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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Using UML for Software Modeling-A Case Study of War Game

Chen, Ying-Chih 25 July 2001 (has links)
The Unified Modeling Language (UML) is now a standard means of expressing object-oriented analysis and design (OOAD) for the Object Management Group since 1997. The UML is called a modeling language, not a method. That is, the modeling language is the graphic notation that methods use to express design. However, the principles or guidelines for each UML notation modeling are lacking and those are crucial for the UML modeling. To address this important issue, this study utilizes research and development method to investigate the guidelines for each UML notation modeling. An example of war game is used to illustrate the guideline and application. With these guidelines, analysts can more easily use the UML notations to express OOAD and thereby improve the efficiency and effectiveness of UML modeling.
2

Activity Specification for Time-based Discrete Event Simulation Models

January 2019 (has links)
abstract: Computational models for relatively complex systems are subject to many difficulties, among which is the ability for the models to be discretely understandable and applicable to specific problem types and their solutions. This demands the specification of a dynamic system as a collection of models, including metamodels. In this context, new modeling approaches and tools can help provide a richer understanding and, therefore, the development of sophisticated behavior in system dynamics. From this vantage point, an activity specification is proposed as a modeling approach based on a time-based discrete event system abstraction. Such models are founded upon set-theoretic principles and methods for modeling and simulation with the intent of making them subject to specific and profound questions for user-defined experiments. Because developing models is becoming more time-consuming and expensive, some research has focused on the acquisition of concrete means targeted at the early stages of component-based system analysis and design. The model-driven architecture (MDA) framework provides some means for the behavioral modeling of discrete systems. The development of models can benefit from simplifications and elaborations enabled by the MDA meta-layers, which is essential for managing model complexity. Although metamodels pose difficulties, especially for developing complex behavior, as opposed to structure, they are advantageous and complementary to formal models and concrete implementations in programming languages. The developed approach is focused on action and control concepts across the MDA meta-layers and is proposed for the parallel Discrete Event System Specification (P-DEVS) formalism. The Unified Modeling Language (UML) activity meta-models are used with syntax and semantics that conform to the DEVS formalism and its execution protocol. The notions of the DEVS component and state are used together according to their underlying system-theoretic foundation. A prototype tool supporting activity modeling was developed to demonstrate the degree to which action-based behavior can be modeled using the MDA and DEVS. The parallel DEVS, as a formal approach, supports identifying the semantics of the UML activities. Another prototype was developed to create activity models and support their execution with the DEVS-Suite simulator, and a set of prototypical multiprocessor architecture model specifications were designed, simulated, and analyzed. / Dissertation/Thesis / Doctoral Dissertation Computer Science 2019
3

Applying Grid-Partitioning To The Architecture of the Disaster Response Mitigation (DISarm) System

Vogt, Aline 08 August 2007 (has links)
The need for a robust system architecture to support software development is well known. In enterprise software development, this must be realized in a multi-tier environment for deployment to a software framework. Many popular integrated development environment (IDE) tools for component-based frameworks push multi-tier partitioning by assisting developers with convenient code generation tools and software deployment tools which package the code. However, if components are not packaged wisely, modifying and adding components becomes difficult and expensive. To help manage change, vertical partitioning can be applied to compartmentalize components according to function and role, resulting in a grid partitioning. This thesis is to advocate a design methodology that enforces vertical partitioning on top of the horizontal multitier partitioning, and to provide guidelines that document the grid partitioning realization in enterprise software development processes as applied in the J2EE framework.
4

Modelagem do sistema de avaliação de conhecimento, segundo parâmetros do ENADE, aplicável aos cursos superiores de graduação: uma proposta quanto a forma de avaliação nas IES / MODELLING OF THE SYSTEM OF ASSESSMENT OF KNOWLEDGE BY PARAMETERS OF ENADE, APPLICABLE TO THE TOP OF COURSES GRADUATION: a proposal on how to assess in IES

