8)2.3开发工具 (8)第三章游戏的详细设计 (9)3.1游戏引擎模块 (9)3.2地图编辑器模块 (11)3.3主程序模块 (13)3.4游戏主循环 (16)3.5碰撞检测 (16)3.6地图格式与精灵图片处理 (18)3.7声音引擎 (18)3.8模块间的关系 (19)结论 (20)毕业设计总结 (20)未来的工作 (20)致谢 (21)声明 (22)参考文献 (23)第一章概述在信息技术高速发展的今天,电子游戏已经深入人们的日常生活,成为老少皆宜的娱乐方式。
Synopsys工具简介

Synopsys工具简介Synopsys的产品线覆盖了整个 IC设计流程,使客户从设计规范到芯片生产都能用到完备的最高水平设计工具。
公司主要开发和支持基于两个主要平台的产品,Galaxy设计平台和Discovery验证平台。
这些平台为客户实现先进的集成电路设计和验证提供了整套综合性的工具。
Synopsys解决方案包括:· System Creation(系统生成)· System Verification and Analysis(系统验证与分析)· Design Planning(设计规划)· Physical Synthesis(物理综合)· Design for Manufacturing(可制造设计)· Design for Verification(可验证设计)· Test Automation(自动化测试)· Deep Submicron, Signal and Layout Integrity(深亚微米技术、信号与规划完整性技术)· Intellectual Property and Design Reuse Technology(IP 核与设计重用技术)· Standard and Custom Block Design(标准和定制模块设计)· Chip Assembly(芯片集成)· Final Verification(最终验证)· Fabrication and Packaging(制造与封装设计工具)· Technology CAD(TCAD)(工艺计算机辅助设计技术)主要包括以下工具:1.VCS( verilog compiled simulator )VCS是编译型Verilog模拟器,它完全支持OVI标准的Verilog HDL语言、PLI和SDF。
数字逻辑与部件设计-硬件描述语言+HDL

• 综合 Synthesis
– High Level Synthesis
– RTL Synthesis
– Logic Synthesis
• 布图 Layout
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– 布局 (Placement)
– 布线 (Routing)
• 版图参数提取和验证
如导线电阻,导线间寄生电容
• 测试和诊断
4
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end
initial #200 $finish; //200ns结束
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module Circuit_2 (A, B, C, D, F);
input A, B, C, D;
output F;
wire w, x, y, z, a, d;
基于Unity3D的体感游戏设计与实现

2016届本科生毕业设计基于Unity3D的体感游戏设计与实现Design and Implementation of Somatic Game Based On Unity3D Game Engine学生姓名学号所在学院班级所在专业申请学位指导教师职称副指导教师职称答辩时间2016年 6 月日目录设计总说明 (I)INTRODUCTION (II)1 绪论 (1)1.1 项目开发背景和意义 (1)1.2 国内外发展状况及意义 (1)2 核心技术与运行平台选用 (2)2.1 游戏引擎的选用 (2)2.2 运行平台选用 (2)3 UNITY3D游戏开发相关概念 (3)3.1 场景(Scene) (3)3.2 组件(Componect) (3)3.3 游戏对象(GameObject) (3)3.4 脚本(Script) (3)3.5 预设(Prefab) (3)3.6 镜头(Camera) (3)3.7 光(Light) (3)3.8 刚体(Rigidbody) (4)3.9 碰撞器(Collider) (4)3.10 天空盒子(Skybox) (4)3.11 UGUI (4)4 游戏需求分析 (4)4.1 游戏类型 (4)4.2 游戏世界观 (4)4.3 游戏运行要求及其针对市场 (4)5 游戏模块的设计 (4)5.1 总设计 (4)5.2 场景设计 (5)5.3 UI系统设计 (5)5.4 游戏设计 (6)6 游戏模块的实现 (6)6.1 场景实现 (6)6.1.1 Start场景 (6)6.1.2 Game场景 (6)6.2 核心脚本 (7)6.2.1 PanelManager脚本 (7)6.2.2 AndroidManager脚本 (8)6.2.3 AsteroidControl脚本 (9)6.2.4 BoundaryDestory脚本 (10)6.2.5 CameControl脚本 (10)6.2.6 PlayerControl脚本 (11)6.2.7 RandomRotator脚本 (12)6.2.8 UIEvent脚本 (12)6.3 与Android结合 (13)6.4 游戏关卡参数 (15)7 测试及其运行效果 (15)7.1 测试 (15)7.2 运行效果 (15)8 项目总结 (18)鸣谢 (19)参考文献 (20)设计总说明近几年来,游戏形式越来越丰富多彩,自从2010年E3展,微软正式发布了Xbox360的体感游戏设备Kinect,体感游戏越来越受到人们的喜爱和关注。
国外精美的ppt模板及背景(值得收藏)

4. Redesign cycles are common as issues are discovered only at integration testing phase
Systems Engineering
ห้องสมุดไป่ตู้Deliver and Deploy
1. “Multi-discipline engineering “starts only after the Systems Engineering and Requirement Engineering phases
• Unlocking Engineering Knowledge
“ Turn Insight into Outcomes” Access, unlock and understand all engineering information, regardless of source – to enable the right decisions at the right times
Innovation
# of years to get to ~60% penetration
Smartphone
2 years !
