3,430 research outputs found

    A Comparison of State-Based Modelling Tools for Model Validation

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    In model-based testing, one of the biggest decisions taken before modelling is the modelling language and the model analysis tool to be used to model the system under investigation. UML, Alloy and Z are examples of popular state-based modelling languages. In the literature, there has been research about the similarities and the differences between modelling languages. However, we believe that, in addition to recognising the expressive power of modelling languages, it is crucial to detect the capabilities and the weaknesses of analysis tools that parse and analyse models written in these languages. In order to explore this area, we have chosen four model analysis tools: USE, Alloy Analyzer, ZLive and ProZ and observed how modelling and validation stages of MBT are handled by these tools for the same system. Through this experiment, we not only concretise the tasks that form the modelling and validation stages of MBT process, but also reveal how efficiently these tasks are carried out in different tools

    Experiences using Z animation tools.

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    In this paper we describe our experience of using three different animation systems. We searched for and decided to use these tools in the context of a project which involved developing formal versions (in Z) of informal requirements documents, and then showing the formal versions to people in industry who were not Z users (or users of any formal techniques). So, an animator seemed a good way of showing the behaviour of a system described formally without the audience having to learn Z. A requirement, however, that the tools used have to satisfy is that they correctly animated Z (whatever that may mean) and they behave adequately in terms of speed and presentation. We have to report that none of the tools we looked at satisfy these requirements--though to be fair all of them are still under development

    Results and applications of a space suit range-of-motion study

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    The range of motion of space suits has traditionally been described using limited 2-D mapping of limb, torso, or arm movements performed in front of an orthogonal grid. A new technique for recovering extra-vehicular (EVA) space suit range-of-motion data during underwater testing was described in a paper presented by the author at the 1988 conference. The new technique uses digitized data which is automatically acquired from video images of the subject. Three-dimensional trajectories are recovered from these data, and can be displayed using 2-D computer graphics. Results of using this technique for the current shuttle EVA suit during underwater simulated weightlessness testing are discussed. Application of the data for use in animating anthropometric computer models is highlighted

    Animation of Z Specifications By Translation to Prolog

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    Yazılım geliştirebilmenin formal metodları o yazılım tanımlamasının geçerliliğine bağlıdır. Böyle bir tanımlama genelde 'Z' gibi bir formal dilde ifade edilir. Ancak, geçerli olması için, 'Z' tanımlaması test edilmeli, bunu yapabilmek için de animasyon yapılabilecek ve icra edilebilecek bir forma transfer edilebilmelidir. 'Z' tanımlamalarının animasyonları için kullanılan dillerden birisi Prolog'dur. Bu makalede 'Z' şemalarını Prolog'a çeviren teknikler açıklanmaktadır.Aym zamanda bu tür bir çevirmenin eksikleri ve belirsizlikleri üzerinde durulacaktır.Formal methods of software development rely on the validation of the specification of the software. Such specification is normally expressed in a formal language such as Z. However, in order to be validated the Z specification must be tested, and to achieve this it has to be transformed into a form that can be executed or animated. Prolog was one of the languages used for animation of Z specifications. This paper explains the techniques used for translating Z schemas into Prolog predicates. It also examines some of this translation shortcomings and unreliable features

    Morphing a Stereogram into Hologram

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    This paper develops a simple and fast method to reconstruct reality from stereoscopic images. We bring together ideas from robust optical flow techniques, morphing deformations and lightfield 3D rendering in order to create unsupervised multiview images of a scene. The reconstruction algorithm provides a good visualization of the virtual 3D imagery behind stereograms upon display on a headset-free Looking Glass 3D monitor. We discuss the possibility of applying the method for live 3D streaming optimized via an associated lookup table.Comment: PDF, 8 pages, 4 Fig

    Animation of Z Specifications By Translation to Prolog

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    Yazılım geliştirebilmenin formal metodları o yazılım tanımlamasının geçerliliğine bağlıdır. Böyle bir tanımlama genelde 'Z' gibi bir formal dilde ifade edilir. Ancak, geçerli olması için, 'Z' tanımlaması test edilmeli, bunu yapabilmek için de animasyon yapılabilecek ve icra edilebilecek bir forma transfer edilebilmelidir. 'Z' tanımlamalarının animasyonları için kullanılan dillerden birisi Prolog'dur. Bu makalede 'Z' şemalarını Prolog'a çeviren teknikler açıklanmaktadır.Aym zamanda bu tür bir çevirmenin eksikleri ve belirsizlikleri üzerinde durulacaktır.Formal methods of software development rely on the validation of the specification of the software. Such specification is normally expressed in a formal language such as Z. However, in order to be validated the Z specification must be tested, and to achieve this it has to be transformed into a form that can be executed or animated. Prolog was one of the languages used for animation of Z specifications. This paper explains the techniques used for translating Z schemas into Prolog predicates. It also examines some of this translation shortcomings and unreliable features

    Business-oriented development of telecommunication services

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    The development of software for distributed systems, e.g. telecommunication services, is a complex activity. Numerous issues have to be resolved when developing such systems, examples of which are language/system heterogeneity and remoteness of components. Interface definition languages (IDLs) are used as the basis for addressing some of these issues. IDLs allow for the specification of the syntactic aspects of the interfaces of the components in the system to be made. Whilst lending itself to issues of heterogeneity and location transparency, dealing with IDL as the basis for system development is not without its problems. Two of the main problems with IDL are its lack of behaviour and its lack of abstraction. Thus designers should not be constrained to work within the syntactic notations used to implement their systems, nor should they be unaided in how they might better design their systems. In this paper we show how these issues are being addressed in the TOSCA project in its development of a service creation and validation environment

    Object orientation without extending Z

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    The good news of this paper is that without extending Z, we can elegantly specify object-oriented systems, including encapsulation, inheritance and subtype polymorphism (dynamic dispatch). The bad news is that this specification style is rather different to normal Z specifications, more abstract and axiomatic, which means that it is not so well supported by current Z tools such as animators. It also enforces behavioural subtyping, unlike most object-oriented programming languages. This paper explains the proposed style, with examples, and discusses its advantages and disadvantages
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