841 resultados para OBJECT-ORIENTED DESIGN


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The Bioconductor project is an initiative for the collaborative creation of extensible software for computational biology and bioinformatics. We detail some of the design decisions, software paradigms and operational strategies that have allowed a small number of researchers to provide a wide variety of innovative, extensible, software solutions in a relatively short time. The use of an object oriented programming paradigm, the adoption and development of a software package system, designing by contract, distributed development and collaboration with other projects are elements of this project's success. Individually, each of these concepts are useful and important but when combined they have provided a strong basis for rapid development and deployment of innovative and flexible research software for scientific computation. A primary objective of this initiative is achievement of total remote reproducibility of novel algorithmic research results.

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In this paper we compare the performance of two image classification paradigms (object- and pixel-based) for creating a land cover map of Asmara, the capital of Eritrea and its surrounding areas using a Landsat ETM+ imagery acquired in January 2000. The image classification methods used were maximum likelihood for the pixel-based approach and Bhattacharyya distance for the object-oriented approach available in, respectively, ArcGIS and SPRING software packages. Advantages and limitations of both approaches are presented and discussed. Classifications outputs were assessed using overall accuracy and Kappa indices. Pixel- and object-based classification methods result in an overall accuracy of 78% and 85%, respectively. The Kappa coefficient for pixel- and object-based approaches was 0.74 and 0.82, respectively. Although pixel-based approach is the most commonly used method, assessment and visual interpretation of the results clearly reveal that the object-oriented approach has advantages for this specific case-study.

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A large body of research analyzes the runtime execution of a system to extract abstract behavioral views. Those approaches primarily analyze control flow by tracing method execution events or they analyze object graphs of heap snapshots. However, they do not capture how objects are passed through the system at runtime. We refer to the exchange of objects as the object flow, and we claim that object flow is necessary to analyze if we are to understand the runtime of an object-oriented application. We propose and detail Object Flow Analysis, a novel dynamic analysis technique that takes this new information into account. To evaluate its usefulness, we present a visual approach that allows a developer to study classes and components in terms of how they exchange objects at runtime. We illustrate our approach on three case studies.

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As object-oriented languages are extended with novel modularization mechanisms, better underlying models are required to implement these high-level features. This paper describes CELL, a language model that builds on delegation-based chains of object fragments. Composition of groups of cells is used: 1) to represent objects, 2) to realize various forms of method lookup, and 3) to keep track of method references. A running prototype of CELL is provided and used to realize the basic kernel of a Smalltalk system. The paper shows, using several examples, how higher-level features such as traits can be supported by the lower-level model.

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Answering run-time questions in object-oriented systems involves reasoning about and exploring connections between multiple objects. Developer questions exercise various aspects of an object and require multiple kinds of interactions depending on the relationships between objects, the application domain and the differing developer needs. Nevertheless, traditional object inspectors, the essential tools often used to reason about objects, favor a generic view that focuses on the low-level details of the state of individual objects. This leads to an inefficient effort, increasing the time spent in the inspector. To improve the inspection process, we propose the Moldable Inspector, a novel approach for an extensible object inspector. The Moldable Inspector allows developers to look at objects using multiple interchangeable presentations and supports a workflow in which multiple levels of connecting objects can be seen together. Both these aspects can be tailored to the domain of the objects and the question at hand. We further exemplify how the proposed solution improves the inspection process, introduce a prototype implementation and discuss new directions for extending the Moldable Inspector.

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Abstract interpretation has been widely used for the analysis of object-oriented languages and, in particular, Java source and bytecode. However, while most existing work deals with the problem of flnding expressive abstract domains that track accurately the characteristics of a particular concrete property, the underlying flxpoint algorithms have received comparatively less attention. In fact, many existing (abstract interpretation based—) flxpoint algorithms rely on relatively inefHcient techniques for solving inter-procedural caligraphs or are speciflc and tied to particular analyses. We also argüe that the design of an efficient fixpoint algorithm is pivotal to supporting the analysis of large programs. In this paper we introduce a novel algorithm for analysis of Java bytecode which includes a number of optimizations in order to reduce the number of iterations. The algorithm is parametric -in the sense that it is independent of the abstract domain used and it can be applied to different domains as "plug-ins"-, multivariant, and flow-sensitive. Also, is based on a program transformation, prior to the analysis, that results in a highly uniform representation of all the features in the language and therefore simplifies analysis. Detailed descriptions of decompilation solutions are given and discussed with an example. We also provide some performance data from a preliminary implementation of the analysis.

