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Full-Text Articles in Computer Engineering

Cplop - Cal Poly's Library Of Pyroprints, Kevin Webb Dec 2011

Cplop - Cal Poly's Library Of Pyroprints, Kevin Webb

Computer Engineering

California Polytechnic Library of Pyroprints, CPLOP, is a web driven data-base application that stores data from the biology’s departments E. coli Pyrosequencing project. Some of this data was stored in Excel datasheets, while data from the pyrosequencing machines was stored as just a list of random .xml files. There was no useful way to organize and store the massive amounts of data from multiple file sources in one location, nor to perform the complicated searches and comparisons that the project requires. CPLOP’s primary goal is to store such data in three organized tables that relate to one another. It was …


Wireless Solar-Powered Thermal Imaging Camera, Andy Bonk, Billy Mcvicker, Jacob Richardson Dec 2011

Wireless Solar-Powered Thermal Imaging Camera, Andy Bonk, Billy Mcvicker, Jacob Richardson

Mechanical Engineering

Creation of a mounted wireless self-powered thermal imaging camera system.


Reliable Ethernet, Aleksandr Movsesyan Aug 2011

Reliable Ethernet, Aleksandr Movsesyan

Master's Theses

Networks within data centers, such as connections between servers and disk arrays, need lossless flow control allowing all packets to move quickly through the network to reach their destination. This paper proposes a new algorithm for congestion control to satisfy the needs of such networks and to answer the question: Is it possible to provide circuit-less reliability and flow control in an Ethernet network? TCP uses an end-to-end congestion control algorithm, which is based on end-to-end round trip time (RTT). Therefore its flow control and error detection/correction approach is dependent on end-to-end RTT. Other approaches utilize specialized data link layer …


San Luis Obispo Transit Tracker System Back-End Server, Daryl Alan A. Dimalanta Jun 2011

San Luis Obispo Transit Tracker System Back-End Server, Daryl Alan A. Dimalanta

Computer Engineering

This document gives the rationale, design process, technical implementation, testing procedures, and testing results of a back-end server used for the San Luis Obispo (SLO) Transit Tracker System. The SLO Transit Tracker System (SLOTTS) includes client software installed on mobile devices and a back-end server. The purpose of this system is to encourage SLO residents to utilize the transit system by having the client software present current bus location, navigation instructions, and bus schedule in a simple, fast, and easy to use mobile application.

Due to the limited central processing unit (CPU) and limited power supplied by the battery, route …


Streaming Client And Server Model, Austin Alan Diec Jun 2011

Streaming Client And Server Model, Austin Alan Diec

Computer Engineering

A few years ago, several Cal Poly undergraduates started the Autonomous Robot Platform (ARP). Interest in a revision of the ARP requires a new layer of communication. This paper describes the design and partial implementation of the communication layer to be used with the revised ARP. The communication layer would allow the autonomous robot platform to connect with a client over the wireless local area network (WLAN) for instructions and commands. It is important to note that currently, the assumed revision of the ARP is nonexistent, so many of the design decisions are based solely on the assumptions of ARP …


Project 308: Augmented Reality Mario Kart, Joseph Abad, David Allender, Joryl Calizo, Ryan Gaspar, Gavin Lee Jun 2011

Project 308: Augmented Reality Mario Kart, Joseph Abad, David Allender, Joryl Calizo, Ryan Gaspar, Gavin Lee

Computer Engineering

Mario Kart is a popular go-kart racing game developed by Nintendo. The premise of the game is simple: drive a go-kart along a racetrack and reach the finish line before the other players. What makes this game unique, however, is the inclusion of weapons, traps, and other projectiles that a player can use to gain an advantage in the race. We have taken on the challenge of not only recreating this amazing game, but using the art of Augmented Reality to fully immerse the player in the full experience. Rather than play the game on a television screen with a …


Reactive Routing In Hidra Networks, Scott Michael Marshall Mar 2011

Reactive Routing In Hidra Networks, Scott Michael Marshall

Computer Engineering

In recent years, the Internet has grown so large that the future scalability of the Internet has become a major concern. The two primary scalability concerns are the size of the forwarding table and the ability for BGP to converge while distributing hundreds of thousands of routes.

HIDRA is a new Internet routing architecture that is backwards-compatible with existing routing technologies and protocols that focuses on feasibility-of-implementation. HIDRA remedies the first Internet scalability concern by proposing a means to reduce the number of entries in the default-free zone (DFZ) forwarding table.

This project extends HIDRA by designing a complete reactive …