PEREIRA, Cléber Augusto 09 August 2010 (has links)
Submitted by Rosivalda Pereira (mrs.pereira@ufma.br) on 2017-08-11T20:35:45Z No. of bitstreams: 1 CleberPereira.pdf: 3089056 bytes, checksum: ab85b5af73443dbf91e821cbac7192ab (MD5) / Made available in DSpace on 2017-08-11T20:35:45Z (GMT). No. of bitstreams: 1 CleberPereira.pdf: 3089056 bytes, checksum: ab85b5af73443dbf91e821cbac7192ab (MD5) Previous issue date: 2010-08-09 / The proposed modeling system for assessing undergraduate degree courses, according to the parameters required by ENADE emerges from the need of the IES adjust its methodology and assessment procedures to the terms set by the exam. The proposed solution does not address a specific undergraduate course and may be applied for any knowledge area. The use of software agents is justified on the grounds of a classical computer application not being able to adapt to the reality of each student, delivering the second behavioral questions identified during the evaluation process.The statistics generated from this reasoning will serve both for students and for teachers in order to reevaluate the teaching and learning process. The modeling was performed according to the UML 2.0 TROPOS methodology was used for the modeling of agents and their implementation was done in JADE. / A proposta de modelagem de sistema de avaliação dos cursos superiores de graduação, segundo os parâmetros exigidos pelo ENADE, emerge da necessidade das IES adequarem sua metodologia e procedimentos de avaliação aos moldes estabelecidos pelo exame. A solução proposta não se dirige a um curso específico de graduação, podendo ser utilizada para qualquer área do conhecimento. O uso de agentes de software em seu desenvolvimento justifica-se em razão de uma aplicação computacional clássica não ser capaz de adaptar-se à realidade de cada aluno, entregando quesitos segundo o comportamento identificado durante o processo de avaliação. As estatísticas geradas a partir deste raciocínio servirão tanto para os alunos como para os docentes no sentido de reavaliar o processo de ensino aprendizagem. A modelagem foi efetuada segundo a UML 2.0, foi utilizada a metodologia TROPOS para a modelagem dos agentes e sua implementação foi realizada no JADE.
5

Iterative, Interactive Analysis of Agent-goal Models for Early Requirements Engineering

Horkoff, Jennifer 26 March 2012 (has links)
Conceptual modeling allows abstraction, communication and consensus building in system development. It is challenging to expand and improve the accuracy of models in an iterative process, producing models able to facilitate analysis. Modeling and analysis can be especially challenging in early Requirements Engineering (RE), where high-level system requirements are discovered. In this stage, hard-to-measure non-functional requirements are critical; understanding the interactions between systems and stakeholders is a key to system success. Goal models have been introduced as a means to ensure stakeholder needs are met in early RE. Because of the high-level, social nature of early RE models, it is important to provide procedures which prompt stakeholder involvement (interaction) and model improvement (iteration). Most current approaches to goal model analysis require quantitative or formal information that is hard to gather in early RE, or produce analysis results automatically over models. Approaches are needed which balance automated analysis over complex models with the need for interaction and iteration. This work develops a framework for iterative, interactive analysis for early RE using agent-goal models. We survey existing approaches for goal model analysis, providing guidelines using domain characteristics to advise on procedure selection. We define requirements for an agent-goal model framework specific to early RE analysis, using these requirements to evaluate the appropriateness of existing work and to motivate and evaluate the components of our analysis framework. We provide a detailed review of forward satisfaction procedures, exploring how different model interpretations affect analysis results. A survey of agent-goal variations in practice is used to create a formal definition of the i* modeling framework which supports sensible syntax variations. This definition is used to precisely define analysis procedures and concepts throughout the work. The framework consists of analysis procedures, implemented in the OpenOME requirements modeling tool, which allow users to ask “What if?” and “Is this goal achievable, and how?” questions. Visualization techniques are introduced to aid analysis understanding. Consistency checks are defined over the interactive portion of the framework. Implementation, performance and potential optimizations are described. Group and individual case studies help to validate framework effectiveness in practice. Contributions are summarized in light of the requirements for early RE analysis. Finally, limitations and future work are described.
6

Iterative, Interactive Analysis of Agent-goal Models for Early Requirements Engineering

