21,797 research outputs found

    A conceptual model for megaprogramming

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    Megaprogramming is component-based software engineering and life-cycle management. Magaprogramming and its relationship to other research initiatives (common prototyping system/common prototyping language, domain specific software architectures, and software understanding) are analyzed. The desirable attributes of megaprogramming software components are identified and a software development model and resulting prototype megaprogramming system (library interconnection language extended by annotated Ada) are described

    An Architecture for distributed multimedia database systems

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    In the past few years considerable demand for user oriented multimedia information systems has developed. These systems must provide a rich set of functionality so that new, complex, and interesting applications can be addressed. This places considerable importance on the management of diverse data types including text, images, audio and video. These requirements generate the need for a new generation of distributed heterogeneous multimedia database systems. In this paper we identify a set of functional requirements for a multimedia server considering database management, object synchronization and integration, and multimedia query processing. A generalization of the requirements to a distributed system is presented, and some of our current research and developing activities are discussed

    Processing Structured Hypermedia : A Matter of Style

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    With the introduction of the World Wide Web in the early nineties, hypermedia has become the uniform interface to the wide variety of information sources available over the Internet. The full potential of the Web, however, can only be realized by building on the strengths of its underlying research fields. This book describes the areas of hypertext, multimedia, electronic publishing and the World Wide Web and points out fundamental similarities and differences in approaches towards the processing of information. It gives an overview of the dominant models and tools developed in these fields and describes the key interrelationships and mutual incompatibilities. In addition to a formal specification of a selection of these models, the book discusses the impact of the models described on the software architectures that have been developed for processing hypermedia documents. Two example hypermedia architectures are described in more detail: the DejaVu object-oriented hypermedia framework, developed at the VU, and CWI's Berlage environment for time-based hypermedia document transformations

    A general framework for positioning, evaluating and selecting the new generation of development tools.

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    This paper focuses on the evaluation and positioning of a new generation of development tools containing subtools (report generators, browsers, debuggers, GUI-builders, ...) and programming languages that are designed to work together and have a common graphical user interface and are therefore called environments. Several trends in IT have led to a pluriform range of developments tools that can be classified in numerous categories. Examples are: object-oriented tools, GUI-tools, upper- and lower CASE-tools, client/server tools and 4GL environments. This classification does not sufficiently cover the tools subject in this paper for the simple reason that only one criterion is used to distinguish them. Modern visual development environments often fit in several categories because to a certain extent, several criteria can be applied to evaluate them. In this study, we will offer a broad classification scheme with which tools can be positioned and which can be refined through further research.

    A VISUAL DESIGN METHOD AND ITS APPLICATION TO HIGH RELIABILITY HYPERMEDIA SYSTEMS

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    This work addresses the problem of the production of hypermedia documentation for applications that require high reliability, particularly technical documentation in safety critical industries. One requirement of this application area is for the availability of a task-based organisation, which can guide and monitor such activities as maintenance and repair. In safety critical applications there must be some guarantee that such sequences are correctly presented. Conventional structuring and design methods for hypermedia systems do not allow such guarantees to be made. A formal design method that is based on a process algebra is proposed as a solution to this problem. Design methods of this kind need to be accessible to information designers. This is achieved by use of a technique already familiar to them: the storyboard. By development of a storyboard notation that is syntactically equivalent to a process algebra a bridge is made between information design and computer science, allowing formal analysis and refinement of the specification drafted by information designers. Process algebras produce imperative structures that do not map easily into the declarative formats used for some hypermedia systems, but can be translated into concurrent programs. This translation process, into a language developed by the author, called ClassiC, is illustrated and the properties that make ClassiC a suitable implementation target discussed. Other possible implementation targets are evaluated, and a comparative illustration given of translation into another likely target, Java

    RICIS Software Engineering 90 Symposium: Aerospace Applications and Research Directions Proceedings Appendices

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    Papers presented at RICIS Software Engineering Symposium are compiled. The following subject areas are covered: flight critical software; management of real-time Ada; software reuse; megaprogramming software; Ada net; POSIX and Ada integration in the Space Station Freedom Program; and assessment of formal methods for trustworthy computer systems

    Software service adaptation based on interface localisation

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    The aim of Web services is the provision of software services to a range of different users in different locations. Service localisation in this context can facilitate the internationalisation and localisation of services by allowing their adaption to different locales. The authors investigate three dimensions: (i) lingual localisation by providing service-level language translation techniques to adopt services to different languages, (ii) regulatory localisation by providing standards-based mappings to achieve regulatory compliance with regionally varying laws, standards and regulations, and (iii) social localisation by taking into account preferences and customs for individuals and the groups or communities in which they participate. The objective is to support and implement an explicit modelling of aspects that are relevant to localisation and runtime support consisting of tools and middleware services to automating the deployment based on models of locales, driven by the two localisation dimensions. The authors focus here on an ontology-based conceptual information model that integrates locale specification into service architectures in a coherent way

    Applying Model Driven Engineering Techniques and Tools to the Planets Game Learning Scenario

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    24 pagesInternational audienceCPM (Cooperative Problem-Based learning Metamodel) is a visual language for the instructional design of Problem-Based Learning (PBL) situations. This language is a UML profile implemented on top of the Objecteering UML Case tool. In this article, we first present the way we used CPM language to bring about the pedagogical transposition of the planets game learning scenario. Then, we propose some related works conducted to improve CPM usability: on the one hand, we outline a MOF solution and an Eclipse GMF solution instead of the UML profile approach. On the other hand, we propose some explanations about transforming CPM models into LMS compliant data, and tool functionality
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