13,770 research outputs found
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Rapid software prototyping
Rapid Prototyping is an approach to software development which emphasizes quick implementation of a working program. This dissertation makes two principal contributions. First, it provides concepts, techniques, and a philosophy of Rapid Software Prototyping and characterizes the benefits and limitations of its use. Second, it makes a contribution to programming environments which support Rapid Prototyping. An experimental language, Castor, is described which was implemented to validate this approach in the prototyping of Ada programs*. The following summarize the main results of this research:..
Animal welfare science: recent publication trends and future research priorities
Animal welfare science is a young and thriving field. Over the last two decades, the output of scientific publications on welfare has increased by c. 10-15% annually (tripling as a proportion of all science papers logged by ISI’s Web of Science), with just under half the c. 8500 total being published in the last 4 years. These papers span an incredible 500+ journals, but around three quarters have been in 80 animal science, veterinary, ethology, conservation and specialized welfare publications, and nearly 25% are published in just two: Animal Welfare and Applied Animal Behaviour Science. Farmed animals – especially mammals – have attracted by far the most research. This broadly reflects the vastness of their populations and the degree of public concern they elicit; poultry, however, are under-studied, and farmed fish ever more so: fish have only recently attracted welfare research, and are by far the least studied of all agricultural species, perhaps because of ongoing doubts about their sentience. We predict this farm animal focus will continue in the future, but embracing more farmed fish, reptiles and invertebrates, and placing its findings within broader international contexts such as environmental and food security concerns. Laboratory animals have been consistently well studied, with a shift in recent years away from primates and towards rodents. Pets, the second largest animal sector after farmed animals, have in contrast been little studied considering their huge populations (cats being especially overlooked): we anticipate research on them increasing in the future. Captive wild animals, especially mammals, have attracted a consistent level of welfare research over the last two decades. Given the many thousands of diverse species kept by zoos, this must, and we predict will, increase. Future challenges and opportunities including refining the use of preference tests, stereotypic behaviour, corticosteroid outputs and putative indicators of positive affect, to enable more valid conclusions about welfare; investigating the evolution and functions of affective states; and last but not least, identifying which taxonomic groups and stages of development are actually sentient and so worthy of welfare concern
Combining behavioural types with security analysis
Today's software systems are highly distributed and interconnected, and they
increasingly rely on communication to achieve their goals; due to their
societal importance, security and trustworthiness are crucial aspects for the
correctness of these systems. Behavioural types, which extend data types by
describing also the structured behaviour of programs, are a widely studied
approach to the enforcement of correctness properties in communicating systems.
This paper offers a unified overview of proposals based on behavioural types
which are aimed at the analysis of security properties
Developing a Generic Debugger for Advanced-Dispatching Languages
Programming-language research has introduced a considerable number of advanced-dispatching mechanisms in order to improve modularity. Advanced-dispatching mechanisms allow changing the behavior of a function without modifying their call sites and thus make the local behavior of code less comprehensible. Debuggers are tools, thus needed, which can help a developer to comprehend program behavior but current debuggers do not provide inspection of advanced-\ud
dispatching-related language constructs. In this paper, we present a debugger which extends a traditional Java debugger with the ability of debugging an advanced-dispatching language constructs and a user interface for inspecting this
Design descriptions to support reasoning about tolerances
This thesis is concerned with the use of Artificial Intelligence techniques to
support human designers. The thesis argues that support for human designers can
be improved by adopting an Al-based rather than a geometry-based approach to
engineering design. Design Support Systems (DSSs) are proposed as an effective
means of delivering this improved support. Representing and reasoning about
tolerance statements in design is introduced as a valid area to test these claims.
Tolerance statements describe the allowable variations in the geometry of a
designed artefact. Two distinct, but related problems involving the use of toler¬
ance statements in design are tackled, namely: tolerance combination (including
the way tolerance distributions combine), and tolerance allocation. The problem
of tolerance combination (and distribution) involves determining the necessary
consequences of the application of known tolerance statements to one or more
designed artefact features. Tolerance allocation concerns the assignment of tol¬
erance statements during the design process. Solutions to this second problem
are essential before manufactured instances of designed artefacts can be tested for
compliance with design descriptions.
