243,237 research outputs found

    Object-Oriented Design of an Automated Calibration System for an Analog I/O Process Control Device

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    The goal of this project was to deliver the design of object-oriented software for the control of a custom calibration/test system. This calibration/test system is to be used for the production testing and calibration of an Analog Input device used in a process control system. Software features include a GUI (Graphical User Interface), Analog Input device troubleshooting tools, calibration/test system calibration and troubleshooting tools, and report printing capability. This project followed the methodology defined by the Unified Process Model and delivered design documentation through the Inception and Elaboration phases. This paper discusses the planning, documentation and testing differences between a large software project and a small software project

    Systematic Testing of Embedded Automotive Software - The Classification-Tree Method for Embedded Systems (CTM/ES)

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    The software embedded in automotive control systems increasingly determines the functionality and properties of present-day motor vehicles. The development and test process of the systems and the software embedded becomes the limiting factor. While these challenges, on the development side, are met by employing model-based specification, design, and implementation techniques [KCF+04], satisfactory solutions on the testing side are slow in arriving. With regard to the systematic selection (test design) and the description of test scenarios especially, there is a lot of room for improvement. Thus, a main goal is to effectively minimize these deficits by creating an efficient procedure for the selection and description of test scenarios for embedded automotive software and its integration in the model-based development process. The realization of this idea involves the combination of a classical software testing procedure with a technology, prevalent in the automotive industry, which is used for the description of time-dependent stimuli signals. The result of this combination is the classification-tree method for embedded systems, CTM/ES [Con04]. The classification-tree method for embedded systems complements model-based development by employing a novel approach to the systematic selection and description of the test scenarios for the software embedded in the control systems. CTM/ES allows for the graphic representation of time-variable test scenarios on different levels of abstraction: A problem-oriented, compact representation, adequate for a human tester and containing a high potential for reusability, is gradually being transformed into a solution-oriented technical representation which is suited for the test objects\u27 stimulation. The CTM/ES notation facilitates a consistent representation of test scenarios which may result from different test design techniques. The test design technique which this method is primarily based on, is a data-oriented partitioning of the input domain in equivalence classes. Secondary test design techniques are, for instance, the testing of specific values (or value courses) or requirement-based testing. A domain-specific application pragmatics in the form of agendas supports the methodical execution of individual test activities and the interaction of different test design techniques. The methodology description leads up to an effective test strategy for model-based testing, combining the classification-tree method for embedded systems with structural testing on the model level, and accommodating the different forms of representation of the test object during model-based development. Systems which have been developed in a model-based way can be tested systematically and efficiently by means of the CTM/ES and the tools based thereon, such as the classification-tree editor for embedded systems CTE/ES [CTE/ES], as well as the model-based test environment MTest [LBE+04, MTest]

    A survey of agent-oriented methodologies

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    This article introduces the current agent-oriented methodologies. It discusses what approaches have been followed (mainly extending existing object oriented and knowledge engineering methodologies), the suitability of these approaches for agent modelling, and some conclusions drawn from the survey

    Diagnosing Errors in DbC Programs Using Constraint Programming

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    Model-Based Diagnosis allows to determine why a correctly designed system does not work as it was expected. In this paper, we propose a methodology for software diagnosis which is based on the combination of Design by Contract, Model-Based Diagnosis and Constraint Programming. The contracts are specified by assertions embedded in the source code. These assertions and an abstraction of the source code are transformed into constraints, in order to obtain the model of the system. Afterwards, a goal function is created for detecting which assertions or source code statements are incorrect. The application of this methodology is automatic and is based on Constraint Programming techniques. The originality of this work stems from the transformation of contracts and source code into constraints, in order to determine which assertions and source code statements are not consistent with the specification.Ministerio de Ciencia y Tecnología DPI2003-07146-C02-0

    Integrating automated support for a software management cycle into the TAME system

