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Telemetry System User Interface for Windows™Windingland, Kim, LaPlante, John 10 1900 (has links)
International Telemetering Conference Proceedings / October 25-28, 1993 / Riviera Hotel and Convention Center, Las Vegas, Nevada / Due to the rapid advancement of technology in GUI design tools within Microsoft Windows™, a sophisticated human-machine interface can be developed for telemetry systems. A PC Windows™-based telemetry system would effectively provide a "bridge" between the telemetry world and the Windows™ world, bringing many low cost off-the-shelf software and hardware tools into the telemetry realm that has been unprecedented. This paper describes the results of such an approach in the development of Loral's Visual Telemetry System (VTS) software.
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Simulation, Control and Path Planning for Articulated Unmanned Ground VehiclesYan, Yutong January 2016 (has links)
The purpose of this project is to implement obstacle avoidance algorithms to drive the articulated vehicle autonomously in an unknown environment, which is simulated by AgX Dynamics™ simulation software and controlled by Matlab® programming software. Three driving modes are developed for driving the vehicle (Manual, Semi-autonomous and Autonomous) in this project. Path tracking algorithms and obstacle avoidance algorithms are implemented to navigate the vehicle. A GUI was built and used for the manual driving mode in this project. The semi-autonomous mode checked different cases: change lanes, U-turn, following a line, following a path and figure 8 course. The autonomous mode is implemented to drive the articulated vehicle in an unknown environment with moving to a pose path tracking algorithm and VFH+ obstacle avoidance algorithm. Thus, the simulation model and VFH+ obstacle avoidance algorithm seems to be working fine and still can be improved for the autonomous vehicle. The result of this project showed a good performance of the simulation model. Moreover, this simulation software helps to minimize the cost of the articulated vehicle since all tests are in the simulation rather than in the reality.
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RNA CoMPASS: RNA Comprehensive Multi-Processor Analysis System for SequencingXu, Guorong 02 August 2012 (has links)
The main theme of this dissertation is to develop a distributed computational pipeline for processing next-generation RNA sequencing (RNA-seq) data. RNA-seq experiments generate hundreds of millions of short reads for each DNA/RNA sample. There are many existing bioinformatics tools developed for the analysis and visualization of this data, but very large studies present computational and organizational challenges that are difficult to overcome manually. We designed a comprehensive pipeline for the analysis of RNA sequencing which leverages many existing tools and parallel computing technology to facilitate the analysis of extremely large studies. RNA CoMPASS provides a web-based graphical user interface and distributed computational pipeline including endogenous transcriptome quantification and additionally the investigation of exogenous sequences.
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[en] GUI TEST SUITE AUTOMATIC GENERATION FROM PETRI NET / [pt] GERAÇÃO AUTOMÁTICA DE SUÍTE DE TESTE PARA GUI A PARTIR DE REDE DE PETRIRAQUEL JAUFFRET GUILHON 30 April 2015 (has links)
[pt] Na etapa de testes de software, as falhas podem ser reveladas e em seguida diagnosticadas a fim de identificar os defeitos que a causaram. Os testes devem idealmente ser aplicados desde o nível da unidade até o nível mais elevado do software, como o teste de sistema. Em um destes níveis está o teste da interface gráfica, ou Graphical User Interface (GUI). Garantir o correto funcionamento da GUI quanto ao estado de seus elementos após diversos eventos de usuário, é tão importante quanto o teste de outras camadas, pois a GUI é um meio direto de interação com a aplicação, sendo o recurso que mais influencia em como será qualificada a experiência pelo usuário final. Este trabalho propõe uma abordagem de teste baseado em modelo, ou Model-Based Testing (MBT), utilizando Redes de Petri (RP) de alto nível para representar a interface gráfica. A Rede de Petri é uma ferramenta de modelagem e uma linguagem de especificação de base matemática que define graficamente a estrutura de sistemas especialmente concorrentes. Uma característica importante das RPs é que elas podem ser simuladas, permitindo que se observe o comportamento do sistema e que se obtenha a geração de casos de teste a partir dos caminhos executados na simulação. Foi investigada a geração de suítes de teste para interface gráfica a partir do modelo Rede de Petri. Para isso, considerou-se a relação entre as ações do usuário e os estados resultantes na GUI, percebendo como uma RP pode modelá-los. Uma ferramenta de apoio foi desenvolvida para que, a partir das simulações realizadas na Rede de Petri, suítes de teste fossem geradas na linguagem C mais mais, tornando possível a execução automática em um software de estudo. Por fim, o critério de teste Análise de Mutantes, que mede a eficácia da suíte gerada a partir da RP, foi empregado como um dos meios de validação deste trabalho. / [en] In software testing stage, faults can be revealed and then diagnosed to identify defects that caused it. Tests should ideally be applied from the unit level to the higher level of software, such as system testing. In one of these levels resides GUI (Graphical User Interface) testing. Ensuring the correct operation of the GUI on the state of its elements after various user events is as important as the other layers tests, since GUI is a direct way to interact with the application, being the feature that most influences how the experience will be qualified by the end user. This paper proposes a Model-Based Testing (MBT) approach using high-level Petri Nets (RP) to represent graphical user interface. Petri Net is a modeling tool and a mathematical specification language that graphically defines the structure of systems, specially the concurrent ones. An important feature of RPs is that they can be simulated, allowing one to observe the behavior of the system and to obtain the generation of test cases from the paths executed in the simulation. The generation of test suites for GUI from the Petri Net model was investigated. For this, we considered the relationship between user actions and resulting states in the GUI, realizing how an RP can model them. A support tool was developed so that, from the simulations of Petri Net, test suites were generated in C plus plus language, making it possible to auto-run them on a study software. Finally, the Mutation Analysis test criterion, which measures the effectiveness of the suite generated from RP, was employed as a means of validation of this work.
