Comprehensive maintenance software is required to meet the system reliability objective of less than an average of 2 minutes per year of outage from all causes. The function and interrelationship of the four basic maintenance programs (fault recognition and recovery, diagnosis, trouble location, and error analysis) are detailed here. Results of extensive laboratory testing and early field experience indicate that the maintenance objectives will be achieved despite the size and complexity of the 1A Processor.
This paper presents a new system for the visual development of complex vertex and fragment shaders. The system makes usage of the advantages of visual programming languages. The core of the system is a Java program. With this program users can develop and test dataflow diagrams that describe the functionality of OpenGL ARB vertex and fragment programs. To get a graphical feedback the system is able to display rendered and shaded scenes immediately. The rendering of these three dimensional scenes will be done with the common Java-OpenGL binding GL4Java. Further on Cg4Java, a new binding for connecting Java to NVIDIA's High-Level Shading Language C for graphics (Cg) was developed. For an easy and fast way of verification, and for the possibility of a future integration into XML based 3D formats like Extensible 3D (X3D), the whole topology of the dataflow diagrams will be stored in XML. The concept of shader programming with dataflow diagrams and the architecture of our system will be described in detail. For a better understanding two examples will be presented and explained.
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