5,520 research outputs found

    User-friendly Support for Common Concepts in a Lightweight Verifier

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    Machine verification of formal arguments can only increase our confidence in the correctness of those arguments, but the costs of employing machine verification still outweigh the benefits for some common kinds of formal reasoning activities. As a result, usability is becoming increasingly important in the design of formal verification tools. We describe the "aartifact" lightweight verification system, designed for processing formal arguments involving basic, ubiquitous mathematical concepts. The system is a prototype for investigating potential techniques for improving the usability of formal verification systems. It leverages techniques drawn both from existing work and from our own efforts. In addition to a parser for a familiar concrete syntax and a mechanism for automated syntax lookup, the system integrates (1) a basic logical inference algorithm, (2) a database of propositions governing common mathematical concepts, and (3) a data structure that computes congruence closures of expressions involving relations found in this database. Together, these components allow the system to better accommodate the expectations of users interested in verifying formal arguments involving algebraic and logical manipulations of numbers, sets, vectors, and related operators and predicates. We demonstrate the reasonable performance of this system on typical formal arguments and briefly discuss how the system's design contributed to its usability in two case studies

    A Graphical Language for Proof Strategies

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    Complex automated proof strategies are often difficult to extract, visualise, modify, and debug. Traditional tactic languages, often based on stack-based goal propagation, make it easy to write proofs that obscure the flow of goals between tactics and are fragile to minor changes in input, proof structure or changes to tactics themselves. Here, we address this by introducing a graphical language called PSGraph for writing proof strategies. Strategies are constructed visually by "wiring together" collections of tactics and evaluated by propagating goal nodes through the diagram via graph rewriting. Tactic nodes can have many output wires, and use a filtering procedure based on goal-types (predicates describing the features of a goal) to decide where best to send newly-generated sub-goals. In addition to making the flow of goal information explicit, the graphical language can fulfil the role of many tacticals using visual idioms like branching, merging, and feedback loops. We argue that this language enables development of more robust proof strategies and provide several examples, along with a prototype implementation in Isabelle

    Voice input/output capabilities at Perception Technology Corporation

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    Condensed resumes of key company personnel at the Perception Technology Corporation are presented. The staff possesses recognition, speech synthesis, speaker authentication, and language identification. Hardware and software engineers' capabilities are included

    A heuristic-based approach to code-smell detection

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    Encapsulation and data hiding are central tenets of the object oriented paradigm. Deciding what data and behaviour to form into a class and where to draw the line between its public and private details can make the difference between a class that is an understandable, flexible and reusable abstraction and one which is not. This decision is a difficult one and may easily result in poor encapsulation which can then have serious implications for a number of system qualities. It is often hard to identify such encapsulation problems within large software systems until they cause a maintenance problem (which is usually too late) and attempting to perform such analysis manually can also be tedious and error prone. Two of the common encapsulation problems that can arise as a consequence of this decomposition process are data classes and god classes. Typically, these two problems occur together – data classes are lacking in functionality that has typically been sucked into an over-complicated and domineering god class. This paper describes the architecture of a tool which automatically detects data and god classes that has been developed as a plug-in for the Eclipse IDE. The technique has been evaluated in a controlled study on two large open source systems which compare the tool results to similar work by Marinescu, who employs a metrics-based approach to detecting such features. The study provides some valuable insights into the strengths and weaknesses of the two approache

    Designing Tools for the Invisible Art of Game Feel

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    Proceedings of the Eighth Annual Software Engineering Workshop

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    The four major topics of discussion included: the NASA Software Engineering Laboratory, software testing, human factors in software engineering and software quality assessment. As in the past years, there were 12 position papers presented (3 for each topic) followed by questions and very heavy participation by the general audience

    Chapter 6: The Compact Dynamic Bus Station

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    AbstractThis document is one of the parts of the electronic version of the PhD thesis by S.F.M. van Vlijmen [8]. The goal of the PhD project was to get a better understanding of the problems with the integration of formal specification technique in the day to day software practice. The approach followed was to execute a number of projects in cooperation with industry on realistic cases.In this document is reported on the design of an innovative system for the control of bus stations. The innovative aspect is that buses do not have a fixed platform at the station, the platform is dynamically assigned and communicated to the driver upon entering the station. It was tried to specify data and processes in an algebraic style. During the project it turned out that formal specification in this style did not work to our advantage
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