15 research outputs found

    Visual data flow programming languages challenges and opportunities

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    User-centered Program Analysis Tools

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    The research and industrial communities have made great strides in developing advanced software defect detection tools based on program analysis. Most of the work in this area has focused on developing novel program analysis algorithms to find bugs more efficiently or accurately, or to find more sophisticated kinds of bugs. However, the focus on algorithms often leads to tools that are complex and difficult to actually use to debug programs. We believe that we can design better, more useful program analysis tools by taking a user-centered approach. In this dissertation, we present three possible elements of such an approach. First, we improve the user interface by designing Path Projection, a toolkit for visualizing program paths, such as call stacks, that are commonly used to explain errors. We evaluated Path Projection in a user study and found that programmers were able to verify error reports more quickly with similar accuracy, and strongly preferred Path Projection to a standard code viewer. Second, we make it easier for programmers to combine different algorithms to customize the precision or efficiency of a tool for their target programs. We designed Mix, a framework that allows programmers to apply either type checking, which is fast but imprecise, or symbolic execution, which is precise but slow, to different parts of their programs. Mix keeps its design simple by making no modifications to the constituent analyses. Instead, programmers use Mix annotations to mark blocks of code that should be typed checked or symbolically executed, and Mix automatically combines the results. We evaluated the effectiveness of Mix by implementing a prototype called Mixy for C and using it to check for null pointer errors in vsftpd. Finally, we integrate program analysis more directly into the debugging process. We designed Expositor, an interactive dynamic program analysis and debugging environment built on top of scripting and time-travel debugging. In Expositor, programmers write program analyses as scripts that analyze entire program executions, using list-like operations such as map and filter to manipulate execution traces. For efficiency, Expositor uses lazy data structures throughout its implementation to compute results on-demand, enabling a more interactive user experience. We developed a prototype of Expositor using GDB and UndoDB, and used it to debug a stack overflow and to unravel a subtle data race in Firefox

    A Graphical Environment Supporting the Algebraic Specification of Abstract Data Types

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    Abstract Data Types (ADTs) are a powerful conceptual and practical device for building high-quality software because of the way they can describe objects whilst hiding the details of how they are represented within a computer. In order to implement ADTs correctly, it is first necessary to precisely describe their properties and behaviour, typically within a mathematical framework such as algebraic specification. These techniques are no longer merely research topics but are now tools used by software practitioners. Unfortunately, the high level of mathematical sophistication required to exploit these methods has made them unattractive to a large portion of their intended audience. This thesis investigates the use of computer graphics as a way of making the formal specification of ADTs more palatable. Computer graphics technology has recently been explored as a way of making computer programs more understandable by revealing aspects of their structure and run-time behaviour that are usually hidden in textual representations. These graphical techniques can also be used to create and edit programs. Although such visualisation techniques have been incorporated into tools supporting several phases of software development, a survey presented in this thesis of existing systems reveals that their application to supporting the formal specification of ADTs has so far been ignored. This thesis describes the development of a prototype tool (called VISAGE) for visualising and visually programming formally-specified ADTs. VISAGE uses a synchronised combination of textual and graphical views to illustrate the various facets of an ADT's structure and behaviour. The graphical views use both static and dynamic representations developed specifically for this domain. VISAGE's visual programming facility has powerful mechanisms for creating and manipulating entire structures (as well as their components) that make it at least comparable with textual methods. In recognition of the importance of examples as a way of illustrating abstract concepts, VISAGE provides a dedicated tool (called the PLAYPEN) that allows the creation of example data by the user. These data can then be transformed by the operations belonging to the ADT with the result shown by means of a dynamic, graphical display. An evaluation of VISAGE was conducted in order to detect any improvement in subjects' performance, confidence and understanding of ADT specifications. The subjects were asked to perform a set of simple specification tasks with some using VISAGE and the others using manual techniques to act as a control. An analysis of the results shows a distinct positive reaction from the VISAGE group that was completely absent in the control group thereby supporting the thesis that the algebraic specification of ADTs can be made more accessible and palatable though the use of computer graphic techniques

