1,758 research outputs found

    Proceedings of the Second Program Visualization Workshop, 2002

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    The Program Visualization Workshops aim to bring together researchers who design and construct program visualizations and, above all, educators who use and evaluate visualizations in their teaching. The first workshop took place in July 2000 at Porvoo, Finland. The second workshop was held in cooperation with ACM SIGCSE and took place at HornstrupCentret, Denmark in June 2002, immediately following the ITiCSE 2002 Conference in Aarhus, Denmark

    Executable formal specifications of complex distributed systems with CoreASM

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    Formal specifications play a crucial role in the design of reliable complex software systems. Executable formal specifications allow the designer to attain early validation and verification of design using static analysis techniques and accurate simulation of the runtime behavior of the system-to-be. With increasing complexity of software-intensive computer-based systems and the challenges of validation and verification of abstract software models prior to coding, the need for interactive software tools supporting executable formal specifications is even more evident. In this paper, we discuss how CoreASM, an environment for writing and running executable specifications according to the ASM method, provides flexibility and manages the complexity by using an innovative extensible language architecture

    Future of Functional Reactive Programming in Real-Time Systems

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    The evolution of programming paradigms and the development of new programming languages are driven by the needs of problem domains. Functional reactive programming (FRP) combines functional programming (FP) and reactive programming (RP) concepts that leverage asynchronous dataflow from reactive programming and higher-level abstractions building blocks from functional programming to enable developers to define data flows and transformations declaratively. Declarative programming allows developers to concentrate more on the problem to be solved rather than the implementation details, resulting in efficient and concise code. Over the years, various FRP designs have been proposed in real-time application areas. Still, it remains unclear how FRP-based solutions compare with traditional methods for implementing these applications. In this survey, we studied the usefulness of FRP in some real-time applications, such as game development, animation, graphical user interface(GUI), and embedded system. We conducted a qualitative comparison for game development and studied various applications in animation, GUI, and embedded systems. We found that using FRP in these applications is quite difficult because of insufficient libraries and tools. Additionally, due to high learning curves and a need for experienced developers, the development process in FRP takes time and effort. Our examination of two well-known games: Asteroid and Pong, in three programming paradigms: imperative programming using the Unity game engine, FP in Haskell, and FRP in the Yampa library, showed that imperative programming is effective in terms of performance and usability. The other two paradigms for developing games from scratch are inefficient and challenging. Despite the fact that FRP was designed for animation, the majority of its applications are underperforming. FRP is more successful for GUI applications, where libraries like RxJS have been used in many web interfaces. FRP is also applied in developing embedded system applications for its effective memory management, maintainability, and predictability. Developing efficient solutions from scratch is not suitable in FRP due to several factors, such as poor performance compared to other programming paradigms, programming complexity, and a steep learning curve. Instead, developers can be benefited from utilizing FRP-supported modular platforms to build robust and scalable real-time applications

    ROOTS: An Open Source tool for authoring Behaviour Trees in a visual way inside of Unity

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    Treball final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadùmic: 2018/2019The current document tries to document the whole process of developing an editor tool for the Unity Game Engine, in particular, a node-based GUI for authoring Behaviour Trees which can be used for driving the decision making process of agents. The paper’s main objective is to expose the inner working systems for people who are interested in extending and improving the different features of the tool. Unreal Engine has a great native tool for authoring behavior trees but Unity doesn’t, nevertheless, there are premium and feature-rich tools available in the asset store. However, none of them are open-source projects resulting in a difficult customization of the tool for the different project needs. Unity and Unreal are the most well-established and biggest game engines in the market, and as such, developing a non-existing solution for this problem could be a very successful movement. ROOTS, will be an open source project, and it’s code will be publicly hosted at Github. Despite the nature of an open-source project, which implies that you don’t get revenue from licensing the product, there are always other ways of profiting the development such as developing a proprietary extension for a client or via donations. Throughout the report the different achieved objectives and the future planed features will be discussed and reviewed

    Proceedings of the Third Symposium on Programming Languages and Software Tools : KÀÀriku, Estonia, August 23-24 1993

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    http://www.ester.ee/record=b1064507*es