Horkoff, Jennifer 26 March 2012 (has links)
Conceptual modeling allows abstraction, communication and consensus building in system development. It is challenging to expand and improve the accuracy of models in an iterative process, producing models able to facilitate analysis. Modeling and analysis can be especially challenging in early Requirements Engineering (RE), where high-level system requirements are discovered. In this stage, hard-to-measure non-functional requirements are critical; understanding the interactions between systems and stakeholders is a key to system success. Goal models have been introduced as a means to ensure stakeholder needs are met in early RE. Because of the high-level, social nature of early RE models, it is important to provide procedures which prompt stakeholder involvement (interaction) and model improvement (iteration). Most current approaches to goal model analysis require quantitative or formal information that is hard to gather in early RE, or produce analysis results automatically over models. Approaches are needed which balance automated analysis over complex models with the need for interaction and iteration. This work develops a framework for iterative, interactive analysis for early RE using agent-goal models. We survey existing approaches for goal model analysis, providing guidelines using domain characteristics to advise on procedure selection. We define requirements for an agent-goal model framework specific to early RE analysis, using these requirements to evaluate the appropriateness of existing work and to motivate and evaluate the components of our analysis framework. We provide a detailed review of forward satisfaction procedures, exploring how different model interpretations affect analysis results. A survey of agent-goal variations in practice is used to create a formal definition of the i* modeling framework which supports sensible syntax variations. This definition is used to precisely define analysis procedures and concepts throughout the work. The framework consists of analysis procedures, implemented in the OpenOME requirements modeling tool, which allow users to ask “What if?” and “Is this goal achievable, and how?” questions. Visualization techniques are introduced to aid analysis understanding. Consistency checks are defined over the interactive portion of the framework. Implementation, performance and potential optimizations are described. Group and individual case studies help to validate framework effectiveness in practice. Contributions are summarized in light of the requirements for early RE analysis. Finally, limitations and future work are described.
7

A Unified Approach to Quantitative Software Lifecycle Modeling

Rao, Vijay D 08 1900 (has links)
An evolutionary process currently taking place in engineering systems is the shift from hardware to software where the role of software engineering is becoming more central in developing large engineering systems. This shift represents a trend from a piece-meal vision of software development to a holistic, system-wide vision. The term "software crisis" of 1960's and 1970's was the observation that most software development projects end up with massive cost overruns and schedule delays. The growing complexity of software projects led to Waterfall, Spiral and other models to depict the software development lifecycle. These models are qualitative and study the product, process and project issues in isolation, and do not provide a quantitative framework to depict the various facets of development, testing, maintenance and reuse. In this thesis, a generic, unified lifecycle model (ULM) integrating the product, process and project view of software development based on re-entrant lines is proposed. A reentrant line is a multi-class queueing network that consists of several types of artifacts visiting a set of development teams more than once. An artifact is a general term for any object of information created, produced, changed or used by development teams and it includes items such as requirements specification documents, preliminary and detailed module designs and design documents, code, components, test plans and test suites. The artifacts visit the development teams several times before exiting the system, thus making the flow of artifacts non-acyclic. The main consequence of the re-entrant flow is that several artifacts at different stages of completion compete with each other for service by a development team. The ULM model output is obtained by using the criticality, complexity and usage of artifacts. The model is solved using linear programming and simulation methods. The software development process in a software organisation is represented by the proposed re-entrant line model. The model is used to predict project metrics such as the development time, cost and product quality for any new project to be taken up by the organization. The routing matrix of the artifacts in the ULM can be modified to derive different types of lifecycle models such as Waterfall, Prototyping, Spiral and Hybrid models. The ULM may be modified to include software reuse and component-based development. We investigate certain issues involved in software reuse. Reuse of components is modeled as an external arrival of artifacts at different stages in the ULM. Two distinct lifecycles in component based software development, namely, 'development for reuse' and 'development with reuse', are distinguished and the development time and cost for projects are estimated using LP bounds and simulation. The 'development for reuse' lifecycle involves reusable components development that is stored in a reuse library. As the number of components in the reuse library grows over time and with projects, the problem of effective and efficient retrieval of candidate components in order to facilitate systematic reuse becomes the bottleneck. A novel approach where components are stored in a case-base is proposed. The retrieval process is based on a reasoning approach that relies on similar cases (components) in the past to find solutions to the current problem (new software requirements in projects). The selection of candidate components for decisions pertaining to four levels of reuse {reuse as-is, reuse with minor code modifications, reuse of specifications, no reuse or develop afresh} in the current application is modeled using Rough and Fuzzy sets. These methodologies are illustrated with suitable case studies. Maintenance of legacy systems, representing a massive, long-term business investment, is an important but relatively new research area. The ULM is modified to depict the complex set of activities associated with software maintenance. Quantitative metrics such as release time of versions, cost, time and effort for maintenance are estimated using this model. Some of the specific contributions of this thesis are: 1. A unified quantitative lifecycle model (ULM) depicting the software development process is used to obtain project metrics such as development cost, development time and quality based on the product and process attributes for the Waterfall, Prototyping, Spiral and Hybrid lifecycle models. 2. Analytic hierarchy process (AHP) methodology is used to rank order the suitability of different lifecycle models for a new development project at hand, based on the metrics obtained from ULM. 3. The ULM is modified to depict component-based software development and to integrate reuse as an important basis for software development. Two distinct lifecycles for development for reuse and development with reuse are studied. The 'development for reuse' strategy generates reusable components that are organized and stored in a reuse library. The selection-decision regarding candidate components from this library for reuse in the current application is derived using a Rough and Fussy set methodology. 4. The ULM is adapted to represent the various activities associated with software maintenance. Estimates of maintenance metrics for different strategies of maintenance of legacy systems are obtained.
8

