977 resultados para Software architecture document


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With the rapid advancement of the webtechnology, more and more educationalresources, including software applications forteaching/learning methods, are available acrossthe web, which enables learners to access thelearning materials and use various ways oflearning at any time and any place. Moreover,various web-based teaching/learning approacheshave been developed during the last decade toenhance the capability of both educators andlearners. Particularly, researchers from bothcomputer science and education are workingtogether, collaboratively focusing ondevelopment of pedagogically enablingtechnologies which are believed to improve theinfrastructure of education systems andprocesses, including curriculum developmentmodels, teaching/learning methods, managementof educational resources, systematic organizationof communication and dissemination ofknowledge and skills required by and adapted tousers. Despite of its fast development, however,there are still great gaps between learningintentions, organization of supporting resources,management of educational structures,knowledge points to be learned and interknowledgepoint relationships such as prerequisites,assessment of learning outcomes, andtechnical and pedagogic approaches. Moreconcretely, the issues have been widelyaddressed in literature include a) availability andusefulness of resources, b) smooth integration ofvarious resources and their presentation, c)learners’ requirements and supposed learningoutcomes, d) automation of learning process interms of its schedule and interaction, and e)customization of the resources and agilemanagement of the learning services for deliveryas well as necessary human interferences.Considering these problems and bearing in mindthe advanced web technology of which weshould make full use, in this report we willaddress the following two aspects of systematicarchitecture of learning/teaching systems: 1)learning objects – a semantic description andorganization of learning resources using the webservice models and methods, and 2) learningservices discovery and learning goals match foreducational coordination and learning serviceplanning.

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The specification of Quality of Service (QoS) constraints over software design requires measures that ensure such requirements are met by the delivered product. Achieving this goal is non-trivial, as it involves, at least, identifying how QoS constraint specifications should be checked at the runtime. In this paper we present an implementation of a Model Driven Architecture (MDA) based framework for the runtime monitoring of QoS properties. We incorporate the UML2 superstructure and the UML profile for Quality of Service to provide abstract descriptions of component-and-connector systems. We then define transformations that refine the UML2 models to conform with the Distributed Management Taskforce (DMTF) Common Information Model (CIM) (Distributed Management Task Force Inc. 2006), a schema standard for management and instrumentation of hardware and software. Finally, we provide a mapping the CIM metamodel to a .NET-based metamodel for implementation of the monitoring infrastructure utilising various .NET features including the Windows Management Instrumentation (WMI) interface.

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Being able to ask questions about the provenance of some data requires documentation on each influence on that data's existence and content. Much software exists, and is being developed, for which there is no provenance-awareness, i.e. at best, the data it outputs can be connected to its inputs, but with no record of intermediate processing. Further, where some record of processing does exist, e.g. as logs, it is not in a form easily connected with that of other processes. We would like to enable compiled software to record useful documentation without requiring prior manual adaptation. In this paper, we present an approach to adapting source code from its original form without manual manipulation, to record information on data provenance during execution.

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The following document proposes a traceability solution for model-driven development. There as been already previous work done in this area, but so far there has not been yet any standardized way for exchanging traceability information, thus the goal of this project developed and documented here is not to automatize the traceability process but to provide an approach to achieve traceability that follows OMG standards, making traceability information exchangeable between tools that follow the same standards. As such, we propose a traceability meta-model as an extension of MetaObject Facility (MOF)1. Using MetaSketch2 modeling language workbench, we present a modeling language for traceability information. This traceability information then can be used for tool cooperation. Using Meta.Tracer (our tool developed for this thesis), we enable the users to establish traceability relationships between different traceability elements and offer a visualization for the traceability information. We then demonstrate the benefits of using a traceability tool on a software development life cycle using a case study. We finalize by commenting on the work developed.

