30,127 research outputs found

    HUDDL for description and archive of hydrographic binary data

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    Many of the attempts to introduce a universal hydrographic binary data format have failed or have been only partially successful. In essence, this is because such formats either have to simplify the data to such an extent that they only support the lowest common subset of all the formats covered, or they attempt to be a superset of all formats and quickly become cumbersome. Neither choice works well in practice. This paper presents a different approach: a standardized description of (past, present, and future) data formats using the Hydrographic Universal Data Description Language (HUDDL), a descriptive language implemented using the Extensible Markup Language (XML). That is, XML is used to provide a structural and physical description of a data format, rather than the content of a particular file. Done correctly, this opens the possibility of automatically generating both multi-language data parsers and documentation for format specification based on their HUDDL descriptions, as well as providing easy version control of them. This solution also provides a powerful approach for archiving a structural description of data along with the data, so that binary data will be easy to access in the future. Intending to provide a relatively low-effort solution to index the wide range of existing formats, we suggest the creation of a catalogue of format descriptions, each of them capturing the logical and physical specifications for a given data format (with its subsequent upgrades). A C/C++ parser code generator is used as an example prototype of one of the possible advantages of the adoption of such a hydrographic data format catalogue

    A heuristic-based approach to code-smell detection

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    Encapsulation and data hiding are central tenets of the object oriented paradigm. Deciding what data and behaviour to form into a class and where to draw the line between its public and private details can make the difference between a class that is an understandable, flexible and reusable abstraction and one which is not. This decision is a difficult one and may easily result in poor encapsulation which can then have serious implications for a number of system qualities. It is often hard to identify such encapsulation problems within large software systems until they cause a maintenance problem (which is usually too late) and attempting to perform such analysis manually can also be tedious and error prone. Two of the common encapsulation problems that can arise as a consequence of this decomposition process are data classes and god classes. Typically, these two problems occur together – data classes are lacking in functionality that has typically been sucked into an over-complicated and domineering god class. This paper describes the architecture of a tool which automatically detects data and god classes that has been developed as a plug-in for the Eclipse IDE. The technique has been evaluated in a controlled study on two large open source systems which compare the tool results to similar work by Marinescu, who employs a metrics-based approach to detecting such features. The study provides some valuable insights into the strengths and weaknesses of the two approache

    User Story Software Estimation:a Simplification of Software Estimation Model with Distributed Extreme Programming Estimation Technique

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    Software estimation is an area of software engineering concerned with the identification, classification and measurement of features of software that affect the cost of developing and sustaining computer programs [19]. Measuring the software through software estimation has purpose to know the complexity of the software, estimate the human resources, and get better visibility of execution and process model. There is a lot of software estimation that work sufficiently in certain conditions or step in software engineering for example measuring line of codes, function point, COCOMO, or use case points. This paper proposes another estimation technique called Distributed eXtreme Programming Estimation (DXP Estimation). DXP estimation provides a basic technique for the team that using eXtreme Programming method in onsite or distributed development. According to writer knowledge this is a first estimation technique that applied into agile method in eXtreme Programming

    Simulation modelling and visualisation: toolkits for building artificial worlds

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    Simulations users at all levels make heavy use of compute resources to drive computational simulations for greatly varying applications areas of research using different simulation paradigms. Simulations are implemented in many software forms, ranging from highly standardised and general models that run in proprietary software packages to ad hoc hand-crafted simulations codes for very specific applications. Visualisation of the workings or results of a simulation is another highly valuable capability for simulation developers and practitioners. There are many different software libraries and methods available for creating a visualisation layer for simulations, and it is often a difficult and time-consuming process to assemble a toolkit of these libraries and other resources that best suits a particular simulation model. We present here a break-down of the main simulation paradigms, and discuss differing toolkits and approaches that different researchers have taken to tackle coupled simulation and visualisation in each paradigm
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