Uma ferramenta acessível de apoio à modelagem de software na Web / An accessible too to support software modelling on the web

Grillo, Filipe Del Nero 25 April 2014 (has links)
Com o aumento do uso das atividades de modelagem em processos de desenvolvimento de software, a participação de pessoas com deficiência visual em tais processos requer esforços dedicados para que os modelos sejam passíveis de entendimento, caso contrário essa participação fica comprometida. Os modelos são em sua maioria visuais e, portanto, seu processo de construção requer o posicionamento de elementos no espaço do documento por meio de um dispositivo de apontar, como o mouse, e sua leitura requer o uso da visão, uma vez que os diagramas são compostos não apenas por textos, mas também por elementos visuais como retângulos e arcos conectando-os. Neste contexto, o objetivo deste projeto foi desenvolver uma técnica textual para representação e interação com diagramas que possibilite que pessoas com deficiência visual sejam capazes de colaborar em projetos de software, tanto utilizando uma abordagem de desenvolvimento orientado a modelos, quanto em uma abordagem de desenvolvimento tradicional. Para atingir o objetivo proposto foi desenvolvido um protótipo de uma ferramenta Web, a AWMo (lê-se letra a letra: A-W-M-O), a partir da qual a edição de modelos pode ser realizada por meio de duas visões equivalentes: uma visão gráfica, na qual o engenheiro de software poderá inserir novos elementos no diagrama, posicioná-los e definir suas propriedades de modo visual; e uma visão textual, na qual o engenheiro de software pode inserir novos elementos, propriedades e relacioná-los utilizando uma gramática textual. Um estudo de caso foi conduzido para avaliar sua eficácia e os resultados mostraram que a linguagem textual desenvolvida não representa uma barreira para a utilização da abordagem proposta pela AWMo. Os resultados sugerem que a AWMo é uma opção viável para facilitar o acesso de deficientes visuais a modelos de software, ajudando a promover a colaboração e comunicação efetiva e de maneira independente entre usuários com e sem visão para atividades de modelagem de software / With the growth of modeling activities in software development processes, the participation of visually impaired users requires dedicated efforts so that the models are capable to be understood, otherwise this participation is compromised. The models are mostly visuals and, therefore, their construction process requires the positioning of elements in the document space with a pointing device, like the mouse, and their reading requires the use of vision, since the diagrams are composed not only by text, but also by visual elements such as rectangles and arcs connecting them. In this context, the goal of this project was to develop a textual technique to represent and interact with diagrams to allow visually disabled people to collaborate in software development projects, either using an model driven development approach or a tradicional development approach. To achieve the proposed goal, a prototype Web tool called AWMo was developed. The prototype allows the edition of models to be done in two distinct views: a graphical view, where the software engineer is able to insert new elements and define their position in a visual and traditional way; and a textual view, where the software engineer is able to insert new elements, their properties and relationships using a textual grammar. A case study was conducted to evaluate the efficacy of the approach and the results show that the textual language developed did not posed itself as a barrier to the use of the AWMo. The results suggest that AWMo is a viable option to allow the access of the visually impaired to software models, promoting collaboration and effective communication between sighted and blind users in software modeling activities, but most importantly, in an independent way
9

