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Building multi-agent systems from reusable software components

Building multi-agent systems from reusable software components
Building multi-agent systems from reusable software components

Building Multi-Agent Systems From Reusable

Software Components

A.Zunino and A.Amandi

ISISTAN Research Institute

Fac.de Ciencias Exactas,https://www.wendangku.net/doc/0414355885.html,putación y Sistemas

Universidad Nacional del Centro

Campus Universitario-Paraje Arroyo Seco-(7000)Tandil-Bs.As.,Argentina

email:{azunino,amandi}@https://www.wendangku.net/doc/0414355885.html,.ar

www:https://www.wendangku.net/doc/0414355885.html,.ar/~isistan

Abstract.Despite the variety of tools to support the development of multi-agent

systems(MAS),the implementation of such systems remains expensive and ad-

hoc.This is caused by the dif?culty or,in some cases,impossibility,of tailoring

and successfully applying these tools due to their lack of?exibility.In this paper

we propose object-oriented frameworks as a technique to build tailorable and

reusable platforms for MAS.As an example we describe our experiences with a

framework named Brainstorm/J.

1Introduction

Applications of MAS are surprisingly varied:from simple personal assistants and mo-bile robots,to complex autonomous propulsion systems for the space shuttle and assis-tants for software development.On the other hand,agents in a MAS can carry out this variety of activities in different ways[17]:interaction with people and agents,reactivity, deliberation,manipulation of mental states,and mobility,among others.

An approach to reduce the complexity involved in the construction of MAS has been the creation of tools such as PRS[10]or MyWorld[20].These tools consist of collections of software components,classes or functions that implement the low level functionality that can be shared among different MAS applications,like communication protocols,planning algorithms and languages to represent mental states.

The problem of most conventional tools is their lack of?exibility and extensibility. Quite likely,it is impossible to upgrade their functionality or add new components such as application speci?c planning algorithms or different agent communication languages without modifying or duplicating their source code.

Recent tools as AgentBuilder[18],DECAF[11]or JAF[12]use object oriented programming(OOP).Although OOP provides?exibility and adaptability,the tools lack these features since they have not been designed to be neither?exible nor extensible. As a consequence,it is not possible to adapt or add new functionality to them.

This paper presents an approach for MAS development based on a technique for reusing code as well as design:frameworks.A framework[13]is a partial design and implementation for a set of applications in a given problem domain that can be tailored

for individual applications or instantiations.A framework describes a set of compo-nents(objects)that collaborate to carry out a set of responsibilities that form an applica-tion.The objects and their collaborations are described by a number of classes(usually abstract)of an object-oriented programming language.These descriptions are imple-mented by a framework in an application independent manner.Thus a framework can be seen as an incomplete application[8]implementing non-application speci?c func-tionality,with hot-spots or slots where programmers should put application speci?c functionality in order to build complete applications.Furthermore,the functionality of a framework can be extended to suit different requirements.

In this paper we describe a framework for multi-agent systems named Brainstorm/J, which is based on the Brainstorm architecture[1,2].This architecture has been used to derive the abstract design of our framework.

The rest of the paper is organized as follows:Section2introduces object-oriented frameworks;Section3describes the architecture used as a base of the framework Brain-storm/J;Section4presents our framework showing how a new MAS can reuse both components and control?ow speci?ed in the framework;Section5discuss our expe-riences with the framework;Section6presents highlights of previous approaches to developing agents;?nally Section7summarizes the paper and outlines future research directions.

2What is a framework?

A framework[13,8]is a reusable design of a family of applications in a given appli-cation domain.This design consists of a set of components(objects)that collaborate to carry out a set of responsibilities that form an application.The objects and their collab-orations are described by a number of classes(usually abstract)of an object-oriented programming language.

A variable aspect of a family of applications in a framework is called a hot-spot[19]. Speci?c applications built with a framework will be different from each other with regard to at least one hot-spot[8].Thus,a framework can be tailored for a speci?c application by implementing its hot-spots accordingly.A hot-spot allows a programmer to plug-in an application speci?c class or subsystem,either by selecting from a set of those supplied with a framework or by programming a class or subsystem.In this way it is possible to create applications from the framework.

An abstract method(method without implementation)represents a hot-spot into a framework.Therefore,the process of?lling hot-spots consists of using inheritance to de?ne the required functionality according to the interfaces speci?ed by abstract meth-ods.For example,a MAS framework would de?ne a class in charge of reasoning with an abstract method to build a plan to achieve a set of goals.Then,programmers can de-?ne a speci?c planning algorithm in a subclass in order to?ll the hot-spot.In addition to an abstract design,a framework can provide a number of concrete components to solve speci?c problems.For example,Brainstorm/J de?nes concrete planning algorithms im-plemented in classes that can be used as pre-built components to?ll the hot-spots.

Besides describing a family of applications as a set of objects and their hot-spots, a framework captures the patterns of interaction among these objects,i.e.the message

?ow among them to carry out an operation.These interactions are de?ned in a special type of method called template ,among others.The distinguishing feature of a template method is that it always invokes at least one abstract method.As a consequence,an operation de?ned in a template method can be tailored by de?ning the abstract methods.

