Object-oriented packaging method and system for autonomous control of weapon equipment
By abstracting weapons and equipment into three-layer structures of resources, behavior and tasks, establishing mapping relationships and defining interfaces, autonomous control and unmanned management of weapons and equipment are realized, and the equipment regulation efficiency and interoperability capabilities of heterogeneous equipment are improved.
Patent Information
- Application Number
- CN202211345079.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-10-31
- Publication Date
- 2025-09-02
- Estimated Expiration
- 2042-10-31
AI Technical Summary
The existing technology cannot effectively realize the autonomous control and unmanned management of weapons and equipment, lacks a unified operation method, and it is difficult to achieve interoperability and network coordination between heterogeneous equipment.
Adopting object-oriented thinking, weapons and equipment are abstracted into three-layer structures of resources, behavior and tasks, and mapping relationships are established through resource abstraction and logical modeling, attributes and method interfaces are defined, and object-based encapsulation of weapons and equipment is realized.
It has improved the regulation level and operation efficiency of weapons and equipment, supported unmanned task management, and realized interoperability and network coordination of heterogeneous equipment.
Smart Images

Figure CN115686687B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of equipment autonomous control, and in particular to an object-oriented encapsulation method and system for autonomous control of weapon equipment. Background Art
[0002] Weapons and equipment are the fundamental units of combat, typically possessing functions such as target search, tracking, fire distribution, firing, and guidance. Currently, operating weapons and equipment in combat requires the collaborative work of multiple operators, who individually operate the various devices on the equipment in a step-by-step manner. When large-scale equipment is deployed in networked combat, or when unmanned weapons and equipment are involved in combat, weapons and equipment must possess autonomous control capabilities. This requires a method that transcends the underlying equipment and allows for the use and management of equipment at the functional and capability levels.
[0003] Object-oriented is a method used in software development and also a way of thinking about the objective world. Weapons and equipment are physically composed of a collection of devices with different capabilities. The devices are connected by logic and processes, and have clear boundaries and control interfaces to the outside world. Under the control of the operator, the equipment is driven to complete corresponding actions and carry out combat according to established processes.
[0004] To effectively manage and control large-scale weaponry and enable unmanned deployment, a weaponry autonomous control method is needed that hides its internal details and workflow while maintaining a unified operational approach. Using object-oriented programming, the equipment belonging to the weaponry is abstracted into resources and then used as object attributes. Various actions are logically modeled according to operational logic and then used as object methods. The internal workflow is hidden, and a standardized interface for function and capability invocation is provided, thus encapsulating the weaponry into an object.
[0005] Patent document CN102081521B (application number: CN201110023834.0) discloses a universal development platform for weapon equipment operating interfaces, comprising an interface design tool module and a software development library module. The interface design tool module is used to develop the operating interface in a WYSIWYG format, generating an interface configuration document based on the application and loading it to generate the equipment operating interface. The software development library module is used to implement code development at the application layer, providing a framework mechanism for correctly loading and executing the interface configuration document. However, this invention does not incorporate object-oriented concepts, establish a "task-behavior-resource" relationship chain for weapon equipment, and encapsulate the equipment operation and combat process of the weapon equipment. Summary of the Invention
[0006] In view of the defects in the prior art, the purpose of the present invention is to provide an object-oriented packaging method and system for autonomous control of weapon equipment.
[0007] According to the present invention, an object-oriented encapsulation method for autonomous control of weapon equipment includes:
[0008] Step S1: Based on the composition, function and usage of weapons and equipment, define the three-layer object structure of resources, behavior and tasks;
[0009] Step S2: Use resource abstraction and logical modeling to establish a mapping relationship between weapons and equipment and object-oriented structures.
[0010] Step S3: Specify two interface types: attributes and methods to achieve object-oriented control and management of weapons and equipment.
[0011] Preferably, in step S1:
[0012] The object-oriented structure of weapons and equipment includes:
[0013] Resources: An object-oriented description of the equipment belonging to weapons and equipment. As the basic element of the object, it is used to reflect the purpose, performance and status of the equipment, and respond to the call of behavior to drive the equipment to work. Depending on whether the resources are reusable, the resource calling methods are divided into consumption and occupation. Consumption reduces the number of resources, while occupation does not affect the number of resources and can be used again after release.