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INTRODUCTION With the advent of Web 2.0, social networking websites like Facebook, MySpace and LinkedIn have become hugely popular. According to (Nilsen, 2009), social networking websites have global1 figures of almost 250 millions unique users among the top five2, with the time people spend on those networks increasing 63% between 2007 and 2008. Facebook alone saw a massive growth of 566% in number of minutes in the same period of time. Furthermore their appeal is clear, they enable users to easily form persistent networks of friends with whom they can interact and share content. Users then use those networks to keep in touch with their current friends and to reconnect with old friends. However, online social network services have rapidly evolved into highly complex systems which contain a large amount of personally salient information derived from large networks of friends. Since that information varies from simple links to music, photos and videos, users not only have to deal with the huge amount of data generated by them and their friends but also with the fact that it‟s composed of many different media forms. Users are presented with increasing challenges, especially as the number of friends on Facebook rises. An example of a problem is when a user performs a simple task like finding a specific friend in a group of 100 or more friends. In that case he would most likely have to go through several pages and make several clicks till he finds the one he is looking for. Another example is a user with more than 100 friends in which his friends make a status update or another action per day, resulting in 10 updates per hour to keep up. That is plausible, especially since the change in direction of Facebook to rival with Twitter, by encouraging users to update their status as they do on Twitter. As a result, to better present the web of information connected to a user the use of better visualizations is essential. The visualizations used nowadays on social networking sites haven‟t gone through major changes during their lifetimes. They have added more functionality and gave more tools to their users, but still the core of their visualization hasn‟t changed. The information is still presented in a flat way in lists/groups of text and images which can‟t show the extra connections pieces of information. Those extra connections can give new meaning and insights to the user, allowing him to more easily see if that content is important to him and the information related to it. However showing extra connections of information but still allowing the user to easily navigate through it and get the needed information with a quick glance is difficult. The use of color coding, clusters and shapes becomes then essential to attain that objective. But taking into consideration the advances in computer hardware in the last decade and the software platforms available today, there is the opportunity to take advantage of 3D. That opportunity comes in because we are at a phase were the hardware and the software available is ready for the use of 3D in the web. With the use of the extra dimension brought by 3D, visualizations can be constructed to show the content and its related information to the user at the same screen and in a clear way. Also it would allow a great deal of interactivity. Another opportunity to create better information‟s visualization presents itself in the form of the open APIs, specifically the ones made available by the social networking sites. Those APIs allow any developers to create their own applications or sites taking advantage of the huge amount of information there is on those networks. Specifically to this case, they open the door for the creation of new social network visualizations. Nevertheless, the third dimension is by itself not enough to create a better interface for a social networking website, there are some challenges to overcome. One of those challenges is to make the user understand what the system is doing during the interaction with the user. Even though that is important in 2D visualizations, it becomes essential in 3D due to the extra dimension. To overcome that challenge it‟s necessary the use of the principles of animations defined by the artists at Walt Disney Studios (Johnston, et al., 1995). By applying those principles in the development of the interface, the actions of the system in response to the user inputs became clear and understandable. Furthermore, a user study needs to be performed so the users‟ main goals and motivations, while navigating the social network, are revealed. Their goals and motivations are important in the construction of an interface that reflects the user expectations for the interface, but also helps in the development of appropriate metaphors. Those metaphors have an important role in the interface, because if correctly chosen they help the user understand the elements of the interface instead of making him memorize it. The last challenge is the use of 3D visualization on the web, since there have been several attempts to bring 3D into it, mainly with the various versions of VRML which were destined to failure due to the hardware limitations at the time. However, in the last couple of years there has been a movement to make the necessary tools to finally allow developers to use 3D in a useful way, using X3D or OpenGL but especially flash. This thesis argues that there is a need for a better social network visualization that shows all the dimensions of the information connected to the user and that allows him to move through it. But there are several characteristics the new visualization has to possess in order for it to present a real gain in usability to Facebook‟s users. The first quality is to have the friends at the core of its design, and the second to make use of the metaphor of circles of friends to separate users in groups taking into consideration the order of friendship. To achieve that several methods have to be used, from the use of 3D to get an extra dimension for presenting relevant information, to the use of direct manipulation to make the interface comprehensible, predictable and controllable. Moreover animation has to be use to make all the action on the screen perceptible to the user. Additionally, with the opportunity given by the 3D enabled hardware, the flash platform, through the use of the flash engine Papervision3D and the Facebook platform, all is in place to make the visualization possible. But even though it‟s all in place, there are challenges to overcome like making the system actions in 3D understandable to the user and creating correct metaphors that would allow the user to understand the information and options available to him. This thesis document is divided in six chapters, with Chapter 2 reviewing the literature relevant to the work described in this thesis. In Chapter 3 the design stage that resulted in the application presented in this thesis is described. In Chapter 4, the development stage, describing the architecture and the components that compose the application. In Chapter 5 the usability test process is explained and the results obtained through it are presented and analyzed. To finish, Chapter 6 presents the conclusions that were arrived in this thesis.