Ambiente de apoio ao ensino de modelagem de software com máquina de estados: uma extensão para o editor de programação Bluej

Gaspar, Luciano 10 May 2012 (has links)
Made available in DSpace on 2016-04-29T14:23:06Z (GMT). No. of bitstreams: 1 Luciano Gaspar.pdf: 1342989 bytes, checksum: 2adb8081f31a71914dc0e2627497482b (MD5) Previous issue date: 2012-05-10 / The aspects that affect the complexity in the development of systems are, also, barriers to the teaching and learning process of software modeling. Many techniques, tools and processes are adopted in this specific kind of teaching, although, one of the greatest issues found in this task is to create conditions in order to make the student experiment such a complexity in the classroom. The adoption of criteria for software quality analysis is an option that, into the architectural prospect, can reveal that, even the algorithm with few code lines are fragile and, along their life cycle, may present problems of scalability, maintenance and reuse. In this aspect, the purpose of this research is to evaluate if the codes produced by the student, supported by the concepts and techniques of the State Model, will express the initial characteristics of a modularized structure. A tool which extends the functions of the BlueJ teaching environment was developed and it is presented in this paper. That tool, associated with the BlueJ native resources and the State Machines learning make it possible for the student to accomplish software model descriptions according to the structural and environmental code prospects / Os aspectos que afetam a complexidade no desenvolvimento de sistemas também são barreiras para o processo de ensino-aprendizagem de modelagem de software. Muitas técnicas, ferramentas e processos são adotados nesse tipo específico de ensino, porém, uma das dificuldades encontradas é criar condições para que o aluno vivencie tal complexidade em sala de aula. Como alternativa, a adoção de critérios de análise da qualidade de software, sob a perspectiva arquitetural, pode revelar que mesmo os algorítmos com poucas linhas de código são frágeis e ao longo do seu ciclo de vida apresentam problemas de escalabilidade, manutenção e reuso. Nesse sentido, o propósito desta pesquisa é avaliar se o código produzido pelo aluno, apoiado nos conceitos e técnicas do Modelo de Estados, manifestará características iniciais de uma estrutura modularizada. Uma ferramenta que estende as funcionalidades do ambiente de ensino BlueJ foi desenvolvida e é apresentada neste trabalho. Esta ferramenta, associada aos recursos nativos do BlueJ e aos conhecimentos de Máquina de Estados, permite que o aluno elabore descrições de modelos de software dentro das perspectivas estrutural e comportamental do código
10

Representing Design Patterns As Super Components In Component Oriented Software Engineering

Avkarogullari, Okan 01 February 2004 (has links) (PDF)
It is widely believed and empirically shown that component reuse improves both the quality and productivity of software development. This brings the necessity of a graphical editor to model the projects by using components. A graphical editor was implemented for the development of Component Oriented software development. The editor facilitates modeling efforts through application of the graphical modeling language COSEML. Both design patterns and software components have come to play important roles in software development. The correlation between software components and design patterns is apparent. In the design phase of the projects design patterns are used widely both in component and object oriented projects. Design patterns can be used as super components in component-based development . Software reuse, software components, design patterns, use of design patterns in component-based development, and component architectures are studied in details to address the need for the approach. COSE modeling activity starts with the decomposition of the target system into building blocks in a top-down order. Next, interfaces between these blocks are defined. If required design patterns can be added to model as super components.

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