[0014] Preferably, the weapon equipment objectification structure also includes:
[0015] Behavior: An object-oriented description of the basic functions of weaponry. It serves as an intermediate layer within the object, responding to external events or task calls and driving the weaponry to perform an independent function. Behaviors include basic and composite behaviors, based on the weaponry's functions and combat implementation steps. An equipment object can simultaneously implement multiple behaviors. Behaviors initially lock in required resources, and when resource conflicts arise between different behaviors, resource allocation is determined based on priority.
[0016] Mission: An object-oriented description of the overall combat capability of weapons and equipment. As the highest level of the object, it is used to respond to external events and drive weapons and equipment to perform a combat mission. An equipment object can only perform one mission at a time.
[0017] Preferably, in step S2:
[0018] Resource abstraction: Map the parameters and working principles of the equipment belonging to the weapon into a preset data structure or algorithm, and describe the resources using four elements: basic characteristics, detailed characteristics, status, and associated resources;
[0019] Behavior modeling: Map the process of weapons and equipment achieving preset functions into a logical model for calling resources, establish a mapping of the relationship between resources and behaviors, and describe behaviors using four elements: resources, status, process logic, and priority;
[0020] Task modeling: Map the process of weapons and equipment implementing holistic combat into a logical model of behavior, establish a mapping of the relationship between behavior and task, and describe the task using the three elements of behavior, state, and process logic.
[0021] Preferably, in step S3:
[0022] The interfaces include:
[0023] Attributes: The interface encapsulates the resource status of the equipment object and is used to provide the resource status of the weapon and equipment object, the execution status of the task and behavior service, and the business information generated during the execution of the task and behavior to the outside world;
[0024] Method: The interface encapsulates the behavior of the weapon and equipment object and the calling method of the task, and is used to provide behavior and task services to the outside world; it encapsulates the behavior of the weapon and equipment object and the process control method of the task, and is used to externally control the execution process of the task and behavior, including starting, pausing, continuing, and ending.
[0025] According to the present invention, an object-oriented packaging system for autonomous control of weapon equipment is provided, comprising:
[0026] Module M1: Based on the composition, function and use of weapons and equipment, define the three-layer object structure of resources, behavior and tasks;
[0027] Module M2: Use resource abstraction and logical modeling to establish a mapping relationship between weapons and equipment and object-oriented structures.
[0028] Module M3: Specifies two interface types: attributes and methods to achieve object-oriented control and management of weapons and equipment.
[0029] Preferably, in the module M1:
[0030] The object-oriented structure of weapons and equipment includes:
[0031] Resources: An object-oriented description of the equipment belonging to weapons and equipment. As the basic element of the object, it is used to reflect the purpose, performance and status of the equipment, and respond to the call of behavior to drive the equipment to work. Depending on whether the resources are reusable, the resource calling methods are divided into consumption and occupation. Consumption reduces the number of resources, while occupation does not affect the number of resources and can be used again after release.
[0032] Preferably, the weapon equipment objectification structure also includes:
[0033] Behavior: An object-oriented description of the basic functions of weaponry. It serves as an intermediate layer within the object, responding to external events or task calls and driving the weaponry to perform an independent function. Behaviors include basic and composite behaviors, based on the weaponry's functions and combat implementation steps. An equipment object can simultaneously implement multiple behaviors. Behaviors initially lock in required resources, and when resource conflicts arise between different behaviors, resource allocation is determined based on priority.
[0034] Mission: An object-oriented description of the overall combat capability of weapons and equipment. As the highest level of the object, it is used to respond to external events and drive weapons and equipment to perform a combat mission. An equipment object can only perform one mission at a time.
[0035] Preferably, in the module M2:
[0036] Resource abstraction: Map the parameters and working principles of the equipment belonging to the weapon into a preset data structure or algorithm, and describe the resources using four elements: basic characteristics, detailed characteristics, status, and associated resources;
[0037] Behavior modeling: Map the process of weapons and equipment achieving preset functions into a logical model for calling resources, establish a mapping of the relationship between resources and behaviors, and describe behaviors using four elements: resources, status, process logic, and priority;
[0038] Task modeling: Map the process of weapons and equipment implementing holistic combat into a logical model of behavior, establish a mapping of the relationship between behavior and task, and describe the task using the three elements of behavior, state, and process logic.
[0039] Preferably, in the module M3:
[0040] The interfaces include:
[0041] Attributes: The interface encapsulates the resource status of the equipment object and is used to provide the resource status of the weapon and equipment object, the execution status of the task and behavior service, and the business information generated during the execution of the task and behavior to the outside world;
[0042] Method: The interface encapsulates the behavior of the weapon and equipment object and the calling method of the task, and is used to provide behavior and task services to the outside world; it encapsulates the behavior of the weapon and equipment object and the process control method of the task, and is used to externally control the execution process of the task and behavior, including starting, pausing, continuing, and ending.