“133.7 million people in the U.S. owned smartphones (57 percent mobile market penetration) during the three months ending in February 2013, up 8 percent since November”
“The rate of Android and iOS device adoption among international users has outpaced the 1980s PC revolution, the 1990s Internet boom, and the social networking craze “
智能手机游戏UI设计的研究

Smart phone , with the operating system and ability of function expanding, favored by users. The game makers have gathered in this market. Smartphone game is different from console game and feature phone game,it has unique system and operation mode. At present, there aren’t many corresponding mobile game UI design ethics as a guide,although the game industry is develop rapidly. Many designers are standing on the level of artistic expression, graphic design,software development perspectives to design of the game’s UI. Although we can follow the general UI design principles as a roughly guide when we doing the game, it’s hard to base on the general direction of UI to analyze specific issues of smartphone .In addition, many game developers focus only on the commercial value of the game and ignore the status of the game UI, and some even against the most basic principles of human-computer interaction to complete with their own ideas. Although, the momentum of the global smart phone game’ development is rapidly, the entire industry is lack of systematic approach for guidance. Finally, it’s not only harm the interests of game developers and consumers, but also hinder the healthy development of the whole industry.
基于DirectX的飞机大战游戏(C 版)的开发与设计

毕业设计(论文)题目基于DirectX的飞机大战游戏(C++版)的开发与设计英文题目The development and Design ofAircraft war game Based on DirectX 学生姓名张连泉学号09111629指导教师蒋年德职称副教授专业软件工程东华理工大学软件学院二零一三年三月九日Ⅰ摘要飞机游戏是一款风靡全球的电视机游戏和掌上游戏机产品,曾几何时,它创造了一个无法企及的游戏巅峰,也曾影响了一代产业链。
虽然它辉煌的业绩在历史的涡轮中渐渐远去,但这款游戏每每提及,总会令人爱不释手,魂牵梦绕。
这款游戏的名字叫做<<飞机大战>>,它是运行于Windows操作系统下的一款2D游戏,以C/C++为开发语言,构建于Microsoft Foundation Class Library(MFC)框架体系中,其中调用了部分的Win32API函数接口,在Visual C++6.0环境下使用DirectX(SDK)软件开发包来开发的一款多媒体游戏。
随着硬件性能的不断提高,游戏的日益普及,DirectX开发包的更新和完善,使开发者不在需要过多的关注不同的硬件设备。
本论文着眼于DirectSound,DirectDraw的运用,开发出仅由于理论研究的二维平面射击类游戏。
本文首先分析了电脑游戏的发展历史,然后分析了制作游戏的基本流程和游戏本身所要包含的哪几种元素以及游戏应具备的游戏层次。
根据2D游戏的特点和游戏的角色,以及给用户呈现的游戏界面的特效,对2D图形技术,Windows 图形界面编程技术GDI,DirectDraw的显卡接口和DirectSound声卡接口以及MVC 设计模式下的MFC框架等技术进行了比较仔细的研究。
通过自定义一个游戏类CGame,封装了游戏元素的基本属性和行为,这样便于在用到游戏的行为操作是,只要轻松的产生CGame对象便可直接调用其方法,也有利于当升级为双人游戏,网路版时,只需要在该类中添加相应的行为便可。
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Games in System Design and VerificationThomas A.HenzingerEPFL,Switzerland,and University of California,Berkeley,USAShort abstract.We review some classical and recent results about graph games,and their applications in the design and verification of component-based reactive systems.Extended abstract.We consider graph games,where a token is moved along the edges of a directed graph in an infinite sequence of moves.The result of playing a graph game,or play, is an infinite path through the graph.Graph games can serve as models for discrete reactive systems:the vertices represent system states;the players represent system components;the moves represent system transitions;the plays represent system behaviors;and the objectives represent system specifications.Graph games come in differentflavors depending,for example,on the number of players,the information that each player has available for choosing a move,the mechanism by which the successor vertex is determined from a given choice of moves,and the type of objective for each player. The variety of possible graph games permits the modeling of different interaction paradigms for component-based systems.Asynchronous interaction is naturally modeled using turn-based games: at each vertex,one of the players chooses a move,which determines the successor vertex[18]. Synchronous interaction,on the other hand,requires concurrent games:at each vertex,all players choose moves simultaneously and independently,and the combination of choices determines the successor vertex[7].In deterministic games,a move or combination of moves determines a unique successor vertex;in stochastic games,a move