103,637 research outputs found

    An Object-oriented drawing package in smalltalk/v

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    Graphics creation applications tend to fall into two categories: bit-mapped paint packages, and object-oriented drawing packages. Although each interface has its own unique advantages, few vendors have attempted to integrate the two into a single package. Those who have tried have, in fact, poor integration both from the user\u27s perspective and in the underlying mathematical model. In this thesis, I have addressed the issue of integrating bit-mapped and object-oriented interfaces by creating an object-oriented graphics package which provides the user with a consistent interface for creating and manipulating both graphical objects and bit-mapped graphics. The consistency of the interface was facilitated by the consistency of the design, the underlying geometric model, and the implementation, all of which are themselves object-oriented. The thesis is written in Smalltalk/V for the Macintosh* . While the solution for this integration was not derived overnight, the use of object-oriented design principles sped the development of a complex graphical user interface, while providing fresh insight into the problem of representing bit-mapped objects. Because Smalltalk enforces the notion that every element in the system is an object, the Smalltalk developer is forced to begin designing his solution purely in terms of objects. This mind-set allowed me to view the point as no other graphics package has presented it: as a unique graphical entity (just as ll IS 1R formal geometry) available to the user as a graphical tool. As a result, users of my package are able to enjoy the benefits of both bit-mapped and object-oriented editors without ever abandoning an environment in which every graphical element is an object, in terms of both the interface and the underlying mathematical model

    IRDS prototyping with applications to the representation of EA/RA models

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    The requirements and system overview for the Information Resources Dictionary System (IRDS) are described. A formal design specification for a scaled down IRDS implementation compatible with the proposed FIPS IRDS standard is contained. The major design objectives for this IRDS will include a menu driven user interface, implementation of basic IRDS operations, and PC compatibility. The IRDS was implemented using Smalltalk/5 object oriented programming system and an ATT 6300 personal computer running under MS-DOS 3.1. The difficulties encountered in using Smalltalk are discussed

    A Programming Environment Evaluation Methodology for Object-Oriented Systems

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    The object-oriented design strategy as both a problem decomposition and system development paradigm has made impressive inroads into the various areas of the computing sciences. Substantial development productivity improvements have been demonstrated in areas ranging from artificial intelligence to user interface design. However, there has been very little progress in the formal characterization of these productivity improvements and in the identification of the underlying cognitive mechanisms. The development and validation of models and metrics of this sort require large amounts of systematically-gathered structural and productivity data. There has, however, been a notable lack of systematically-gathered information on these development environments. A large part of this problem is attributable to the lack of a systematic programming environment evaluation methodology that is appropriate to the evaluation of object-oriented systems

    The automatic generation and execution of Lean Cuisine+ specifications : a thesis presented in partial fulfilment of the requirements for the degree of Master of Information Science in Computer Science at Massey University

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    Lean Cuisine+ (Phillips, 1995), a semi-formal graphical dialogue notation for describing the behaviour of event based direct manipulation GUIs, was developed at Massey University in the early 1990s. More recently, a software environment, SELCU (Scogings, 2003) has been built for Lean Cuisine+ which permits dialogue models to be manually constructed and edited using a drag and drop approach. The aim of the research presented in this thesis is to develop extensions to SELCU, which include the automatic generation of Lean Cuisine+ diagrams, and their execution. A shortcoming of current prototyping tools and user interface builders is that although they permit the designer to construct a mock up of the look and feel of the interface, they provide no model of the interaction. The Auto-Generation Software is a tool which can automatically generate a Lean Cuisine+ diagram for a graphical user interface developed using Delphi. The generated description is represented as a text file, and in a format compatible with the SELCU system. The Lean Cuisine+ Execution Environment is embedded in the SELCU application. It supports the execution of Lean Cuisine+ specifications, including meneme selection and task action sequence, and also takes account of triggers. The SELCU extensions successfully integrate a graphical dialogue notation (Lean Cuisine+), an object oriented development environment (Delphi), and an existing support environment (SELCU). This offers a more complete environment for the early stages of the design of graphical user interfaces