[0043] Compared with the prior art, the present invention has the following beneficial effects:
[0044] 1. This invention introduces the concept of object-orientedness to establish a "task-behavior-resource" relationship chain for weapons and equipment, encapsulating the equipment operation and combat process of weapons and equipment, so that external parties can use and manage weapons and equipment from the functional and capability levels;
[0045] 2. The present invention improves the control level and operational efficiency of weapons and equipment in actual combat applications;
[0046] 3. This invention will help achieve interoperability and networking collaboration between heterogeneous weapons and equipment;
[0047] 4. This invention will provide a basis for unmanned weapon equipment to achieve autonomous task management. BRIEF DESCRIPTION OF THE DRAWINGS
[0048] Other features, objects and advantages of the present invention will become more apparent upon reading the detailed description of non-limiting embodiments with reference to the following drawings:
[0049] Figure 1 This is an object-oriented structural diagram of the autonomous control of weapon equipment of the present invention;
[0050] Figure 2 The objectified resource abstraction mapping relationship of the weapon equipment in the embodiment of the present invention;
[0051] Figure 3 It is a flow chart of the behavior model of the objectification of weapon equipment of the present invention;
[0052] Figure 4 It is the task model process of weapon equipment objectification in the embodiment of the present invention;
[0053] Figure 5 It is the interface type of the object-oriented encapsulation of the weapon equipment of the present invention. DETAILED DESCRIPTION
[0054] The present invention will be described in detail below with reference to specific embodiments. The following examples will help those skilled in the art to further understand the present invention, but are not intended to limit the present invention in any form. It should be noted that, for those skilled in the art, several changes and improvements can be made without departing from the scope of the present invention. These all fall within the scope of protection of the present invention.
[0055] Example 1:
[0056] This invention discloses an object-based encapsulation method for autonomous control of weaponry. The method includes S1: structure definition, which defines a three-layer object-based structure of resources, behaviors, and tasks based on the weaponry's composition, functions, and usage. S2: abstract modeling, which uses resource abstraction and logical modeling to establish a mapping relationship between the weaponry and the object-based structure. S3: interface encapsulation, which specifies two interface types: attributes and methods, to achieve object-based control and management of the weaponry. Through abstraction, modeling, and encapsulation, the method establishes a "task-behavior-resource" relationship chain for the weaponry, encapsulating the weaponry as an object and making it a service entity capable of understanding and autonomously undertaking tasks.
[0057] According to the present invention, an object-oriented encapsulation method for autonomous control of weapon equipment is provided. Figure 1-Figure 5 Shown, including:
[0058] Step S1: Based on the composition, function and usage of weapons and equipment, define the three-layer object structure of resources, behavior and tasks;
[0059] Specifically, in step S1:
[0060] The object-oriented structure of weapons and equipment includes:
[0061] Resources: An object-oriented description of the equipment belonging to weapons and equipment. As the basic element of the object, it is used to reflect the purpose, performance and status of the equipment, and respond to the call of behavior to drive the equipment to work. Depending on whether the resources are reusable, the resource calling methods are divided into consumption and occupation. Consumption reduces the number of resources, while occupation does not affect the number of resources and can be used again after release.
[0062] Specifically, the weapon and equipment object structure also includes:
[0063] Behavior: An object-oriented description of the basic functions of weaponry. It serves as an intermediate layer within the object, responding to external events or task calls and driving the weaponry to perform an independent function. Behaviors include basic and composite behaviors, based on the weaponry's functions and combat implementation steps. An equipment object can simultaneously implement multiple behaviors. Behaviors initially lock in required resources, and when resource conflicts arise between different behaviors, resource allocation is determined based on priority.
[0064] Mission: An object-oriented description of the overall combat capability of weapons and equipment. As the highest level of the object, it is used to respond to external events and drive weapons and equipment to perform a combat mission. An equipment object can only perform one mission at a time.
[0065] Step S2: Use resource abstraction and logical modeling to establish a mapping relationship between weapons and equipment and object-oriented structures.