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Abstract interpretation has been widely used for the analysis of object-oriented languages and, more precisely, Java source and bytecode. However, while most of the existing work deals with the problem of finding expressive abstract domains that track accurately the characteristics of a particular concrete property, the underlying fixpoint algorithms have received comparatively less attention. In fact, many existing (abstract interpretation based) fixpoint algorithms rely on relatively inefficient techniques to solve inter-procedural call graphs or are specific and tied to particular analyses. We argue that the design of an efficient fixpoint algorithm is pivotal to support the analysis of large programs. In this paper we introduce a novel algorithm for analysis of Java bytecode which includes a number of optimizations in order to reduce the number of iterations. Also, the algorithm is parametric in the sense that it is independent of the abstract domain used and it can be applied to different domains as "plug-ins". It is also incremental in the sense that, if desired, analysis data can be saved so that only a reduced amount of reanalysis is needed after a small program change, which can be instrumental for large programs. The algorithm is also multivariant and flowsensitive. Finally, another interesting characteristic of the algorithm is that it is based on a program transformation, prior to the analysis, that results in a highly uniform representation of all the features in the language and therefore simplifies analysis. Detailed descriptions of decompilation solutions are provided and discussed with an example.

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This article introduces the current agent-oriented methodologies. It discusses what approaches have been followed (mainly extending existing object oriented and knowledge engineering methodologies), the suitability of these approaches for agent modelling, and some conclusions drawn from the survey.

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This paper proposes a highly automated mechanism to build an undo facility into a new or existing system easily. Our proposal is based on the observation that for a large set of operators it is not necessary to store in-memory object states or executed system commands to undo an action; the storage of input data is instead enough. This strategy simplifies greatly the design of the undo process and encapsulates most of the functionalities required in a framework structure similar to the many object-oriented programming frameworks.

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The problem of conceptualisation is the first step towards the identication of the functional requirements of a system. This article proposes two extensions of well-known object oriented techniques: UER (User-Environment-Responsibility) technique and enhanced CRC (Class-ResponsibilityCollaboration) cards. UER technique consists of (a) looking for the users of systems and describing the ways the system is used; (b) looking for the objects of the environment and describing the possible interactions; and (c) looking for the general requirements or goals of the system, the actions that it should carry out without explicit interaction. The enhanced CRC cards together with the internal use cases technique is used for dening collaborations between agents. These techniques can be easily integrated in UML (Unied Modelling Language) [2], dening the new notation symbols as stereotypes.

