778 resultados para Development Process
Resumo:
Software Product Line Engineering (SPLE) has proved to have significant advantages in family-based software development, but also implies the up¬front design of a product-line architecture (PLA) from which individual product applications can be engineered. The big upfront design associated with PLAs is in conflict with the current need of "being open to change". However, the turbulence of the current business climate makes change inevitable in order to stay competitive, and requires PLAs to be open to change even late in the development. The trend of "being open to change" is manifested in the Agile Software Development (ASD) paradigm, but it is spreading to the domain of SPLE. To reduce the big upfront design of PLAs as currently practiced in SPLE, new paradigms are being created, one being Agile Product Line Engineering (APLE). APLE aims to make the development of product-lines more flexible and adaptable to changes as promoted in ASD. To put APLE into practice it is necessary to make mechanisms available to assist and guide the agile construction and evolution of PLAs while complying with the "be open to change" agile principle. This thesis defines a process for "the agile construction and evolution of product-line architectures", which we refer to as Agile Product-Line Archi-tecting (APLA). The APLA process provides agile architects with a set of models for describing, documenting and tracing PLAs, as well as an algorithm to analyze change impact. Both the models and the change impact analysis offer the following capabilities: Flexibility & adaptability at the time of defining software architectures, enabling change during the incremental and iterative design of PLAs (anticipated or planned changes) and their evolution (unanticipated or unforeseen changes). Assistance in checking architectural integrity through change impact analysis in terms of architectural concerns, such as dependencies on earlier design decisions, rationale, constraints, and risks, etc.Guidance in the change decision-making process through change im¬pact analysis in terms of architectural components and connections. Therefore, APLA provides the mechanisms required to construct and evolve PLAs that can easily be refined iteration after iteration during the APLE development process. These mechanisms are provided in a modeling frame¬work called FPLA. The contributions of this thesis have been validated through the conduction of a project regarding a metering management system in electrical power networks. This case study took place in an i-smart software factory and was in collaboration with the Technical University of Madrid and Indra Software Labs. La Ingeniería de Líneas de Producto Software (Software Product Line Engi¬neering, SPLE) ha demostrado tener ventajas significativas en el desarrollo de software basado en familias de productos. SPLE es un paradigma que se basa en la reutilización sistemática de un conjunto de características comunes que comparten los productos de un mismo dominio o familia, y la personalización masiva a través de una variabilidad bien definida que diferencia unos productos de otros. Este tipo de desarrollo requiere el diseño inicial de una arquitectura de línea de productos (Product-Line Architecture, PLA) a partir de la cual los productos individuales de la familia son diseñados e implementados. La inversión inicial que hay que realizar en el diseño de PLAs entra en conflicto con la necesidad actual de estar continuamente "abierto al cam¬bio", siendo este cambio cada vez más frecuente y radical en la industria software. Para ser competitivos es inevitable adaptarse al cambio, incluso en las últimas etapas del desarrollo de productos software. Esta tendencia se manifiesta de forma especial en el paradigma de Desarrollo Ágil de Software (Agile Software Development, ASD) y se está extendiendo también al ámbito de SPLE. Con el objetivo de reducir la inversión inicial en el diseño de PLAs en la manera en que se plantea en SPLE, en los último años han surgido nuevos enfoques como la Ingeniera de Líneas de Producto Software Ágiles (Agile Product Line Engineering, APLE). APLE propone el desarrollo de líneas de producto de forma más flexible y adaptable a los cambios, iterativa e incremental. Para ello, es necesario disponer de mecanismos que ayuden y guíen a los arquitectos de líneas de producto en el diseño y evolución ágil de PLAs, mientras se cumple con el principio ágil de estar abierto al cambio. Esta tesis define un proceso para la "construcción y evolución ágil de las arquitecturas de lineas de producto software". A este proceso se le ha denominado Agile Product-Line Architecting (APLA). El proceso APLA proporciona a los arquitectos software un conjunto de modelos para de¬scribir, documentar y trazar PLAs, así como un algoritmo para analizar vel impacto del cambio. Los modelos y el análisis del impacto del cambio ofrecen: Flexibilidad y adaptabilidad a la hora de definir las arquitecturas software, facilitando el cambio durante el diseño incremental e iterativo de PLAs (cambios esperados o previstos) y su evolución (cambios no previstos). Asistencia en la verificación de la integridad arquitectónica mediante el análisis de impacto de los cambios en términos de dependencias entre decisiones de diseño, justificación de las decisiones de diseño, limitaciones, riesgos, etc. Orientación en la toma de decisiones derivadas del cambio mediante el análisis de impacto de los cambios en términos de componentes y conexiones. De esta manera, APLA se presenta como una solución para la construcción y evolución de PLAs de forma que puedan ser fácilmente refinadas iteración tras iteración de un ciclo de vida de líneas de producto ágiles. Dicha solución se ha implementado en una herramienta llamada FPLA (Flexible Product-Line Architecture) y ha sido validada mediante su aplicación en un proyecto de desarrollo de un sistema de gestión de medición en redes de energía eléctrica. Dicho proyecto ha sido desarrollado en una fábrica de software global en colaboración con la Universidad Politécnica de Madrid e Indra Software Labs.
