930 resultados para object-oriented software framework
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Les logiciels actuels sont de grandes tailles, complexes et critiques. Le besoin de qualité exige beaucoup de tests, ce qui consomme de grandes quantités de ressources durant le développement et la maintenance de ces systèmes. Différentes techniques permettent de réduire les coûts liés aux activités de test. Notre travail s’inscrit dans ce cadre, est a pour objectif d’orienter l’effort de test vers les composants logiciels les plus à risque à l’aide de certains attributs du code source. À travers plusieurs démarches empiriques menées sur de grands logiciels open source, développés avec la technologie orientée objet, nous avons identifié et étudié les métriques qui caractérisent l’effort de test unitaire sous certains angles. Nous avons aussi étudié les liens entre cet effort de test et les métriques des classes logicielles en incluant les indicateurs de qualité. Les indicateurs de qualité sont une métrique synthétique, que nous avons introduite dans nos travaux antérieurs, qui capture le flux de contrôle ainsi que différentes caractéristiques du logiciel. Nous avons exploré plusieurs techniques permettant d’orienter l’effort de test vers des composants à risque à partir de ces attributs de code source, en utilisant des algorithmes d’apprentissage automatique. En regroupant les métriques logicielles en familles, nous avons proposé une approche basée sur l’analyse du risque des classes logicielles. Les résultats que nous avons obtenus montrent les liens entre l’effort de test unitaire et les attributs de code source incluant les indicateurs de qualité, et suggèrent la possibilité d’orienter l’effort de test à l’aide des métriques.
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Design is being performed on an ever-increasing spectrum of complex practices arising in response to emerging markets and technologies, co-design, digital interaction, service design and cultures of innovation. This emerging notion of design has led to an expansive array of collaborative and facilitation skills to demonstrate and share how such methods can shape innovation. The meaning of these design things in practice can't be taken for granted as matters of fact, which raises a key challenge for design to represent its role through the contradictory nature of matters of concern. This paper explores an innovative, object-oriented approach within the field of design research, visually combining an actor-network theory framework with situational analysis, to report on the role of design for fledgling companies in Scotland, established and funded through the knowledge exchange hub Design in Action (DiA). Key findings and visual maps are presented from reflective discussions with actors from a selection of the businesses within DiA's portfolio. The suggestion is that any notions of strategic value, of engendering meaningful change, of sharing the vision of design, through design things, should be grounded in the reflexive interpretations of matters of concern that emerge.
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Thesis (Ph.D, Education) -- Queen's University, 2016-09-22 22:05:24.246
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Thesis (Ph.D, Computing) -- Queen's University, 2016-09-30 09:55:51.506
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Every construction process (whatever buildings, machines, software, etc.) requires first to make a model of the artifact that is going to be built. This model should be based on a paradigm or meta-model, which defines the basic modeling elements: which real world concepts can be represented, which relationships can be established among them, and son on. There also should be a language to represent, manipulate and think about that model. Usually this model should be redefined at various levels of abstraction. So both, the paradigm an the language, must have abstraction capacity. In this paper I characterize the relationships that exist between these concepts: model, language and abstraction. I also analyze some historical models, like the relational model for databases, the imperative programming model and the object oriented model. Finally, I remark the need to teach that model-driven approach to students, and even go further to higher level models, like component models o business models.
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The Internet of Things (IoT) has grown rapidly in recent years, leading to an increased need for efficient and secure communication between connected devices. Wireless Sensor Networks (WSNs) are composed of small, low-power devices that are capable of sensing and exchanging data, and are often used in IoT applications. In addition, Mesh WSNs involve intermediate nodes forwarding data to ensure more robust communication. The integration of Unmanned Aerial Vehicles (UAVs) in Mesh WSNs has emerged as a promising solution for increasing the effectiveness of data collection, as UAVs can act as mobile relays, providing extended communication range and reducing energy consumption. However, the integration of UAVs and Mesh WSNs still poses new challenges, such as the design of efficient control and communication strategies. This thesis explores the networking capabilities of WSNs and investigates how the integration of UAVs can enhance their performance. The research focuses on three main objectives: (1) Ground Wireless Mesh Sensor Networks, (2) Aerial Wireless Mesh Sensor Networks, and (3) Ground/Aerial WMSN integration. For the first objective, we investigate the use of the Bluetooth Mesh standard for IoT monitoring in different environments. The second objective focuses on deploying aerial nodes to maximize data collection effectiveness and QoS of UAV-to-UAV links while maintaining the aerial mesh connectivity. The third objective investigates hybrid WMSN scenarios with air-to-ground communication links. One of the main contribution of the thesis consists in the design and implementation of a software framework called "Uhura", which enables the creation of Hybrid Wireless Mesh Sensor Networks and abstracts and handles multiple M2M communication stacks on both ground and aerial links. The operations of Uhura have been validated through simulations and small-scale testbeds involving ground and aerial devices.