[0066] Specifically, in step S2:
[0067] Resource abstraction: Map the parameters and working principles of the equipment belonging to the weapon into a preset data structure or algorithm, and describe the resources using four elements: basic characteristics, detailed characteristics, status, and associated resources;
[0068] Behavior modeling: Map the process of weapons and equipment achieving preset functions into a logical model for calling resources, establish a mapping of the relationship between resources and behaviors, and describe behaviors using four elements: resources, status, process logic, and priority;
[0069] Task modeling: Map the process of weapons and equipment implementing holistic combat into a logical model of behavior, establish a mapping of the relationship between behavior and task, and describe the task using the three elements of behavior, state, and process logic.
[0070] Step S3: Specify two interface types: attributes and methods to achieve object-oriented control and management of weapons and equipment.
[0071] Specifically, in step S3:
[0072] The interfaces include:
[0073] Attributes: The interface encapsulates the resource status of the equipment object and is used to provide the resource status of the weapon and equipment object, the execution status of the task and behavior service, and the business information generated during the execution of the task and behavior to the outside world;
[0074] Method: The interface encapsulates the behavior of the weapon and equipment object and the calling method of the task, and is used to provide behavior and task services to the outside world; it encapsulates the behavior of the weapon and equipment object and the process control method of the task, and is used to externally control the execution process of the task and behavior, including starting, pausing, continuing, and ending.
[0075] Example 2:
[0076] Example 2 is a preferred example of Example 1 and is used to illustrate the present invention in more detail.
[0077] The present invention also provides an object-based packaging system for autonomous control of weapons and equipment. The object-based packaging system for autonomous control of weapons and equipment can be implemented by executing the process steps of the object-based packaging method for autonomous control of weapons and equipment. That is, those skilled in the art can understand the object-based packaging method for autonomous control of weapons and equipment as a preferred implementation of the object-based packaging system for autonomous control of weapons and equipment.
[0078] According to the present invention, an object-oriented packaging system for autonomous control of weapon equipment is provided, comprising:
[0079] Module M1: Based on the composition, function and use of weapons and equipment, define the three-layer object structure of resources, behavior and tasks;
[0080] Specifically, in the module M1:
[0081] The object-oriented structure of weapons and equipment includes:
[0082] Resources: An object-oriented description of the equipment belonging to weapons and equipment. As the basic element of the object, it is used to reflect the purpose, performance and status of the equipment, and respond to the call of behavior to drive the equipment to work. Depending on whether the resources are reusable, the resource calling methods are divided into consumption and occupation. Consumption reduces the number of resources, while occupation does not affect the number of resources and can be used again after release.
[0083] Specifically, the weapon and equipment object structure also includes:
[0084] Behavior: An object-oriented description of the basic functions of weaponry. It serves as an intermediate layer within the object, responding to external events or task calls and driving the weaponry to perform an independent function. Behaviors include basic and composite behaviors, based on the weaponry's functions and combat implementation steps. An equipment object can simultaneously implement multiple behaviors. Behaviors initially lock in required resources, and when resource conflicts arise between different behaviors, resource allocation is determined based on priority.
[0085] Mission: An object-oriented description of the overall combat capability of weapons and equipment. As the highest level of the object, it is used to respond to external events and drive weapons and equipment to perform a combat mission. An equipment object can only perform one mission at a time.
[0086] Module M2: Use resource abstraction and logical modeling to establish a mapping relationship between weapons and equipment and object-oriented structures.
[0087] Specifically, in the module M2:
[0088] Resource abstraction: Map the parameters and working principles of the equipment belonging to the weapon into a preset data structure or algorithm, and describe the resources using four elements: basic characteristics, detailed characteristics, status, and associated resources;
[0089] Behavior modeling: Map the process of weapons and equipment achieving preset functions into a logical model for calling resources, establish a mapping of the relationship between resources and behaviors, and describe behaviors using four elements: resources, status, process logic, and priority;
[0090] Task modeling: Map the process of weapons and equipment implementing holistic combat into a logical model of behavior, establish a mapping of the relationship between behavior and task, and describe the task using the three elements of behavior, state, and process logic.
[0091] Module M3: Specifies two interface types: attributes and methods to achieve object-oriented control and management of weapons and equipment.
[0092] Specifically, in the module M3:
[0093] The interfaces include:
[0094] Attributes: The interface encapsulates the resource status of the equipment object and is used to provide the resource status of the weapon and equipment object, the execution status of the task and behavior service, and the business information generated during the execution of the task and behavior to the outside world;
[0095] Method: The interface encapsulates the behavior of the weapon and equipment object and the calling method of the task, and is used to provide behavior and task services to the outside world; it encapsulates the behavior of the weapon and equipment object and the process control method of the task, and is used to externally control the execution process of the task and behavior, including starting, pausing, continuing, and ending.
