972 resultados para Legacy object oriented code
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Software architectural evaluation is a key discipline used to identify, at early stages of a real-time system (RTS) development, the problems that may arise during its operation. Typical mechanisms supporting concurrency, such as semaphores, mutexes or monitors, usually lead to concurrency problems in execution time that are difficult to be identified, reproduced and solved. For this reason, it is crucial to understand the root causes of these problems and to provide support to identify and mitigate them at early stages of the system lifecycle. This paper aims to present the results of a research work oriented to the development of the tool called ‘Deadlock Risk Evaluation of Architectural Models’ (DREAM) to assess deadlock risk in architectural models of an RTS. A particular architectural style, Pipelines of Processes in Object-Oriented Architectures–UML (PPOOA) was used to represent platform-independent models of an RTS architecture supported by the PPOOA –Visio tool. We validated the technique presented here by using several case studies related to RTS development and comparing our results with those from other deadlock detection approaches, supported by different tools. Here we present two of these case studies, one related to avionics and the other to planetary exploration robotics. Copyright © 2011 John Wiley & Sons, Ltd.
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This paper introduces a novel technique for identifying logically related sections of the heap such as recursive data structures, objects that are part of the same multi-component structure, and related groups of objects stored in the same collection/array. When combined withthe lifetime properties of these structures, this information can be used to drive a range of program optimizations including pool allocation, object co-location, static deallocation, and region-based garbage collection. The technique outlined in this paper also improves the efficiency of the static analysis by providing a normal form for the abstract models (speeding the convergence of the static analysis). We focus on two techniques for grouping parts of the heap. The first is a technique for precisely identifying recursive data structures in object-oriented programs based on the types declared in the program. The second technique is a novel method for grouping objects that make up the same composite structure and that allows us to partition the objects stored in a collection/array into groups based on a similarity relation. We provide a parametric component in the similarity relation in order to support specific analysis applications (such as a numeric analysis which would need to partition the objects based on numeric properties of the fields). Using the Barnes-Hut benchmark from the JOlden suite we show how these grouping methods can be used to identify various types of logical structures allowing the application of many region-based program optimizations.
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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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Finding useful sharing information between instances in object- oriented programs has recently been the focus of much research. The applications of such static analysis are multiple: by knowing which variables definitely do not share in memory we can apply conventional compiler optimizations, find coarse-grained parallelism opportunities, or, more importantly, verify certain correctness aspects of programs even in the absence of annotations. In this paper we introduce a framework for deriving precise sharing information based on abstract interpretation for a Java-like language. Our analysis achieves precision in various ways, including supporting multivariance, which allows separating different contexts. We propose a combined Set Sharing + Nullity + Classes domain which captures which instances do not share and which ones are definitively null, and which uses the classes to refine the static information when inheritance is present. The use of a set sharing abstraction allows a more precise representation of the existing sharings and is crucial in achieving precision during interprocedural analysis. Carrying the domains in a combined way facilitates the interaction among them in the presence of multivariance in the analysis. We show through examples and experimentally that both the set sharing part of the domain as well as the combined domain provide more accurate information than previous work based on pair sharing domains, at reasonable cost.
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Finding useful sharing information between instances in object- oriented programs has been recently the focus of much research. The applications of such static analysis are multiple: by knowing which variables share in memory we can apply conventional compiler optimizations, find coarse-grained parallelism opportunities, or, more importantly,erify certain correctness aspects of programs even in the absence of annotations In this paper we introduce a framework for deriving precise sharing information based on abstract interpretation for a Java-like language. Our analysis achieves precision in various ways. The analysis is multivariant, which allows separating different contexts. We propose a combined Set Sharing + Nullity + Classes domain which captures which instances share and which ones do not or are definitively null, and which uses the classes to refine the static information when inheritance is present. Carrying the domains in a combined way facilitates the interaction among the domains in the presence of mutivariance in the analysis. We show that both the set sharing part of the domain as well as the combined domain provide more accurate information than previous work based on pair sharing domains, at reasonable cost.