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Due to the current need of the industry to integrate data of the beginning of production originating from of several sources and of transforming them in useful information for sockets of decisions, a search exists every time larger for systems of visualization of information that come to collaborate with that functionality. On the other hand, a common practice nowadays, due to the high competitiveness of the market, it is the development of industrial systems that possess characteristics of modularity, distribution, flexibility, scalability, adaptation, interoperability, reusability and access through web. Those characteristics provide an extra agility and a larger easiness in adapting to the frequent changes of demand of the market. Based on the arguments exposed above, this work consists of specifying a component-based architecture, with the respective development of a system based on that architecture, for the visualization of industrial data. The system was conceived to be capable to supply on-line information and, optionally, historical information of variables originating from of the beginning of production. In this work it is shown that the component-based architecture developed possesses the necessary requirements for the obtaining of a system robust, reliable and of easy maintenance, being, like this, in agreement with the industrial needs. The use of that architecture allows although components can be added, removed or updated in time of execution, through a manager of components through web, still activating more the adaptation process and updating of the system

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Spacecraft move with high speeds and suffer abrupt changes in acceleration. So, an onboard GPS receiver could calculate navigation solutions if the Doppler effect is taken into consideration during the satellite signals acquisition and tracking. Thus, for the receiver subject to such dynamic cope these shifts in the frequency signal, resulting from this effect, it is imperative to adjust its acquisition bandwidth and increase its tracking loop to a higher order. This paper presents the changes in the GPS Orion s software, an open architecture receiver produced by GEC Plessey Semiconductors, nowadays Zarlink, in order to make it able to generate navigation fix for vehicle under high dynamics, especially Low Earth Orbit satellites. GPS Architect development system, sold by the same company, supported the modifications. Furthermore, it presents GPS Monitor Aerospace s characteristics, a computational tool developed for monitoring navigation fix calculated by the GPS receiver, through graphics. Although it was not possible to simulate the software modifications implemented in the receiver in high dynamics, it was observed that the receiver worked in stationary tests, verified also in the new interface. This work also presents the results of GPS Receiver for Aerospace Applications experiment, achieved with the receiver s participation in a suborbital mission, Operation Maracati 2, in December 2010, using a digital second order carrier tracking loop. Despite an incident moments before the launch have hindered the effective navigation of the receiver, it was observed that the experiment worked properly, acquiring new satellites and tracking them during the VSB-30 rocket flight.

