2,569 research outputs found
Sketched Answer Set Programming
Answer Set Programming (ASP) is a powerful modeling formalism for
combinatorial problems. However, writing ASP models is not trivial. We propose
a novel method, called Sketched Answer Set Programming (SkASP), aiming at
supporting the user in resolving this issue. The user writes an ASP program
while marking uncertain parts open with question marks. In addition, the user
provides a number of positive and negative examples of the desired program
behaviour. The sketched model is rewritten into another ASP program, which is
solved by traditional methods. As a result, the user obtains a functional and
reusable ASP program modelling her problem. We evaluate our approach on 21 well
known puzzles and combinatorial problems inspired by Karp's 21 NP-complete
problems and demonstrate a use-case for a database application based on ASP.Comment: 15 pages, 11 figures; to appear in ICTAI 201
MintHint: Automated Synthesis of Repair Hints
Being able to automatically repair programs is an extremely challenging task.
In this paper, we present MintHint, a novel technique for program repair that
is a departure from most of today's approaches. Instead of trying to fully
automate program repair, which is often an unachievable goal, MintHint performs
statistical correlation analysis to identify expressions that are likely to
occur in the repaired code and generates, using pattern-matching based
synthesis, repair hints from these expressions. Intuitively, these hints
suggest how to rectify a faulty statement and help developers find a complete,
actual repair. MintHint can address a variety of common faults, including
incorrect, spurious, and missing expressions.
We present a user study that shows that developers' productivity can improve
manyfold with the use of repair hints generated by MintHint -- compared to
having only traditional fault localization information. We also apply MintHint
to several faults of a widely used Unix utility program to further assess the
effectiveness of the approach. Our results show that MintHint performs well
even in situations where (1) the repair space searched does not contain the
exact repair, and (2) the operational specification obtained from the test
cases for repair is incomplete or even imprecise
Cause Clue Clauses: Error Localization using Maximum Satisfiability
Much effort is spent everyday by programmers in trying to reduce long,
failing execution traces to the cause of the error. We present a new algorithm
for error cause localization based on a reduction to the maximal satisfiability
problem (MAX-SAT), which asks what is the maximum number of clauses of a
Boolean formula that can be simultaneously satisfied by an assignment. At an
intuitive level, our algorithm takes as input a program and a failing test, and
comprises the following three steps. First, using symbolic execution, we encode
a trace of a program as a Boolean trace formula which is satisfiable iff the
trace is feasible. Second, for a failing program execution (e.g., one that
violates an assertion or a post-condition), we construct an unsatisfiable
formula by taking the trace formula and additionally asserting that the input
is the failing test and that the assertion condition does hold at the end.
Third, using MAX-SAT, we find a maximal set of clauses in this formula that can
be satisfied together, and output the complement set as a potential cause of
the error. We have implemented our algorithm in a tool called bug-assist for C
programs. We demonstrate the surprising effectiveness of the tool on a set of
benchmark examples with injected faults, and show that in most cases,
bug-assist can quickly and precisely isolate the exact few lines of code whose
change eliminates the error. We also demonstrate how our algorithm can be
modified to automatically suggest fixes for common classes of errors such as
off-by-one.Comment: The pre-alpha version of the tool can be downloaded from
http://bugassist.mpi-sws.or
Setting the stage – embodied and spatial dimensions in emerging programming practices.
In the design of interactive systems, developers sometimes need to engage in various ways of physical
performance in order to communicate ideas and to test out properties of the system to be realised. External
resources such as sketches, as well as bodily action, often play important parts in such processes, and
several methods and tools that explicitly address such aspects of interaction design have recently been
developed. This combined with the growing range of pervasive, ubiquitous, and tangible technologies
add up to a complex web of physicality within the practice of designing interactive systems. We illustrate
this dimension of systems development through three cases which in different ways address the design
of systems where embodied performance is important. The first case shows how building a physical sport
simulator emphasises a shift in activity between programming and debugging. The second case shows a
build-once run-once scenario, where the fine-tuning and control of the run-time activity gets turned into
an act of in situ performance by the programmers. The third example illustrates the explorative and experiential
nature of programming and debugging systems for specialised and autonomous interaction
devices. This multitude in approaches in existing programming settings reveals an expanded perspective
of what practices of interaction design consist of, emphasising the interlinking between design, programming,
and performance with the system that is being developed
- …