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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.
391

Viable Software: the Intelligent Control Paradigm for Adaptable and Adaptive Architecture

Herring, Charles Edward Unknown Date (has links)
The Intelligent Control Paradigm for software architecture is the result of this work. The Viable Software Approach is developed as an instance of the paradigm. The approach uses the Viable System Model as the basis for software system architecture. The result is a model-based architecture and approach for developing software systems by piecemeal adaptation with the goal that they become adaptive systems at runtime. Software built in this manner is called Viable Software. Viable Software represents a unifying class of self-controlling software that is an “intelligent” control system. Cybernetics, Control Theory, and Complexity Theory are the background for this work, and aspects relevant to this work are presented. These results are related to software architecture and software engineering. Rationale for the selection of the Viable System Model as a basis for software systems is given. The Viable System Model is described. The model is restated as an Alexanderian “pattern language” to make it more accessible to software engineering. A Viable Software Approach is proposed and expressed in the form of a Product Line Architecture that arranges the Viable System Model, the Viable Software Architecture, a Viable Component Framework, and a Component Transfer Protocol into a system for generative programming. An important result is the formalisation of the pattern of the Viable System into the interface specifications of the Viable Component. Three case studies illustrate the approach. The first is an analysis and extension of the Groove collaboration system. This study shows how the approach is used to map an existing system into the Viable Software Architecture and add fuzzy-adaptive user interface controllers. The second study presents the design and detailed software construction of an adaptive camera controller as part of a smart environment. The final study shows how a Business-to-Business e-Commerce system can be evolved and an expert system-based controller developed to implement business contracts.
392

Viable Software: the Intelligent Control Paradigm for Adaptable and Adaptive Architecture

Herring, Charles Edward Unknown Date (has links)
The Intelligent Control Paradigm for software architecture is the result of this work. The Viable Software Approach is developed as an instance of the paradigm. The approach uses the Viable System Model as the basis for software system architecture. The result is a model-based architecture and approach for developing software systems by piecemeal adaptation with the goal that they become adaptive systems at runtime. Software built in this manner is called Viable Software. Viable Software represents a unifying class of self-controlling software that is an “intelligent” control system. Cybernetics, Control Theory, and Complexity Theory are the background for this work, and aspects relevant to this work are presented. These results are related to software architecture and software engineering. Rationale for the selection of the Viable System Model as a basis for software systems is given. The Viable System Model is described. The model is restated as an Alexanderian “pattern language” to make it more accessible to software engineering. A Viable Software Approach is proposed and expressed in the form of a Product Line Architecture that arranges the Viable System Model, the Viable Software Architecture, a Viable Component Framework, and a Component Transfer Protocol into a system for generative programming. An important result is the formalisation of the pattern of the Viable System into the interface specifications of the Viable Component. Three case studies illustrate the approach. The first is an analysis and extension of the Groove collaboration system. This study shows how the approach is used to map an existing system into the Viable Software Architecture and add fuzzy-adaptive user interface controllers. The second study presents the design and detailed software construction of an adaptive camera controller as part of a smart environment. The final study shows how a Business-to-Business e-Commerce system can be evolved and an expert system-based controller developed to implement business contracts.
393

Viable Software: the Intelligent Control Paradigm for Adaptable and Adaptive Architecture

Herring, Charles Edward Unknown Date (has links)
The Intelligent Control Paradigm for software architecture is the result of this work. The Viable Software Approach is developed as an instance of the paradigm. The approach uses the Viable System Model as the basis for software system architecture. The result is a model-based architecture and approach for developing software systems by piecemeal adaptation with the goal that they become adaptive systems at runtime. Software built in this manner is called Viable Software. Viable Software represents a unifying class of self-controlling software that is an “intelligent” control system. Cybernetics, Control Theory, and Complexity Theory are the background for this work, and aspects relevant to this work are presented. These results are related to software architecture and software engineering. Rationale for the selection of the Viable System Model as a basis for software systems is given. The Viable System Model is described. The model is restated as an Alexanderian “pattern language” to make it more accessible to software engineering. A Viable Software Approach is proposed and expressed in the form of a Product Line Architecture that arranges the Viable System Model, the Viable Software Architecture, a Viable Component Framework, and a Component Transfer Protocol into a system for generative programming. An important result is the formalisation of the pattern of the Viable System into the interface specifications of the Viable Component. Three case studies illustrate the approach. The first is an analysis and extension of the Groove collaboration system. This study shows how the approach is used to map an existing system into the Viable Software Architecture and add fuzzy-adaptive user interface controllers. The second study presents the design and detailed software construction of an adaptive camera controller as part of a smart environment. The final study shows how a Business-to-Business e-Commerce system can be evolved and an expert system-based controller developed to implement business contracts.
394