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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 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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El presente proyecto final de carrera titulado “Modelado de alto nivel con SystemC” tiene como objetivo principal el modelado de algunos módulos de un codificador de vídeo MPEG-2 utilizando el lenguaje de descripción de sistemas igitales SystemC con un nivel de abstracción TLM o Transaction Level Modeling. SystemC es un lenguaje de descripción de sistemas digitales basado en C++. En él hay un conjunto de rutinas y librerías que implementan tipos de datos, estructuras y procesos especiales para el modelado de sistemas digitales. Su descripción se puede consultar en [GLMS02] El nivel de abstracción TLM se caracteriza por separar la comunicación entre los módulos de su funcionalidad. Este nivel de abstracción hace un mayor énfasis en la funcionalidad de la comunicación entre los módulos (de donde a donde van datos) que la implementación exacta de la misma. En los documentos [RSPF] y [HG] se describen el TLM y un ejemplo de implementación. La arquitectura del modelo se basa en el codificador MVIP-2 descrito en [Gar04], de dicho modelo, los módulos implementados son: · IVIDEOH: módulo que realiza un filtrado del vídeo de entrada en la dimensión horizontal y guarda en memoria el video filtrado. · IVIDEOV: módulo que lee de la memoria el vídeo filtrado por IVIDEOH, realiza el filtrado en la dimensión horizontal y escribe el video filtrado en memoria. · DCT: módulo que lee el video filtrado por IVIDEOV, hace la transformada discreta del coseno y guarda el vídeo transformado en la memoria. · QUANT: módulo que lee el video transformado por DCT, lo cuantifica y guarda el resultado en la memoria. · IQUANT: módulo que lee el video cuantificado por QUANT, realiza la cuantificación inversa y guarda el resultado en memoria. · IDCT: módulo que lee el video procesado por IQUANT, realiza la transformada inversa del coseno y guarda el resultado en memoria. · IMEM: módulo que hace de interfaz entre los módulos anteriores y la memoria. Gestiona las peticiones simultáneas de acceso a la memoria y asegura el acceso exclusivo a la memoria en cada instante de tiempo. Todos estos módulos aparecen en gris en la siguiente figura en la que se muestra la arquitectura del modelo: Figura 1. Arquitectura del modelo (VER PDF DEL PFC) En figura también aparecen unos módulos en blanco, dichos módulos son de pruebas y se han añadido para realizar simulaciones y probar los módulos del modelo: · CAMARA: módulo que simula una cámara en blanco y negro, lee la luminancia de un fichero de vídeo y lo envía al modelo a través de una FIFO. · FIFO: hace de interfaz entre la cámara y el modelo, guarda los datos que envía la cámara hasta que IVIDEOH los lee. · CONTROL: módulo que se encarga de controlar los módulos que procesan el vídeo, estos le indican cuando terminan de procesar un frame de vídeo y este módulo se encarga de iniciar los módulos que sean necesarios para seguir con la codificación. Este módulo se encarga del correcto secuenciamiento de los módulos procesadores de vídeo. · RAM: módulo que simula una memoria RAM, incluye un retardo programable en el acceso. Para las pruebas también se han generado ficheros de vídeo con el resultado de cada módulo procesador de vídeo, ficheros con mensajes y un fichero de trazas en el que se muestra el secuenciamiento de los procesadores. Como resultado del trabajo en el presente PFC se puede concluir que SystemC permite el modelado de sistemas digitales con bastante sencillez (hace falta conocimientos previos de C++ y programación orientada objetos) y permite la realización de modelos con un nivel de abstracción mayor a RTL, el habitual en Verilog y VHDL, en el caso del presente PFC, el TLM. ABSTRACT This final career project titled “High level modeling with SystemC” have as main objective the modeling of some of the modules of an MPEG-2 video coder using the SystemC digital systems description language at the TLM or Transaction Level Modeling abstraction level. SystemC is a digital systems description language based in C++. It contains routines and libraries that define special data types, structures and process to model digital systems. There is a complete description of the SystemC language in the document [GLMS02]. The main characteristic of TLM abstraction level is that it separates the communication among modules of their functionality. This abstraction level puts a higher emphasis in the functionality of the communication (from where to where the data go) than the exact implementation of it. The TLM and an example are described in the documents [RSPF] and [HG]. The architecture of the model is based in the MVIP-2 video coder (described in the document [Gar04]) The modeled modules are: · IVIDEOH: module that filter the video input in the horizontal dimension. It saves the filtered video in the memory. · IVIDEOV: module that read the IVIDEOH filtered video, filter it in the vertical dimension and save the filtered video in the memory. · DCT: module that read the IVIDEOV filtered video, do the discrete cosine transform and save the transformed video in the memory. · QUANT: module that read the DCT transformed video, quantify it and save the quantified video in the memory. · IQUANT: module that read the QUANT processed video, do the inverse quantification and save the result in the memory. · IDCT: module that read the IQUANT processed video, do the inverse cosine transform and save the result in the memory. · IMEM: this module is the interface between the modules described previously and the memory. It manage the simultaneous accesses to the memory and ensure an unique access at each instant of time All this modules are included in grey in the following figure (SEE PDF OF PFC). This figure shows the architecture of the model: Figure 1. Architecture of the model This figure also includes other modules in white, these modules have been added to the model in order to simulate and prove the modules of the model: · CAMARA: simulates a black and white video camera, it reads the luminance of a video file and sends it to the model through a FIFO. · FIFO: is the interface between the camera and the model, it saves the video data sent by the camera until the IVIDEOH module reads it. · CONTROL: controls the modules that process the video. These modules indicate the CONTROL module when they have finished the processing of a video frame. The CONTROL module, then, init the necessary modules to continue with the video coding. This module is responsible of the right sequence of the video processing modules. · RAM: it simulates a RAM memory; it also simulates a programmable delay in the access to the memory. It has been generated video files, text files and a trace file to check the correct function of the model. The trace file shows the sequence of the video processing modules. As a result of the present final career project, it can be deduced that it is quite easy to model digital systems with SystemC (it is only needed previous knowledge of C++ and object oriented programming) and it also allow the modeling with a level of abstraction higher than the RTL used in Verilog and VHDL, in the case of the present final career project, the TLM.