Resumo:
Advances in electronics nowadays facilitate the design of smart spaces based on physical mash-ups of sensor and actuator devices. At the same time, software paradigms such as Internet of Things (IoT) and Web of Things (WoT) are motivating the creation of technology to support the development and deployment of web-enabled embedded sensor and actuator devices with two major objectives: (i) to integrate sensing and actuating functionalities into everyday objects, and (ii) to easily allow a diversity of devices to plug into the Internet. Currently, developers who are applying this Internet-oriented approach need to have solid understanding about specific platforms and web technologies. In order to alleviate this development process, this research proposes a Resource-Oriented and Ontology-Driven Development (ROOD) methodology based on the Model Driven Architecture (MDA). This methodology aims at enabling the development of smart spaces through a set of modeling tools and semantic technologies that support the definition of the smart space and the automatic generation of code at hardware level. ROOD feasibility is demonstrated by building an adaptive health monitoring service for a Smart Gym.
Resumo:
A new set of manufacturing technologies has emerged in the past decades to address market requirements in a customized way and to provide support for research tasks that require prototypes. These new techniques and technologies are usually referred to as rapid prototyping and manufacturing technologies, and they allow prototypes to be produced in a wide range of materials with remarkable precision in a couple of hours. Although they have been rapidly incorporated into product development methodologies, they are still under development, and their applications in bioengineering are continuously evolving. Rapid prototyping and manufacturing technologies can be of assistance in every stage of the development process of novel biodevices, to address various problems that can arise in the devices' interactions with biological systems and the fact that the design decisions must be tested carefully. This review focuses on the main fields of application for rapid prototyping in biomedical engineering and health sciences, as well as on the most remarkable challenges and research trends.
Resumo:
Knowledge resource reuse has become a popular approach within the ontology engineering field, mainly because it can speed up the ontology development process, saving time and money and promoting the application of good practices. The NeOn Methodology provides guidelines for reuse. These guidelines include the selection of the most appropriate knowledge resources for reuse in ontology development. This is a complex decision-making problem where different conflicting objectives, like the reuse cost, understandability, integration workload and reliability, have to be taken into account simultaneously. GMAA is a PC-based decision support system based on an additive multi-attribute utility model that is intended to allay the operational difficulties involved in the Decision Analysis methodology. The paper illustrates how it can be applied to select multimedia ontologies for reuse to develop a new ontology in the multimedia domain. It also demonstrates that the sensitivity analyses provided by GMAA are useful tools for making a final recommendation.
Resumo:
Tanto los robots autónomos móviles como los robots móviles remotamente operados se utilizan con éxito actualmente en un gran número de ámbitos, algunos de los cuales son tan dispares como la limpieza en el hogar, movimiento de productos en almacenes o la exploración espacial. Sin embargo, es difícil garantizar la ausencia de defectos en los programas que controlan dichos dispositivos, al igual que ocurre en otros sectores informáticos. Existen diferentes alternativas para medir la calidad de un sistema en el desempeño de las funciones para las que fue diseñado, siendo una de ellas la fiabilidad. En el caso de la mayoría de los sistemas físicos se detecta una degradación en la fiabilidad a medida que el sistema envejece. Esto es debido generalmente a efectos de desgaste. En el caso de los sistemas software esto no suele ocurrir, ya que los defectos que existen en ellos generalmente no han sido adquiridos con el paso del tiempo, sino que han sido insertados en el proceso de desarrollo de los mismos. Si dentro del proceso de generación de un sistema software se focaliza la atención en la etapa de codificación, podría plantearse un estudio que tratara de determinar la fiabilidad de distintos algoritmos, válidos para desempeñar el mismo cometido, según los posibles defectos que pudieran introducir los programadores. Este estudio básico podría tener diferentes aplicaciones, como por ejemplo elegir el algoritmo menos sensible a los defectos, para el desarrollo de un sistema crítico o establecer procedimientos de verificación y validación, más exigentes, si existe la necesidad de utilizar un algoritmo que tenga una alta sensibilidad a los defectos. En el presente trabajo de investigación se ha estudiado la influencia que tienen determinados tipos de defectos software en la fiabilidad de tres controladores de velocidad multivariable (PID, Fuzzy y LQR) al actuar en un robot móvil específico. La hipótesis planteada es que los controladores estudiados ofrecen distinta