3 research outputs found

    Lightweight Testing of Communication Networks with e-Motions

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    This paper illustrates the use of high-level domain specific models to specify and test some performance properties of complex systems, in particular Communication Networks, using a light-weight approach. By following a Model-Driven Engineering (MDE) approach, we show the benefits of constructing very abstract models of the systems under test, which can then be easily prototyped and analysed to explore their properties. For this purpose we use e-Motions, a language and its supporting toolkit that allows end-user modelling of real-time systems and their analysis in a graphical manner.Junta de Andalucía P07-TIC-03184Ministerio de Ciencia e Innovación TIN2008-0310

    Automating the transformation-based analysis of visual languages

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    The final publication is available at Springer via http://dx.doi.org/10.1007/s00165-009-0114-yWe present a novel approach for the automatic generation of model-to-model transformations given a description of the operational semantics of the source language in the form of graph transformation rules. The approach is geared to the generation of transformations from Domain-Specific Visual Languages (DSVLs) into semantic domains with an explicit notion of transition, like for example Petri nets. The generated transformation is expressed in the form of operational triple graph grammar rules that transform the static information (initial model) and the dynamics (source rules and their execution control structure). We illustrate these techniques with a DSVL in the domain of production systems, for which we generate a transformation into Petri nets. We also tackle the description of timing aspects in graph transformation rules, and its analysis through their automatic translation into Time Petri netsWork sponsored by the Spanish Ministry of Science and Innovation, project METEORIC (TIN2008-02081/TIN) and by the Canadian Natural Sciences and Engineering Research Council (NSERC)

    Pegasus : uma ferramenta de simulação para apoio ao design de jogos de progressão

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    The video game industry has shown great growth and the numbers show that it continues to expand. Simultaneously, the popularization of smartphones contributes to the growing inclusion of games in daily life. The process of building a game consists of a series of steps, the design being one of the initial stages. The game designer has the challenge of carrying the idea of his mind to the game in a satisfactory way. However, there are not many specialized tools to support this work. This thesis proposes an environment to support the design of games with progression structure, through a simulation tool. The proposal describes the interaction of the game designer with the simulator so that it can assist in the process of creating, testing and refining game elements before proceeding to the programming stage. To fulfill this purpose Pegasus progression game simulator was built, based on patterns for software development and patterns for game design. This thesis presents its architecture, operation and the experience using the tool to support the design of some games of different types. Finally, the conclusions and possibilities of tool expansion are exposed.A indústria de jogos tem apresentado grande crescimento e os números demonstram que ela continua a se expandir. Simultaneamente, a popularização dos smartphones contribui com a crescente inclusão de jogos no cotidiano. O processo de construção de um jogo é composto de uma série de etapas, sendo o design uma das etapas iniciais. O designer de jogo tem como desafio transportar a ideia de sua mente para o jogo de maneira satisfatória. Entretanto, não existem muitas ferramentas especializadas que auxiliem esse trabalho. Nessa tese é proposto um ambiente para apoiar o design de jogos com estrutura de progressão, por meio de uma ferramenta de simulação. A proposta descreve a interação do designer de jogo com o simulador para que este possa auxiliar no processo de criação, teste e aperfeiçoamento dos elementos de jogo antes de prosseguir para a etapa de programação. Para cumprir esse propósito foi construído o simulador de jogos de progressão Pegasus, baseado em padrões de desenvolvimento de software e padrões para design de jogos. São apresentados sua arquitetura, funcionamento e a experiência de utilização para apoiar o design de alguns tipos de jogos. Por fim, são expostas as conclusões e possibilidades de expansão da ferramenta
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