39,609 research outputs found

    Refinement and State Machine Abstraction

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    Precise module interface specifications are essential in modular software development. The role of state in these specifications has been the issue of some debate and is central to the notion of data refinement. In previous work, Hoffman and Strooper introduce a state-abstraction lattice that defines a partial order on specifications for deterministic and complete languages. They use this lattice to define a notion of state abstractness and show that this intuitive notion corresponds to the use of the terms "abstract" and "concrete" as used in data-refinement proofs. In this paper, we extend this work for a class of specifications and languages that we call demonic and semi-deterministic. We also introduce a notion of backward refinement and prove that backward refinement together with the common forward refinement of VDM and Z form a sound and complete refinement technique with respect to a partial order on languages defined by demonic specifications. We illustrate the ideas using simple languages and specifications

    Modelling and Refinement in CODA

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    This paper provides an overview of the CODA framework for modelling and refinement of component-based embedded systems. CODA is an extension of Event-B and UML-B and is supported by a plug-in for the Rodin toolset. CODA augments Event-B with constructs for component-based modelling including components, communications ports, port connectors, timed communications and timing triggers. Component behaviour is specified through a combination of UML-B state machines and Event-B. CODA communications and timing are given an Event-B semantics through translation rules. Refinement is based on Event-B refinement and allows layered construction of CODA models in a consistent way.Comment: In Proceedings Refine 2013, arXiv:1305.563

    Automatic Verification of Message-Based Device Drivers

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    We develop a practical solution to the problem of automatic verification of the interface between device drivers and the OS. Our solution relies on a combination of improved driver architecture and verification tools. It supports drivers written in C and can be implemented in any existing OS, which sets it apart from previous proposals for verification-friendly drivers. Our Linux-based evaluation shows that this methodology amplifies the power of existing verification tools in detecting driver bugs, making it possible to verify properties beyond the reach of traditional techniques.Comment: In Proceedings SSV 2012, arXiv:1211.587

    Contexts, refinement and determinism

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    In this paper we have been influenced by those who take an ā€œengineering viewā€ of the problem of designing systems, i.e. a view that is motivated by what someone designing a real system will be concerned with, and what questions will arise as they work on their design. Specifically, we have borrowed from the testing work of Hennessy, de Nicola and van Glabbeek, e.g. [13, 5, 21, 40, 39]. Here we concentrate on one fundamental part of the engineering view and where consideration of it leads. The aspects we are concerned with are computational entities in contexts, observed by users. This leads to formalising design steps that are often left informal, and that in turn gives insights into non-determinism and ultimately leads to being able to use refinement in situations where existing techniques fail

    Magnifying Lens Abstraction for Stochastic Games with Discounted and Long-run Average Objectives

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    Turn-based stochastic games and its important subclass Markov decision processes (MDPs) provide models for systems with both probabilistic and nondeterministic behaviors. We consider turn-based stochastic games with two classical quantitative objectives: discounted-sum and long-run average objectives. The game models and the quantitative objectives are widely used in probabilistic verification, planning, optimal inventory control, network protocol and performance analysis. Games and MDPs that model realistic systems often have very large state spaces, and probabilistic abstraction techniques are necessary to handle the state-space explosion. The commonly used full-abstraction techniques do not yield space-savings for systems that have many states with similar value, but does not necessarily have similar transition structure. A semi-abstraction technique, namely Magnifying-lens abstractions (MLA), that clusters states based on value only, disregarding differences in their transition relation was proposed for qualitative objectives (reachability and safety objectives). In this paper we extend the MLA technique to solve stochastic games with discounted-sum and long-run average objectives. We present the MLA technique based abstraction-refinement algorithm for stochastic games and MDPs with discounted-sum objectives. For long-run average objectives, our solution works for all MDPs and a sub-class of stochastic games where every state has the same value

    Chaining Test Cases for Reactive System Testing (extended version)

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    Testing of synchronous reactive systems is challenging because long input sequences are often needed to drive them into a state at which a desired feature can be tested. This is particularly problematic in on-target testing, where a system is tested in its real-life application environment and the time required for resetting is high. This paper presents an approach to discovering a test case chain---a single software execution that covers a group of test goals and minimises overall test execution time. Our technique targets the scenario in which test goals for the requirements are given as safety properties. We give conditions for the existence and minimality of a single test case chain and minimise the number of test chains if a single test chain is infeasible. We report experimental results with a prototype tool for C code generated from Simulink models and compare it to state-of-the-art test suite generators.Comment: extended version of paper published at ICTSS'1
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