fiabilidad al verse afectados por similares patrones de defectos, lo cual ha sido confirmado por los resultados obtenidos. Desde el punto de vista de la planificación experimental, en primer lugar se realizaron los ensayos necesarios para determinar si los controladores de una misma familia (PID, Fuzzy o LQR) ofrecían una fiabilidad similar, bajo las mismas condiciones experimentales. Una vez confirmado este extremo, se eligió de forma aleatoria un representante de clase de cada familia de controladores, para efectuar una batería de pruebas más exhaustiva, con el objeto de obtener datos que permitieran comparar de una forma más completa la fiabilidad de los controladores bajo estudio. Ante la imposibilidad de realizar un elevado número de pruebas con un robot real, así como para evitar daños en un dispositivo que generalmente tiene un coste significativo, ha sido necesario construir un simulador multicomputador del robot. Dicho simulador ha sido utilizado tanto en las actividades de obtención de controladores bien ajustados, como en la realización de los diferentes ensayos necesarios para el experimento de fiabilidad. ABSTRACT Autonomous mobile robots and remotely operated robots are used successfully in very diverse scenarios, such as home cleaning, movement of goods in warehouses or space exploration. However, it is difficult to ensure the absence of defects in programs controlling these devices, as it happens in most computer sectors. There exist different quality measures of a system when performing the functions for which it was designed, among them, reliability. For most physical systems, a degradation occurs as the system ages. This is generally due to the wear effect. In software systems, this does not usually happen, and defects often come from system development and not from use. Let us assume that we focus on the coding stage in the software development pro¬cess. We could consider a study to find out the reliability of different and equally valid algorithms, taking into account any flaws that programmers may introduce. This basic study may have several applications, such as choosing the algorithm less sensitive to pro¬gramming defects for the development of a critical system. We could also establish more demanding procedures for verification and validation if we need an algorithm with high sensitivity to programming defects. In this thesis, we studied the influence of certain types of software defects in the reliability of three multivariable speed controllers (PID, Fuzzy and LQR) designed to work in a specific mobile robot. The hypothesis is that similar defect patterns affect differently the reliability of controllers, and it has been confirmed by the results. From the viewpoint of experimental planning, we followed these steps. First, we conducted the necessary test to determine if controllers of the same family (PID, Fuzzy or LQR) offered a similar reliability under the same experimental conditions. Then, a class representative was chosen at ramdom within each controller family to perform a more comprehensive test set, with the purpose of getting data to compare more extensively the reliability of the controllers under study. The impossibility of performing a large number of tests with a real robot and the need to prevent the damage of a device with a significant cost, lead us to construct a multicomputer robot simulator. This simulator has been used to obtain well adjusted controllers and to carry out the required reliability experiments.
Resumo:
There are a number of research and development activities that are exploring Time and Space Partition (TSP) to implement safe and secure flight software. This approach allows to execute different real-time applications with different levels of criticality in the same computer board. In order to do that, flight applications must be isolated from each other in the temporal and spatial domains. This paper presents the first results of a partitioning platform based on the Open Ravenscar Kernel (ORK+) and the XtratuM hypervisor. ORK+ is a small, reliable real-time kernel supporting the Ada Ravenscar Computational model that is central to the ASSERT development process. XtratuM supports multiple virtual machines, i.e. partitions, on a single computer and is being used in the Integrated Modular Avionics for Space study. ORK+ executes in an XtratuM partition enabling Ada applications to share the computer board with other applications.
Resumo:
The goal of the ontology requirements specification activity is to state why the ontology is being built, what its intended uses are, who the end users are, and which requirements the ontology should fulfill. This chapter presents detailed methodological guidelines for specifying ontology requirements efficiently. These guidelines will help ontology engineers to capture ontology requirements and produce the ontology requirements specification document (ORSD). The ORSD will play a key role during the ontology development process because it facilitates, among other activities, (1) the search and reuse of existing knowledge resources with the aim of reengineering them into ontologies, (2) the search and reuse of ontological resources (ontologies, ontology modules, ontology statements as well as ontology design patterns), and (3) the verification of the ontology along the ontology development.