[0096] Example 3:
[0097] Example 3 is a preferred example of Example 1 and is used to illustrate the present invention in more detail.
[0098] The purpose of the present invention is to provide an object-oriented encapsulation method for autonomous control of weapons and equipment. The method encapsulates weapons and equipment into an entity object that can provide functional services and capability services for weapon combat, and can accept external object-oriented management and operation, thereby serving as the basis for networking between weapons and equipment and realizing effective management of unmanned weapons and equipment.
[0099] In order to achieve the above object, the present invention adopts the following technical solutions:
[0100] An object-oriented encapsulation method for autonomous control of weapon equipment, the method comprising:
[0101] S1. Structural definition: Based on the composition, function and usage of weapons and equipment, define the three-layer object structure of resources, behaviors and tasks.
[0102] S2. Abstract modeling: using resource abstraction and logical modeling to establish a mapping relationship between weapons and equipment and object-oriented structures.
[0103] S3. Interface encapsulation specifies two interface types: attributes and methods, to achieve object-oriented control and management of weapons and equipment.
[0104] In the above method, the weapon equipment object structure defined in step S1 includes:
[0105] Resources: Object-oriented descriptions of equipment belonging to weapons and equipment. As the fundamental elements of an object, they reflect the purpose, performance, and status of the equipment and respond to "behavior" calls to drive the equipment's operation. Depending on whether a resource is reusable, resource calls are categorized as either consumption or occupation. Consumption reduces the resource's quantity, while occupation does not affect the resource's quantity and allows it to be used again after release.
[0106] Behaviors are object-oriented descriptions of the basic functions of weaponry. They serve as an intermediary layer within the object, responding to external events or "task" calls and driving the weaponry to perform an independent function. Behaviors are categorized as basic and composite behaviors, based on the weaponry's functions and common operational steps. A single equipment object can simultaneously execute multiple behaviors. Behaviors initially lock in required resources, and when resource conflicts arise between different behaviors, resource allocation is determined based on priority.
[0107] Mission: An object-oriented description of the overall combat capability of a weapon or equipment. As the highest level of an object, it is used to respond to external events and drive the weapon or equipment to perform a combat mission. An equipment object can only perform one mission at a time.
[0108] In the above method, a "resource-behavior-task" mapping relationship chain of objects is established, and the step S2 includes:
[0109] Resource abstraction: Map the parameters and working principles of the equipment belonging to the weapon into a specific data structure or algorithm, and describe the resources using the four elements of "basic characteristics, detailed characteristics, status, and associated resources."
[0110] Behavioral modeling: Map the process of weapons and equipment realizing basic functions into a series of logical models for calling resources, establish a "resource-behavior" relationship mapping, and describe the behavior using the four elements of "resources, status, process logic, and priority."
[0111] Task modeling: Map the process of weapons and equipment implementing holistic combat into a logical model of a series of behaviors, establish a "behavior-task" relationship mapping, and describe the task using the three elements of "behavior, state, and process logic."
[0112] In the above method, the functions and capabilities of the weapon equipment are called in an object-oriented manner. According to the basic composition of the object, the interface in step S3 includes:
[0113] Attributes: The interface encapsulates the resource status of the equipment object and is used to provide the resource status of the weapon and equipment object, the execution status of the task and behavior service, and the business information generated during the execution of the task and behavior to the outside world;
[0114] Method: The interface encapsulates the behavior of the weapon and equipment object and the calling method of the task, and is used to provide behavior and task services to the outside world; it encapsulates the behavior of the weapon and equipment object and the process control method of the task, and is used to implement external control such as "start, pause, continue, and end" on the execution process of the task and behavior.
[0115] Example 4:
[0116] Example 4 is a preferred example of Example 1 and is used to illustrate the present invention in more detail.
[0117] like Figure 1 As shown, the present invention discloses an object-based encapsulation method for autonomous control of weapon equipment. The core of this method is to define weapon equipment as an object that structurally includes three levels: resources, behaviors, and tasks. Resource abstraction and logical modeling are used to establish a mapping relationship between actual equipment and object structure. Finally, object-based control and management of weapon equipment are achieved through interface encapsulation.
[0118] The method includes:
[0119] S1. Structural definition: Based on the composition, function and usage of weapons and equipment, define the three-layer object structure of resources, behaviors and tasks.