To clarify the concepts introduced in this section we describe the design of some classes of Brainstorm/J which de?ne a simple deliberative mechanism for deciding which actions execute to achieve a set of goals.There are many decision mechanisms that can be used to accomplish this task,for example,on-line planning or libraries of plans.A tool can provide a highly generic mechanism such as a planning algorithm to do so.Quite certainly in some applications the algorithm would not be capable of han-dling application speci?c constraints or to take into account information that would lead to a better performance.The approach used to design Brainstorm/J is different.Instead of providing a generic mechanism to deliberate,it de?nes a ?exible infrastructure to build decision procedures for goal-directed behavior.

Figure 1shows a diagram with some classes of Brainstorm/J in charge of deliber-ation.The abstract class DistanceReductionKS can be used by a deliberative agent to achieve its goals.The class de?nes a template operation named getPlan to reduce the distance to a goal 1.The class also de?nes two abstract operations:distance and getPlanFor .The idea here is that different agents will have completely different ways of measuring the distance to a goal and to build a plan in order to reduce that distance,so these are hot-spots.Note that the getPlan operation invokes these two hot-spots in order to build a plan 2.As a consequence,this method can be adapted by de?ning the two abstract methods (hot-spots).

.Fig.1.Reusing agent behavior de?ned in template methods

A subclass of DistanceReductionKS that de?nes the two abstract methods will be able to use the getPlan method.For example,GotoXY de?nes distance to cal-culate the distance between an agent and a given point in a two dimensional space; getPlanFor produces two actions(rotate and advance one step)in order to reduce that distance.Therefore,multiple invocations of getPlan will produce a complete course of actions to achieve a goal.

The method getPlan shows an important feature of frameworks:inversion of con-trol.The method invokes two abstract methods de?ned in DistanceReductionKS,thus it is able to call these methods if they are implemented in any of its subclasses,for exam-ple GotoXY.This is an important characteristic,since the?ow of control is bi-directional between the code provided by the framework and the application built with it.This is achieved by the dynamic binding in object-oriented languages where an operation can be de?ned in a class of the framework but implemented in a subclass in the application.

It is worth noting that DistanceReductionKS speci?es a behavior in an application independent way.Consequently,it is possible to inherit and adapt that behavior in order to de?ne other behaviors in which the distance to a given goal can be measured.

3Architectural Overview

The backbone of Brainstorm/J is a class hierarchy with a small number of abstract classes which have been built based on the design of the Brainstorm architecture[1,2]. This section brie?y describes the organization of the architecture and its components.

The conception of Brainstorm is supported on the fact that a multi-agent system can be considered as an object-oriented system with an associated meta-system.This meta-system incorporates typical agent behavior to simple objects.Then,an agent is considered as an object with a layer of intelligence in the meta-level.Thus capabili-ties that are not inherent to objects such as communication,perception,reaction and deliberation,can be introduced in a meta-level.

To add capabilities of agents to objects,Brainstorm prescribes the usage of meta-objects.A meta-object[15]is a special object that is able to intercept messages between objects,altering thus their execution.In this way,a multi-agent system is de?ned as an object-oriented system in which some objects that are considered agents have associated a meta-level with capabilities of agents.Therefore,if an object de?ned as an agent receives a message,it is intercepted by the meta-level,which decides what to do with the message.For example,an agent can decide to deny a request of another agent or to initiate a planning algorithm to achieve its goals.

Brainstorm allows each object to have several meta-objects associated,depending on the required agent functionality.Therefore,the selection of a set of meta-objects for an object allows the developer to de?ne different types of agents such as reactive, deliberative or hybrid agents.

Figure2shows a scheme of the architecture.In the?gure,the object-agent has several meta-objects in different levels.In the?rst level,four types of meta-objects are de?ned:creation,perception,communication and knowledge meta-objects.In the second level,two types of meta-objects re?ect the behavior of the meta-objects of the

?rst level:reaction and deliberator meta-objects.Finally,in the last level,learner meta-objects can be added.

Agent

Object / meta-object association

Fig.2.The Brainstorm Architecture

The Communicator meta-object de?nes the communication language used by an agent.The messages received by the an agent’s base object are intercepted by the asso-ciated communication meta-object.In this way,any object can acquire the capability of using an agent communication language such as KQML[9]or IL[7].

An agent can also perceive changes in its environment by means of a set of Perceptor meta-objects.A perception meta-object observes the behavior of an agent or an object,detecting the invocation to methods.Thus,an agent can transparently per-ceive events taking place in its environment either agents or objects.

The LogicKnowledge meta-object is responsible for handling mental states.It pro-vides facilities for managing knowledge expressed as logic clauses.This capability is possible since an integration of an object-oriented language with a logic language has been de?ned[3].The integration enable objects to de?ne and use mental states repre-sented as logic clauses.Moreover,mental states can be represented as objects,clauses or clauses composed of objects.In this way,objects can de?ne mental states in instance variables or methods,refer to mental states in methods,represent mental states as logic clauses and objects,and inherit mental states among classes.