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Over the years the use of application frameworks designed for the View and Controller layers of MVC architectural pattern adapted to web applications has become very popular. These frameworks are classified into Actions Oriented and Components Oriented , according to the solution strategy adopted by the tools. The choice of such strategy leads the system architecture design to acquire non-functional characteristics caused by the way the framework influences the developer to implement the system. The components reusability is one of those characteristics and plays a very important role for development activities such as system evolution and maintenance. The work of this dissertation consists to analyze of how the reusability could be influenced by the Web frameworks usage. To accomplish this, small academic management applications were developed using the latest versions of Apache Struts and JavaServer Faces frameworks, the main representatives of Java plataform Web frameworks of. For this assessment was used a software quality model that associates internal attributes, which can be measured objectively, to the characteristics in question. These attributes and metrics defined for the model were based on some work related discussed in the document

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Motion estimation is the main responsible for data reduction in digital video encoding. It is also the most computational damanding step. H.264 is the newest standard for video compression and was planned to double the compression ratio achievied by previous standards. It was developed by the ITU-T Video Coding Experts Group (VCEG) together with the ISO/IEC Moving Picture Experts Group (MPEG) as the product of a partnership effort known as the Joint Video Team (JVT). H.264 presents novelties that improve the motion estimation efficiency, such as the adoption of variable block-size, quarter pixel precision and multiple reference frames. This work defines an architecture for motion estimation in hardware/software, using a full search algorithm, variable block-size and mode decision. This work consider the use of reconfigurable devices, soft-processors and development tools for embedded systems such as Quartus II, SOPC Builder, Nios II and ModelSim

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The tracking between models of the requirements and architecture activities is a strategy that aims to prevent loss of information, reducing the gap between these two initial activities of the software life cycle. In the context of Software Product Lines (SPL), it is important to have this support, which allows the correspondence between this two activities, with management of variability. In order to address this issue, this paper presents a process of bidirectional mapping, defining transformation rules between elements of a goaloriented requirements model (described in PL-AOVgraph) and elements of an architectural description (defined in PL-AspectualACME). These mapping rules are evaluated using a case study: the GingaForAll LPS. To automate this transformation, we developed the MaRiPLA tool (Mapping Requirements to Product Line Architecture), through MDD techniques (Modeldriven Development), including Atlas Transformation Language (ATL) with specification of Ecore metamodels jointly with Xtext , a DSL definition framework, and Acceleo, a code generation tool, in Eclipse environment. Finally, the generated models are evaluated based on quality attributes such as variability, derivability, reusability, correctness, traceability, completeness, evolvability and maintainability, extracted from the CAFÉ Quality Model

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Alongside the advances of technologies, embedded systems are increasingly present in our everyday. Due to increasing demand for functionalities, many tasks are split among processors, requiring more efficient communication architectures, such as networks on chip (NoC). The NoCs are structures that have routers with channel point-to-point interconnect the cores of system on chip (SoC), providing communication. There are several networks on chip in the literature, each with its specific characteristics. Among these, for this work was chosen the Integrated Processing System NoC (IPNoSyS) as a network on chip with different characteristics compared to general NoCs, because their routing components also accumulate processing function, ie, units have functional able to execute instructions. With this new model, packets are processed and routed by the router architecture. This work aims at improving the performance of applications that have repetition, since these applications spend more time in their execution, which occurs through repeated execution of his instructions. Thus, this work proposes to optimize the runtime of these structures by employing a technique of instruction-level parallelism, in order to optimize the resources offered by the architecture. The applications are tested on a dedicated simulator and the results compared with the original version of the architecture, which in turn, implements only packet level parallelism

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A Internet atual vem sofrendo vários problemas em termos de escalabilidade, desempenho, mobilidade, etc., devido ao vertiginoso incremento no número de usuários e o surgimento de novos serviços com novas demandas, propiciando assim o nascimento da Internet do Futuro. Novas propostas sobre redes orientadas a conteúdo, como a arquitetura Entidade Titulo (ETArch), proveem novos serviços para este tipo de cenários, implementados sobre o paradigma de redes definidas por software. Contudo, o modelo de transporte do ETArch é equivalente ao modelo best-effort da Internet atual, e vem limitando a confiabilidade das suas comunicações. Neste trabalho, ETArch é redesenhado seguindo o paradigma do sobreaprovisionamento de recursos para conseguir uma alocação de recursos avançada integrada com OpenFlow. Como resultado, o framework SMART (Suporte de Sessões Móveis com Alta Demanda de Recursos de Transporte), permite que a rede defina semanticamente os requisitos qualitativos das sessões para assim gerenciar o controle de Qualidade de Serviço visando manter a melhor Qualidade de Experiência possível. A avaliação do planos de dados e de controle teve lugar na plataforma de testes na ilha do projeto OFELIA, mostrando o suporte de aplicações móveis multimídia com alta demanda de recursos de transporte com QoS e QoE garantidos através de um esquema de sinalização restrito em comparação com o ETArch legado