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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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Modern object oriented languages like C# and JAVA enable developers to build complex application in less time. These languages are based on selecting heap allocated pass-by-reference objects for user defined data structures. This simplifies programming by automatically managing memory allocation and deallocation in conjunction with automated garbage collection. This simplification of programming comes at the cost of performance. Using pass-by-reference objects instead of lighter weight pass-by value structs can have memory impact in some cases. These costs can be critical when these application runs on limited resource environments such as mobile devices and cloud computing systems. We explore the problem by using the simple and uniform memory model to improve the performance. In this work we address this problem by providing an automated and sounds static conversion analysis which identifies if a by reference type can be safely converted to a by value type where the conversion may result in performance improvements. This works focus on C# programs. Our approach is based on a combination of syntactic and semantic checks to identify classes that are safe to convert. We evaluate the effectiveness of our work in identifying convertible types and impact of this transformation. The result shows that the transformation of reference type to value type can have substantial performance impact in practice. In our case studies we optimize the performance in Barnes-Hut program which shows total memory allocation decreased by 93% and execution time also reduced by 15%.
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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.
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El presente proyecto parte de un programa utilizado en las prácticas de laboratorio en la asignatura Antenas y Compatibilidad Electromagnética del sexto semestre llamado SABOR, que pretende ser actualizado para que en las nuevas versiones de los sistemas operativos ofrecidos por la compañía Windows pueda ser operativo. El objetivo principal será diseñar e implementar nuevas funcionalidades así como desarrollar mejoras y corregir errores del mismo. Para su mejor entendimiento se ha creado una herramienta en entorno MATLAB para analizar uno de los tipos más comunes de Apertura que se utilizan actualmente, las bocinas. Dicha herramienta es una interfaz gráfica que tiene como entradas las variables elementales de diseño de la apertura como por ejemplo: dimensiones de la propia bocina o los parámetros generales comunes a todas ellas. A su vez, el software nos genera algunos de los parámetros de salida fundamentales de las antenas: Directividad, Ancho de haz, Centro de fase y Spillover. Para el correcto desarrollo del software se ha realizado numerosas pruebas con el fin de depurar y corregir errores con respecto a la anterior versión del SABOR. Por otra parte se ha hecho también hincapié en la funcionalidad del programa para que sea más intuitivo y evitar complejidades. El tipo de antena que se pretende estudiar es la bocina que consiste en una guía de onda en la cual el área de la sección se va incrementando progresivamente hasta un extremo abierto, que se comporta como una apertura. Se utilizan extensamente en satélites comerciales para coberturas globales desde órbitas geoestacionarias, pero el uso más común es como elemento de radiación para reflectores de antenas. Los tipos de bocinas que se van a examinar en la herramienta son: Sectorial H, Sectorial E, Piramidal, Cónica, Cónica Corrugada y Piramidal Corrugada. El proyecto está desarrollado de manera que pueda servir de información teórico-práctico de todo el software SABOR. Por ello, el documento además de revisar la teoría de las bocinas analizadas, mostrará la información relacionada con la programación orientado a objetos en entorno MATLAB cuyo objetivo propio es adquirir una nueva forma de pensamiento acerca del proceso de descomposición de problemas y desarrollo de soluciones de programación. Finalmente se ha creado un manual de autoayuda para dar soporte al software y se han incluido los resultados de diversas pruebas realizadas para poder observar todos los detalles de su funcionamiento, así como las conclusiones y líneas futuras de acción. ABSTRACT This Project comes from a program used in the labs of the subject Antennas and Electromagnetic Compatibility in the sixth semester called SABOR, which aims to be updated in order to any type of computer running a Windows operating systems(Windows 7 and subsequent versions). The main objectives are design and improve existing functionalities and develop new features. In addition, we