Agents de?ne their behavior by associating meta-objects of type Reactor and/or Deliberator.When an agent perceives something(through some perception meta-object)or receives a message(intercepted by its communication meta-object),an in-teresting situation can be detected by its SituationManager.Then,the reactor and/or the deliberator meta-objects intervene,reacting and/or deliberating.The reaction of an agent involves the immediate execution of different activities that can be basic actions de?ned in the associated object(skills),a change in an agent’s beliefs,a message to another agent,etc.The deliberative process involves carefully thinking before making a decision about what to do next.In the last level of the architecture,a learner component is de?ned.It intervenes in the deliberative processes and is able to alter some reactions.

4The Framework Brainstorm/J

The previous section presented an overview of the Brainstorm architecture.This section describes our framework,showing how to reuse it to build speci?c agents.

The rest of this section is structured as follows:?rst,we brie?y describe the ma-terialization of Brainstorm into Brainstorm/J;then,from Section4.2to4.4we explain some important components of the framework.Finally,Section4.5describes how to create an agent from an object.

4.1From Brainstorm to Brainstorm/J

The architectural components of the Brainstorm architecture(Fig.2)have been mate-rialized by abstract Java classes.In Fig.3some direct mapping from the components of the architecture(Fig.2)to classes are visible,such as the components in charge of perception,deliberation and reaction.

On the other hand,the communication

Fig.3.Core framework design component has been implemented by two classes:one of them is in charge of com-munication protocols,while the other pro-vides services for mobility.The compo-nents in charge of deliberation and reac-tion have been materialized as normal ob-jects instead of meta-objects to enhance the performance.Moreover,the associ-

ation between the components in charge of behavior and SituationManager is handled by an instance of the observer design pattern implemented by SituationListener and SituationGenerator.By means of these two classes,in-stances of SituationManager able to detect situations can notify to a set of objects interested in these situations,such as instances of Reactor and Deliberator.

As Brainstorm prescribes the usage of meta-objects,a framework for meta-objects based on the design of LuthierMOPS[5]has been built.The most important class of this framework from a user’s point of view is MetaObject.This class abstracts the common behavior of meta-objects:activating meta-objects when some of their associated objects receive a message.

Note that the core framework design is composed by abstract classes de?ning the design of generic components and its interactions for building MAS.Therefore,an in-stantiation of the framework would require the specialization of these classes.To enrich the framework and provide the developer with pre-built functionality,subclasses rep-resenting common realizations of the concepts captured by the abstract classes of the framework are provided.For example,there is a subclass of Communicator to support KQML interactions among distributed agents,a subclass of MobilityManager provid-ing weak mobility and a planning algorithm based on GraphPlan.In following sections we show more details of the framework.

4.2Deliberation

Brainstorm prescribes a component for dealing with deliberation:carefully analyzing future actions in order to achieve a set of goals.Brainstorm/J assigns to every internal agent component its own thread.Moreover,the deliberative process is performed by several concurrent objects that are able to:perceive any internal agent’s activity such as a commitment to a goal,a new perception,an achieved goal,a produced plan,etc;produce actions and partial plans;take an already produced action or plan to execute or modify it,interact with other objects by means of events such as kill,wait,achieve a goal,etc.

The framework de?nes several types of objects for reasoning.For example,PlanProducerKS produces a partial plan for achieving a goal,DelibStrKS uses any generic planning algorithm for producing partials plans,Executor executes actions or plans produced by other objects,AbsPlan represents partial and incomplete courses of action for achieving a goal,DistanceReductionKS produces actions for reducing the distance to a goal,PlanAdapter de?nes generic services for adapting partial plans,etc.In Section 2an example of DistanceReductionKS was described.

Perhaps the most important abstraction related to deliberation is the class AbsPlan .This class represents a set of activities to achieve a goal.For example,Fig.4shows a plan to take a box from a truck and carry the box to a shelf.The plan is represented by an automata in which each state is associated with a deliberative activity to achieve a subgoal.For example,in the state S 1DR the goal of the agent is to reach a truck with boxes.Since the agent knows the position of the truck,it can use the simple behavior of distance reduction explained in Section 2to do so.Transitions between states can be triggered by events or situations within the agent,such as a commitment to a goal,a new perception,an achieved goal,a communication,etc.In Fig.4,each transition is labeled with the type of event and associated data that can trigger the transition.For example,the transition between S 1DR and S 2DR occurs when the agent detects that it is in front of a truck,which is signaled by the event NEW_SITUATION(truckInFront ).s 3DR s 2DR

s DR : distance reduction

s 1DR s 2DR s 3DR

s 4s 1DR s 4

×××s t s t+1××××Fig.4.An abstract plan to take a box from a truck and carry the box to a shelf

To de?ne an abstract plan for an application,the procedure is the same as described in Section 2,i.e.plug-in application speci?c functionality into hot-spots.Despite this similarity,there is a subtle difference in the mechanism used to ?ll the hot-spots.Ab-stract plans are built by instantiating and composing objects rather than by de?ning new subclasses.

