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Viable Software: the Intelligent Control Paradigm for Adaptable and Adaptive ArchitectureHerring, 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.
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Viable Software: the Intelligent Control Paradigm for Adaptable and Adaptive ArchitectureHerring, 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.
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Viable Software: the Intelligent Control Paradigm for Adaptable and Adaptive ArchitectureHerring, 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.
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Viable Software: the Intelligent Control Paradigm for Adaptable and Adaptive ArchitectureHerring, 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.
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Viable Software: the Intelligent Control Paradigm for Adaptable and Adaptive ArchitectureHerring, 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.
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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.
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Aspectos iniciais modelados com uma extensão da SYSMLOliveira, 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
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STREAM-AP: um processo para sistematizar a escolha de padr?es arquiteturais baseado em requisitos n?o-funcionaisSilva, Fabio Alexandre Gon?alves 30 July 2013 (has links)
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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
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Pratiques artistiques sur les écrans mobiles : création d’un langage de programmation / Artistic practices on mobile screens : the creation of a programming languageCunin, 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.
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[en] DETECTING ARCHITECTURALLY-RELEVANT CODE ANOMALIES ON MULTILANGUAGE SYSTEMS / [pt] DETECÇÃO DE ANOMALIAS DE CÓDIGO DE RELEVÂNCIA ARQUITETURAL EM SISTEMAS MULTILINGUAGEMMANUELE 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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