    CrossCode: Multi-level Visualization of Program Execution

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    Program visualizations help to form useful mental models of how programs work, and to reason and debug code. But these visualizations exist at a fixed level of abstraction, e.g., line-by-line. In contrast, programmers switch between many levels of abstraction when inspecting program behavior. Based on results from a formative study of hand-designed program visualizations, we designed CrossCode, a web-based program visualization system for JavaScript that leverages structural cues in syntax, control flow, and data flow to aggregate and navigate program execution across multiple levels of abstraction. In an exploratory qualitative study with experts, we found that CrossCode enabled participants to maintain a strong sense of place in program execution, was conducive to explaining program behavior, and helped track changes and updates to the program state.Comment: 13 pages, 6 figures Submitted to CHI 2023: Conference on Human Factors in Computing System

    Safe data structure visualisation

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    Diagrammatic Languages and Formal Verification : A Tool-Based Approach

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    The importance of software correctness has been accentuated as a growing number of safety-critical systems have been developed relying on software operating these systems. One of the more prominent methods targeting the construction of a correct program is formal verification. Formal verification identifies a correct program as a program that satisfies its specification and is free of defects. While in theory formal verification guarantees a correct implementation with respect to the specification, applying formal verification techniques in practice has shown to be difficult and expensive. In response to these challenges, various support methods and tools have been suggested for all phases from program specification to proving the derived verification conditions. This thesis concerns practical verification methods applied to diagrammatic modeling languages. While diagrammatic languages are widely used in communicating system design (e.g., UML) and behavior (e.g., state charts), most formal verification platforms require the specification to be written in a textual specification language or in the mathematical language of an underlying logical framework. One exception is invariant-based programming, in which programs together with their specifications are drawn as invariant diagrams, a type of state transition diagram annotated with intermediate assertions (preconditions, postconditions, invariants). Even though the allowed program states—called situations—are described diagrammatically, the intermediate assertions defining a situation’s meaning in the domain of the program are still written in conventional textual form. To explore the use of diagrams in expressing the intermediate assertions of invariant diagrams, we designed a pictorial language for expressing array properties. We further developed this notation into a diagrammatic domain-specific language (DSL) and implemented it as an extension to the Why3 platform. The DSL supports expression of array properties. The language is based on Reynolds’s interval and partition diagrams and includes a construct for mapping array intervals to logic predicates. Automated verification of a program is attained by generating the verification conditions and proving that they are true. In practice, full proof automation is not possible except for trivial programs and verifying even simple properties can require significant effort both in specification and proof stages. An animation tool which supports run-time evaluation of the program statements and intermediate assertions given any user-defined input can support this process. In particular, an execution trace leading up to a failed assertion constitutes a refutation of a verification condition that requires immediate attention. As an extension to Socos, a verificion tool for invariant diagrams built on top of the PVS proof system, we have developed an execution model where program statements and assertions can be evaluated in a given program state. A program is represented by an abstract datatype encoding the program state, together with a small-step state transition function encoding the evaluation of a single statement. This allows the program’s runtime behavior to be formally inspected during verification. We also implement animation and interactive debugging support for Socos. The thesis also explores visualization of system development in the context of model decomposition in Event-B. Decomposing a software system becomes increasingly critical as the system grows larger, since the workload on the theorem provers must be distributed effectively. Decomposition techniques have been suggested in several verification platforms to split the models into smaller units, each having fewer verification conditions and