11 resultados para software, translation, validation tool, VMNET, Wikipedia, XML
em Bulgarian Digital Mathematics Library at IMI-BAS
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Тодор П. Чолаков, Димитър Й. Биров - Тази статия представя цялостен модел за автоматизиран реинженеринг на наследени системи. Тя описва в детайли процесите на превод на софтуера и на рефакторинг и степента, до която могат да се автоматизират тези процеси. По отношение на превода на код се представя модел за автоматизирано превеждане на код, съдържащ указатели и работа с адресна аритметика. Също така се дефинира рамка за процеса на реинженеринг и се набелязват възможности за по-нататъшно развитие на концепции, инструменти и алгоритми.
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The article presents a new type of logs merging tool for multiple blade telecommunication systems based on the development of a new approach. The introduction of the new logs merging tool (the Log Merger) can help engineers to build a processes behavior timeline with a flexible system of information structuring used to assess the changes in the analyzed system. This logs merging system based on the experts experience and their analytical skills generates a knowledge base which could be advantageous in further decision-making expert system development. This paper proposes and discusses the design and implementation of the Log Merger, its architecture, multi-board analysis of capability and application areas. The paper also presents possible ways of further tool improvement e.g. - to extend its functionality and cover additional system platforms. The possibility to add an analysis module for further expert system development is also considered.
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The software architecture and development consideration for open metadata extraction and processing framework are outlined. Special attention is paid to the aspects of reliability and fault tolerance. Grid infrastructure is shown as useful backend for general-purpose task.
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Internationalization of software as a previous step for localization is usually taken into account during early phases of the life-cycle of software development. However, the need to adapt software applications into different languages and cultural settings can appear once the application is finished and even in the market. In these cases, software localization implies a high cost of time and resources. This paper shows a real case of a existent software application, designed and developed without taking into account future necessities of localization, whose architecture and source code were modified to include the possibility of straightforward adaptation into new languages. The use of standard languages and advanced programming languages has permitted the authors to adapt the software in a simple and straightforward mode.
Resumo:
The current INFRAWEBS European research project aims at developing ICT framework enabling software and service providers to generate and establish open and extensible development platforms for Web Service applications. One of the concrete project objectives is developing a full-life-cycle software toolset for creating and maintaining Semantic Web Services (SWSs) supporting specific applications based on Web Service Modelling Ontology (WSMO) framework. According to WSMO, functional and behavioural descriptions of a SWS may be represented by means of complex logical expressions (axioms). The paper describes a specialized userfriendly tool for constructing and editing such axioms – INFRAWEBS Axiom Editor. After discussing the main design principles of the Editor, its functional architecture is briefly presented. The tool is implemented in Eclipse Graphical Environment Framework and Eclipse Rich Client Platform.
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* The research presented here is partially supported by the project KT-DigiCult-Bg (FP6) and by the ICT Agency in Bulgaria.
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Development-engineers use in their work languages intended for software or hardware systems design, and test engineers utilize languages effective in verification, analysis of the systems properties and testing. Automatic interfaces between languages of these kinds are necessary in order to avoid ambiguous understanding of specification of models of the systems and inconsistencies in the initial requirements for the systems development. Algorithm of automatic translation of MSC (Message Sequence Chart) diagrams compliant with MSC’2000 standard into Petri Nets is suggested in this paper. Each input MSC diagram is translated into Petri Net (PN), obtained PNs are sequentially composed in order to synthesize a whole system in one final combined PN. The principle of such composition is defined through the basic element of MSC language — conditions. While translating reference table is developed for maintenance of consistent coordination between the input system’s descriptions in MSC language and in PN format. This table is necessary to present the results of analysis and verification on PN in suitable for the development-engineer format of MSC diagrams. The proof of algorithm correctness is based on the use of process algebra ACP. The most significant feature of the given algorithm is the way of handling of conditions. The direction for future work is the development of integral, partially or completely automated technological process, which will allow designing system, testing and verifying its various properties in the one frame.
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In the world, scientific studies increase day by day and computer programs facilitate the human’s life. Scientists examine the human’s brain’s neural structure and they try to be model in the computer and they give the name of artificial neural network. For this reason, they think to develop more complex problem’s solution. The purpose of this study is to estimate fuel economy of an automobile engine by using artificial neural network (ANN) algorithm. Engine characteristics were simulated by using “Neuro Solution” software. The same data is used in MATLAB to compare the performance of MATLAB is such a problem and show its validity. The cylinder, displacement, power, weight, acceleration and vehicle production year are used as input data and miles per gallon (MPG) are used as target data. An Artificial Neural Network model was developed and 70% of data were used as training data, 15% of data were used as testing data and 15% of data is used as validation data. In creating our model, proper neuron number is carefully selected to increase the speed of the network. Since the problem has a nonlinear structure, multi layer are used in our model.
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Educational games such as quizzes, quests, puzzles, mazes and logical problems may be modeled as multimedia board games. In the scope of the ADOPTA project1 being under development at the Faculty of Mathematics and Informatics at Sofia University, a formal model for presentation of such educational board games was invented and elaborated. Educational games can be modeled as special board mini-games, with a board of any form and any types of positions. Over defined positions, figures (objects) with certain properties are placed and, next, there are to be defined formal rules for manipulation of these figures and resulted effects. The model has been found to be general enough in order to allow description and execution control of more complex logical problems to be solved by several actions delivered to/by the player according some formal rules and context conditions and, in general, of any learning activities and their workflow. It is used as a base for creation of a software platform providing facilities for easy construction of multimedia board games and their execution. The platform consists of game designer (i.e., a game authoring tool) and game run-time controller communicating each other through game repository. There are created and modeled many examples of educational board games appropriate for didactic purposes, self evaluations, etc., which are supposed to be designed easily by authors with no IT skills and experience. By means of game metadata descriptions, these games are going be included into narrative storyboards and, next, delivered to learners with appropriate profile according their learning style, preferences, etc. Moreover, usage of artificial intelligence agents is planned as well – once as playing virtual opponents of the player or, otherwise, being virtual advisers of the gamer helping him/her in finding the right problem solution within given domain such as discovering a treasure using a location map, finding best tour in a virtual museum, guessing an unknown word in a hangman game, and many others.
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ACM Computing Classification System (1998): J.2.
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Software product line modeling aims at capturing a set of software products in an economic yet meaningful way. We introduce a class of variability models that capture the sharing between the software artifacts forming the products of a software product line (SPL) in a hierarchical fashion, in terms of commonalities and orthogonalities. Such models are useful when analyzing and verifying all products of an SPL, since they provide a scheme for divide-and-conquer-style decomposition of the analysis or verification problem at hand. We define an abstract class of SPLs for which variability models can be constructed that are optimal w.r.t. the chosen representation of sharing. We show how the constructed models can be fed into a previously developed algorithmic technique for compositional verification of control-flow temporal safety properties, so that the properties to be verified are iteratively decomposed into simpler ones over orthogonal parts of the SPL, and are not re-verified over the shared parts. We provide tool support for our technique, and evaluate our tool on a small but realistic SPL of cash desks.