Resumo:
El vertiginoso avance de la informática y las telecomunicaciones en las últimas décadas ha incidido invariablemente en la producción y la prestación de servicios, en la educación, en la industria, en la medicina, en las comunicaciones e inclusive en las relaciones interpersonales. No obstante estos avances, y a pesar de la creciente aportación del software al mundo actual, durante su desarrollo continuamente se incurre en el mismo tipo de problemas que provocan un retraso sistemático en los plazos de entrega, se exceda en presupuesto, se entregue con una alta tasa de errores y su utilidad sea inferior a la esperada. En gran medida, esta problemática es atribuible a defectos en los procesos utilizados para recoger, documentar, acordar y modificar los requisitos del sistema. Los requisitos son los cimientos sobre los cuáles se construye un producto software, y sin embargo, la incapacidad de gestionar sus cambios es una de las principales causas por las que un producto software se entrega fuera de tiempo, se exceda en coste y no cumpla con la calidad esperada por el cliente. El presente trabajo de investigación ha identificado la necesidad de contar con metodologías que ayuden a desplegar un proceso de Gestión de Requisitos en pequeños grupos y entornos de trabajo o en pequeñas y medianas empresas. Para efectos de esta tesis llamaremos Small-Settings a este tipo de organizaciones. El objetivo de este trabajo de tesis doctoral es desarrollar un metamodelo que permita, por un lado, la implementación y despliegue del proceso de Gestión de Requisitos de forma natural y a bajo coste y, por otro lado, el desarrollo de mecanismos para la mejora continua del mismo. Este metamodelo esta soportado por el desarrollo herramientas que permiten mantener una biblioteca de activos de proceso para la Gestión de Requisitos y a su vez contar con plantillas para implementar el proceso partiendo del uso de activos previamente definidos. El metamodelo contempla el desarrollo de prácticas y actividades para guiar, paso a paso, la implementación del proceso de Gestión de Requisitos para una Small-Setting utilizando un modelo de procesos como referencia y una biblioteca de activos de proceso como principal herramienta de apoyo. El mantener los activos de proceso bien organizados, indexados, y fácilmente asequibles, facilita la introducción de las mejores prácticas al interior de una organización. ABSTRACT The fast growth of computer science and telecommunication in recent decades has invariably affected the provision of products and services in education, industry, healthcare, communications and also interpersonal relationships. In spite of such progress and the active role of the software in the world, its development and production continually incurs in the same type of problems that cause systematic delivery delays, over budget, a high error rate and consequently its use is lower than expected. These problems are largely attributed to defects in the processes used to identify, document, organize, and track all system's requirements. It is generally accepted that requirements are the foundation upon which the software process is built, however, the inability to manage changes in requirements is one of the principal factors that contribute to delays on the software development process, which in turn, may cause customer dissatisfaction. The aim of the present research work has identified the need for appropriate methodologies to help on the requirement management process for those organizations that are categorised as small and medium size enterprises, small groups within large companies, or small projects. For the purposes of this work, these organizations are named Small-Settings. The main goal of this research work is to develop a metamodel to manage the requirement process using a Process Asset Library (PAL) and to provide predefined tools and actives to help on the implementation process. The metamodel includes the development of practices and activities to guide step by step the deployment of the requirement management process in Small-Settings. Keeping assets organized, indexed, and readily available are a main factor to the success of the organization process improvement effort and facilitate the introduction of best practices within the organization. The Process Asset Library (PAL) will become a repository of information used to keep and make available all process assets that are useful to those who are defining, implementing, and managing processes in the organization.
Resumo:
The growing interest for integrating agile methodologies and usability has brought various challenges to practitioners. This research focuses on a specific part of these challenges that is related to the integration of usability mechanisms (features such as cancel, undo, warning, etc.) into agile requirements, usually written in the form of user stories. For this aim, a framework has been developed, conformed first by a well-defined modeling language that aims to formalize previous empirical research in the field, models of the impact of usability mechanisms into user stories, and a tool to help practitioners applying them to user stories. Results show that the use of this framework helps agile developers to think about usability from the beginning of the development process, without needing to be an expert in the subject. Our proposal can therefore complement other usability practices to improve the quality of use of software developed using agile methodologies.
Resumo:
Knowledge resource reuse has become a popular approach within the ontology engineering field, mainly because it can speed up the ontology development process, saving time and money and promoting the application of good practices. The NeOn Methodology provides guidelines for reuse. These guidelines include the selection of the most appropriate knowledge resources for reuse in ontology development. This is a complex decision-making problem where different conflicting objectives, like the reuse cost, understandability, integration workload and reliability, have to be taken into account simultaneously. GMAA is a PC-based decision support system based on an additive multi-attribute utility model that is intended to allay the operational difficulties involved in the Decision Analysis methodology. The paper illustrates how it can be applied to select multimedia ontologies for reuse to develop a new ontology in the multimedia domain. It also demonstrates that the sensitivity analyses provided by GMAA are useful tools for making a final recommendation.