The use of an experimental DSS, the Edinburgh Designer System (EDS), to
solve design problems is illustrated. The implementation of techniques to im¬
prove the support of tolerance combination and tolerance allocation is described
and where possible has been tested using EDS. The way that design is situated
within the product creation process is investigated and the derivation of parts
list information from an EDS design description is demonstrated. The thesis con¬
cludes that the Al-based approach can improve support for human designers, but
that further research will be required to demonstrate the effective delivery of this
support through DSSs
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Models for Learning (Mod4L) Final Report: Representing Learning Designs
The Mod4L Models of Practice project is part of the JISC-funded Design for Learning Programme. It ran from 1 May – 31 December 2006. The philosophy underlying the project was that a general split is evident in the e-learning community between development of e-learning tools, services and standards, and research into how teachers can use these most effectively, and is impeding uptake of new tools and methods by teachers. To help overcome this barrier and bridge the gap, a need is felt for practitioner-focused resources which describe a range of learning designs and offer guidance on how these may be chosen and applied, how they can support effective practice in design for learning, and how they can support the development of effective tools, standards and systems with a learning design capability (see, for example, Griffiths and Blat 2005, JISC 2006). Practice models, it was suggested, were such a resource.
The aim of the project was to: develop a range of practice models that could be used by practitioners in real life contexts and have a high impact on improving teaching and learning practice.
We worked with two definitions of practice models. Practice models are:
1. generic approaches to the structuring and orchestration of learning activities. They express elements of pedagogic principle and allow practitioners to make informed choices (JISC 2006)
However, however effective a learning design may be, it can only be shared with others through a representation. The issue of representation of learning designs is, then, central to the concept of sharing and reuse at the heart of JISC’s Design for Learning programme. Thus practice models should be both representations of effective practice, and effective representations of practice. Hence we arrived at the project working definition of practice models as:
2. Common, but decontextualised, learning designs that are represented in a way that is usable by practitioners (teachers, managers, etc).(Mod4L working definition, Falconer & Littlejohn 2006).
A learning design is defined as the outcome of the process of designing, planning and orchestrating learning activities as part of a learning session or programme (JISC 2006).
Practice models have many potential uses: they describe a range of learning designs that are found to be effective, and offer guidance on their use; they support sharing, reuse and adaptation of learning designs by teachers, and also the development of tools, standards and systems for planning, editing and running the designs.
The project took a practitioner-centred approach, working in close collaboration with a focus group of 12 teachers recruited across a range of disciplines and from both FE and HE. Focus group members are listed in Appendix 1. Information was gathered from the focus group through two face to face workshops, and through their contributions to discussions on the project wiki. This was supplemented by an activity at a JISC pedagogy experts meeting in October 2006, and a part workshop at ALT-C in September 2006. The project interim report of August 2006 contained the outcomes of the first workshop (Falconer and Littlejohn, 2006).
The current report refines the discussion of issues of representing learning designs for sharing and reuse evidenced in the interim report and highlights problems with the concept of practice models (section 2), characterises the requirements teachers have of effective representations (section 3), evaluates a number of types of representation against these requirements (section 4), explores the more technically focused role of sequencing representations and controlled vocabularies (sections 5 & 6), documents some generic learning designs (section 8.2) and suggests ways forward for bridging the gap between teachers and developers (section 2.6).
All quotations are taken from the Mod4L wiki unless otherwise stated
SAGA: A project to automate the management of software production systems
The SAGA system is a software environment that is designed to support most of the software development activities that occur in a software lifecycle. The system can be configured to support specific software development applications using given programming languages, tools, and methodologies. Meta-tools are provided to ease configuration. The SAGA system consists of a small number of software components that are adapted by the meta-tools into specific tools for use in the software development application. The modules are design so that the meta-tools can construct an environment which is both integrated and flexible. The SAGA project is documented in several papers which are presented
A Domain-Specific Language and Editor for Parallel Particle Methods
Domain-specific languages (DSLs) are of increasing importance in scientific
high-performance computing to reduce development costs, raise the level of
abstraction and, thus, ease scientific programming. However, designing and
implementing DSLs is not an easy task, as it requires knowledge of the
application domain and experience in language engineering and compilers.
Consequently, many DSLs follow a weak approach using macros or text generators,
which lack many of the features that make a DSL a comfortable for programmers.
Some of these features---e.g., syntax highlighting, type inference, error
reporting, and code completion---are easily provided by language workbenches,
which combine language engineering techniques and tools in a common ecosystem.
In this paper, we present the Parallel Particle-Mesh Environment (PPME), a DSL
and development environment for numerical simulations based on particle methods
and hybrid particle-mesh methods. PPME uses the meta programming system (MPS),
a projectional language workbench. PPME is the successor of the Parallel
Particle-Mesh Language (PPML), a Fortran-based DSL that used conventional
implementation strategies. We analyze and compare both languages and
demonstrate how the programmer's experience can be improved using static
analyses and projectional editing. Furthermore, we present an explicit domain
model for particle abstractions and the first formal type system for particle
methods.Comment: Submitted to ACM Transactions on Mathematical Software on Dec. 25,
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