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Modélisation de la morphodynamique sédimentaire par une méthode distribuant le résidu / Numérical modeling of the sediment transport by aésidual Distribution method.Ramsamy, Priscilla 07 December 2017 (has links)
Ce travail de thèse, propose un schéma numérique d'ordre élevé, distribuantle résidu (RD) pour l'approximation d'un problème hydro-sédimentairehyperbolique non conservatif, couplant les modèles de Grass et de Saint-Venant. Il fait appel à des méthodes de Runge-Kutta à variation totale diminuanteet de stabilisation (méthode de décentrement amont, dit Upwind),avec ou sans adjonction de limiteurs et présente de bonnes propriétés.L'une des facettes importantes de ce qui a été réalisée, repose sur la conceptionet le développement d'un programme Python 2D-espace, sous la formed'un logiciel faisant appel à un ensemble de modules créés pour l'occasion.Le développement du code de calcul, qui se propose d'approcher la solutiondu problème hydro-sédimentaire, a été e_ectué avec une orientation Objetet pour être e_cace sur calculateur parallèle (utilisant le parallélisme multithreadsOpenMP). L'une des particularités du schéma numérique dans cecadre, est liée à son application à des quadrangles.Un programme 1D-espace, qui se présente également sous forme de logiciel,a aussi été mis en place. Pour des raisons de portabilité et d'e_catité, il aété écrit multilangages (Python-Fortran : via numpy.ctypes pour Python etvia l'interface standard de Fortran pour C). Le schéma RD avec ou sansadjonction de limiteurs de _ux, a été implémenté à la manière d'un schémaprédicteur-correcteur. Des comparaisons avec d'autres schémas ont été e_ectuées a_n de montrer son e_cacité, son ordre de précision élevé a été mis enévidence, et la C-propriété a été testée. Les tests ont révélé que, pour le casd'un transport d'un pro_l sédimentaire parabolique, c'est le limiteur de _uxMUSCL MinMod, qui est le plus adapté parmi ceux testés.Dans le cas scalaire, des tests numériques ont été réalisés a_n de validerle second ordre de précision. / The present work, proposes a high order Residual Distribution (RD) numericalscheme to solve the non conservative hyperbolic problem, coupling Shallow Water and Grass equations. It uses Total Value Diminishing Runge Kutta and stabilisation Upwind methods, with or without limiters. It also has some good properties.A part of the work realised in this thesis, is about the conception and the developpement of a 2D-space Python program, under the form of a software,using a set of moduls created for the occasion. the code developpement, whichis said to approach the _uid-sediment model, coupling Shallow-Water and sedimentequations, has been made with an Object orientation and in orderto be e_cient on parallel architecture (using multithreads OpenMP parallelism). One of the features of the scheme in this case, is due to its application on quadrangles.A 1D-space program, also writen as a software, has been estabished. In order to be portable and e_cient, It has been developped multilinguals (Python- Fortran : by numpy.ctypes for Python and by standart interface FORTRAN for C). The RD scheme with or without Flux Limiters, has been implemented like predictor-corrector one. Comparisons with other schemes results have been realised, in order to show its e_ciency, moreover its high order accuracy has been focus on, and the C-proprerty has been tested. The tests show that MUSCL MinMod _ux limiters, is the most adaptated for a dune test case, between all tested.In the scalar case, numerical tests have been realised, for validating the secondorder of accuracy.
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Formalising non-functional requirements embedded in user requirements notation (URN) modelsDongmo, Cyrille 11 1900 (has links)
The growing need for computer software in different sectors of activity, (health, agriculture,
industries, education, aeronautic, science and telecommunication) together with the
increasing reliance of the society as a whole on information technology, is placing a heavy
and fast growing demand on complex and high quality software systems. In this regard, the
anticipation has been on non-functional requirements (NFRs) engineering and formal methods.
Despite their common objective, these techniques have in most cases evolved separately.
NFRs engineering proceeds firstly, by deriving measures to evaluate the quality of the constructed
software (product-oriented approach), and secondarily by improving the engineering
process (process-oriented approach). With the ability to combine the analysis of both functional
and non-functional requirements, Goal-Oriented Requirements Engineering (GORE)
approaches have become de facto leading requirements engineering methods. They propose
through refinement/operationalisation, means to satisfy NFRs encoded in softgoals at an
early phase of software development. On the other side, formal methods have kept, so far,
their promise to eliminate errors in software artefacts to produce high quality software products
and are therefore particularly solicited for safety and mission critical systems for which
a single error may cause great loss including human life.