[0120] S2. Abstract modeling: using resource abstraction and logical modeling to establish a mapping relationship between weapons and equipment and object-oriented structures.
[0121] S3. Interface encapsulation specifies two interface types: attributes and methods, to achieve object-oriented control and management of weapons and equipment.
[0122] In step S1, the defined weapon equipment object structure includes:
[0123] (1) Resources: Object-oriented descriptions of the equipment belonging to weapons and equipment. As the basic elements of objects, they are used to reflect the purpose, performance, and status of the equipment and respond to the call of "behaviors" to drive the equipment to work. Equipment with a single physical form but multiple uses should be decoupled and abstracted into multiple independent resource types. For example, a radar that combines search and tracking should be abstracted into a search radar and a tracking radar.
[0124] Preferably, the resources abstracted from the main equipment of air defense weapons and equipment can be: search radar, tracking radar, guidance radar, optoelectronic search equipment, optoelectronic tracking equipment, fire control equipment, launch device, air defense missile, and air defense artillery.
[0125] (2) Behavior: An object-oriented description of the basic functions of weapons and equipment. It serves as an intermediate layer of objects and is used to respond to external events or "task" calls, driving the weapons and equipment to achieve an independent function. Based on the functions of weapons and equipment and the common implementation steps of combat, behaviors include basic behaviors and composite behaviors. A single, indecomposable function of a weapon and equipment is mapped to a basic behavior, and multiple basic behaviors are logically combined to form a composite behavior.
[0126] Preferably, the basic behaviors of air defense weapons and equipment may be: target search, target tracking, fire distribution, shooting and guidance; the composite behaviors may be: target interception, fire switching and shooting.
[0127] (3) Mission: An object-oriented description of the overall combat capability of weapons and equipment. As the highest level of the object, it is used to respond to external events and drive weapons and equipment to perform a combat mission.
[0128] Preferably, the combat missions of air defense weapons and equipment can be: active interception and passive defense.
[0129] Step S2 includes:
[0130] (1) Resource abstraction: mapping the parameters and working principles of the equipment belonging to the weapon into a specific data structure or algorithm. The characteristics of the resource can be described in the form of three data types: scalar, vector, and option, or in the form of calculation models such as formulas, functions, and data tables. Customized data structures can also be used to assist in the description based on the characteristics of the equipment.
[0131] Preferably, the abstracted resource description of the search radar equipment of the air defense weapon equipment is as follows Figure 2 shown.
[0132] Scalars are used to describe equipment performance or status that can be described by a single number, such as the amount of firepower reserves or the radar target capacity; vectors are used to describe equipment performance or status that require multiple numbers, such as the range limit or the search range covered by the radar; lists are used to describe a finite number of equipment states, such as the operating mode of a radar; and computational models are used to describe the working principle of a device, such as the radar detection range formula.
[0133] Resources can be described using four elements: basic characteristics, detailed characteristics, status, and associated resources. "Basic characteristics" are parameterized descriptions of the device's fundamental performance; "detailed characteristics" are parameterized descriptions or modeled expressions of the device's deeper performance or operating principles; "status" is a dynamic description of the device's operating status or availability; and "associated resources" express any possible constraints or coordination with other resources when the resource is called, including predecessor resources, synchronization resources, and mutually exclusive resources.
[0134] "Predecessor resources" are other resources that must be used before using the current resource; "synchronous resources" are other resources that must be used while using the current resource; "mutually exclusive resources" are other resources that cannot be used at the same time as the current resource is used.
[0135] (2) Behavior modeling: Map the process of weapons and equipment realizing basic functions into a series of logical models for calling resources, establish a "resource-behavior" relationship mapping, and use the four elements of "resource, state, process logic, and priority" to describe the behavior. The typical process framework of behavior is as follows: Figure 3 shown.
[0136] "Resources" refers to all resources that need to be called during the implementation of the behavior; "status" refers to the data generated during the execution of the behavior, including business data and process data; "process logic" refers to the process of calling resources and the principles followed, which is composed of a series of process-based resource calls and execution conditions; "priority" is the basis for determining whether to continue implementation when the behavior and other behaviors conflict in occupying resources.
[0137] Preferably, the "target search" behavior of the air defense weapon equipment object is used to search for targets in a specified area. The resources that need to be called include search radar and search optoelectronics. The business data of the status can be the target information searched by the radar, and the process data of the status can be the progress of the behavior execution and the process status such as executing, paused or stopped.