    The evaluation of a pedagogical-program development environment for Novice programmers : a comparative study

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    It is an acknowledged fact that many novice programmers experience difficulty in the process of learning to program. One of the contributing factors to this difficulty is the Program Development Environment (PDE). Professional-PDEs are those developed specifically for professional programmers, but are often used by educational institutions in the instruction of programming. It has long been accepted that such environments are inappropriate in the instruction of programming due to unnecessary complexity and lack of support for novice programmers in the learning process. Numerous pedagogical-PDEs supporting the mechanics of programming have been developed in response to this. A review of literature, however, indicates that very limited empirical studies comparing pedagogical-PDEs and professional-PDEs have been conducted. The current study investigates whether there are measurable benefits to using a pedagogical-PDE supporting the mechanics of programming in the instruction of programming instead of a professional-PDE. A comparative study of this nature requires a representative pedagogical-PDE and representative professional-PDE be compared with one another. The first part of the current study determines a set of requirements that a pedagogical- PDE should adhere to based on literature. A set of representative features for a pedagogical-PDE is derived by examining the features of existing PDEs in conjunction with the set of requirements. Based on these features, a pedagogical-PDE, known as SimplifIDE, is developed that implements the representative set of features and that meets are the requirements for a pedagogical-PDE. The second part of the current study is the specification and administration of an empirical experiment in which SimplifIDE and Borland© DelphiTM are compared with one another. A holistic approach in determining the differences between the PDEs is taken and three main areas are examined, namely academic performance, perceptions and programming behavior

    Nova combinação de hardware e de software para veículos de desporto automóvel baseada no processamento directo de funções gráficas