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Os sensores inteligentes são dispositivos que se diferenciam dos sensores comuns por apresentar capacidade de processamento sobre os dados monitorados. Eles tipicamente são compostos por uma fonte de alimentação, transdutores (sensores e atuadores), memória, processador e transceptor. De acordo com o padrão IEEE 1451 um sensor inteligente pode ser dividido em módulos TIM e NCAP que devem se comunicar através de uma interface padronizada chamada TII. O módulo NCAP é a parte do sensor inteligente que comporta o processador. Portanto, ele é o responsável por atribuir a característica de inteligência ao sensor. Existem várias abordagens que podem ser utilizadas para o desenvolvimento desse módulo, dentre elas se destacam aquelas que utilizam microcontroladores de baixo custo e/ou FPGA. Este trabalho aborda o desenvolvimento de uma arquitetura hardware/software para um módulo NCAP segundo o padrão IEEE 1451.1. A infra-estrutura de hardware é composta por um driver de interface RS-232, uma memória RAM de 512kB, uma interface TII, o processador embarcado NIOS II e um simulador do módulo TIM. Para integração dos componentes de hardware é utilizada ferramenta de integração automática SOPC Builder. A infra-estrutura de software é composta pelo padrão IEEE 1451.1 e pela aplicação especí ca do NCAP que simula o monitoramento de pressão e temperatura em poços de petróleo com o objetivo de detectar vazamento. O módulo proposto é embarcado em uma FPGA e para a sua prototipação é usada a placa DE2 da Altera que contém a FPGA Cyclone II EP2C35F672C6. O processador embarcado NIOS II é utilizado para dar suporte à infra-estrutura de software do NCAP que é desenvolvido na linguagem C e se baseia no padrão IEEE 1451.1. A descrição do comportamento da infra-estrutura de hardware é feita utilizando a linguagem VHDL

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Não é uma tarefa fácil definir requisitos para os sistemas de software que darão suporte a um negócio, dada a dinâmica de mudanças nos processos. O levantamento de requisitos tem sido feito de forma empírica, sem o apoio de métodos sistematizados que garantam o desenvolvimento baseado nos reais objetivos do negócio. A engenharia de software carece de métodos que tornem mais ordenadas e metódicas as etapas de modelagem de negócios e de levantamento de requisitos de um sistema. Neste artigo é apresentada uma metodologia de desenvolvimento de software resultante da incorporação de atividades propostas para modelagem de negócios e levantamento de requisitos, baseadas em uma arquitetura de modelagem de negócios. Essas atividades tornam o desenvolvimento de software mais sistemático e alinhado aos objetivos da organização, e podem ser incorporadas em qualquer metodologia de desenvolvimento baseada no UP (Unified Process - Processo Unificado).

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This paper adresses the problem on processing biological data such as cardiac beats, audio and ultrasonic range, calculating wavelet coefficients in real time, with processor clock running at frequency of present ASIC's and FPGA. The Paralell Filter Architecture for DWT has been improved, calculating wavelet coefficients in real time with hardware reduced to 60%. The new architecture, which also processes IDWT, is implemented with the Radix-2 or the Booth-Wallace Constant multipliers. Including series memory register banks, one integrated circuit Signal Analyzer, ultrasonic range, is presented.