To create an abstract plan it is necessary to instantiate AbsPlan.Then,the classes which implement the behavior associated to each state should be speci?ed by calling ksClasses.The methods nextState and tr specify the transition matrix of the au-tomata(Fig.4)and the condition associated to each transition,respectively: AbsPlan p=new AbsPlan();

p.ksClasses(new Class[]{DistanceReductionKS.class,

DistanceReductionKS.class,DistanceReductionKS.class});

p.nextState(new int[][]{{1,2,0},{2,1},{3,2}});

tr(new Class[][]{

{TruckInFrontTr.class,BoxInFrontTr.class,

DTrueTransition.class},

{BoxInFrontTr.class,DTrueTransition.class},

{FreeShelfInFrontTr.class,DTrueTransition.class}});

Note that classes such as TruckInFrontTR and BoxInFrontTr should be de?ned by the programmer by extending DTransition.In this class,the hot-spots are used to de?ne the event that triggers a transition and some data associated to the event,for example, the name of an interesting situation as boxInFront.

It is worth noting that an abstract plan is a very generic concept in the sense that it is able to express behaviors ranging from very simple to very complex.For example,in Section4.4we will show how to coordinate a MAS by using abstract plans.Moreover, a state of an automata can contain another automatas de?ning a course of actions to achieve the goal represented by the state.This has been used in a MAS in which every agent can perform several concurrent activities in order to achieve a goal.For example, an agent can walk to the probable location in which an object is situated,while asking to other agents their believes about the location of the same object.

4.3Communication

Brainstorm/J supports the construction of agents which communicate robustly over a LAN by using several protocols such as e-Mail,TCP/IP or HTTP;and diverse agent communication languages such as KQML[9]or IL[7].Class Communicator de?nes abstract services for communication in methods such as sendMessage,getAddress and registerService.This class only de?nes an abstract interface for communica-tion.Therefore,programmers should extend it according to their requirements.In addi-tion,Brainstorm/J provides a concrete class for communication by using KQML.

4.4Coordination

The framework provides a coordination mechanism based on COOL[4].The coordi-nation mechanism supports the de?nition and execution of complex speech-act based cooperation protocols.The major concept of the mechanism is the structured conver-sation that two or more agents can carry out.Within a conversation,agents exchange messages according to mutually agreeded conventions,change their mental state and perform actions.Brainstorm/J provides a set of classes for de?ning generic conversa-tions by means of conversation classes[4].

Conversations classes are descriptions of what an agent does in certain situations.For example,Fig.5(a)shows a simple conversation class represented as a de?nite ?nite automata (DFA),which belongs to the n -Queens MAS [4].Each transition of the DFA represents a conversation rule,that is a description of the possible interactions in a given state of a conversation from an agent’s point of view.A transition between two states occurs when a received message matches a number of conditions (received)and the mental state of an agent makes true a set of conditions (suchThat).

suchThat : other position exists send : propose other position

suchThat : no other position exists send : reject to agent at left (a)A simple conversation class

(b)Conversation classes and conversa-

tion rules

Fig.5.Coordination using COOL-like conversations

A conversation class can be viewed as an abstract plan in which the transitions are triggered by messages of a language as KQML instead of generic events.As a consequence,both conversation classes and conversation rules can be represented as specializations of AbsPlan and DTransition ,respectively.In this way,a subclass of AbsPlan named ConvHandler abstracts conversation classes.Similarly,ConvRule ex-tends DTransition to represent transitions triggered by messages.

From a programmer’s point of view,ConvHandler is used in the same man-ner as AbsPlan to de?ne DFAs representing plans/conversations.On the other hand,ConvRule not only de?nes a hot-spot to plug-in a condition,but all the attributes asso-ciated to a conversation rule.For example,the messageMatch abstract method can be used to specify the conditions that a received message must ful?ll to trigger the tran-sition;suchThat can be used to specify a number of conditions that must be true to proceed with the transition;sendMessage can be used to de?ne a message to be send when a transition occurs.Figure 5(b)shows a class named M1which de?nes the abstract methods of ConvRule to represent the rule M1of the conversation shown in Fig.5(a).

It is worth noting how the generic abstraction represented by AbsPlan was adapted to represent different behaviors as coordination.Moreover,the process of adaptation and extension can be applied to all the components of the framework in a similar way.

4.5Creating an agent from an object

Agents built with Brainstorm/J are composed of an object living on the base-level,and some objects and meta-objects situated on meta-levels.To create agents,every MetaAgent meta-object is associated to a class situated on the base level.Then,objects belonging to classes with an associated MetaAgent are agenti?ed after their creation.