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El presente proyecto fin de carrera, realizado por el ingeniero técnico en telecomunicaciones Pedro M. Matamala Lucas, es la fase final de desarrollo de un proyecto de mayor magnitud correspondiente al software de vídeo forense SAVID. El propósito del proyecto en su totalidad es la creación de una herramienta informática capacitada para realizar el análisis de ficheros de vídeo, codificados y comprimidos por el sistema DV –Digital Video-. El objetivo del análisis, es aportar información acerca de si la cinta magnética presenta indicios de haber sido manipulada con una edición posterior a su grabación original, además, de mostrar al usuario otros datos de interés como las especificaciones técnicas de la señal de vídeo y audio. Por lo tanto, se facilitará al usuario, analista de vídeo forense, información que le ayude a valorar la originalidad del contenido del soporte que es sujeto del análisis. El objetivo específico de esta fase final, es la creación de la interfaz de usuario del software, que informa tanto del código binario de los sectores significativos, como de su interpretación tras el análisis. También permitirá al usuario el reporte de los resultados, además de otras funcionalidades que le permitan la navegación por los sectores del código que han sido modificados como efecto colateral de la edición de la cinta magnética original. Otro objetivo importante del proyecto ha sido la investigación de metodologías y técnicas de desarrollo de software para su posterior implementación, buscando con esto, una mayor eficiencia en la gestión del tiempo y una mayor calidad de software con el fin de garantizar su evolución y sostenibilidad en el futuro. Se ha hecho hincapié en las metodologías ágiles que han ido ganando relevancia en el sector de las tecnologías de la información en las últimas décadas, sustituyendo a metodologías clásicas como el desarrollo en cascada. Su flexibilidad durante el ciclo de vida del software, permite obtener mejores resultados cuando las especificaciones no están del todo definidas, ajustándose de este modo a las condiciones del proyecto. Resumiendo las especificaciones técnicas del software, C++ es el lenguaje de programación orientado a objetos con el que se ha desarrollado, utilizándose la tecnología MFC -Microsoft Foundation Classes- para la implementación. Es un proyecto MFC de tipo cuadro de dialogo,creado, compilado y publicado, con la herramienta de desarrollo integrado Microsoft Visual Studio 2010. La arquitectura con la que se ha estructurado es la arquetípica de tres capas, compuesta por la interfaz de usuario, capa de negocio y capa de acceso a datos. Se ha visto necesario configurar el proyecto con compatibilidad con CLR –Common Languages Runtime- para poder implementar la funcionalidad de creación de reportes. Acompañando a la aplicación informática, se presenta la memoria del proyecto y sus anexos correspondientes a los documentos EDRF –Especificaciones Detalladas de Requisitos funcionales-, EIU –Especificaciones de Interfaz de Usuario , DT -Diseño Técnico- y Guía de Usuario. SUMMARY. This dissertation, carried out by the telecommunications engineer Pedro M. Matamala Lucas, is in its final stage and is part of a larger project for the software of forensic video called SAVID. The purpose of the entire project is the creation of a software tool capable of analyzing video files that are coded and compressed by the DV -Digital Video- System. The objective of the analysis is to provide information on whether the magnetic tape shows signs of having been tampered with after the editing of the original recording, and also to show the user other relevant data and technical specifications of the video signal and audio. Therefore the user, forensic video analyst, will have information to help assess the originality of the content of the media that is subject to analysis. The specific objective of this final phase is the creation of the user interface of the software that provides information about the binary code of the significant sectors and also its interpretation after analysis. It will also allow the user to report the results, and other features that will allow browsing through the sections of the code that have been modified as a secondary effect of the original magnetic tape being tampered. Another important objective of the project is the investigation of methodologies and software development techniques to be used in deployment, with the aim of greater efficiency in time management and enhanced software quality in order to ensure its development and maintenance in the future. Agile methodologies, which have become important in the field of information technology in recent decades, have been used during the execution of the project, replacing classical methodologies such as Waterfall Development. The flexibility, as the result of using by agile methodologies, during the software life cycle, produces better results when the specifications are not fully defined, thus conforming to the initial conditions of the project. Summarizing the software technical specifications, C + + the programming language – which is object oriented and has been developed using technology MFC- Microsoft Foundation Classes for implementation. It is a project type dialog box, created, compiled and released with the integrated development tool Microsoft Visual Studio 2010. The architecture is structured in three layers: the user interface, business layer and data access layer. It has been necessary to configure the project with the support CLR -Common Languages Runtime – in order to implement the reporting functionality. The software application is submitted with the project report and its annexes to the following documents: Functional Requirements Specifications - Detailed User Interface Specifications, Technical Design and User Guide.