Resumo:
UML is widely accepted as the standard for representing the various software artifacts generated by a development process. For this reason, there have been attempts to use this language to represent the software architecture of systems as well. Unfortunately, these attempts have ended in the same representations (boxes and lines) already criticized by the software architecture community.In this work we propose an extension to the UML metamodel that is able to represent the syntactics and semantics of the C3 architectural style. This style is derived from C2. The modifications to define C3 are described in section 4. This proposal is innovative regarding UML extensions for software architectures, since previous proposals where based on light extensions to the UML meta-model, while we propose a heavyweight extension of the metamodel. On the other hand, this proposal is less ambitious than previous proposals, since we do not want to represent in UML any architectural style, but only one: C3.
Resumo:
This document is the result of a process of web development to create a tool that will allow to Cracow University of Technology consult, create and manage timetables. The technologies chosen for this purpose are Apache Tomcat Server, My SQL Community Server, JDBC driver, Java Servlets and JSPs for the server side. The client part counts on Javascript, jQuery, AJAX and CSS technologies to perform the dynamism. The document will justify the choice of these technologies and will explain some development tools that help in the integration and development of all this elements: specifically, NetBeans IDE and MySQL workbench have been used as helpful tools. After explaining all the elements involved in the development of the web application, the architecture and the code developed are explained through UML diagrams. Some implementation details related to security are also deeper explained through sequence diagrams. As the source code of the application is provided, an installation manual has been developed to run the project. In addition, as the platform is intended to be a beta that will be grown, some unimplemented ideas for future development are also exposed. Finally, some annexes with important files and scripts related to the initiation of the platform are attached. This project started through an existing tool that needed to be expanded. The main purpose of the project along its development has focused on setting the roots for a whole new platform that will replace the existing one. For this goal, it has been needed to make a deep inspection on the existing web technologies: a web server and a SQL database had to be chosen. Although the alternatives were a lot, Java technology for the server was finally selected because of the big community backwards, the easiness of modelling the language through UML diagrams and the fact of being free license software. Apache Tomcat is the open source server that can use Java Servlet and JSP technology. Related to the SQL database, MySQL Community Server is the most popular open-source SQL Server, with a big community after and quite a lot of tools to manage the server. JDBC is the driver needed to put in contact Java and MySQL. Once we chose the technologies that would be part of the platform, the development process started. After a detailed explanation of the development environment installation, we used UML use case diagrams to set the main tasks of the platform; UML class diagrams served to establish the existing relations between the classes generated; the architecture of the platform was represented through UML deployment diagrams; and Enhanced entity–relationship (EER) model were used to define the tables of the database and their relationships. Apart from the previous diagrams, some implementation issues were explained to make a better understanding of the developed code - UML sequence diagrams helped to explain this. Once the whole platform was properly defined and developed, the performance of the application has been shown: it has been proved that with the current state of the code, the platform covers the use cases that were set as the main target. Nevertheless, some requisites needed for the proper working of the platform have been specified. As the project is aimed to be grown, some ideas that could not be added to this beta have been explained in order not to be missed for future development. Finally, some annexes containing important configuration issues for the platform have been added after proper explanation, as well as an installation guide that will let a new developer get the project ready. In addition to this document some other files related to the project are provided: - Javadoc. The Javadoc containing the information of every Java class created is necessary for a better understanding of the source code. - database_model.mwb. This file contains the model of the database for MySQL Workbench. This model allows, among other things, generate the MySQL script for the creation of the tables. - ScheduleManager.war. The WAR file that will allow loading the developed application into Tomcat Server without using NetBeans. - ScheduleManager.zip. The source code exported from NetBeans project containing all Java packages, JSPs, Javascript files and CSS files that are part of the platform. - config.properties. The configuration file to properly get the names and credentials to use the database, also explained in Annex II. Example of config.properties file. - db_init_script.sql. The SQL query to initiate the database explained in Annex III. SQL statements for MySQL initialization. RESUMEN. Este proyecto tiene como punto de partida la necesidad de evolución de una herramienta web existente. El propósito principal del proyecto durante su desarrollo se ha centrado en establecer las bases de una completamente nueva plataforma que reemplazará a la existente. Para lograr esto, ha sido necesario realizar una profunda inspección en las tecnologías web existentes: un servidor web y una base de datos SQL debían ser elegidos. Aunque existen muchas alternativas, la tecnología Java ha resultado ser elegida debido a la gran comunidad de desarrolladores que tiene detrás, además de la facilidad que proporciona este lenguaje