    Model-based engineering of animated interactive systems for the interactive television environment

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    Les interfaces graphiques étaient la plupart du temps statiques, et représentaient une succession d'états logiciels les uns après les autres. Cependant, les transitions animées entre ces états statiques font partie intégrante des interfaces utilisateurs modernes, et leurs processus de design et d'implémentations constituent un défi pour les designers et les développeurs. Cette thèse propose un processus de conception de systèmes interactifs centré sur les animations, ainsi qu'une architecture pour la définition et l'implémentation d'animations au sein des interfaces graphiques. L'architecture met en avant une approche à deux niveaux pour définir une vue haut niveau d'une animation (avec un intérêt particulier pour les objets animés, leurs propriétés à être animé et la composition d'animations) ainsi qu'une vue bas niveau traitant des aspects détaillés des animations tels que les timings et les optimisations. Concernant les spécifications formelles de ces deux niveaux, nous utilisons une approche qui facilite les réseaux de Petri orientés objets pour la conception, l'implémentation et la validation d'interfaces utilisateurs animées en fournissant une description complète et non-ambiguë de l'ensemble de l'interface utilisateur, y compris les animations. Enfin, nous décrivons la mise en pratique du processus présenté, illustré par un cas d'étude d'un prototype haute-fidélité d'une interface utilisateur, pour le domaine de la télévision interactive. Ce processus conduira à une spécification formelle et détaillée du système interactif, et incluera des animations utilisant des réseaux de Petri orientés objet (conçus avec l'outil PetShop CASE).Graphical User Interfaces used to be mostly static, representing one software state after the other. However, animated transitions between these static states are an integral part in modern user interfaces and processes for both their design and implementation remain a challenge for designers and developers. This thesis proposes a process for designing interactive systems focusing on animations, along with an architecture for the definition and implementation of animation in user interfaces. The architecture proposes a two levels approach for defining a high-level view of an animation (focusing on animated objects, their properties to be animated and on the composition of animations) and a low-level one dealing with detailed aspects of animations such as timing and optimization. For the formal specification of these two levels, we are using an approach facilitating object-oriented Petri nets to support the design, implementation and validation of animated user interfaces by providing a complete and unambiguous description of the entire user interface including animations. Finally, we describe the application of the presented process exemplified by a case study for a high-fidelity prototype of a user interface for the interactive Television domain. This process will lead to a detailed formal specification of the interactive system, including animations using object-oriented Petri nets (designed with the PetShop CASE tool)

    Experiences modelling and using object-oriented telecommunication service frameworks in SDL

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    This paper describes experiences in using SDL and its associated tools to create telecommunication services by producing and specialising object-oriented frameworks. The chosen approach recognises the need for the rapid creation of validated telecommunication services. It introduces two stages to service creation. Firstly a software expert produces a service framework, and secondly a telecommunications ‘business consultant' specialises the framework by means of graphical tools to rapidly produce services. Here the focus is given to the underlying technology required. In particular, the advantages and disadvantages of SDL and tools for this purpose are highlighted

    Creating telecommunication services based on object-oriented frameworks and SDL

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    This paper describes the tools and techniques being applied in the TINA Open Service Creation Architecture (TOSCA) project to develop object-oriented models of distributed telecommunication services in SDL. The paper also describes the way in which Tree and Tabular Combined Notation (TTCN) test cases are derived from these models and subsequently executed against the CORBA-based implementations of these services through a TTCN/CORBA gateway

    The pros and cons of using SDL for creation of distributed services

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    In a competitive market for the creation of complex distributed services, time to market, development cost, maintenance and flexibility are key issues. Optimizing the development process is very much a matter of optimizing the technologies used during service creation. This paper reports on the experience gained in the Service Creation projects SCREEN and TOSCA on use of the language SDL for efficient service creation
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