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La cámara Kinect está desarrollada por Prime Sense en colaboración con Microsoft para la consola XBox, ofrece imágenes de profundidad gracias a un sensor infrarrojo. Este dispositivo también incluye una cámara RGB que ofrece imágenes a color además de una serie de micrófonos colocados de tal manera que son capaces de saber de qué ángulo proviene el sonido. En un principio Kinect se creó para el ocio doméstico pero su bajo precio (en comparación con otras cámaras de iguales características) y la aceptación por parte de desarrolladores han explotado sus posibilidades. El objetivo de este proyecto es, partiendo de estos datos, la obtención de variables cinemáticas tales como posición, velocidad y aceleración de determinados puntos de control del cuerpo de un individuo como pueden ser el cabeza, cuello, hombros, codos, muñecas, caderas, rodillas y tobillos a partir de los cuales poder extraer patrones de movimiento. Para ello se necesita un middleware mediante el entorno de libre distribución (GNU) multiplataforma. Como IDE se ha utilizado Processing, un entorno open source creado para proyectos de diseño. Además se ha utilizado el contenedor SimpleOpenNI, desarrollado por estudiantes e investigadores que trabajan con Kinect. Esto ofrece la posibilidad de prescindir del SDK de Microsoft, el cual es propietario y obliga a utilizar su sistema operativo, Windows. Usando estas herramientas se consigue una solución viable para varios sistemas operativos. Se han utilizado métodos y facilidades que ofrece el lenguaje orientado a objetos Java (Proccesing hereda de este), y se ha planteado una solución basada en un modelo cliente servidor que dota de escalabilidad al proyecto. El resultado del proyecto es útil en aplicaciones para poblaciones con riesgo de exclusión (como es el espectro autista), en telediagnóstico, y en general entornos donde se necesite estudiar hábitos y comportamientos a partir del movimiento humano. Con este proyecto se busca tener una continuidad mediante otras aplicaciones que analicen los datos ofrecidos. ABSTRACT. The Kinect camera is developed by PrimeSense in collaboration with Microsoft for the xBox console provides depth images thanks to an infrared sensor. This device also includes an RGB camera that provides color images in addition to a number of microphones placed such that they are able to know what angle the sound comes. Kinect initially created for domestic leisure but its low prices (compared to other cameras with the same characteristics) and acceptance by developers have exploited its possibilities. The objective of this project is based on this data to obtain kinematic variables such as position, velocity and acceleration of certain control points of the body of an individual from which to extract movement patterns. These points can be the head, neck, shoulders, elbows, wrists, hips, knees and ankles. This requires a middleware using freely distributed environment (GNU) platform. Processing has been used as a development environment, and open source environment created for design projects. Besides the container SimpleOpenNi has been used, it developed by students and researchers working with Kinect. This offers the possibility to dispense with the Microsoft SDK which owns and agrees to use its operating system, Windows. Using these tools will get a viable solution for multiple operating systems. We used methods and facilities of the Java object-oriented language (Processing inherits from this) and has proposed a solution based on a client-server model which provides scalability to the project. The result of the project is useful in applications to populations at risk of exclusion (such as autistic spectrum), in remote diagnostic, and in general environments that need study habits and behaviors from human motion. This project aims to have continuity using other applications to analyze the data provided.

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The aim of the paper is to discuss the use of knowledge models to formulate general applications. First, the paper presents the recent evolution of the software field where increasing attention is paid to conceptual modeling. Then, the current state of knowledge modeling techniques is described where increased reliability is available through the modern knowledge acquisition techniques and supporting tools. The KSM (Knowledge Structure Manager) tool is described next. First, the concept of knowledge area is introduced as a building block where methods to perform a collection of tasks are included together with the bodies of knowledge providing the basic methods to perform the basic tasks. Then, the CONCEL language to define vocabularies of domains and the LINK language for methods formulation are introduced. Finally, the object oriented implementation of a knowledge area is described and a general methodology for application design and maintenance supported by KSM is proposed. To illustrate the concepts and methods, an example of system for intelligent traffic management in a road network is described. This example is followed by a proposal of generalization for reuse of the resulting architecture. Finally, some concluding comments are proposed about the feasibility of using the knowledge modeling tools and methods for general application design.

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OboMind es un programa educativo utilizado en todos los niveles educativos, desde el colegio hasta la universidad. Este programa simula un robot que se desplaza a través de un mapa. Este proyecto surge de la necesidad de ampliar ciertas funcionalidades de dicho programa. Para la realización del mismo se han utilizado las tecnologías proporcionadas por Java, utilizando como base el código fuente de libre distribución. Este proyecto cuenta con partes de diseño y partes de implementación, en la que se ha utilizado metodologías orientadas a objetos. ---ABSTRACT---RoboMind is an educational programming environment used in all academic disciplines from primary school to college. This application simulates a robot that can move around a world. This project comes from the necessity of extending certain functionalities of it. The technologies used for developing has been those provided by the Java framework, using the free program sources as support for the project. The project has two parts, one design part and another, implementation part, in which object oriented technologies had been used.