27,534 research outputs found

    Wiki Support for Automated Definition of Software Test Cases

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    The design of tests is a very important step in the software development process since it allows us to match the users’ expectations with the finished product. Considered as a cumbersome activity, efforts have been made to automatize and alleviate the burden of test generation, but it is still a largely neglected step. We propose taking advantage of existing requirement artifacts, like Scenarios that describe the dynamic of the domain in a very early stage of software development, to obtain tests from them. In particular, the approach proposed complement the Scenarios that are textually described with a glossary, the Language Extended Lexicon. Thus, a set of rules to derive tests from Scenarios is also proposed. The tests are then described using the Task/Method model. The main findings of this work consist of an extension of a previously presented set of rules. And a tool based on a media wiki platform that makes possible to record Scenarios and the Language Extended Lexicon and implement the rules to obtain the tests. The main originality of this work is the glossary which complements Scenarios, the semantic support to obtain tests and the tool to automatize the approach.Laboratorio de Investigación y Formación en Informática Avanzad

    Wiki Support for Automated Definition of Software Test Cases

    Get PDF
    The design of tests is a very important step in the software development process since it allows us to match the users’ expectations with the finished product. Considered as a cumbersome activity, efforts have been made to automatize and alleviate the burden of test generation, but it is still a largely neglected step. We propose taking advantage of existing requirement artifacts, like Scenarios that describe the dynamic of the domain in a very early stage of software development, to obtain tests from them. In particular, the approach proposed complement the Scenarios that are textually described with a glossary, the Language Extended Lexicon. Thus, a set of rules to derive tests from Scenarios is also proposed. The tests are then described using the Task/Method model. The main findings of this work consist of an extension of a previously presented set of rules. And a tool based on a media wiki platform that makes possible to record Scenarios and the Language Extended Lexicon and implement the rules to obtain the tests. The main originality of this work is the glossary which complements Scenarios, the semantic support to obtain tests and the tool to automatize the approach.Laboratorio de Investigación y Formación en Informática Avanzad

    OntoMaven: Maven-based Ontology Development and Management of Distributed Ontology Repositories

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    In collaborative agile ontology development projects support for modular reuse of ontologies from large existing remote repositories, ontology project life cycle management, and transitive dependency management are important needs. The Apache Maven approach has proven its success in distributed collaborative Software Engineering by its widespread adoption. The contribution of this paper is a new design artifact called OntoMaven. OntoMaven adopts the Maven-based development methodology and adapts its concepts to knowledge engineering for Maven-based ontology development and management of ontology artifacts in distributed ontology repositories.Comment: Pre-print submission to 9th International Workshop on Semantic Web Enabled Software Engineering (SWESE2013). Berlin, Germany, December 2-5, 201

    Assessing and refining mappings to RDF to improve dataset quality

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    RDF dataset quality assessment is currently performed primarily after data is published. However, there is neither a systematic way to incorporate its results into the dataset nor the assessment into the publishing workflow. Adjustments are manually -but rarely- applied. Nevertheless, the root of the violations which often derive from the mappings that specify how the RDF dataset will be generated, is not identified. We suggest an incremental, iterative and uniform validation workflow for RDF datasets stemming originally from (semi-) structured data (e.g., CSV, XML, JSON). In this work, we focus on assessing and improving their mappings. We incorporate (i) a test-driven approach for assessing the mappings instead of the RDF dataset itself, as mappings reflect how the dataset will be formed when generated; and (ii) perform semi-automatic mapping refinements based on the results of the quality assessment. The proposed workflow is applied to diverse cases, e.g., large, crowdsourced datasets such as DBpedia, or newly generated, such as iLastic. Our evaluation indicates the efficiency of our workflow, as it significantly improves the overall quality of an RDF dataset in the observed cases

    DOLFIN: Automated Finite Element Computing

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    We describe here a library aimed at automating the solution of partial differential equations using the finite element method. By employing novel techniques for automated code generation, the library combines a high level of expressiveness with efficient computation. Finite element variational forms may be expressed in near mathematical notation, from which low-level code is automatically generated, compiled and seamlessly integrated with efficient implementations of computational meshes and high-performance linear algebra. Easy-to-use object-oriented interfaces to the library are provided in the form of a C++ library and a Python module. This paper discusses the mathematical abstractions and methods used in the design of the library and its implementation. A number of examples are presented to demonstrate the use of the library in application code

    (MU-CTL-01-12) Towards Model Driven Game Engineering in SimSYS: Requirements for the Agile Software Development Process Game

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    Software Engineering (SE) and Systems Engineering (Sys) are knowledge intensive, specialized, rapidly changing disciplines; their educational infrastructure faces significant challenges including the need to rapidly, widely, and cost effectively introduce new or revised course material; encourage the broad participation of students; address changing student motivations and attitudes; support undergraduate, graduate and lifelong learning; and incorporate the skills needed by industry. Games have a reputation for being fun and engaging; more importantly immersive, requiring deep thinking and complex problem solving. We believe educational games are essential in the next generation of e-learning tools. An extensible, freely available, engaging, problem-based game platform that provides students with an interactive simulated experience closely resembling the activities performed in a (real) industry development project would transform the SE/Sys education infrastructure. Our goal is to extend the state-of-the-art research in SE/Sys education by investigating a game development platform (GDP) from an interdisciplinary perspective (education, game research, and software/systems engineering). A meta-model has been proposed to provide a rigourous foundation that integrates the three disciplines. The GDP is intended to support the semi-automated development of collections of scripted games and their execution, where each game embodies a specific set of learning objectives. The games are scripted using a template based approach. The templates integrate three approaches: use cases; storyboards; and state machines (timed, concurrent, hierarchical state machines). The specification templates capture the structure of the game (Game, Acts, Scenes, Screens, Challenges), storyline, characters (player, non-player, external), graphics, music/sound effects, rules, and so on. The instantiated templates are (manually) transformed into XML game scripts that can be loaded into the SimSYS Game Play Engine. As a game is played, the game play events are logged; they are analyzed to automatically assess a player’s accomplishments and automatically adapt the game play script. Currently, we are manually defining a collection of games. The games are being used to ensure the GDP is flexible and reliable (i.e., the prototype can load and correctly run a variety of game scripts), the ontology is comprehensive, and the templates assist in defining well-organized, modular game scripts. In this report, we present the initial part of an Agile Software Development Process game (Act I, Scenes 1 and 2) that embodies learning objectives related to SE fundamentals (requirements, architecture, testing, process); planning with Gantt charts; working with budgets; and selecting a team for an agile development project. A student player is rewarded in the game by getting hired, scoring points, or getting promoted to lead a project. The game has a variety of settings including a classroom, job fair, and a work environment with meeting rooms, cubicles, and a water cooler station. The main non-player characters include a teacher, boss, and an evil peer. In the future, semi-automated support for creating new game scripts will be explored using a wizard interface. The templates will be formally defined, supporting automated transformation into XML game scripts that can be loaded into the SimSYS Game Engine. We also plan to explore transforming the requirements into a notation that can be imported into a commercial tool that supports Statechart simulation
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