or combination of moves determines a probability distribution over successor vertices[12].Note that deterministic games can model nondeterministic choice through a choice of available moves;stochastic games model both nondeterministic and probabilistic choice.The objectives of the players in a graph game can be qualitative or quantitative.A qualitative objective is a set of winning plays.For modeling reactive systems,the interesting class of qualitative objectives are theω-regular sets,which can express common safety and liveness properties[15].A quantitative objective requires a labeled graph,where each vertex(or edge)is labeled with a rational payofffor each player.Then,the goal of a player is to maximize a reward,which is a function that maps each play to a real number,for instance,the supremum,limit sum,or limit average of all payoffs along the play.Payoffs can be used to represent costs,delays,or other resource values of reactive systems[4].The solution problem for a graph game asks for the value of each player at each vertex.For turn-based deterministic games with qualitative objectives,the value of a player i at a vertex q is binary:the value V i(q)is1if player i has a strategy to ensure that,when the game starts from vertex q,the outcome of the game is a play that is winning for player i;and else V i(q)=0. For other games,values are real numbers.For turn-based deterministic games with quantitativeobjectives,the real value V i(q)indicates the maximal reward achievable by player i when the game starts from vertex q.For stochastic games or concurrent games with qualitative objectives,the real value V i(q)represents1the maximal probability for player i of winning from vertex q.While probabilities obviously arise in stochastic games,it is worth noting that they enter into the analysis of concurrent games even in the deterministic case.Consider,for example,a two-player concurrent game that proceeds in an infinite number of rounds:in each round,player1chooses a bit b1and player2chooses a bit b2,and the successor state is(b1,b2).Suppose that the objective of player1 is to visit one of the two states(0,0)and(1,1).An optimal strategy for player1is to choose,in each round,b1=0with probability1/2,and b1=1with probability1/2.This strategy ensures that the set{(0,0),(1,1)}is visited with probability1.However,no pure(i.e.,nonrandomized) strategy can achieve the value1for player1is this game.Besides the need for randomization,another important property of strategies concerns the amount of memory needed by a strategy:a strategy for player i is a recipe for choosing the moves of player i during a play,and this recipe may,in general,depend on the unbounded history of the play.In some cases of interest,however,memoryless optimal strategies exist.Such strategies can be implemented by reactive systems without state.In other cases,the required memory is,at least,finite[13].A setting with two players,one representing a reactive system and the other representing the environment,gives rise to zero-sum graph games,where the objectives of the two players are complementary.For example,one may ask if the system has a strategy to satisfy its specification no matter what the environment does;this is called the strategy or controller synthesis question for reactive systems,which dates back to a problem formulated by Church[3,22].The central result for zero-sum graph games are the determinacy theorems of Martin,which state that V1(q)+V2(q)=1 for all vertices q and all qualitative2Borel objectives(i.e.,the winning sets are Borel sets in the Cantor topology on infinite sequences of vertices)[16,17].Special cases of zero-sum games can be solved in NP via proving the existence of memoryless optimal strategies,and in NP∩coNP if memoryless strategies suffice for both an objective and its complement.This is the case,for example,for turn-based deterministic games withω-regular objectives in parity form[20,11].The question if these games can indeed be solved in P remains,due to its equivalence withµ-calculus model checking,one of the major open questions in verification theory.A setting with two or more players