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    Software managers are interested in the quantitative management of software quality, cost and progress. An integrated software management methodology, which can be applied throughout the software life cycle for any number purposes, is required. The TAME (Tailoring A Measurement Environment) methodology is based on the improvement paradigm and the goal/question/metric (GQM) paradigm. This methodology helps generate a software engineering process and measurement environment based on the project characteristics. The SQMAR (software quality measurement and assurance technology) is a software quality metric system and methodology applied to the development processes. It is based on the feed forward control principle. Quality target setting is carried out before the plan-do-check-action activities are performed. These methodologies are integrated to realize goal oriented measurement, process control and visual management. A metric setting procedure based on the GQM paradigm, a management system called the software management cycle (SMC), and its application to a case study based on NASA/SEL data are discussed. The expected effects of SMC are quality improvement, managerial cost reduction, accumulation and reuse of experience, and a highly visual management reporting system

    [email protected] - Agent Based Support of Clinical Processes

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    In this paper we present a system for agent-based support of clinical processes. We describe the basic engineering concept, along with specific simulation and testing scenarios for agent-based software engineering. Another important focus is the integration of existing agent or healthcare standards like FIPA, DICOM and HL7. Objectives of our research activities in this project are: a substantial increase of the efficiency of hospital process management as well as the development of a specific goal oriented requirements engineering methodology. As most important challenges of the healthcare domain we have identified on the one hand individualized, patient oriented processes in diagnostics, therapy, nursing and administration and on the other hand extremely distributed decision processes and strong local (individual) autonomy with a high degree of situational dynamics. The example scenario on „clinical trials“ illustrates how the system shall support distributed clinical processes and how it interacts with other multiagent systems within the Agent.Hospital Framework and hospital information systems in the eHealth Lab introduced in this paper. The system development is part of the German Priority Research Program (SPP) 1083 “Intelligent Agents and their application in business scenarios”

    Bridging the gap: building better tools for game development

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    The following thesis is about questioning how we design game making tools, and how developers may build easier tools to use. It is about the highlighting the inadequacies of current game making programs as well as introducing Goal-Oriented Design as a possible solution. It is also about the processes of digital product development, and reflecting on the necessity for both design and development methods to work cohesively for meaningful results. Interaction Design is in essence the abstracting of key relations that matter to the contextual environment. The result of attempting to tie the Interaction Design principles, Game Design issues together with Software Development practices has led to the production of the User-Centred game engine, PlayBoard

    OntoMaven: Maven-based Ontology Development and Management of Distributed Ontology Repositories

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    In collaborative agile ontology development projects support for modular reuse of ontologies from large existing remote repositories, ontology project life cycle management, and transitive dependency management are important needs. The Apache Maven approach has proven its success in distributed collaborative Software Engineering by its widespread adoption. The contribution of this paper is a new design artifact called OntoMaven. OntoMaven adopts the Maven-based development methodology and adapts its concepts to knowledge engineering for Maven-based ontology development and management of ontology artifacts in distributed ontology repositories.Comment: Pre-print submission to 9th International Workshop on Semantic Web Enabled Software Engineering (SWESE2013). Berlin, Germany, December 2-5, 201

    Living Innovation Laboratory Model Design and Implementation

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    Living Innovation Laboratory (LIL) is an open and recyclable way for multidisciplinary researchers to remote control resources and co-develop user centered projects. In the past few years, there were several papers about LIL published and trying to discuss and define the model and architecture of LIL. People all acknowledge about the three characteristics of LIL: user centered, co-creation, and context aware, which make it distinguished from test platform and other innovation approaches. Its existing model consists of five phases: initialization, preparation, formation, development, and evaluation. Goal Net is a goal-oriented methodology to formularize a progress. In this thesis, Goal Net is adopted to subtract a detailed and systemic methodology for LIL. LIL Goal Net Model breaks the five phases of LIL into more detailed steps. Big data, crowd sourcing, crowd funding and crowd testing take place in suitable steps to realize UUI, MCC and PCA throughout the innovation process in LIL 2.0. It would become a guideline for any company or organization to develop a project in the form of an LIL 2.0 project. To prove the feasibility of LIL Goal Net Model, it was applied to two real cases. One project is a Kinect game and the other one is an Internet product. They were both transformed to LIL 2.0 successfully, based on LIL goal net based methodology. The two projects were evaluated by phenomenography, which was a qualitative research method to study human experiences and their relations in hope of finding the better way to improve human experiences. Through phenomenographic study, the positive evaluation results showed that the new generation of LIL had more advantages in terms of effectiveness and efficiency.Comment: This is a book draf
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