To clarify the process of agent creation

meta-objects in charge of

agents’ capabilities Fig.6.Agent creation we will describe a MAS named Forklifts [16]which has been implemented by using Brain-

storm/J.The system consists of a set of fork-lift robots,which try to move a number of

boxes from a truck to some shelves.Each

robot has a number of basic skills such as ad-

vance,turn to some direction,grasp a box sit-uated in its front,put a box and perceive its

environment.These abilities are represented as methods of Forklift .This class repre-sents only the basic skills of a forklift.That is,objects of this class are not agents,since they do not behave as agents.

To create agents having instances of Forklift as base-objects,we have associ-ated a meta-object of class MetaAgent to the class Forklift as shown in Fig.6.The meta-object is activated when the class Forklift receives a message for creating a new instance as aForklift .The activation of the meta-object triggers the creation of a set of objects and meta-objects de?ning agent capabilities.Then,these objects and meta-objects are initialized.Finally,the meta-objects are associated to the base-object aForklift ,adding agent capabilities to it.

MetaAgent abstracts the process of agent creation.It de?nes several hot-spots to specify different types of agents with different capabilities.In order to ?ll these hot-spots,it is not necessary to use inheritance,but just object instantiation and composition.5Experiences using the Framework

Brainstorm/J has been used to develop several multi-agent systems.In this section we describe two of them:Forklifts [16]and n -Queens [4].The ?rst MAS consists of a set of forklifts which tries to move some boxes from a truck to some shelves.This MAS has been used to test different types of behaviors such as random walker,reactive planning and heuristics for con?ict resolution.The n -Queens system is a multi-agent solution to the n -Queens problem that has been used as a testbed for coordination.In this MAS,each agent represents a queen with the sole objective of ?nding a safe position.Each agent is assigned to a column and is able to move freely along it.Agents interact among them by using KQML and COOL conversations.This MAS has been used for comparing Brainstorm/J with another agent framework called JAFMAS [6].In order to compare both implementations we have used several source code metrics.The results are reported in [21].

6Related Work

There are currently several tools for building agents.Among them,we can mention AgentBuilder[18],DECAF[11],JAFMAS[6],JAFIMA[14]and JAF[12].

AgentBuilder[18]and DECAF[11]are toolkits for building MAS based on a set of Java classes which implement common services such as communication,coordination and reasoning.Although they provide mechanisms for adding user-de?ned code,they lack the?exibility and adaptability provided by our framework.JAFMAS[6]is a Java framework for building MAS coordinated by means of COOL conversations.As the other tools it cannot be extended.

JAFIMA[14]is a Java framework targeted at developers who want to develop agents from scratch based on the abstract classes provided.As a consequence the pro-gramming effort is greater than in the other tools.JAFIMA does not support complex behaviors such as on-line planning or learning.Moreover,the abstractions for repre-senting mental states lack?exibility and services for manipulating symbolic data.

Component libraries are being used to support agent development in tools like JAF[12].A framework as Brainstorm/J is not just a collection of components but also de?nes a generic design.When programmers use a framework they reuse that design and save time and effort.In addition,because of the bidirectional?ow of control frame-works can contain much more functionality than a traditional library regardless if it is a procedural or class library[8].

7Conclusion and Future Work

In this paper a framework for MAS named Brainstorm/J has been described.The frame-work is based on the Brainstorm architecture.As a result,it supports different types of agents with several capabilities.Brainstorm/J has been built by using a support for meta-objects named JMOP and a multi-paradigm language named JavaLog.Thus,it is possible to integrate new agent capabilities into the framework by adding meta-object classes.

The framework de?nes the common functionality of agents in abstract classes.As a result,programmers deal only with application speci?c functionality,since the function-ality common to all types of agents is reused from the framework.In this way,the de-sign/programming effort involved in the construction of multi-agent systems is greatly reduced.Unlike other tools,Brainstorm/J is able to support many types of agents in diverse application domains,since it is possible to adapt and extend the framework by means of subclassi?cation.

Further research will integrate single-agent learning and multi-agent learning into the framework by materializing the learner component.In addition a methodology for designing and programming MAS with Brainstorm/J should be developed. References

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结算方式,如下: 三、软件操作 、凭证处理 填制 进入总账填制凭证菜单,增加凭证,填制摘要和科目,注意有辅助核算的会计科目, 以下为点开总账的处理流程图: 如若现金流量系统指定错误,可按照以下步骤修改: 凭证在没有审核时,可以直接在当前凭证上修改,然后点击“保存”完成修改; 凭证审核 进入总审核凭证菜单下,如下图: 选择审核凭证的会计期间: 、凭证记账 进入凭证菜单下的记账菜单, 、月末结转 期间损益结转 四、日常帐表查询与统计 、余额表 用于查询统计各级科目的本期发生额、累计发生额和余额等。传统的总账,是以总账科目分页设账,而余额表则可输出某月或某几个月的所有总账科目或明细科目的期初余额、本期发生额、累计发生额、期末余额,在实行计算机记账后,我们建议用户用余额表代替总账。

控制软件操作说明书

创维液晶拼接控制系统 软件操作指南 【LCD-CONTROLLER12】 请在使用本产品前仔细阅读该用户指导书

温馨提示:: 温馨提示 ◆为了您和设备的安全,请您在使用设备前务必仔细阅读产品说明书。 ◆如果在使用过程中遇到疑问,请首先阅读本说明书。 正文中有设备操作的详细描述,请按书中介绍规范操作。 如仍有疑问,请联系我们,我们尽快给您满意的答复。 ◆本说明书如有版本变动,恕不另行通知,敬请见谅!