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The purpose of this thesis is to present the concept of simulation for automatic machines and how it might be used to test and debug software implemented for an automatic machine. The simulation is used to detect errors and allow corrections of the code before the machine has been built. Simulation permits testing different solutions and improving the software to get an optimized one. Additionally, simulation can be used to keep track of a machine after the installation in order to improve the production process during the machine’s life cycle. The central argument of this project is discussing the advantage of using virtual commissioning to test the implemented software in a virtual environment. Such an environment is getting benefit in avoiding potential damages as well as reduction of time to have the machine ready to work. Also, the use of virtual commissioning allows testing different solutions without high losses of time and money. Subsequently, an optimized solution could be found after testing different proposed solutions. The software implemented is based on the Object-Oriented Programming paradigm which implies different features such as encapsulation, modularity, and reusability of the code. Therefore, this way of programming helps to get simplified code that is easier to be understood and debugged as well as its high efficiency. Finally, different communication protocols are implemented in order to allow communication between the real plant and the simulation model. By the outcome that this communication provides, we might be able to gather all the necessary data for the simulation and the analysis, in real-time, of the production process in a way to improve it during the machine life cycle.
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Texto que compõe a unidade 2 do módulo “Introdução a EAD” do curso de especialização em Nefrologia Multidisciplinar, produzido pela UNA-SUS/UFMA. São abordados os conceitos básicos sobre os Ambientes Virtuais de Aprendizagem – AVA e a sua função dentro da EAD, sendo discutido também o uso e a adoção do MOODLE (Modular Object-Oriented Dynamic Learning Environment), um software livre de apoio a aprendizagem executado no ambiente virtual.
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To subjectively and objectively compare an accessible interactive electronic library using Moodle with lectures for urology teaching of medical students. Forty consecutive fourth-year medical students and one urology teacher were exposed to two teaching methods (4 weeks each) in the form of problem-based learning: - lectures and - student-centered group discussion based on Moodle (modular object-oriented dynamic learning environment) full time online delivered (24/7) with video surgeries, electronic urology cases and additional basic principles of the disease process. All 40 students completed the study. While 30% were moderately dissatisfied with their current knowledge base, online learning course delivery using Moodle was considered superior to the lectures by 86% of the students. The study found the following observations: (1) the increment in learning grades ranged from 7.0 to 9.7 for students in the online Moodle course compared to 4.0-9.6 to didactic lectures; (2) the self-reported student involvement in the online course was characterized as large by over 60%; (3) the teacher-student interaction was described as very frequent (50%) and moderately frequent (50%); and (4) more inquiries and requisitions by students as well as peer assisting were observed from the students using the Moodle platform. The Moodle platform is feasible and effective, enthusing medical students to learn, improving immersion in the urology clinical rotation and encouraging the spontaneous peer assisted learning. Future studies should expand objective evaluations of knowledge acquisition and retention.
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In the design of lattice domes, design engineers need expertise in areas such as configuration processing, nonlinear analysis, and optimization. These are extensive numerical, iterative, and lime-consuming processes that are prone to error without an integrated design tool. This article presents the application of a knowledge-based system in solving lattice-dome design problems. An operational prototype knowledge-based system, LADOME, has been developed by employing the combined knowledge representation approach, which uses rules, procedural methods, and an object-oriented blackboard concept. The system's objective is to assist engineers in lattice-dome design by integrating all design tasks into a single computer-aided environment with implementation of the knowledge-based system approach. For system verification, results from design examples are presented.