This thesis introduces the concept of Complementary Non-functional action (CNF-action)
to extend the analysis and development of NFRs beyond the traditional goals/softgoals
analysis, based on refinement/operationalisation, and to propagate the influence of NFRs
to other software construction phases. Mechanisms are also developed to integrate the formal
technique Z/Object-Z into the standardised User Requirements Notation (URN) to
formalise GRL models describing functional and non-functional requirements, to propagate
CNF-actions of the formalised NFRs to UCMs maps, to facilitate URN construction process
and the quality of URN models. / School of Computing / D. Phil (Computer Science)
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Integration testing of object-oriented softwareSkelton, Gordon William 08 1900 (has links)
This thesis examines integration testing of object-oriented software. The process of integrating and testing procedural programs is reviewed as foundation for testing object-oriented software. The complexity of object-oriented software is examined. The relationship of integration testing and the software development life cycle is presented. Scenarios are discussed which account for the introduction of defects into the software. The Unified Modeling Language (UML) is chosen for representing pre-implementation and post-implementation models of the software. A demonstration of the technique of using post-implementation models representing the logical and physical views as an aid in integration and system testing of the software is presented. The use of UML diagrams developed from the software is suggested as a technique for integration testing of object-oriented software. The need for automating the data collection and model building is recognized. The technique is integrated into the Revised Spiral Model for Object-Oriented Software Development developed by du Plessis and van der Walt. / Computing / D.Phil. (Computer Science)
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Knowledge-based support for object-oriented designLoock, Marianne 06 1900 (has links)
The research is conducted in the area of Software Engineering, with emphasis on the design phase of the Software Development Life Cycle (SDLC). The object-oriented paradigm is the point of departure. The investigation deals with the problem of creating support for the design phase of object-oriented system
development. This support must be able to guide the system designer through the design process, according to a sound design method, highlight opportunities for prototyping and point out where to re-iterate a design step, for example. A solution is proposed in the form of a knowledge-based support system. In the prototype this support guides a designer partially through the first step of the System Design task for object-oriented design. The intention is that the knowledge-based system should capture the know-how of an expert system designer and assist an inexperienced system designer to create good designs. / Computing / M. Sc. (Information Systems)
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Ferramenta para o apoio ensino-aprendizagem do modelo orientado a objetos durante a construção do diagrama de classes / Tool for teaching-learning support of the model object-oriented architecture during the construction of the class diagramFelisbino, Cláudio Marcio 28 August 2017 (has links)
O ensino do modelo orientado a objetos tornou-se uma prática muito comum na introdução dos cursos de computação e as dificuldades no processo de ensinoaprendizagem são bem conhecidas. Grande parte dos estudantes apresenta dificuldades em assimilar os conceitos e abstrações envolvidas neste paradigma. Este trabalho descreve o desenvolvimento, a implementação e testes de uma ferramenta para apoiar o processo de ensino-aprendizagem do modelo orientado a objetos, durante a construção de Diagramas de Classe. Com a ferramenta desenvolvida, foram coletados dados durante a construção de Diagramas de Classe UML, em experimentos realizados com alunos de uma Universidade situada na cidade de Curitiba. A ferramenta desenvolvida permitiu revelar comportamentos dos alunos durante a construção dos diagramas de classes. Os resultados demonstram que as intervenções realizadas por alunos em itens do Diagrama de Classes, como atributos, métodos e associações, durante a criação do mesmo, influenciam diretamente no conceito obtido. Além disso, a ferramenta oferece informações específicas sobre cada aluno, que podem ser utilizadas pelo professor para incentivar cada um a estudar determinados temas, a fim de melhorar o desempenho dos mesmos no entendimento do modelo orientado a objetos e na criação de Diagramas de Classes. A ferramenta para o apoio ao ensino-aprendizagem do modelo orientado a objetos durante a construção do Diagrama de Classes fornece dados negligenciados pelas ferramentas de construção de diagramas, podendo ser um importante método para aprimorar o processo de ensino-aprendizagem do modelo orientado a objetos. / The teaching of the object-oriented model has become a very common practice in the introduction of computer courses and difficulties in the teaching-learning process are well known. Most of the students present difficulties in assimilating the concepts and abstractions involved in this paradigm. This study describes the development, implementation and testing of a tool to support the teaching-learning process of the object-oriented model during the construction of Class Diagrams. With the tool developed, data were collected during the construction of UML Class Diagrams, in experiments carried out with students of a University located in the city of Curitiba. The developed tool allowed to reveal the behaviors of the students during the construction of the class diagrams. The results show that the interventions made by students in items of the Class Diagram, such as attributes, methods and associations, during the creation of the same, directly influence the concept obtained. In addition, the tool offers specific information about each student that can be used by the teacher to encourage each one to study certain themes in order to improve their performance in understanding the object-oriented model and creating Class Diagrams. The teaching-learning tool of the object-oriented model during the construction of the Class Diagram provides data neglected by the diagrams-building tools, and can be an important method to improve the teaching-learning process of the model oriented to Objects.