一、功能特点 二、技术参数 三、控制系统连接示意图 四、基本操作 五、故障排除 六、安全注意事项

一、功能特点创维创维--液晶液晶拼接拼接拼接控制器特点控制器特点 ★采用创维第四代V12数字阵列高速图像处理技术 视频带宽高达500MHZ,应用先进的数字高速图像处理算实时分割放大输入图像信号,在多倍分割放大处理的单屏画面上,彻底解决模/数之间转换带来的锯齿及马赛克现象,拼接画面清晰流畅,色彩鲜艳逼真。 ★具有开窗具有开窗、、漫游漫游、、叠加等功能 以屏为单元单位的前提下,真正实现图像的跨屏、开窗、画中画、缩放、叠加、漫游等个性化功能。 ★采用基于LVDS 差分传送技术差分传送技术,,增强抗干扰能力 采用并行高速总线连接技术,上位控制端发出命令后,系统能快速切换信号到命令指定的通道,实现快速响应。 采用基于LVDS 差分传送技术,提高系统抗干扰能力,外部干扰对信号的影响降到了最低,并且,抗干扰能力随频率提高而提升。★最新高速数字阵列矩阵通道切换技术 输入信号小于64路时,用户不需要再另外增加矩阵,便可以实现通道之间的任意换及显示。 ★断电前状态记忆功能 通过控制软件的提前设置,能在现场断电的情况下,重启系统后,能自动记忆设备关机前的工作模式状态。 ★全面支持全高清信号 处理器采用先进的去隔行和运动补偿算法,使得隔行信号在大屏幕拼接墙上显示更加清晰细腻,最大限度的消除了大屏幕显示的锯齿现象,图像实现了完全真正高清实时处理。纯硬件架构的视频处理模块设计,使得高清视频和高分辨率计算机信号能得到实时采样,确保了高清信号的最高视频质量,使客户看到的是高质量的完美画质。

大屏幕控制系统软件详解说明V6.(完整)

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图2 2.选择键,进入下一界面如图3 图3 3.选中项,再按键,进入下一界面如图4

图4 4.选择键,进入下一界面如图5 图5 5.选中项,再选择键,进入下一界面如图6

图6 6.选择键,进入下一界面如图7 图8 7.选择键,软件安装完成 二软件操作 选择WINDOWS 下开始按钮,选择程序,选择Wall Control项, 点击Wall Control软件进入大屏幕控制系统软件主界面如图9所示,整个软件分为3个区,标题区,设置区,功能区

图9 1.1标题区 大屏幕控制系统软件(只有管理员才可设置此项目) 1.2设置区 1.2.1系统 高级功能:管理员登录。 产品选型:选择拼接盒型号。 定时系统:设置定时时间。 幕墙开机:开机 幕墙关机:关机 退出:退出软件系统。 1.2.2设置 串口设置:设置使用的串口参数。 矩阵设置:设置矩阵的相关参数。 幕墙设置:幕墙设置参数。 幕墙颜色:幕墙颜色设置。 标志设置:更改幕墙名称。 系统设置:控制软件系统设置。 1.2.3工具 虚拟键盘:虚拟键盘设置。 硬件注册:可以通过时钟IC注册处理器的使用权限。 1.2.4语言 中文选择:选择软件语言类型为中文。 English:选择软件语言类型为英语。

用友财务管理系统操作手册

用友财务管理系统操作手册 北京用友政务软件有限公司 2011年05月25日

一、账务系统: 流程:1、初始化设置及期初数装入=》2、凭证录入=》 3、凭证审核=》 4、凭证记账=》 5、月结 1、初始化设置: (1)、用自己的用户名登录【账务管理系统】=》 点击界面右边【基础资料】前的【+】号=》点击【会计科 目】前的【+】号=》双击【建立会计科目】=》设置会计科 目及挂接辅助账。(2)、点击界面右边【账务】前的【+】号 =》点击【初始建账数据】前的【+】号=》双击【期初余额 装入】=》点击【确定】=》然后对期初数据进行录入 2、凭证录入:用自己的用户名登录【账务管理系统】=》点击界 面右边【账务】前的【+】号=》点击【凭证管理】前的【+】 号=》双击【编制凭证】=》然后在【编制凭证】界面录入 收入/支出的凭证。 3、凭证审核:点击界面右边【账务】前的【+】号=》点击【凭 证管理】前的【+】号=》双击【凭证处理】=》选中需要审 核凭证的日期=》在左下角选择凭证的状态【未审核】=》 点击右键全选=》点击【审核】; 4、凭证记账:点击界面右边【账务】前的【+】号=》点击【期 末处理】前的【+】号=》双击【凭证处理】=》选中需要记 账凭证的日期=》在左下角选择凭证的状态【已审核】=》 点击右键全选=》点击【记账】; 5、月结:点击界面右边【账务】前的【+】号=》点击【期末