will correct mistakes in earlier versions. For a better understanding a new custom tool using MATLAB environment has been created to analyze one of the most common types of apertura antenna which is used for the moment, horns. This tool is a graphical interface that has elementary design variables as a inputs, for example: Dimensions of the own horn or common general parameters of all horns. At the same time, the software generate us some of the fundamental parameters of antennas output like Directivity, Beamwidth, Phase centre and Spillover. This software has been performed numerous tests for the proper functioning of the Software and we have been cared in order to debug and correct errors that were detected in earlier versions of SABOR. In addition, it has also been emphasized the program's functionality in order to be more intuitive and avoiding unnecessary barriers or complexities. The type of antenna that we are going to study is the horn which consists of a waveguides which the section area has been gradually increasing to an open-ended, that behaves as an aperture. It is widely used in comercial satellites for global coverage from geostationary orbits. However, the most common use is radiating element for antenna reflectors. The types of horns which is going to be considered are: Rectangular H-plane sectorial, Rectangular E-plane sectorial, Rectangular Pyramidal, Circular, Corrugated Circular and Corrugated Pyramidal. The Project is developed so that it can be used as practical-theorical information around the SABOR software. Therefore, In addition to thoroughly reviewing the theory document of analyzed horns, it display information related to the object-oriented programming in MATLAB environment whose goal leads us to a new way of thinking about the process of decomposition of problems and solutions development programming. Finally, it has been created a self-help manual in order to support the software and has been included the results of different tests to observe all the details of their operations, as well as the conclusions and future action lines.
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El siguiente trabajo abarca todo el proceso llevado a cabo para el rediseño de un sistema automático de tutoría que se integra con laboratorios virtuales desarrollados para la realización de prácticas por parte de estudiantes dentro de entornos virtuales tridimensionales. Los principales objetivos de este rediseño son la mejora del rendimiento del sistema automático de tutoría, haciéndolo más eficiente y por tanto permitiendo a un mayor número de estudiantes realizar una práctica al mismo tiempo. Además, este rediseño permitirá que el tutor se pueda integrar con otros motores gráficos con un coste relativamente bajo. Se realiza en primer lugar una introducción a los principales conceptos manejados en este trabajo así como algunos aspectos relacionados con trabajos previos a este rediseño del tutor automático, concretamente la versión anterior del tutor ligada a la plataforma OpenSim. Acto seguido se detallarán qué requisitos funcionales cumplirá así como las ventajas que aportará este nuevo diseño. A continuación, se explicará el desarrollo del trabajo donde se podrá ver cómo se ha reestructurado el antiguo sistema de tutoría, la aplicación de un diseño orientado a objetos y los distintos paquetes y clases que lo conforman. Por último, se detallarán las conclusiones obtenidas durante el desarrollo del trabajo así como la implicación del trabajo aquí mostrado en futuros desarrollos.---ABSTRACT--- The following work shows the process that has been carried out in order to redesign an automatic tutoring system that can be integrated into virtual laboratories developed for supporting students’ practices in 3D virtual environments. The main goals of this redesign are the improvement of automatic tutoring system performance, making it more efficient and therefore allowing more students to perform a practice at the same time. Furthermore, this redesign allows the tutor to be integrated with other graphic engines with a relative low cost. Firstly, we begin with an introduction to the main concepts used in this work and some aspects concerning the related previous works to this automatic tutoring system redesign, such as the previous version of the tutoring system bound to OpenSim. Secondly, it will be detailed what functional requirements are met and what advantages this new tutoring system will provide. Next, it will be explained how this work has been developed, how the previous tutoring system has been restructured, how an object-oriented design is applied and the classes and packages derived from this design. Finally, it will be outlined the conclusions drawn in the development of this work as well as how this work will take part in future works.