[0138] (3) Task modeling: Map the process of weapons and equipment implementing holistic combat into a logical model of a series of behaviors, establish a "behavior-task" relationship mapping, and use the three elements of "behavior, state, and process logic" to describe the task.
[0139] "Behaviors" are all the behaviors that need to be invoked during the mission. Preferably, the "active interception" mission for air defense weaponry invokes the following behaviors: target tracking, firepower allocation, shooting, and guidance. "State" refers to the data generated during mission execution, including business data and process data. "Process logic" is the process and guidelines for implementing behaviors, consisting of a series of process-based behavior invocations and execution conditions.
[0140] Preferably, the "passive defense" task of the air defense weapon and equipment object is used to call the weapon and equipment to intercept the targets within the specified range one by one. The process is as follows: Figure 4 As shown in the figure, the actions to be invoked include: target search, threat assessment, firepower allocation, target tracking, firepower shooting, and effect evaluation. Status business data can include defense areas, destroyed targets, etc., while status process data can include task execution progress and process status such as executing, paused, or stopped.
[0141] In step S3, the operation method of the equipment belonging to the weapon is encapsulated inside the object, and the attribute state is adjusted by the execution of tasks and behaviors, thereby indirectly completing the operation of the equipment belonging to the weapon. Figure 5 Shown, including:
[0142] (1) Attributes, which encapsulate the resource and service status of the equipment object and are used to provide the resource status of the weapon and equipment object, the execution status of the task and behavior service, and the business data generated during the execution of the task and behavior to the outside world.
[0143] Preferably, the resource status attribute interface of the "search radar" of the air defense weapon equipment object can provide information such as whether the search radar equipment is available and its working status; the service status attribute interface of the "target search" behavior can provide information such as the execution status of the behavior and detected targets.
[0144] (2) Methods, which encapsulate the behavior of weapon and equipment objects and the calling method of tasks, are used to provide behavior and task services to the outside world. Methods also encapsulate the process control method of behaviors and tasks, which are used to provide the management method of tasks and behaviors to the outside world, and implement "start, pause, continue, and end" control over the execution process of tasks and behaviors.
[0145] Preferably, the method interface of the "target search" behavior of the air defense weapon equipment object allows the weapon equipment to provide a target search service for a specified area; the "end" control method interface of the "target search" behavior allows the weapon equipment to stop providing the service.
[0146] In summary, the present invention discloses a method for object-oriented encapsulation of autonomous control of weapons and equipment. Through structure definition, abstract modeling and interface encapsulation, weapons and equipment are encapsulated as objects, making them a service entity that can understand and autonomously undertake tasks.
[0147] Those skilled in the art will appreciate that, in addition to implementing the system, device, and various modules provided by the present invention in purely computer-readable program code, it is entirely possible to implement the same program in the form of logic gates, switches, application-specific integrated circuits, programmable logic controllers, embedded microcontrollers, and the like by logically programming the method steps. Therefore, the system, device, and various modules provided by the present invention can be considered a hardware component, and the modules included therein for implementing various programs can also be considered structures within the hardware component; the modules for implementing various functions can also be considered both software programs for implementing the method and structures within the hardware component.
[0148] The above describes specific embodiments of the present invention. It should be understood that the present invention is not limited to the specific embodiments described above, and those skilled in the art may make various changes or modifications within the scope of the claims, which do not affect the essence of the present invention. The embodiments of this application and the features in the embodiments may be combined with each other in any manner unless there is a conflict.