a la hora de modelarlo usando diagramas UML. Tampoco hay que olvidar que es una tecnología de uso libre de licencia. Apache Tomcat es el servidor de código libre que permite emplear Java Servlets y JSPs para hacer uso de la tecnología de Java. Respecto a la base de datos SQL, el servidor más popular de código libre es MySQL, y cuenta también con una gran comunidad detrás y buenas herramientas de modelado, creación y gestión de la bases de datos. JDBC es el driver que va a permitir comunicar las aplicaciones Java con MySQL. Tras elegir las tecnologías que formarían parte de esta nueva plataforma, el proceso de desarrollo tiene comienzo. Tras una extensa explicación de la instalación del entorno de desarrollo, se han usado diagramas de caso de UML para establecer cuáles son los objetivos principales de la plataforma; los diagramas de clases nos permiten realizar una organización del código java desarrollado de modo que sean fácilmente entendibles las relaciones entre las diferentes clases. La arquitectura de la plataforma queda definida a través de diagramas de despliegue. Por último, diagramas EER van a definir las relaciones entre las tablas creadas en la base de datos. Aparte de estos diagramas, algunos detalles de implementación se van a justificar para tener una mejor comprensión del código desarrollado. Diagramas de secuencia ayudarán en estas explicaciones. Una vez que toda la plataforma haya quedad debidamente definida y desarrollada, se va a realizar una demostración de la misma: se demostrará cómo los objetivos generales han sido alcanzados con el desarrollo actual del proyecto. No obstante, algunos requisitos han sido aclarados para que la plataforma trabaje adecuadamente. Como la intención del proyecto es crecer (no es una versión final), algunas ideas que se han podido llevar acabo han quedado descritas de manera que no se pierdan. Por último, algunos anexos que contienen información importante acerca de la plataforma se han añadido tras la correspondiente explicación de su utilidad, así como una guía de instalación que va a permitir a un nuevo desarrollador tener el proyecto preparado. Junto a este documento, ficheros conteniendo el proyecto desarrollado quedan adjuntos. Estos ficheros son: - Documentación Javadoc. Contiene la información de las clases Java que han sido creadas. - database_model.mwb. Este fichero contiene el modelo de la base de datos para MySQL Workbench. Esto permite, entre otras cosas, generar el script de iniciación de la base de datos para la creación de las tablas. - ScheduleManager.war. El fichero WAR que permite desplegar la plataforma en un servidor Apache Tomcat. - ScheduleManager.zip. El código fuente exportado directamente del proyecto de Netbeans. Contiene todos los paquetes de Java generados, ficheros JSPs, Javascript y CSS que forman parte de la plataforma. - config.properties. Ejemplo del fichero de configuración que permite obtener los nombres de la base de datos - db_init_script.sql. Las consultas SQL necesarias para la creación de la base de datos.
Resumo:
ML 1.4 is widely accepted as the standard for representing the various software artifacts generated by a development process. For this reason, there have been attempts to use this language to represent the software architec- ture of systems as well. Unfortunately, these attempts have ended in representa- tions (boxes and lines) already criticized by the software architecture commu- nity. Recently, OMG has published a draft that will constitute the future UML 2.0 specification. In this paper we compare the capacities of UML 1.4 and UML 2.0 to describe software architectures. In particular, we study extensions of both UML versions to describe the static view of the C3 architectural style (a simplification of the C2 style). One of the results of this study is the difficulties found when using the UML 2.0 metamodel to describe the concept of connector in a software architecture.
Resumo:
El convento de la Tourette se concibe en un marco temporal concreto. Sin embargo sería erróneo limitarse a él a la hora de intentar desentrañar las claves del proyecto y llegar a un entendimiento completo del mismo. Es necesario analizarlo atendiendo al conjunto global de la producción del arquitecto, la cual ha ido forjando una forma propia de hacer que condicionará en gran medida las decisiones tomadas en cada momento. Esta tesis realiza una investigación de doble sentido (recogida en los dos volúmenes que la componen). Por un lado analiza el proceso evolutivo en el que se enhebra la obra intentando desentrañar la influencia de aquel en ésta, pero por otro, invirtiendo el sentido, también desvela ciertas claves de la arquitectura de Le Corbusier a través del preciso análisis de proyecto de la Tourette. Pero aún más, la pertenencia del convento de la Tourette al “tipo monacal” introduce la presencia de un tiempo histórico “ab origine, in hillo tempore” del que la investigación se hace eco. Un tiempo al que Le Corbusier siempre volverá la mirada, y que en este caso se encuentra muy presente, determinando el devenir del proyecto de una forma particular y definitiva. Por tanto este trabajo pretende convocar los dos tiempos que conviven en el proyecto del convento de la Tourette, el corto, concreto y cerrado de su génesis y desarrollo, que se circunscribe al periodo de proyecto comprendido entre los años 1953 y 1956, y el más dilatado, abstracto y abierto, que enlaza el proyecto con la producción de Le Corbusier, y aún más atrás, con el tiempo histórico. En la primera parte del trabajo (A. “PROYECTO”) se realiza un análisis cronológico de la documentación gráfica ‐incluyendo su re‐dibujo‐ y escrita del proyecto, desde los croquis que el arquitecto esboza en su primera visita al valle del Turdine hasta el documento final del project d’exécution, a partir del cual se materializará la obra. El objetivo de la investigación no es describir la realidad construida, sino participar del secreto de su génesis analizando y intentando comprender los dibujos o el pensamiento de sus creadores. Frente a la multitud de escritos sobre la obra del convento de la Tourette el foco de atención de la tesis se centra en el proyecto. Es en esta fase de elaboración y desarrollo de las ideas, previa a la