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Processen att välja ett verktyg för automatiserad GUI-testning : En fallstudieHallnemo, Martin January 2013 (has links)
Grafiska användargränssnitt (GUI) utgör en viktig del hos många programvaror. En vanlig verifieringsteknik för programvara är testning, vilket ofta upptar mycket tid inom utvecklingsprojekt. En ansats till en effektivare testning med högre kvalitet är testautomation. Att automatisera tester för GUI:n är ofta svårt men värdefullt. Ett vanligt problem är att verktyg med otillräcklig funktionalitet införskaffas för automatiseringen, vilket kan bero på bristfälliga utvärderingar. I den här rapporten presenteras kriterier som kan användas vid en utvärdering av automatiserade GUI-testningsverktyg, vilka kan öka chanserna för att rätt verktyg införskaffas. Dessa kriterier har identifierats genom en litteraturstudie och fallstudie. Kriterier för urval av verktyg för utvärdering, selektionskriterier, har kategoriserats enligt ISO/IEC 9126, och utvärderingskriterier utifrån testprocessen. Delar av kriterierna har utvärderats i en fallstudie för två Capture & Replay verktyg. Utifrån fallstudien går det att konstatera att åtminstone delar av kriterierna kan användas, och att de ger värdefull information vid en utvärdering.
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Padrões de teste para interfaces gráficasCunha, Marco André da Mota January 2010 (has links)
Tese de mestrado integrado. Engenharia Informática e Computação. Universidade do Porto. Faculdade de Engenharia. 2010
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Graphical User Interfaces for Distributed Version Control Systems / Grafiska användargränssnitt för distribuerade versionskontrollsystemNilsson, Kim January 2008 (has links)
<p>Version control is an important tool for safekeeping of data and collaboration between colleagues. These days, new distributed version control systems are growing increasingly popular as successors to centralized systems like CVS and Subversion. Graphical user interfaces (GUIs) make it easier to interact with version control systems, but GUIs for distributed systems are still few and less mature than those available for centralized systems. The purpose of this thesis was to propose specific GUI ideas to make distributed systems more accessible. To accomplish this, existing version control systems and GUIs were examined. A usage survey was conducted with 20 participants consisting of software engineers. Participants were asked to score various aspects of version control systems according to usage frequency and usage difficulty. These scores were combined into an index of each aspect's "unusability" and thus its need of improvement. The primary problems identified were committing, inspecting the working set, inspecting history and synchronizing. In response, a commit helper, a repository visualizer and a favorite repositories list were proposed, along with several smaller suggestions. These proposals should constitute a good starting point for developing GUIs for distributed version control systems.</p>
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Visual GUI System For Game Boy Advance / Nintendo DSTosun, Semih January 2009 (has links)
<p>The purpose of this study is to provide a simple user interface with which everyone can</p><p>design his/her own game, and play it on Game Boy Advance console. This project helps</p><p>people develop games without having programming knowledge. Everything is done by means of a user interface and without any programming knowledge. It is magic, isn’t it?</p><p>Game Boy Advance is a game console developed by Nintendo. In order to market their</p><p>products, they must also develop games running on their products. Every time they develop a game for the Game Boy Advance console, they have to implement a low level C++ application over and over again. This makes things more complicated. However, if this software is used, everything becomes easier.</p><p>This project can be seen as an interpreter that interprets the designed game, which is</p><p>very high level, and converts it to a Game Boy Advance game. If this project is finished</p><p>successfully, game design for Game Boy Advance will experience a revolution in its history.</p><p>In brief, it is required to develop a visual, GUI‐based system that allows people to develop games for the Game Boy Advance console. This GUI system is required to</p><p>implement and use the API (Game Engine) developed by Lypson.</p>
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Utveckling av ett grafiskt användargränssnitt för en RISC mikrodatorHellström, Stefan January 2007 (has links)
<p>Detta examensarbete var en del i ett större projekt på ProElec AB i Söderhamn. Företaget ville ta fram en ny produkt i form av en displayenhet som ska kunna kommunicera med ett annat system via en operatör och ett CAN-protokoll. Användargränssnittet (GUI) i produkten understödjer växelverkan mellan en operatör och exempelvis ett hydrauliskt system på en grävskopa. Syftet med detta arbete var därför att hitta en bra metod som kan användas för att utveckla ett applikationsinterface (API) som sedan används för att implementera detta GUI på displayenheten. Enheten består av en mikrodator och en LCD-skärm och är ett system som har begränsat med minne och resurser. Därför så fanns det krav på att applikationen som använder detta API får snabba svarstider och bra prestanda, men även att den blir användarvänlig. För att kontrollera om resultatet blev bra så gjordes också en test för att se om alla krav uppfylldes. Här visade testet att resultatet blev väldigt bra och att inga kvarstående problem fanns kvar att rätta till i det API som togs fram för displayenheten.</p>
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Walk-A-Way : A Maya Plug-in for Walk Cycle AutomationChristiansson, Kajsa January 2009 (has links)
<p>In 3D and 2D animations walk cycles of characters appear very frequently and are an important way of expressing various aspects of the story told. However walk cycles are tedious and time consuming to animate. In this work an Autodesk MAYA plug-in has been developed, that aims at automating this process. The walk cycle plug-in can be highly beneficial for animators when creating convincing walk cycles in a fast and simple way. The plug-in calculates the right values for each phase in the walk cycle. The GUI of the plug-in makes it easy to provide the required input parameters. In addition, the plug-in allows the animation of a character to walk along a chosen path.</p>
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