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Uma plataforma de desenvolvimento de software baseado em componentes para dispositivos moveis / A software development platform based on components for mobile devicesGomes, Wander Euclides Carneiro Pimentel 22 February 2005 (has links)
Orientador: Eleri Cardozo / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Eletrica e de Computação / Made available in DSpace on 2018-08-04T04:04:30Z (GMT). No. of bitstreams: 1
Gomes_WanderEuclidesCarneiroPimentel_M.pdf: 357644 bytes, checksum: 6f95a222f32c2fedcd60b534ac8c8f8d (MD5)
Previous issue date: 2005 / Resumo: Este trabalho apresenta uma infra-estrutura para auxílio ao desenvolvimento de software baseado em componentes para dispositivos móveis com baixo poder de processamento e armazenamento. Esta infra-estrutura baseia-se em um modelo de componentes neutro em termos de tecnologia e especificado inteiramente em UML (Unified Modeling Language). A plataforma utiliza Web Services para comunicação síncrona entre os componentes. Um Serviço de Notificação baseado em documentos XML (Extensible Markup Language) foi desenvolvido para suporte a notificação assíncrona entre componentes. Um exemplo de aplicação na área de gerência de redes ilustra as funcionalidades da infra-estrutura / Abstract: This work presents an infrastructure for supporting component-based software development for mobile devices with limited resources regarding processing power and storage. This infrastructure is based on a neutral component model in terms of technology and specified entirely in UML (Unified Modeling Language). The platform employs Web Services for synchronous communication between components. A Notification Service based on XML (Extensible Markup Language) documents was developed in order to support asynchronous communication among the components. An example of application in the field of network management illustrates the functionalities of the infrastructure / Mestrado / Engenharia de Computação / Mestre em Engenharia Elétrica
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Conception et évaluation d'un micromonde de Programmation Orientée-Objet fondé sur un jeu de construction et d'animation 3D / Design and evaluation of an Object-Oriented Programming microworld based on a 3D construction and animation gameDjelil, Fahima 14 December 2016 (has links)
Les micromondes de programmation sont des environnements restreints et interactifs, dans lesquels l’apprenant apprend en interagissant avec des entités visuelles ou tangibles, sémantiquement liées à des concepts de programmation formels. Ils favorisent l’assimilation de connaissances et la compréhension de concepts abstraits de programmation au moyen de métaphores visuelles et d’expériences ludiques. Cette thèse tente d’apporter des avancées théoriques et méthodologiques sur la conception et l’évaluation de tels environnements, qui sont connus pour avoir un grand potentiel sur l’apprentissage sans que cela ne soit démontré. Les micromondes étant des environnements d’apprentissage par le jeu, nous avons tout d’abord examiné la question du jeu et son lien à l’apprentissage. En nous appuyant sur une revue de la littérature, nous avons souligné au même titre que certains auteurs, la nécessité de distinguer le jeu-game (l’artefact informatique) du jeu-play (la situation qui découle des interactions avec le jeu-game). Le but étant de situer l’apprentissage et d’aboutir à des éléments de conception et d’évaluation de l’apprentissage. Nous nous sommes ensuite intéressés aux recherches en didactique de l’Informatique, afin d’identifier les approches d’enseignement les plus répandues visant à palier les difficultés d’apprentissage de la Programmation Orientée-Objet ( POO ) rencontrées par des débutants. Nous avons défini une nouvelle approche didactique pour l’introduction de la POO . Suite à cela, nous avons défini les dimensions de conception d’un micromonde, que nous désignons comme un système de représentation transitionnel, dans lequel l’apprenant développe des connaissances sur les concepts formels et abstraits de la programmation, suite à ses interactions avec l’interface du micromonde. Les avancées théoriques et méthodologiques apportées ont été mises en œuvre dans un nouveau micromonde de POO fondé sur un jeu de construction et d’animation 3D appelé PrOgO. PrOgO implémente un système de représentation transitionnel, dans lequel les concepts fondamentaux de la POO sont représentés par des graphiques 3D visuels et interactifs. Il crée un jeu-play qui découle des interactions de l’apprenant avec son interface. Jouer avec PrOgO consiste à imaginer, créer et animer des constructions 3D significatives. PrOgO peut également être déployé dans une classe multi-dispositifs, grâce au framework Tactileo conçu à cet effet. Dans l’évaluation de l’apprentissage, nous utilisons des méthodes relevant de l’analyse de l’apprentissage, par la collecte et l’analyse de traces d’interaction pour la classification et la caractérisation des apprenants. En complément à cela, nous examinons l’état des connaissances d’apprenants, au travers de tests de vérification de connaissances. Nous tentons également d’identifier par l’analyse statistique, les actions et les comportements d’apprenants qui déterminent leur progression dans l’évaluation pré/post de l’acquisition des connaissances. / Programming microworlds are small and interactive environments, in which the learner learns from his interactions with visual or tangible entities having a strong semantic link with formal programming concepts. They promote knowledge assimilation and abstract programming concepts understanding by the use of visual metaphors and play. This thesis attempts to