acción de construir, donde pensamos que La deriva de la propia actividad del arquitecto avala esta decisión. A lo largo de su carrera Le Corbusier va reduciendo progresivamente su presencia en la obra centrándose cada vez más en las fases de la concepción y proyecto arquitectónico. Considera que en ellas se produce lo “esencial” mientras que deja las decisiones de obra en manos de sus colaboradores y de los diversos “operadores”, participando tan solo en el visto bueno final de las mismas (esta posición contrasta con la entrega de los constructores para quienes el arquitecto encarna la innovación tecnológica). En la Tourette realiza exclusivamente tres visitas de obra en las que actúa como un mero escenógrafo, ajustando aquí y allá pequeñas decisiones de la construcción. Esta distancia refuerza su posición en el proceso y subraya su búsqueda de un ideal teórico desarrollado sobre todo en la fase de proyecto frente a lo subsidiario de la realidad práctica. En la segunda parte de la tesis, denominada “RE‐VISIONES”, se abre el campo de acción a otras facetas de la ingente actividad de Le Corbusier como la pintura, la escritura o incluso la escultura; una nueva MIRADA bajo el prisma de una serie de conceptos‐llave recurrentes en su Petit vocabulaire (l’homme, la céllule, la bôite, l’organisme). Se amplía, por tanto, el marco temporal, repasando de modo genérico y transversal la evolución de los mismos en la trayectoria del arquitecto, comprobándose como el convento de la Tourette es un eslabón característico y clave en todos ellos. ABSTRACT The Convent of La Tourette is conceived in a specific time frame. However, it would be erroneous to limit oneself simply to this when trying to unravel the keys to the project and to fully understand it. It is necessary to analyse the project attending to the entire production of the architect, who progressively shaped his own way of doing things which would condition to a large extent the decisions taken at each point in time. This thesis carries out its research in a dual sense (brought together in both its volumes). On the one hand, it analyses the development process threading the work attempting to fathom the influence of the former on the latter but, on the other hand, inverting the sense which also reveals certain keys to the architecture of Le Corbusier by means of a detailed analysis of the project for La Tourette. Even more so, the Convent of La Tourette belonging to the “monastic type” introduces the presence of a historical period “ab origine, in hillo tempore" reflected in the research. A period to which Le Corbusier would always look back on and which is extremely present in this case, determining the evolution of the project in a particular and definitive manner. Therefore, this piece of work attempts to bring together both time periods co‐existing in the project for the Convent of La Tourette, the short, specific and closed one regarding its genesis development, encompassing the project period going from 1953 to 1956, and the broader, more abstract and open one linking the project with the production by Le Corbusier, and even further back, with the historical period. The first part of this work (A. “PROJECT") performs a chronological analysis of the graphic – including its re‐drawing –and written documentation of the project, from the outlines the architect sketched in his first visit to the Turdine valley up to the final document of the project d’exécution from which the works would materialise. The main object of the investigation is not intend to describe the reality constructed, but to participate in the secret of its genesis, analysing and trying to understand the drawings or the thoughts of its creators. As opposed to the many writings on the work of the Convent of La Tourette, the attention of this thesis focusses on the project. It is in this preparation and development stage, previous to the construction action, where it is believed the real keys to understand and explain it lie. The enormous work collecting, ordering and analysing the abundant graphic and written information reveals “a multidirectional process, full of regrets and securities, errors and certainties, leaps backwards and tremendous foresight in the process” directed not only by the conditions of the assignment, but also by the way of doing things of Le Corbusier and his collaborator I. Xenakis. A web of hidden relationships is weaved in this open space of the process, often distant in time, allowing us to draw a new route, not only towards the constructed works of the Convent of La Tourette, but towards understanding his entire production. It is in the creation of this new path of knowledge, and not only in its conclusion, where the “thesis” acquires its true meaning. In second place, the drift in the actual activity of the architect backs this decision. Throughout his career, Le Corbusier progressively reduced his presence on site, focussing more and more on the conception and architectural project stages. He considered that which was “essential” took place in these, while leaving the on‐site decisions to his collaborators and the different “operators”, only participating in their final approval (this position is in contrast with the delivery by the constructors for whom the architect embodies the technological innovation). In La Tourette he exclusively made three on‐site visits, in which acted as a pure stage designer, adjusting small construction decisions here and there. This distance reinforces his position in the process and underlines his search for a theoretical ideal developed primarily in the project stage as opposed to that which is secondary of the practical reality. The second part of the thesis, called “RE‐VISIONS”, widens the scope of action to other aspects of the huge activity by Le Corbusier, encompassing painting, writing or even sculpture; a new VIEW under the prism of a series of recurrent key concepts in his Petit vocabulaire (l’homme, la céllule, la bôite, l’organisme). The time frame is therefore extended, revising in a generic and transversal manner the development of these concepts throughout the career of Le Corbusier, confirming how the Convent of La Tourette is a characteristic and key link to each of them.