Viable Software: the Intelligent Control Paradigm for Adaptable and Adaptive Architecture

Herring, Charles Edward Unknown Date (has links)
The Intelligent Control Paradigm for software architecture is the result of this work. The Viable Software Approach is developed as an instance of the paradigm. The approach uses the Viable System Model as the basis for software system architecture. The result is a model-based architecture and approach for developing software systems by piecemeal adaptation with the goal that they become adaptive systems at runtime. Software built in this manner is called Viable Software. Viable Software represents a unifying class of self-controlling software that is an “intelligent” control system. Cybernetics, Control Theory, and Complexity Theory are the background for this work, and aspects relevant to this work are presented. These results are related to software architecture and software engineering. Rationale for the selection of the Viable System Model as a basis for software systems is given. The Viable System Model is described. The model is restated as an Alexanderian “pattern language” to make it more accessible to software engineering. A Viable Software Approach is proposed and expressed in the form of a Product Line Architecture that arranges the Viable System Model, the Viable Software Architecture, a Viable Component Framework, and a Component Transfer Protocol into a system for generative programming. An important result is the formalisation of the pattern of the Viable System into the interface specifications of the Viable Component. Three case studies illustrate the approach. The first is an analysis and extension of the Groove collaboration system. This study shows how the approach is used to map an existing system into the Viable Software Architecture and add fuzzy-adaptive user interface controllers. The second study presents the design and detailed software construction of an adaptive camera controller as part of a smart environment. The final study shows how a Business-to-Business e-Commerce system can be evolved and an expert system-based controller developed to implement business contracts.
395

Viable Software: the Intelligent Control Paradigm for Adaptable and Adaptive Architecture

Herring, Charles Edward Unknown Date (has links)
The Intelligent Control Paradigm for software architecture is the result of this work. The Viable Software Approach is developed as an instance of the paradigm. The approach uses the Viable System Model as the basis for software system architecture. The result is a model-based architecture and approach for developing software systems by piecemeal adaptation with the goal that they become adaptive systems at runtime. Software built in this manner is called Viable Software. Viable Software represents a unifying class of self-controlling software that is an “intelligent” control system. Cybernetics, Control Theory, and Complexity Theory are the background for this work, and aspects relevant to this work are presented. These results are related to software architecture and software engineering. Rationale for the selection of the Viable System Model as a basis for software systems is given. The Viable System Model is described. The model is restated as an Alexanderian “pattern language” to make it more accessible to software engineering. A Viable Software Approach is proposed and expressed in the form of a Product Line Architecture that arranges the Viable System Model, the Viable Software Architecture, a Viable Component Framework, and a Component Transfer Protocol into a system for generative programming. An important result is the formalisation of the pattern of the Viable System into the interface specifications of the Viable Component. Three case studies illustrate the approach. The first is an analysis and extension of the Groove collaboration system. This study shows how the approach is used to map an existing system into the Viable Software Architecture and add fuzzy-adaptive user interface controllers. The second study presents the design and detailed software construction of an adaptive camera controller as part of a smart environment. The final study shows how a Business-to-Business e-Commerce system can be evolved and an expert system-based controller developed to implement business contracts.
396

A knowledge-oriented, context-sensitive architectural framework for service deployment in marginalized rural communities /

Thinyane, Mamello. January 2009 (has links)
Thesis (Ph.D. (Computer Science)) - Rhodes University, 2009.
397