therefore imposing a lighter load on automatic theorem provers. In this work, we have investigated a refinement-based decomposition technique that makes the development process more resilient to change in specification and allows parallel development of sub-models by a team. As part of the research, we evaluated the technique on a small case study, a simplified version of a landing gear system verification presented by Boniol and Wiels, within the Event-B specification language.Vikten av programvaras korrekthet har accentuerats dĂ„ ett vĂ€xande antal sĂ€kerhetskritiska system, vilka Ă€r beroende av programvaran som styr dessa, har utvecklas. En av de mer framtrĂ€dande metoderna som riktar in sig pĂ„ utveckling av korrekt programvara Ă€r formell verifiering. Inom formell verifiering avses med ett korrekt program ett program som uppfyller sina specifikationer och som Ă€r fritt frĂ„n defekter. Medan formell verifiering teoretiskt sett kan garantera ett korrekt program med avseende pĂ„ specifikationerna, har tillĂ€mpligheten av formella verifieringsmetod visat sig i praktiken vara svĂ„r och dyr. Till svar pĂ„ dessa utmaningar har ett stort antal olika stödmetoder och automatiseringsverktyg föreslagits för samtliga faser frĂ„n specifikationen till bevisningen av de hĂ€rledda korrekthetsvillkoren. Denna avhandling behandlar praktiska verifieringsmetoder applicerade pĂ„ diagrambaserade modelleringssprĂ„k. Medan diagrambaserade sprĂ„k ofta anvĂ€nds för kommunikation av programvarudesign (t.ex. UML) samt beteende (t.ex. tillstĂ„ndsdiagram), krĂ€ver de flesta verifieringsplattformar att specifikationen kodas medelst ett textuellt specifikationsspĂ„k eller i sprĂ„ket hos det underliggande logiska ramverket. Ett undantag Ă€r invariantbaserad programmering, inom vilken ett program tillsammans med dess specifikation ritas upp som sk. invariantdiagram, en typ av tillstĂ„ndstransitionsdiagram annoterade med mellanliggande logiska villkor (förvillkor, eftervillkor, invarianter). Även om de tillĂ„tna programtillstĂ„nden—sk. situationer—beskrivs diagrammatiskt Ă€r de logiska predikaten som beskriver en situations betydelse i programmets domĂ€n fortfarande skriven pĂ„ konventionell textuell form. För att vidare undersöka anvĂ€ndningen av diagram vid beskrivningen av mellanliggande villkor inom invariantbaserad programming, har vi konstruerat ett bildbaserat sprĂ„k för villkor över arrayer. Vi har dĂ€refter vidareutvecklat detta sprĂ„k till ett diagrambaserat domĂ€n-specifikt sprĂ„k (domain-specific language, DSL) och implementerat stöd för det i verifieringsplattformen Why3. SprĂ„ket lĂ„ter anvĂ€ndaren uttrycka egenskaper hos arrayer, och Ă€r baserat pĂ„ Reynolds intevall- och partitionsdiagram samt inbegriper en konstruktion för mappning av array-intervall till logiska predikat. Automatisk verifiering av ett program uppnĂ„s genom generering av korrekthetsvillkor och Ă„tföljande bevisning av dessa. I praktiken kan full automatisering av bevis inte uppnĂ„s utom för trivial program, och Ă€ven bevisning av enkla egenskaper kan krĂ€va betydande anstrĂ€ngningar bĂ„de vid specifikations- och bevisfaserna. Ett animeringsverktyg som stöder exekvering av sĂ„vĂ€l programmets satser som mellanliggande villkor för godtycklig anvĂ€ndarinput kan vara till hjĂ€lp i denna process. SĂ€rskilt ett exekveringspĂ„r som leder upp till ett falskt mellanliggande villkor utgör ett direkt vederlĂ€ggande (refutation) av ett bevisvillkor, vilket krĂ€ver omedelbar uppmĂ€rksamhet frĂ„n programmeraren. Som ett tillĂ€gg till Socos, ett verifieringsverktyg för invariantdiagram baserat pĂ„ bevissystemet PVS, har vi utvecklat en exekveringsmodell dĂ€r programmets satser och villkor kan evalueras i ett givet programtillstĂ„nd. Ett program representeras av en abstrakt datatyp för programmets tillstĂ„nd tillsammans med en small-step transitionsfunktion för evalueringen av en enskild programsats. Detta möjliggör att ett programs exekvering formellt kan analyseras under verifieringen. Vi har ocksĂ„ implementerat animation och interaktiv felsökning i Socos. Avhandlingen undersöker ocksĂ„ visualisering av systemutveckling i samband med modelluppdelning inom Event-B. Uppdelning av en systemmodell blir allt mer kritisk dĂ„ ett systemet vĂ€xer sig större, emedan belastningen pĂ„ underliggande teorembe visare mĂ„ste fördelas effektivt. Uppdelningstekniker har föreslagits inom mĂ„nga olika verifieringsplattformar för att dela in modellerna i mindre enheter, sĂ„ att varje enhet har fĂ€rre verifieringsvillkor och dĂ€rmed innebĂ€r en mindre belastning pĂ„ de automatiska teorembevisarna. I detta arbete har vi undersökt en refinement-baserad uppdelningsteknik som gör utvecklingsprocessen mer kapabel att hantera förĂ€ndringar hos specifikationen och som tillĂ„ter parallell utveckling av delmodellerna inom ett team. Som en del av forskningen har vi utvĂ€rderat tekniken pĂ„ en liten fallstudie: en förenklad modell av automationen hos ett landningsstĂ€ll av Boniol and Wiels, uttryckt i Event-B-specifikationsprĂ„ket
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