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Las compañías de desarrollo de software buscan reducir costes a través del desarrollo de diseños que permitan: a) facilidad en la distribución del trabajo de desarrollo, con la menor comunicación de las partes; b) modificabilidad, permitiendo realizar cambios sobre un módulo sin alterar las otras partes y; c) comprensibilidad, permitiendo estudiar un módulo del sistema a la vez. Estas características elementales en el diseño de software se logran a través del diseño de sistemas cuasi-descomponibles, cuyo modelo teórico fue introducido por Simon en su búsqueda de una teoría general de los sistemas. En el campo del diseño de software, Parnas propone un camino práctico para lograr sistemas cuasi-descomponibles llamado el Principio de Ocultación de Información. El Principio de Ocultación de Información es un criterio diferente de descomposición en módulos, cuya implementación logra las características deseables de un diseño eficiente a nivel del proceso de desarrollo y mantenimiento. El Principio y el enfoque orientado a objetos se relacionan debido a que el enfoque orientado a objetos facilita la implementación del Principio, es por esto que cuando los objetos empiezan a tomar fuerza, también aparecen paralelamente las dificultades en el aprendizaje de diseño de software orientado a objetos, las cuales se mantienen hasta la actualidad, tal como se reporta en la literatura. Las dificultades en el aprendizaje de diseño de software orientado a objetos tiene un gran impacto tanto en las aulas como en la profesión. La detección de estas dificultades permitirá a los docentes corregirlas o encaminarlas antes que éstas se trasladen a la industria. Por otro lado, la industria puede estar advertida de los potenciales problemas en el proceso de desarrollo de software. Esta tesis tiene como objetivo investigar sobre las dificultades en el diseño de software orientado a objetos, a través de un estudio empírico. El estudio fue realizado a través de un estudio de caso cualitativo, que estuvo conformado por tres partes. La primera, un estudio inicial que tuvo como objetivo conocer el entendimiento de los estudiantes alrededor del Principio de Ocultación de Información antes de que iniciasen la instrucción. La segunda parte, un estudio llevado a cabo a lo largo del período de instrucción con la finalidad de obtener las dificultades de diseño de software y su nivel de persistencia. Finalmente, una tercera parte, cuya finalidad fue el estudio de las dificultades esenciales de aprendizaje y sus posibles orígenes. Los participantes de este estudio pertenecieron a la materia de Software Design del European Master in Software Engineering de la Escuela Técnica Superior de Ingenieros Informáticos de la Universidad Politécnica de Madrid. Los datos cualitativos usados para el análisis procedieron de las observaciones en las horas de clase y exposiciones, entrevistas realizadas a los estudiantes y ejercicios enviados a lo largo del período de instrucción. Las dificultades presentadas en esta tesis en sus diferentes perspectivas, aportaron conocimiento concreto de un estudio de caso en particular, realizando contribuciones relevantes en el área de diseño de software, docencia, industria y a nivel metodológico. ABSTRACT The software development companies look to reduce costs through the development of designs that will: a) ease the distribution of development work with the least communication between the parties; b) changeability, allowing to change a module without disturbing the other parties and; c) understandability, allowing to study a system module at a time. These basic software design features are achieved through the design of quasidecomposable systems, whose theoretical model was introduced by Simon in his search for a general theory of systems. In the field of software design, Parnas offers a practical way to achieve quasi-decomposable systems, called The Information Hiding Principle. The Information Hiding Principle is different criterion for decomposition into modules, whose implementation achieves the desirable characteristics of an efficient design at the development and maintenance level. The Principle and the object-oriented approach are related because the object-oriented approach facilitates the implementation of The Principle, which is why when objects begin to take hold, also appear alongside the difficulties in learning an object-oriented software design, which remain to this day, as reported in the literature. Difficulties in learning object-oriented software design has a great impact both in the classroom and in the profession. The detection of these difficulties will allow teachers to correct or route them before they move to the industry. On the other hand, the industry can be warned of potential problems related to the software development process. This thesis aims to investigate the difficulties in learning the object-oriented design, through an empirical study. The study was conducted through a qualitative case study, which consisted of three parts. The first, an initial study was aimed to understand the knowledge of the students around The Information Hiding Principle before they start the instruction. The second part, a study was conducted during the entire period of instruction in order to obtain the difficulties of software design and their level of persistence. Finally, a third party, whose purpose was to study the essential difficulties of learning and their possible sources. Participants in this study belonged to the field of Software Design of the European Master in Software Engineering at the Escuela Técnica Superior de Ingenieros Informáticos of Universidad Politécnica de Madrid. The qualitative data used for the analysis came from the observations in class time and exhibitions, performed interviews with students and exercises sent over the period of instruction. The difficulties presented in this thesis, in their different perspectives, provided concrete knowledge of a particular case study, making significant contributions in the area of software design, teaching, industry and methodological level.