Formal specification languages | Automata (computation)
The General System has been described in [Zeigler76] and [ZPK00] with the standpoints to define (1) the time base, (2) the admissible input segments, (3) the system states, (4) the state trajectory with an admissible input segment, (5) the output for a given state. A Timed Event System defining the state trajectory associated with the current and event segments came from the class of General System to allows non-deterministic behaviors in it [Hwang2012]. Since the behaviors of DEVS can be described by Timed Event System, DEVS and is a sub-class or an equivalent class of Timed Event System. (Wikipedia).
This lesson introduces the topic of scheduling and define basic scheduling vocabulary. Site: http://mathispower4u.com
From playlist Scheduling
The way how to show time using clocks. It is 12 hours video you can use as a screensaver on clock, every number changing is completely random. Please enjoy.
From playlist Timers
Basic stochastic simulation b: Stochastic simulation algorithm
(C) 2012-2013 David Liao (lookatphysics.com) CC-BY-SA Specify system Determine duration until next event Exponentially distributed waiting times Determine what kind of reaction next event will be For more information, please search the internet for "stochastic simulation algorithm" or "kin
From playlist Probability, statistics, and stochastic processes
Schedule and Create A Google Hangout Using Google Calendar
If you want to create a Google Hangout in advance of a scheduled meeting, you can using Google Calendar. When scheduling you Calendar event, simply click the "Add Google Meet Video Conferencing" link in the event details and a link will be made available to all participants you invite to t
From playlist Matrices, Vectors, & 3D Math: Lecture Videos
http://www.mekanizmalar.com/menu_pneumatic.html The one shot circuit is used to shorten long signals which may still be actuating a valve when it is necessary to reset the same valve. The circuit output appears as soon as the limit valve is actuated. The output is shut off after a delay
From playlist Pneumatic and Hydraulics
Discrete-Time Dynamical Systems
This video shows how discrete-time dynamical systems may be induced from continuous-time systems. https://www.eigensteve.com/
From playlist Data-Driven Dynamical Systems
SimPy Tutorial 1: Introduction to SimPy
In this video, I discuss some of the reasons SimPy is a good option for discrete event simulation. Then, I demonstrate the difference between a generator (one of the fundamental elements of SimPy) and a function. Finally, I wrap up the video by writing a simple SimPy program to illustrate
From playlist Simulations DES, AMB
How To Make Roguelike Game In Unreal Engine | Session 01 | #gamedev
Don’t forget to subscribe! In this project series, you will learn to make a Roguelike game in Unreal Engine. This project series will teach you about Unreal Engine and its functionalities. You will learn to use Unreal Engine and make games with it. In this series, we will make a Roguelik
From playlist Make Roguelike Game In Unreal Engine
Thinking in Events: From Databases to Distributed Collaboration Software
In this keynote I give a subjective but systematic overview of the landscape of distributed event-based systems, with an emphasis on two areas I have worked on over the last decade: large-scale stream processing with Apache Kafka and associated tools, and real-time collaboration software i
From playlist Software Development
How To Make Roguelike Game In Unreal Engine | Session 03 | #gamedev
Don’t forget to subscribe! In this project series, you will learn to make a Roguelike game in Unreal Engine. This project series will teach you about Unreal Engine and its functionalities. You will learn to use Unreal Engine and make games with it. In this series, we will make a Roguelik
From playlist Make Roguelike Game In Unreal Engine
Exploring Event Handling 2 - Event Manager
In this series we explore different methods of handling events to help decouple our code. links * Code - [https://github.com/brooks-builds/exploring_event_handling_rust](https://github.com/brooks-builds/exploring_event_handling_rust) * YouTube Playlist - [https://www.youtube.com
From playlist Exploring Event Handling in Rust
Exploring Event Handling 1 - Classic Observer Pattern
In this series we explore different methods of handling events to help decouple our code. links * Code - [https://github.com/brooks-builds/exploring_event_handling_rust](https://github.com/brooks-builds/exploring_event_handling_rust) * YouTube Playlist - [https://www.youtube.com
From playlist Exploring Event Handling in Rust
How To Make Roguelike Game In Unreal Engine | Session 02 | #gamedev
Don’t forget to subscribe! In this project series, you will learn to make a Roguelike game in Unreal Engine. This project series will teach you about Unreal Engine and its functionalities. You will learn to use Unreal Engine and make games with it. In this series, we will make a Roguelik
From playlist Make Roguelike Game In Unreal Engine
Physics Tools II: MultiwaySystem and Related Functions
Find more information about the summer school here: https://education.wolfram.com/summer/school Stay up-to-date on this project by visiting our website: http://wolfr.am/physics Check out the announcement post: http://wolfr.am/physics-announcement Find the tools to build a universe: https:
From playlist Wolfram Summer Programs
Events are our industry’s near and dear. All technological conferences are full of talks on event sourcing, event driven architectures, or event driven integrations. So hey, why not make another one? …But a bit different: Let’s talk about the dark side of this pattern. Events, as any tool,
From playlist Microservices
Building Event Driven, Reactive Apps with Temporal: Workflows vs Sagas
Many modern applications are implemented as event-driven, reactive applications. In this session we will compare choreography and sagas to orchestration and Temporal workflows when implementing event-driven applications. We will explore which approach provides the best reliability, the bes
From playlist Software Development
Game Programming Patterns part 17.1 - (Reading, JS) Event Queue
We read through the Event Queue chapter of the Game Programming Patterns book and translate the code examples to JavaScript. Links code - https://github.com/brooks-builds/learning_game_design_patterns twitter - https://twitter.com/brooks_patton book - http://gameprogrammingpatterns.ocm/
From playlist Game Programming Patterns Book
Tutorial - Observer Pattern in JavaScript part 2
We finish up implementing the Observer pattern in JavaScript Links * Code - [https://github.com/brooks-builds/observer_pattern_in_javascript](https://github.com/brooks-builds/observer_pattern_in_javascript) * Twitter - [https://www.twitter.com/brooks_patton](https://www.twitter.c
From playlist Observer Pattern in JavaScript