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    Doutoramento em Engenharia EletrónicaThe main motivation for the work presented here began with previously conducted experiments with a programming concept at the time named "Macro". These experiments led to the conviction that it would be possible to build a system of engine control from scratch, which could eliminate many of the current problems of engine management systems in a direct and intrinsic way. It was also hoped that it would minimize the full range of software and hardware needed to make a final and fully functional system. Initially, this paper proposes to make a comprehensive survey of the state of the art in the specific area of software and corresponding hardware of automotive tools and automotive ECUs. Problems arising from such software will be identified, and it will be clear that practically all of these problems stem directly or indirectly from the fact that we continue to make comprehensive use of extremely long and complex "tool chains". Similarly, in the hardware, it will be argued that the problems stem from the extreme complexity and inter-dependency inside processor architectures. The conclusions are presented through an extensive list of "pitfalls" which will be thoroughly enumerated, identified and characterized. Solutions will also be proposed for the various current issues and for the implementation of these same solutions. All this final work will be part of a "proof-of-concept" system called "ECU2010". The central element of this system is the before mentioned "Macro" concept, which is an graphical block representing one of many operations required in a automotive system having arithmetic, logic, filtering, integration, multiplexing functions among others. The end result of the proposed work is a single tool, fully integrated, enabling the development and management of the entire system in one simple visual interface. Part of the presented result relies on a hardware platform fully adapted to the software, as well as enabling high flexibility and scalability in addition to using exactly the same technology for ECU, data logger and peripherals alike. Current systems rely on a mostly evolutionary path, only allowing online calibration of parameters, but never the online alteration of their own automotive functionality algorithms. By contrast, the system developed and described in this thesis had the advantage of following a "clean-slate" approach, whereby everything could be rethought globally. In the end, out of all the system characteristics, "LIVE-Prototyping" is the most relevant feature, allowing the adjustment of automotive algorithms (eg. Injection, ignition, lambda control, etc.) 100% online, keeping the engine constantly working, without ever having to stop or reboot to make such changes. This consequently eliminates any "turnaround delay" typically present in current automotive systems, thereby enhancing the efficiency and handling of such systems.A principal motivação para o trabalho que conduziu a esta tese residiu na constatação de que os actuais métodos de modelação de centralinas automóveis conduzem a significativos problemas de desenvolvimento e manutenção. Como resultado dessa constatação, o objectivo deste trabalho centrou-se no desenvolvimento de um conceito de arquitectura que rompe radicalmente com os modelos state-of-the-art e que assenta num conjunto de conceitos que vieram a ser designados de "Macro" e "Celular ECU". Com este modelo pretendeu-se simultaneamente minimizar a panóplia de software e de hardware necessários à obtenção de uma sistema funcional final. Inicialmente, esta tese propõem-se fazer um levantamento exaustivo do estado da arte na área específica do software e correspondente hardware das ferramentas e centralinas automóveis. Os problemas decorrentes de tal software serão identificados e, dessa identificação deverá ficar claro, que praticamente todos esses problemas têm origem directa ou indirecta no facto de se continuar a fazer um uso exaustivo de "tool chains" extremamente compridas e complexas. De forma semelhante, no hardware, os problemas têm origem na extrema complexidade e inter-dependência das arquitecturas dos processadores. As consequências distribuem-se por uma extensa lista de "pitfalls" que também serão exaustivamente enumeradas, identificadas e caracterizadas. São ainda propostas soluções para os diversos problemas actuais e correspondentes implementações dessas mesmas soluções. Todo este trabalho final faz parte de um sistema "proof-of-concept" designado "ECU2010". O elemento central deste sistema é o já referido conceito de “Macro”, que consiste num bloco gráfico que representa uma de muitas operações necessárias num sistema automóvel, como sejam funções aritméticas, lógicas, de filtragem, de integração, de multiplexagem, entre outras. O resultado final do trabalho proposto assenta numa única ferramenta, totalmente integrada que permite o desenvolvimento e gestão de todo o sistema de forma simples numa única interface visual. Parte do resultado apresentado assenta numa plataforma hardware totalmente adaptada ao software, bem como na elevada flexibilidade e escalabilidade, para além de permitir a utilização de exactamente a mesma tecnologia quer para a centralina, como para o datalogger e para os periféricos. Os sistemas actuais assentam num percurso maioritariamente evolutivo, apenas permitindo a calibração online de parâmetros, mas nunca a alteração online dos próprios algoritmos das funcionalidades automóveis. Pelo contrário, o sistema desenvolvido e descrito nesta tese apresenta a vantagem de seguir um "clean-slate approach", pelo que tudo pode ser globalmente repensado. No final e para além de todas as restantes características, o “LIVE-PROTOTYPING” é a funcionalidade mais relevante, ao permitir alterar algoritmos automóveis (ex: injecção, ignição, controlo lambda, etc.) de forma 100% online, mantendo o motor constantemente a trabalhar e sem nunca ter de o parar ou re-arrancar para efectuar tais alterações. Isto elimina consequentemente qualquer "turnaround delay" tipicamente presente em qualquer sistema automóvel actual, aumentando de forma significativa a eficiência global do sistema e da sua utilização

    Autonomic visualisation.

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    This thesis introduces the concept of autonomic visualisation, where principles of autonomic systems are brought to the field of visualisation infrastructure. Problems in visualisation have a specific set of requirements which are not always met by existing systems. The first half of this thesis explores a specific problem for large scale visualisation; that of data management. Visualisation algorithms have somewhat different requirements to other external memory problems, due to the fact that they often require access to all, or a large subset, of the data in a way that is highly dependent on the view. This thesis proposes a knowledge-based approach to pre-fetching in this context, and presents evidence that such an approach yields good performance. The knowledge based approach is incorporated into a five-layer model, which provides a systematic way of categorising and designing out-of-core, or external memory, systems. This model is demonstrated with two example implementations, on in the local and one in the remote context. The second half explores autonomic visualisation in the more general case. A simulation tool, created for the purpose of designing autonomic visualisation infrastructure is presented. This tool, SimEAC, provides a way of facilitating the development of techniques for managing large-scale visualisation systems. The abstract design of the simulation system, as well as details of the implementation are presented. The architecture of the simulator is explored, and then the system is evaluated in a number of case studies indicating some of the ways in which it can be used. The simulator provides a framework for experimentation and rapid prototyping of large scale autonomic systems
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