that represent the components of a reactive system,and whose objectives represent component specifications,gives rise to nonzero-sum graph games.In this case, it is interesting to study notions of rational behavior for the individual players as captured by Nash equilibria,an area that remains largely uninvestigated[5,6].In this talk we survey some of the known results and open problems about graph games.We present a convenient notation for conversing about graph games based on ATL(Alternating-time Temporal Logic)[2].Then,in addition to controller synthesis[23,21],we discuss some classical and some recent applications of graph games in system design and verification,including simulation relations between reactive systems[19,14],the realizability of reactive specifications[10,1],early counterexample detection in model checking[9],and the composition of interface protocols[8]. Acknowledgment.We thank Krishnendu Chatterjee for many stimulating discussions and fasci-nating insights about graph games.1The value may not be achievable by a single strategy,called an optimal strategy,but may only be approximable by a family of strategies.2An analogous result holds for quantitative Borel objectives as well.References[1]M.Abadi,mport,and P.Wolper.Realizable and unrealizable concurrent program spec-ifications.In International Colloquium on Automata,Languages,and Programming,pages 1–17.Lecture Notes in Computer Science372,Springer,1989.[2]R.Alur,T.A.Henzinger,and O.Kupferman.Alternating-time temporal logic.Journal of theACM,49:672–713,2002.[3]J.R.B¨u chi and ndweber.Solving sequential conditions byfinite-state strategies.Trans-actions of the AMS,138:295–311,1969.[4]A.Chakrabarti,L.de Alfaro,T.A.Henzinger,and M.Stoelinga.Resource interfaces.InEmbedded Software,pages117–133.Lecture Notes in Computer Science2855,Springer,2003.[5]K.Chatterjee,T.A.Henzinger,and M.Jurdzi´n ski.Games with secure equilibria.In Logic inComputer Science,pages160–169.IEEE Computer Society,2004.[6]K.Chatterjee,M.Jurdzi´n ski,and R.Majumdar.On Nash equilibria in stochastic games.In Computer Science Logic,pages26–40.Lecture Notes in Computer Science3210,Springer, 2004.[7]L.de Alfaro and T.A.Henzinger.Concurrentω-regular games.In Logic in Computer Science,pages141–154.IEEE Computer Society,2000.[8]L.de Alfaro and T.A.Henzinger.Interface automata.In Foundations of Software Engineering,pages109–120.ACM,2001.[9]L.de Alfaro,T.A.Henzinger,and F.Y.C.Mang.Detecting errors before reaching them.In Computer-Aided Verification,pages186–201.Lecture Notes in Computer Science1855, Springer,2000.[10]D.L.Dill.Trace Theory for the Automatic Hierarchical Verification of Speed-IndependentCircuits.MIT Press,1989.[11]E.A.Emerson and C.Jutla.Tree automata,µ-calculus,and determinacy.In Foundations ofComputer Science,pages368–377.IEEE Computer Society,1991.[12]J.Filar and petitive Markov Decision Processes.Springer,1997.[13]Y.Gurevich and L.Harrington.Trees,automata,and games.In Symposium on Theory ofComputing,pages60–65.ACM,1982.[14]T.A.Henzinger,O.Kupferman,and S.K.Rajamani.Fair rmation and Com-putation,173:64–81,2002.[15]Z.Manna and A.Pnueli.The Temporal Logic of Reactive and Concurrent Systems:Specifica-tion.Springer,1992.[16]D.A.Martin.Borel determinacy.Annals of Mathematics,102:363–371,1975.[17]D.A.Martin.The determinacy of Blackwell games.Journal of Symbolic Logic,63:1565–1581,1998.[18]R.McNaughton.Infinite games played onfinite graphs.Annals of Pure and Applied Logic,65:149–184,1993.[19]ner.An algebraic definition of simulation between programs.In International JointConference on Artificial Intelligence,pages481–489.Kaufmann,1971.[20]A.W.Mostowski.Regular expressions for infinite trees and a standard form of automata.InComputation Theory,pages157–168.Lecture Notes in Computer Science208,Springer,1984.[21]A.Pnueli and R.Rosner.On the synthesis of a reactive module.In Principles of ProgrammingLanguages,pages179–190.ACM,1989.[22]M.O.Rabin.Automata on Infinite Objects and Church’s Problem.AMS,1972.[23]P.J.Ramadge and W.M.Wonham.Supervisory control of a class of discrete-event processes.SIAM Journal of Control and Optimization,25:206–230,1987.。