Aspectos iniciais modelados com uma extensão da SYSML

Oliveira, Kênia Santos de 19 February 2013 (has links)
Aspect Oriented Programming has been proposed in order to handle crosscutting concerns in an ecient manner. Initial proposals in this area have been applied to the source code. Subsequently, aspects were considered to be implemented in other phases of software development such as Requirements Engineering and Software Architecture. There are several advantages in identifying aspects at the requirements level and architecture level such as detecting conicts of interest, improving the requirements modularity, reducing costs of software maintenance and preserving the notion of aspects in software development process ensuring traceability. Therefore, the purpose of this work is to develop a model to represent aspects at the requirements level and the architecture level. The requirements model denes the activities of identication of aspect requirements, both functional and non-functional, separation and composition of aspect requirements and identication of conict between aspect requirements. Since dierent stakeholders need to view the system from dierent perspectives, the architecture model allows to represent dierent views considering the representation with aspects. The proposed views are structural, use case + requirements and development. Compared to other analysed approaches, the proposed models in this work represent important characteristics that others models do not represent, such as maintaining traceability of aspects between requirements and the architecture level. In order to represent the models, extensions to the SysML modeling language were proposed. / A Programação Orientada a Aspectos foi proposta com o objetivo de manipular interesses transversais de uma maneira eciente. Propostas iniciais nesta área foram aplicadas no código fonte. Posteriormente, aspectos foram considerados para serem aplicados em outras fases do desenvolvimento de software tais como Engenharia de Requisitos e Arquitetura de Software. Há várias vantagens em identicar aspectos no nível de requisitos e no nível arquitetural, tais como detectar inicialmente conitos de interesses, melhorar a modularidade dos requisitos, reduzir custos de manutenção de software e preservar a noção de aspectos no processo de desenvolvimento de software garantindo rastreabilidade. Portanto, o propósito desse trabalho é desenvolver um modelo para representar aspectos no nível de requisitos e no nível arquitetural. O modelo de requisitos dene as atividades de identicação de requisitos aspectuais tanto de origem funcional quanto não-funcional, separação e composição de requisitos e requisitos aspectuais e identicação de conitos entre requisitos aspectuais. Uma vez que diferentes stakeholders necessitam visualizar o sistema a partir de diferentes perspectivas, o modelo de arquitetura permite representar diferentes visões considerando a representação com aspectos. As visões propostas são a estrutural, a de casos de uso + requisitos, e a de desenvolvimento. Em comparação com outras abordagens analisadas, os modelos propostos nesse trabalho cobrem importantes características que os outros modelos não cobrem, como por exemplo, manter a rastreabilidade de aspectos entre os níveis de requisitos e de arquitetura. Para representar os modelos, extensões da linguagem de modelagem SysML foram propostas. / Mestre em Ciência da Computação
398

STREAM-AP: um processo para sistematizar a escolha de padr?es arquiteturais baseado em requisitos n?o-funcionais

Silva, Fabio Alexandre Gon?alves 30 July 2013 (has links)
Made available in DSpace on 2014-12-17T15:48:08Z (GMT). No. of bitstreams: 1 FabioAGS_DISSERT.pdf: 1631308 bytes, checksum: cb5c8aa720129c7e7b32a24acd2a4b2c (MD5) Previous issue date: 2013-07-30 / The importance of non-functional requirements for computer systems is increasing. Satisfying these requirements requires special attention to the software architecture, since an unsuitable architecture introduces greater complexity in addition to the intrinsic complexity of the system. Some studies have shown that, despite requirements engineering and software architecture activities act on different aspects of development, they must be performed iteratively and intertwined to produce satisfactory software systems. The STREAM process presents a systematic approach to reduce the gap between requirements and architecture development, emphasizing the functional requirements, but using the non-functional requirements in an ad hoc way. However, non-functional requirements typically influence the system as a whole. Thus, the STREAM uses Architectural Patterns to refine the software architecture. These patterns are chosen by using non-functional requirements in an ad hoc way. This master thesis presents a process to improve STREAM in making the choice of architectural patterns systematic by using non-functional requirements, in order to guide the refinement of a software architecture / Cada vez mais os sistemas computacionais precisam satisfazer requisitos n?ofuncionais. No entanto a satisfa??o destes requisitos exige uma aten??o especial j? que s?o requisitos que devem ser levados em considera??o pelas arquiteturas de software que representam esses sistemas. Uma arquitetura de software inadequada introduz uma complexidade maior, al?m da complexidade intr?nseca do sistema. Al?m disso, estudos mostram que apesar das atividades de engenharia de requisitos e de arquitetura de software atuarem em diferentes aspectos do desenvolvimento, ? preciso execut?- las de forma iterativa e entrela?ada para produzir sistemas computacionais satisfat?rios. Com o objetivo de diminuir a lacuna existente entre requisitos de software e o desenvolvimento de uma arquitetura de software que reflita esses requisitos, foi proposto o processo STREAM (Strategy for Transition between REquirements models and Architectural Models). O STREAM consiste de uma abordagem sistem?tica que enfatiza os requisitos funcionais, sendo os n?o-funcionais usados de forma ad hoc. Entretanto, os requisitos n?o-funcionais normalmente impactam o sistema como um todo. Assim, a maneira proposta pelo STREAM para fazer com que a arquitetura de software desenvolvida reflita os Requisitos N?o-Funcionais elicitados no modelo de requisitos ? atrav?s do refinamento da arquitetura usando padr?es arquiteturais escolhidos com base nos requisitos n?o-funcionais. No STREAM a escolha desses padr?es ? realizada de forma ad hoc. Com o objetivo de sistematizar a forma de escolha dos padr?es arquiteturais, esta disserta??o prop?e um processo para sistematizar a escolha desses padr?es, a partir de requisitos n?o-funcionais racionalizados, que ser?o usados para refinar arquitetura de software
399

