401,033 research outputs found

    Multi-perspective requirements engineering for networked business systems: a framework for pattern composition

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    How business and software analysts explore, document, and negotiate requirements for enterprise systems is critical to the benefits their organizations will eventually derive. In this paper, we present a framework for analysis and redesign of networked business systems. It is based on libraries of patterns which are derived from existing Internet businesses. The framework includes three perspectives: Economic value, Business processes, and Application communication, each of which applies a goal-oriented method to compose patterns. By means of consistency relationships between perspectives, we demonstrate the usefulness of the patterns as a light-weight approach to exploration of business ideas

    Early aspects: aspect-oriented requirements engineering and architecture design

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    This paper reports on the third Early Aspects: Aspect-Oriented Requirements Engineering and Architecture Design Workshop, which has been held in Lancaster, UK, on March 21, 2004. The workshop included a presentation session and working sessions in which the particular topics on early aspects were discussed. The primary goal of the workshop was to focus on challenges to defining methodical software development processes for aspects from early on in the software life cycle and explore the potential of proposed methods and techniques to scale up to industrial applications

    A MDE-based process for the design, implementation and validation of safety critical systems

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    Distributed Real-Time Embedded (DRE) systems have critical requirements that need to be verified. They are either related to functional (e.g. stability of a furnace controller) or non-functional (e.g. meeting deadlines) aspects. Model-Driven Engineering (MDE) tools have emerged to ease DRE systems design. These tools are also capable of generating code. However, these tools either focus on the functional aspects or on the runtime architecture. Hence, the development cycle is partitioned into pieces with heterogeneous modeling notations and poor coordination. In this paper, we propose a MDE-based process to create DRE systems without manual coding. We show how to integrate functional and architecture concerns in a unified process. We use industry-proven modeling languages to design functional elements of the system, and automatically integrate them using our AADL toolchain

    The TASTE Toolset: turning human designed heterogeneous systems into computer built homogeneous software.

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    The TASTE tool-set results from spin-off studies of the ASSERT project, which started in 2004 with the objective to propose innovative and pragmatic solutions to develop real-time software. One of the primary targets was satellite flight software, but it appeared quickly that their characteristics were shared among various embedded systems. The solutions that we developed now comprise a process and several tools ; the development process is based on the idea that real-time, embedded systems are heterogeneous by nature and that a unique UML-like language was not helping neither their construction, nor their validation. Rather than inventing yet another "ultimate" language, TASTE makes the link between existing and mature technologies such as Simulink, SDL, ASN.1, C, Ada, and generates complete, homogeneous software-based systems that one can straightforwardly download and execute on a physical target. Our current prototype is moving toward a marketed product, and sequel studies are already in place to support, among others, FPGA systems

    Formalizing Cyber--Physical System Model Transformation via Abstract Interpretation

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    Model transformation tools assist system designers by reducing the labor--intensive task of creating and updating models of various aspects of systems, ensuring that modeling assumptions remain consistent across every model of a system, and identifying constraints on system design imposed by these modeling assumptions. We have proposed a model transformation approach based on abstract interpretation, a static program analysis technique. Abstract interpretation allows us to define transformations that are provably correct and specific. This work develops the foundations of this approach to model transformation. We define model transformation in terms of abstract interpretation and prove the soundness of our approach. Furthermore, we develop formalisms useful for encoding model properties. This work provides a methodology for relating models of different aspects of a system and for applying modeling techniques from one system domain, such as smart power grids, to other domains, such as water distribution networks.Comment: 8 pages, 4 figures; to appear in HASE 2019 proceeding

    Learning and Games

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning In this chapter, I argue that good video games recruit good learning and that a game's design is inherently connected to designing good learning for players. I start with a perspective on learning now common in the Learning Sciences that argues that people primarily think and learn through experiences they have had, not through abstract calculations and generalizations. People store these experiences in memory -- and human long-term memory is now viewed as nearly limitless -- and use them to run simulations in their minds to prepare for problem solving in new situations. These simulations help them to form hypotheses about how to proceed in the new situation based on past experiences. The chapter also discusses the conditions experience must meet if it is to be optimal for learning and shows how good video games can deliver such optimal learning experiences. Some of the issues covered include: identity and learning; models and model-based thinking; the control of avatars and "empathy for a complex system"; distributed intelligence and cross-functional teams for learning; motivation, and ownership; emotion in learning; and situated meaning, that is, the ways in which games represent verbal meaning through images, actions, and dialogue, not just other words and definitions

    XML document design via GN-DTD

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    Designing a well-structured XML document is important for the sake of readability and maintainability. More importantly, this will avoid data redundancies and update anomalies when maintaining a large quantity of XML based documents. In this paper, we propose a method to improve XML structural design by adopting graphical notations for Document Type Definitions (GN-DTD), which is used to describe the structure of an XML document at the schema level. Multiples levels of normal forms for GN-DTD are proposed on the basis of conceptual model approaches and theories of normalization. The normalization rules are applied to transform a poorly designed XML document into a well-designed based on normalized GN-DTD, which is illustrated through examples

    Embedding object-oriented design in system engineering

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    The Unified Modeling Language (UML) is a collection of techniques intended to document design decisions about software. This contrasts with systems engineering approaches such as for exampleStatemate and the Yourdon Systems Method (YSM), in which the design of an entire system consisting of software and hardware can be documented. The difference between the system- and the software level is reflected in differences between execution semantics as well as in methodology. In this paper, I show how the UML can be used as a system-level design technique. I give a conceptual framework for engineering design that accommodates the system- as well as the software level and show how techniques from the UML and YSM can be classified within this framework, and how this allows a coherent use of these techniques in a system engineering approach. These ideas are illustrated by a case study in which software for a compact dynamic bus station is designed. Finally, I discuss the consequences of this approach for a semantics of UML constructs that would be appropriate for system-level design
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