contribute to theoretical and methodological advances regarding the design and the assessment of such environments, which are known to have a great potential on learning without any evidence on that. As microworlds are game based learning environments, we first examined the gaming issue and its relation to learning. Based on a literature review, we emphasized as some authors, the need to distinguish between the game (the computing artefact) and the play (the situation that is triggered by the interactions with the game). The purpose is to analyze learning and establish concepts that will guide the design and the evaluation of learning. Then we reviewed some research on Computer Science Education, with the view to identify some widespread teaching approaches that address beginners’ difficulties in learning Object-Oriented Programming (OOP). We defined a new didactic approach for OOP introduction. We then defined the design dimensions of a microworld, we refer to as a transitional representation system, in which the learner develops knowledge on programming abstract and formal concepts, as a result to his interactions with the microworld interface. We have implemented the theoretical and methodological advances we provided, in a new OOP microworld based on a 3D constructive and animation game called PrOgO. PrOgO implements a transitional representation system, in which basic OOP concepts are depicted with visual and interactive 3D graphics. It enables play that arises from the learner’s interactions with its interface. Playing with PrOgO involves to imagining, creating and animating significant 3D constructions. PrOgO can be also deployed within a multi-device classroom through the Tactileo framework, we designed for that purpose. In the evaluation of learning, we use methods belonging to learning analytics by the collection and the analysis of digital interaction logs, with the view to classify and characterize learners. In addition to this, we examine the state of learners’ knowledge through test knowledge verifications. We also attempt to examine through statistical analysis, the learners’ actions and behaviours that affect their progress in pre/post evaluations of gained knowledge.
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JAVA synchronized collaborative multimedia toolkit: A collaborative communication toolChavan, Rohit 01 January 2004 (has links)
In this project a collaboration multimedia toolkit, JSCMT (Java Synchronized Collaborative Multimedia Toolkit) was developed which is intended to connect a group of people located in different geographical locations who are working on the same project.
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Grafická reprezentace navigačních zpráv GNSS prototypu / GNSS navigation prototype messages visualizationHomolka, Martin January 2016 (has links)
The aim of this thesis is to graphically interpret navigation messages from a prototype of global navigation satellite system. The resulting application is implemented in Python programming language for Windows operating system and follows requests from researchers developing the prototype. Necessary terminology together with graphical user interface programming possibilities of object-oriented language Python is a base for theoretical background of this text. Practical part of this research describes a solution for receiving generated messages from the prototype as well as their storing and filtering into useful information. Further, the design of graphical user interface of the application for prototype interactions and other tools used for its configuration are included.
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Workshop webbapplikation : Utveckling av Webbtjänst för pluggstugan vid KTH ICT / Workshop Web Application : Development of Web Application for "pluggstuga" at KTH ICTFirouzi, Abdul Rahman January 2014 (has links)
Kungliga Tekniska Högskolan har för en tid sedan anordnat så kallade ”workshops” för att hjälpa studenter med sina studier. Dessa workshops ger studenterna tillfälle att få hjälp av assistenter. Syftet med detta projekt är därför att göra administrationen för workshopstillfällena så effektiv och smidig som möjligt.För att uppnå detta syfte har en webbapplikation konstruerats i utvecklingsmiljön Netbeans och är baserad på en treskiktsarkitektur. Detta har genomförts med hjälp av utvecklingsmetoden Scrum och programmeringsspråket Java. Stor vikt har lagts på att skapa en modulär applikation med fokus på hållbar utveckling.Resultatet har blivit en webbapplikation som kan nås via mobila enheter, surfplattor och stationära enheter. Den har prestandatestats och är därmed redo för att testas för en utvärdering av dess effektivitet och inverkan på workshopverksamheten. / The Royal Institute of Technology has recently arranged so-called "workshops" to help students with their studies. These workshops give students the opportunity to receive help from assistants. The purpose of this project is to make the administration of the workshop sessions as efficient and seamless as possible.To achieve this purpose, a web application has been designed in Netbeans the development environment and is based on three-layer architecture. This has been implemented using the Scrum development methodology and the Java programming language. Great emphasis was placed on creating a modular application with focus on sustainable development.The result is a web application that can be accessed via mobile devices, tablets, and stationary units. Its performance has been tested and the web application is thus ready to be tested in order to evaluate its effectiveness and impact on the workshop activities.
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