Pratiques artistiques sur les écrans mobiles : création d’un langage de programmation / Artistic practices on mobile screens : the creation of a programming language

Cunin, Dominique 01 December 2014 (has links)
Tout au long de ses évolutions, l'ordinateur n'a cessé de permettre autant la consultation que la création de médias. Mais contrairement à l'activité de consultation, la création de logiciels interactifs demande une certaine maîtrise de la programmation informatique, qui reste le seul moyen de produire des programmes agissant sur une machine numérique. Dans ce contexte, les pratiques artistiques engagées dans la création d'œuvres interactives ne peuvent se dispenser de recourir à la programmation informatique, c'est-À-Dire à la création logicielle. Mais dans quelles situations les artistes se placent-Ils face aux techniques du numérique et à la programmation en particulier ? Cette interrogation, qui trouve de multiples réponses, revient au premier plan lorsque le paysage des appareils numériques de grande consommation connaît un événement majeur. Notre recherche est issue d’une telle situation : à partir de 2007, l’apparition des écrans mobiles (smartphones et tablettes) a été pour nous l’occasion d’interroger le potentiel de ces nouveaux supports dans la création artistique œuvrant avec l’interactivité. Il s'agissait pour nous de faire œuvre avec les écrans mobiles autant que d’en définir les modalités de mise en œuvre esthétique et technique au moment même de leur introduction dans notre quotidien. Nous cherchons à situer une certaine pratique de l’interactivité dans l’art permise par les écrans mobiles et leurs spécificités techniques, en partant de l'hypothèse selon laquelle les écrans mobiles permettent des mises en œuvre artistiques de l’interactivité que d’autres supports numériques ne permettent pas, mais imposent également des créations logicielles spécifiques. / Throughout its evolution, the computer never stopped allowing media consultation as well as media creation. Unlike the consultation activity, the creation of interactive software requires some computer programming skills, as it remains the only way to produce programs that acts on a digital machine. In this context, artistic practices involved in the creation of interactive works cannot avoid the use of computer programming and the creation of software. But what circumstances artists are facing when then work with digital technologies and software programming? This question, which has multiple answers, gain in importance when the landscape of massively produced digital devices experiences a major event.Our research is the result of such a situation: starting in 2007, the emergence of mobile screens (smartphones and tablets) was an opportunity to examine the potential of these new digital devices in the field of interactive arts. Our purpose was to create effective art works with mobile screens to be able to define their aesthetic and technical specificities at the very time of their introduction into our daily lives. We try to situate some interactive art practices that mobile screens makes possible thanks to their technical specifications. Our base hypothesis is that mobile screens allow the creation of interactive art work that other digital media cannot afford, but also require the creation of specifics softwares.
400

[en] DETECTING ARCHITECTURALLY-RELEVANT CODE ANOMALIES ON MULTILANGUAGE SYSTEMS / [pt] DETECÇÃO DE ANOMALIAS DE CÓDIGO DE RELEVÂNCIA ARQUITETURAL EM SISTEMAS MULTILINGUAGEM

MANUELE DOS REIS FERREIRA 02 June 2015 (has links)
[pt] Estudos recentes mostram que os sistemas são desenvolvidos por pelo menos quatro linguagens. Ao utilizar estas linguagens, boas práticas de desenvolvimento também são diferentes. Estes aspectos de heterogeneidade dificultam a concepção de soluções que apoiem desenvolvedores na construção de sistema multilinguagem com qualidade. Em particular, diversas abordagens têm surgido nos últimos anos com o objetivo de auxiliar os analistas nas tarefas de compreensão e manutenção desses sistemas. Porém, ainda existe uma carência de abordagens com foco na detecção de anomalias de código em sistemas multilinguagem. Dessa forma, o objetivo desse trabalho é oferecer suporte a identificação de sintomas de degradação arquitetural através do uso de estratégias baseadas em métricas em sistemas multilinguagem. / [en] Recent studies show that the systems are designed with at least four languages. Using these languages, best practices to development are also different. These aspects of heterogeneity make it difficult to design solutions that support developers activities on developing of multi-language system with quality. In particular, several approaches have emerged with the aim to assist analysts in comprehension and maintaining systems. However, there is still a lack of approaches focused on detection of code anomaly on multi-language systems. Thus, the aim of this work is to support the identification of symptoms of architectural degradation through the use of metrics-based strategies on multi-language systems.

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