51,563 research outputs found

    Modeling Timing Requirements in Problem Frames Using CCSL

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    International audienceAs the embedded systems are becoming more and more complex, requirements engineering approaches are needed for modeling requirements, especially the timing requirements. Among various requirements engineering approaches, the Problem Frames(PF) approach is particularly useful in requirements modeling for the embedded systems due to the characteristic that PF pays special attention to the environment entities that will interact with the to-be software. However, no concern is given on timing requirements of PF at present. This paper studies how to add timing constraints on problem domains in PF. Our approach is to integrate the problem representation frame in PF with the timing representation mechanism of MARTE(Modeling and Analysis of Real Time and Embedded systems). A unified problem frame modeling process integrated with timing constraints is provided, and problem frame requirements with timing constraints expressed by MARTE/CCSL (Clock Constraint Specification Language) and clock construction operators are obtained

    The formal, tool supported development of real time systems

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    The language SDL has long been applied in the development of various kinds of systems. Real-time systems are one application area where SDL has been applied extensively. Whilst SDL allows for certain modelling aspects of real-time systems to be represented, the language and its associated tool support have certain drawbacks for modelling and reasoning about such systems. In this paper we highlight the limitations of SDL and its associated tool support in this domain and present language extensions and next generation real-time system tool support to help overcome them. The applicability of the extensions and tools is demonstrated through a case study based upon a multimedia binding object used to support a configuration of time dependent information producers and consumers realising the so called lip-synchronisation algorithm

    Real-time systems development with SDL and next generation validation tools

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    The language SDL has long been applied in the development of various kinds of systems. Real-time systems are one application area where SDL has been applied extensively. Whilst SDL allows for certain modelling aspects of real-time systems to be represented, the language and its associated tool support have certain drawbacks for modelling and reasoning about such systems. In this paper we highlight the limitations of SDL and its associated tool support in this domain and present language extensions and next generation real-time system tool support to help overcome them. The applicability of the extensions and tools is demonstrated through a case study based upon a multimedia binding object used to support a configuration of time dependent information producers and consumers realising the so called lip-synchronisation algorithm

    A project to investigate mechanisms and methodologies for the design and construction of communicating concurrent processes in real-time environments

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    Research undertaken in 1979 into effective and appropriate mechanisms to aid in the design and construction of software for use in the flight research programs undertaken by NASA is presented

    IUPC: Identification and Unification of Process Constraints

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    Business Process Compliance (BPC) has gained significant momentum in research and practice during the last years. Although many approaches address BPC, they mostly assume the existence of some kind of unified base of process constraints and focus on their verification over the business processes. However, it remains unclear how such an inte- grated process constraint base can be built up, even though this con- stitutes the essential prerequisite for all further compliance checks. In addition, the heterogeneity of process constraints has been neglected so far. Without identification and separation of process constraints from domain rules as well as unification of process constraints, the success- ful IT support of BPC will not be possible. In this technical report we introduce a unified representation framework that enables the identifica- tion of process constraints from domain rules and their later unification within a process constraint base. Separating process constraints from domain rules can lead to significant reduction of compliance checking effort. Unification enables consistency checks and optimizations as well as maintenance and evolution of the constraint base on the other side.Comment: 13 pages, 4 figures, technical repor

    Planning and Resource Management in an Intelligent Automated Power Management System

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    Power system management is a process of guiding a power system towards the objective of continuous supply of electrical power to a set of loads. Spacecraft power system management requires planning and scheduling, since electrical power is a scarce resource in space. The automation of power system management for future spacecraft has been recognized as an important R&D goal. Several automation technologies have emerged including the use of expert systems for automating human problem solving capabilities such as rule based expert system for fault diagnosis and load scheduling. It is questionable whether current generation expert system technology is applicable for power system management in space. The objective of the ADEPTS (ADvanced Electrical Power management Techniques for Space systems) is to study new techniques for power management automation. These techniques involve integrating current expert system technology with that of parallel and distributed computing, as well as a distributed, object-oriented approach to software design. The focus of the current study is the integration of new procedures for automatically planning and scheduling loads with procedures for performing fault diagnosis and control. The objective is the concurrent execution of both sets of tasks on separate transputer processors, thus adding parallelism to the overall management process

    Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control

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    Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ‘natural’) and allow interaction with the surroundings and other (virtual) humans. Current animation techniques differ in the trade-off they offer between motion naturalness and the control that can be exerted over the motion. We show mechanisms to parametrize, combine (on different body parts) and concatenate motions generated by different animation techniques. We discuss several aspects of motion naturalness and show how it can be evaluated. We conclude by showing the promise of combinations of different animation paradigms to enhance both naturalness and control
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