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Design of liquid retaining structures involves many decisions to be made by the designer based on rules of thumb, heuristics, judgment, code of practice and previous experience. Various design parameters to be chosen include configuration, material, loading, etc. A novice engineer may face many difficulties in the design process. Recent developments in artificial intelligence and emerging field of knowledge-based system (KBS) have made widespread applications in different fields. However, no attempt has been made to apply this intelligent system to the design of liquid retaining structures. The objective of this study is, thus, to develop a KBS that has the ability to assist engineers in the preliminary design of liquid retaining structures. Moreover, it can provide expert advice to the user in selection of design criteria, design parameters and optimum configuration based on minimum cost. The development of a prototype KBS for the design of liquid retaining structures (LIQUID), using blackboard architecture with hybrid knowledge representation techniques including production rule system and object-oriented approach, is presented in this paper. An expert system shell, Visual Rule Studio, is employed to facilitate the development of this prototype system. (C) 2002 Elsevier Science Ltd. All rights reserved.
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Forest cover of the Maringá municipality, located in northern Parana State, was mapped in this study. Mapping was carried out by using high-resolution HRC sensor imagery and medium resolution CCD sensor imagery from the CBERS satellite. Images were georeferenced and forest vegetation patches (TOFs - trees outside forests) were classified using two methods of digital classification: reflectance-based or the digital number of each pixel, and object-oriented. The areas of each polygon were calculated, which allowed each polygon to be segregated into size classes. Thematic maps were built from the resulting polygon size classes and summary statistics generated from each size class for each area. It was found that most forest fragments in Maringá were smaller than 500 m². There was also a difference of 58.44% in the amount of vegetation between the high-resolution imagery and medium resolution imagery due to the distinct spatial resolution of the sensors. It was concluded that high-resolution geotechnology is essential to provide reliable information on urban greens and forest cover under highly human-perturbed landscapes.
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Começam a surgir indícios de que se procura uma substituição da capacidade criativa humana pela programação de processos passíveis de uma automatização informática. Utilizamos o exemplo da obra de Christopher Alexander e advogamos que a concepção arquitectónica proposta por aquele arquitecto é, desde o início, a construção de uma linguagem de estrutura formal funcionalista, por isso programável e algorítmica, cuja discriminação varia da, função focada sobre a concepção do objecto (produção-exigências) para a função focada sobre o sujeito (fruiçãonecessidades). A estrutura de processamento daquele sistema tem origem, no conceito de “resolução de problema” ( problem solving ) e tem como objectivo, a efectiva programação daquilo que hoje é o trabalho criativo humano. Comprova-o o facto de o sistema da “pattern language” ter uma utilização cada vez maior nas investigações informáticas, desde a própria estrutura de programas evolutivos, até aos “object oriented design” ligados à investigação da Inteligência Artificial, passando pelo conceito de “Patterns”, como uma disciplina de engenharia informática para a resolução de problemas 1 . Verificámos na nossa investigação que, paradoxalmente, o mesmo sistema que procura uma libertação democrática da arquitectura – segundo o princípio, “arquitectura de todos para todos” – parece ser, no actual contexto histórico ocidental, um dos sistemas capazes de limitar a Arquitectura, através de um processamento algorítmico de concepção que visa a manipulação de modelos formais preestabelecidos – não obrigatoriamente estáticos – numa “performance” funcional.
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Multiple-Choice items are used in many different kinds of tests in several areas of knowledge. They can be considered an interesting tool to the self-assessing or as an alternative or complementary instrument to the traditional methods for assessing knowledge. The objectivity and accuracy of the multiple-choice tests is an important reason to think about. They are especially useful when the number of students to evaluate is too large. Moodle (Modular Object-Oriented Dynamic Learning Environment) is an Open Source course management system centered around learners' needs and designed to support collaborative approaches to teaching and learning. Moodle offers to the users a rich interface, context-specific help buttons, and a wide variety of tools such as discussion forums, wikis, chat, surveys, quizzes, glossaries, journals, grade books and more, that allow them to learn and collaborate in a truly interactive space. Come together the interactivity of the Moodle platform and the objectivity of this kind of tests one can easily build manifold random tests. The proposal of this paper is to relate our journey in the construction of these tests and share our experience in the use of the Moodle platform to create, take advantage and improve the multiple-choices tests in the Mathematic area.
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Copyright © 2013 Springer Netherlands.