Resumo:
La usabilidad es un atributo de la calidad del software que se encuentra en la mayoría de las clasificaciones. En este contexto, se entiende por usabilidad la medida en que un producto satisface las necesidades de los stakeholders para alcanzar determinados objetivos de eficacia, eficiencia y satisfacción sin efectos adversos en un contexto específico de uso. En este contexto, no es de extrañar que la usabilidad sea cada vez más reconocida como uno de los factores críticos para la aceptación de un sistema software. En la literatura se encuentran recomendaciones para mejorar la usabilidad de los sistemas software. Sin embargo, no existen datos empíricos que demuestren cómo estas recomendaciones contribuyen positiva o negativamente a cada atributo de usabilidad. En este contexto, el objetivo de la tesis doctoral es la obtención de evidencias empíricas sobre el impacto de la inclusión de mecanismos de usabilidad en un sistema software, más concretamente en los atributos de eficacia, eficiencia y satisfacción-- En esta tesis doctoral se trabaja con mecanismos de usabilidad con gran impacto en la arquitectura software, ya que los mismos deben ser especialmente considerados durante el proceso de desarrollo software. Para obtener evidencias empíricas sobre la inclusión de dichos mecanismos, se ha realizado un experimento piloto y 4 experimentos definitivos utilizando aplicaciones software especialmente desarrolladas para tal fin. Una vez realizada la contrastación empírica de la influencia de estos mecanismos para diferentes sistemas software se pueden realizar las siguientes recomendaciones generales: -La inclusión de cada uno de los mecanismos considerados aumenta considerablemente la satisfacción del usuario en su interacción con las aplicaciones software. -La inclusión de aquellos mecanismos que introducen cuadros de interacción adicionales, disminuye la eficiencia de los usuarios, ya que aumenta el tiempo de duración de las tareas. -Existen una serie de mecanismos que como consecuencia de su ausencia en las aplicaciones resulta imposible la realización de las tareas asociadas a los mismos. Dentro de éste grupo de mecanismos se encuentran aquellos que permiten cancelar o deshacer acciones previamente tomadas y aquellos que provean ayuda en la introducción de información en formularios. Esto implica que su presencia permite la realización exitosa de las tareas y como consecuencia la interacción es mucho más eficaz. En definitiva, se ha encontrado que los distintos mecanismos de usabilidad tienen un impacto diferente en cada atributo, dependiendo su inclusión del/los atributos a potenciar en cada proyecto. Usability is an aspect of software quality that´s found in most classifications. In this context usability is understood as the measure in which a product satisfies the needs of the stakeholders in order to reach certain effectiveness, efficiency and satisfaction goals without adverse sideeffects in a specific context of use. It´s no wonder usability is increasingly being recognized as one of the critical factors for the acceptance of a software system. Recommendations are found in literature to improve the usability of software systems. Nevertheless, there is no empirical data that shows how these recommendations contribute positively or negatively to each usability aspect. In this context, the objective of this doctoral thesis is to obtain empirical evidence on the impact of the inclusion of usability mechanisms in a software system, specifically in the attributes of effectiveness, efficiency and satisfaction. This doctoral thesis deals with usability mechanisms of great impact in software architecture, since they have to be considered during the software development process. In order to get empirical evidence on the inclusion of such mechanisms, a pilot experiment and four definitive experiments have been performed through software applications especially developed for this end. Once the empirical assessment of the influence of these mechanisms on different software systems has been performed, the following general recommendations can be made: -The inclusion of each of the considered mechanisms considerably increases the user´s satisfaction in his interaction with software applications. -The inclusion of those mechanisms that introduce additional interaction frames diminishes the efficiency of the users, since it increases task duration time. -As a consequence of being absent in applications, there is a series of mechanisms whose associated tasks are impossible to perform. Within this group we find those mechanisms that allow cancelling or undoing previous actions, and those that provide help with the introduction of information in forms. This implies that their presence allows the successful completion of tasks, and as a consequence, the interaction is much more effective. In summary, it has been found that the diverse usability mechanisms has a different impact on each attribute, and their inclusion depends on the attribute or attributes to enhance in each project.