Claims
1. An object-oriented encapsulation method for autonomous control of weapons and equipment, characterized in that: include: Step S1: Based on the composition, function and usage of weapons and equipment, define the three-layer object structure of resources, behavior and tasks; Step S2: Using resource abstraction and logical modeling, establish a mapping relationship between weapons and equipment and object-oriented structures; Step S3: specify two interface types: attributes and methods to achieve object-oriented control and management of weapon equipment; In step S1: The object-oriented structure of weapons and equipment includes: Resources: An object-oriented description of the equipment belonging to weapons and equipment. As the basic element of the object, it is used to reflect the purpose, performance and status of the equipment and respond to the call of behavior to drive the equipment to work. Depending on whether the resource is reusable, the resource call method is divided into consumption and occupation. Consumption reduces the amount of resources, while occupation does not affect the amount of resources and can be used again after release. The weapon and equipment object structure also includes: Behavior: An object-oriented description of the basic functions of weaponry. It serves as an intermediate layer within the object, responding to external events or task calls and driving the weaponry to perform an independent function. Behaviors include basic and composite behaviors, based on the weaponry's functions and combat implementation steps. An equipment object can simultaneously implement multiple behaviors. Behaviors initially lock in required resources, and when resource conflicts arise between different behaviors, resource allocation is determined based on priority. Mission: An object-oriented description of the overall combat capability of weapons and equipment. As the highest level of objects, it is used to respond to external events and drive weapons and equipment to perform a combat mission. An equipment object can only perform one mission at a time. In step S2: Resource abstraction: Map the parameters and working principles of the equipment belonging to the weapon into a preset data structure or algorithm, and describe the resources using four elements: basic characteristics, detailed characteristics, status, and associated resources; Behavior modeling: Map the process of weapons and equipment achieving preset functions into a logical model for calling resources, establish a mapping of the relationship between resources and behaviors, and describe behaviors using four elements: resources, status, process logic, and priority; Mission modeling: Mapping the overall combat process of weapons and equipment into a behavior logic model, establishing a behavior and mission relationship mapping, and describing the mission using the three elements of behavior, state, and process logic; In step S3: The interfaces include: Attributes: The interface encapsulates the resource status of the equipment object and is used to provide the resource status of the weapon and equipment object, the execution status of the task and behavior service, and the business information generated during the execution of the task and behavior to the outside world; Method: The interface encapsulates the behavior of the weapon and equipment object and the calling method of the task, and is used to provide behavior and task services to the outside world; it encapsulates the behavior of the weapon and equipment object and the process control method of the task, and is used to externally control the execution process of the task and behavior, including starting, pausing, continuing, and ending.
2. An object-oriented packaging system for autonomous control of weapons and equipment, characterized in that: include: Module M1: Based on the composition, function and use of weapons and equipment, define the three-layer object structure of resources, behavior and tasks; Module M2: Use resource abstraction and logical modeling to establish a mapping relationship between weapons and equipment and object-oriented structures; Module M3: specifies two interface types: attributes and methods, to achieve object-oriented control and management of weapons and equipment; In the module M1: The object-oriented structure of weapons and equipment includes: Resources: An object-oriented description of the equipment belonging to weapons and equipment. As the basic element of the object, it is used to reflect the purpose, performance and status of the equipment and respond to the call of behavior to drive the equipment to work. Depending on whether the resource is reusable, the resource call method is divided into consumption and occupation. Consumption reduces the amount of resources, while occupation does not affect the amount of resources and can be used again after release. The weapon and equipment object structure also includes: Behavior: An object-oriented description of the basic functions of weaponry. It serves as an intermediate layer within the object, responding to external events or task calls and driving the weaponry to perform an independent function. Behaviors include basic and composite behaviors, based on the weaponry's functions and combat implementation steps. An equipment object can simultaneously implement multiple behaviors. Behaviors initially lock in required resources, and when resource conflicts arise between different behaviors, resource allocation is determined based on priority. Mission: An object-oriented description of the overall combat capability of weapons and equipment. As the highest level of objects, it is used to respond to external events and drive weapons and equipment to perform a combat mission. An equipment object can only perform one mission at a time. In the module M2: Resource abstraction: Map the parameters and working principles of the equipment belonging to the weapon into a preset data structure or algorithm, and describe the resources using four elements: basic characteristics, detailed characteristics, status, and associated resources; Behavior modeling: Map the process of weapons and equipment achieving preset functions into a logical model for calling resources, establish a mapping of the relationship between resources and behaviors, and describe behaviors using four elements: resources, status, process logic, and priority; Mission modeling: Mapping the overall combat process of weapons and equipment into a behavior logic model, establishing a behavior and mission relationship mapping, and describing the mission using the three elements of behavior, state, and process logic; In the module M3: The interfaces include: Attributes: The interface encapsulates the resource status of the equipment object and is used to provide the resource status of the weapon and equipment object, the execution status of the task and behavior service, and the business information generated during the execution of the task and behavior to the outside world; Method: The interface encapsulates the behavior of the weapon and equipment object and the calling method of the task, and is used to provide behavior and task services to the outside world; it encapsulates the behavior of the weapon and equipment object and the process control method of the task, and is used to externally control the execution process of the task and behavior, including starting, pausing, continuing, and ending.
Citation Information
Patent Citations
General development platform of military hardware operation interface
CN102081521A
A general weapon and equipment operation interface development platform
CN102081521B
Equipment combat test integrated task planning method and system
CN112016219A
Combined combat weapon equipment application training simulation system and implementation method thereof
CN113781856A