处理】前的【+】号=》双击【期末处理向导】=》点击【结 账向导】=》全部点击【下一步】=》下到最后点击【完成】 二、电子系统: 1、输出单位资产负债表:双击【电子报表系统】=》【管理员】 登录=》在右上角【报表数】下点击【基本户】/【专账一】 /【专账二】下前的【+】号=》双击【资产负债表】=》点击 最右上面【数据】下=》=》点击【登录数据库】=》双击【账 务系统】=》用自己的用户进行登录=》如果图片闪烁就证 明已经登录=》点击【退出】=》点击最右上角找到【插入】 功能菜单=》点击【表页】=》选择出报表的最后日期(如1 月:则时间2011年1月31日)=》选择复制指定表页 =》点击放大镜=》选择【本公司】=》选中【格式】点击【确定】=》在点【确定】=》左 下角有【第201101期】=》点击编制【眼睛图标】。=》调 试报表=》点击【保存】=》打印报表。 2、输出单位支出明细表:双击【电子报表系统】=》【管理员】 登录=》在右上角【报表数】下点击【基本户】/【专账一】 /【专账二】下前的【+】号=》双击【支出明细表】=》点击 最右上面【数据】下=》=》点击【登录数据库】=》双击【账 务系统】=》用自己的用户进行登录=》如果图片闪烁就证 明已经登录=》点击【退出】=》点击最右上角找到【插入】

控制系统说明书 V1.0

目录 1,系统概述--------------------------------------------------------------------------------------------------1 1.1 系统简介---------------------------------------------------------------------------------------------2 1.2 系统主要组成---------------------------------------------------------------------------------------2 1.3 系统硬件简要连接图------------------------------------------------------------------------------3 1.4 实际连线图------------------------------------------------------------------------------------------3 2,系统软件使用软件简要说明-----------------------------------------------------------------------------5 2.1 介绍---------------------------------------------------------------------------------------------------5 2.2 操作步骤---------------------------------------------------------------------------------------------5 2.3 取景窗口---------------------------------------------------------------------------------------------7 2.4 flash/cel文件的播放--------------------------------------------------------------------------------7 注1:连接网络的相关设置修改--------------------------------------------------------------9 注2:本机IP的查询----------------------------------------------------------------------------9 注3:本机IP的修改----------------------------------------------------------------------------10 注4:控制器IP的修改-------------------------------------------------------------------------11 3,对应表制作与选择-----------------------------------------------------------------------------------------12 3.1 介绍---------------------------------------------------------------------------------------------------12 3.2 操作步骤---------------------------------------------------------------------------------------------12 4,说明-----------------------------------------------------------------------------------------------------------14 4.1 ONC1A------------------------------------------------------------------------------------------------14 4.2 ONC1B------------------------------------------------------------------------------------------------14 4.3 ONC1C------------------------------------------------------------------------------------------------15 4.4 ONC1D------------------------------------------------------------------------------------------------15 4.5 ONC1E------------------------------------------------------------------------------------------------16 4.6 ONC1F------------------------------------------------------------------------------------------------17 4.7 ONC1G------------------------------------------------------------------------------------------------17 4.8 ONC1F------------------------------------------------------------------------------------------------17 5,附件-----------------------------------------------------------------------------------------------------------19 5.1 数码按钮控制板说明--------------------------------------------------------------------------------19 5.2 象素点排列说明--------------------------------------------------------------------------------------19

用友-财务软件操作流程手册

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动环监控软件操作手册

动环监控软件操作 手册

深圳市通讯威科技有限公司 EP-MEVP SYSTEM 动力环境集中监控系统 安装使用说明书 版本 2.0

目录 第一章软件的安装卸载升级 ................................. 错误!未定义书签。 1.1软件安装对计算机的配置要求........................ 错误!未定义书签。 1.2软件的安装 ....................................................... 错误!未定义书签。 1.3软件的卸载 ....................................................... 错误!未定义书签。 1.4软件的升级 ....................................................... 错误!未定义书签。第二章软件的基本操作 .......................................... 错误!未定义书签。 2.1登录和进入软件操作界面................................ 错误!未定义书签。 2.2添加/设置/修改/删除硬件设备以及参数设置错误!未定义书签。 2.2.1添加/设置控制器、采集器参数................. 错误!未定义书签。 2.2.2修改/删除硬件设备 .................................... 错误!未定义书签。 2.3监控设置及记录查询 ....................................... 错误!未定义书签。 2.3.1报警方式定义 ............................................. 错误!未定义书签。 2.3.2语音电话报警 ............................................. 错误!未定义书签。 2.3.3短信报警 ..................................................... 错误!未定义书签。 2.3.4监控实时记录 ............................................. 错误!未定义书签。 2.3.5监控报警记录 ............................................. 错误!未定义书签。 2.3.6温湿度数据记录.......................................... 错误!未定义书签。 2.3.7 UPS监控数据记录 ...................................... 错误!未定义书签。 2.3.8 电话短信报警数据记录 .............................. 错误!未定义书签。 2.3.9 空调监控数据记录...................................... 错误!未定义书签。

