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Articles 1 - 6 of 6
Full-Text Articles in Physical Sciences and Mathematics
A Macro Extension For The Woody Assembly Language, Lewis Barnett Iii
A Macro Extension For The Woody Assembly Language, Lewis Barnett Iii
Department of Math & Statistics Technical Report Series
We discuss an extension to the Woody Assembly Language [Cha94] which allows new instructions to be defined. The mechanism is similar to the C language's #define macros, allowing a name to be supplied for a piece of code which will be expanded in line. Provisions are made for writing new non-destructive branching instructions as well as instructions which are simply new names for commonly used bits of code.
Bergman Spaces On An Annulus And The Backward Bergman Shift, William T. Ross
Bergman Spaces On An Annulus And The Backward Bergman Shift, William T. Ross
Department of Math & Statistics Technical Report Series
In this paper, we will give a complete characterization of the invariant subspaces M (under ƒ → zƒ) of the Bergman space Lpa(G), 1 < p < 2, G an annulus, which contain the constant function 1. As an application of this result, we will characterize the invariant subspaces of the adjoint of multiplication by z on the Dirichlet spaces Dq, q > 2, as well as the invariant subspaces of the backward Bergman shift ƒ → (ƒ – ƒ(0))/z on Lpa(𝔻), 1 < p < 2.
Bergman Spaces On Disconnected Domains, Alexandru Aleman, Stefan Richter, William T. Ross
Bergman Spaces On Disconnected Domains, Alexandru Aleman, Stefan Richter, William T. Ross
Department of Math & Statistics Technical Report Series
For a bounded region G ⊂ ℂ and a compact set K ⊂G , with area measure zero, we will characterize the invariant subspaces M (under ƒ → z ƒ) of the Bergman space Lpa(G\K), 1 ≤ p < ∞, which contain L<sup>pa(G) and with dim(M/(z-⋋)M) = 1 for all ⋋ ∈ G\K. When G\K is connected, we will see that dim(M/(z-⋋)M) = 1 for all ⋋ ∈ G\K and this in this case we will have a complete …
A Topology-Aware Collision Resolution Algorithm, Lewis Barnett Iii
A Topology-Aware Collision Resolution Algorithm, Lewis Barnett Iii
Department of Math & Statistics Technical Report Series
A new collision resolution algorithm called the Space Division Multiple Access protocol (SDMA) is presented. SDMA gains a performance advantage over similar protocols by using information about the positions of stations on the network. The protocol can operate asynchrononsly on a broadcast bus, allowing variable sized packet traffic. Through simulation the protocol is demonstrated to have better performance than Ethernet and the Capetanakis Tree protocol, a similar collision resolution protocol, under some traffic conditions. In particular, under heavy loads, SDMA displays better average throughput and lower variance of delay than Ethernet. The protocol demonstrates a performance bias based on the …
An Algorithmic Palette Tool, Gary R. Greenfield
An Algorithmic Palette Tool, Gary R. Greenfield
Department of Math & Statistics Technical Report Series
Our algorithmic tool follows the model of RGB percentage curves, but now the control of these curves is though algorithms that indirectly, and more abstractly, create, evolve, and modify such curves. To fully explain our methods we must first introduce the topic "mutating expressions." This is done in Section Two. In Section Three we document the user-interface problems we dealt with, and finally in Section Four discuss conclusions and suggest ideas for future exploration. Before commencing with the technical details however, we wish to emphasize the nature of the "colorization" problem that led to the conception and development of our …
Merlin's Magic Square Enhanced, Gary R. Greenfield
Merlin's Magic Square Enhanced, Gary R. Greenfield
Department of Math & Statistics Technical Report Series
This paper first considers questions about games related to Merlin's Magic Square from the point of view of group actions. At this juncture, little beyond the formal model is new, but the exposition sets the stage for considering certain "enhanced" versions of these games. The analysis of enhanced games, with the aid of semigroup actions, is carried out in complete detail for an ostensibly simpler (k = 3) game before turning to a Merlin ( k = 4) game. Concluding sections discuss various ways to generalize our games.
To review the solution to Merlin's Magic Square, we begin by introducing …