用友T6软件软件操作手册

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个“作废\恢复”, 先作废,然后再到“制单”下面“整理凭证”,这样这张凭证才被彻底删除。 5.审核凭证 双击凭证里的审核凭证菜单,需用具有审核权限而且不是制单人进入审核凭证才能审

核(制单单人不能审核自己做的凭证) 选择月份,确定。 再确定。

直接点击“审核”或在第二个“审核”菜单下的“成批审核” 6.取消审核 如上所述,在“成批审核”下面有一个“成批取消审核”,只有没有记帐的凭证才可以取消审核。 7.凭证记账 所有审核过的凭证才可以记帐,未审核的凭证不能记账,在“总帐——凭证——记账” 然后按照提示一步一步往下按,最后提示记帐完成。 8.取消记帐 在“总帐”—“期末”—“对帐”菜单按“Ctrl+H”

AGC AVC 系统软件操作说明

自动发电自动电压控制 操作说明

启AGC/A VC系统监控 双击AGC/A VC监控机桌面上的“自动发电电压控制系统监控程序”,自动开启AGC系统监控,进入监控界面。用户名选择“adm”,密码为“1”。 点击“确定”按钮后,进入监控界面、自动连接登录AGC/A VC装置并启动实时监控功能。 例图 若系统监控没有自动打开,在监控程序界面上点击右键,选择“自动启动实时监控”,监控功能启动后,会看到监控数据正常更新。 例图

2、停止AGC系统监控 在监控界面上点击右键,选择“停止AGC实时监控”,即可退出实时监控。密码同上。 3、启动AGC系统 在监控界面上点击右键,选择“AGC投入”,即可启动AGC自动发电控制系统,同时信息窗口弹出,显示AGC投入成功或失败。A VC与AGC 操作一样。 4、退出AGC系统 在监控界面上点击右键,选择“AGC退出”,即可退出自动发电控制。 同时信息窗口弹出,显示AGC退出成功或失败。A VC与之一样。 5、有功、无功目标值设定 【远方控制】 AGC主站通过发AGC远方控制投退指令,切换AGC子站远方控制/本地控制模式,AGC子站根据当前系统工况条件决定是否响应远方控制投退指令。在远方控制模式下系统将自动获取由中调下发的有功目标值。AGC 子站超时未收到中调下发的有功目标值,将自动转换成本地控制模式。A VC 同样适用此过程。 例图

【本地控制】 用户设定。在监控界面上点击鼠标右键,选择设定有功目标值,在弹出的输入框中输入有功目标值,点击确定。 例图 说明:解除设定值的方法为:在监控界面上单击鼠标右键,选择解除电压目标值设定。 注意:解除设定后系统将由限功率模式转到自由发电模式,即对有功不进行控制。 6、系统工况监视 启动实时监控后,系统工况监视界面 例图

新八年级下册英语课文语法填空和短文改错

一、 HanselandGretel______(live)nearaforestwithhisfatherandstepmother.Oneyear,theweather______(be)sodry thatnofood_____(grow).Thewifetoldherhusbandthatunlesshe________(leave)hischildren______(die)inthe forest,thewholefamilywoulddie.Gretel_________(hear)thattheirstepmotherplanned________(kill)herandh erbrother.ButHanselhadaplan________(save)himselfandhissister.Hewenttogetsomewhitestonesbeforehew enttobedthatnight.Thenextday,thewife_________(send)thechildrentotheforest.Hansel___________(drop)t https://www.wendangku.net/doc/0414355885.html,terthatnight,they________(see)thestonesbecauseoftheshiningmoon.Thestones__ ace)forthisistheHimalayas.TheHimalayasrunalongthe______________(southwest)partofChina.Ofallthem ountains,Qomolangma________(rise)thehighestandis____________(famous).Itis8,844.43metershighands oisverydangerous________(climb).Thickcloudscoverthetopandsnow__________(fall)veryhard.Evenmore serious_______(difficulty)includefreezingweatherconditionsandheavystorms.Itisalsoveryhard_____(take) inairasyougetnearthetop. Thefirstpeople_____(reach)thetopwereTenzingNorgayandEdmundHillaryonMay29,1953.ThefirstChi neseteam__(do)soinI960,whilethefirstwoman_____(succeed)wasJunkoTabeifromJapanin1975. Whydosomanyclimbersrisktheir_____(life)?Oneofthemain_______(reason)isbecausepeoplewant______(c hallenge)themselvesinthefaceofdifficulties. Thespiritoftheseclimbers_____(show)usthatweshouldnevergiveup____(try)toachieveourdreams.Itals

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