930 resultados para object-oriented software framework
Resumo:
Sviluppare e manutenere applicativi destinati a differenti piattaforme è un’opzione esclusiva di quelle entità capaci di sostenere costi molto alti per la realizzazione di queste applicazioni. Questo esclude gli sviluppatori indipendenti, che spesso realizzano prodotti in totale autonomia; le start-up, che hanno l’esigenza di sviluppare un’idea di business avendo a disposizione budget estremamente ridotti; le piccole aziende, alle quali viene così preclusa la possibilità di competere con player più importanti. Questo tipo di emergenze rende lo sviluppo cross-platform una soluzione interessante per la realizzazione delle applicazioni mobili, abbattendo i costi di sviluppo e permettendo di raggiungere più velocemente un pubblico più ampio. C'è quindi sempre maggiore interesse, da parte degli sviluppatori, per gli strumenti di sviluppo cross-platform. Per catturare l’attenzione degli sviluppatori è necessario che lo strumento sia dotato di buona stabilità, che offra un ambiente di sviluppo confortevole, una buona user experience, facilità di aggiornamento, tempi di sviluppo contenuti e possibilità di immissione delle applicazioni su diversi ecosistemi software. L’idea alla base di questa Tesi di laurea è valutare i pro e i contro di uno di questi framework cross-platform e compararlo con le tecnologie native. Il framework scelto è Ionic per via della sua popolarità tra gli sviluppatori e della ridotta bibliografia scientifica a riguardo. Molte ricerche scientifiche valutano le prestazioni di uno o più framework cross-platform rispetto ad una soluzione nativa, tuttavia è raro un confronto tra un framework e più soluzioni native. Per questo, oltre a valutare i pro e i contro del framework, verrà anche effettuata una comparazione tra gli applicativi nativi per Android e iOS e le controparti sviluppate attraverso Ionic, permettendo di identificare eventuali differenze di performance e aiutare gli sviluppatori nelle scelte tecnologiche.
Resumo:
Navigated ultrasound (US) imaging is used for the intra-operative acquisition of 3D image data during imageguided surgery. The presented approach includes the design of a compact and easy to use US calibration device and its integration into a software application for navigated liver surgery. User interaction during the calibration process is minimized through automatic detection of the calibration process followed by automatic image segmentation, calculation of the calibration transform and validation of the obtained result. This leads to a fast, interaction-free and fully automatic calibration procedure enabling intra-operative
Resumo:
Code profiling is an essential activity to increase software quality. It is commonly employed in a wide variety of tasks, such as supporting program comprehension, determining execution bottlenecks, and assessing code coverage by unit tests. Spy is an innovative framework to easily build profilers and visualize profiling information. The profiling information is obtained by inserting dedicated code before or after method execution. The gathered profiling information is structured in line with the application structure in terms of packages, classes, and methods. Spy has been instantiated on four occasions so far. We created profilers dedicated to test coverage, time execution, type feedback, and profiling evolution across version. We also integrated Spy in the Pharo IDE. Spy has been implemented in the Pharo Smalltalk programming language and is available under the MIT license.
Resumo:
Data visualization is the process of representing data as pictures to support reasoning about the underlying data. For the interpretation to be as easy as possible, we need to be as close as possible to the original data. As most visualization tools have an internal meta-model, which is different from the one for the presented data, they usually need to duplicate the original data to conform to their meta-model. This leads to an increase in the resources needed, increase which is not always justified. In this work we argue for the need of having an engine that is as close as possible to the data and we present our solution of moving the visualization tool to the data, instead of moving the data to the visualization tool. Our solution also emphasizes the necessity of reusing basic blocks to express complex visualizations and allowing the programmer to script the visualization using his preferred tools, rather than a third party format. As a validation of the expressiveness of our framework, we show how we express several already published visualizations and describe the pros and cons of the approach.
Resumo:
Heterosis is widely used in breeding, but the genetic basis of this biological phenomenon has not been elucidated. We postulate that additive and dominance genetic effects as well as two-locus interactions estimated in classical QTL analyses are not sufficient for quantifying the contributions of QTL to heterosis. A general theoretical framework for determining the contributions of different types of genetic effects to heterosis was developed. Additive x additive epistatic interactions of individual loci with the entire genetic background were identified as a major component of midparent heterosis. On the basis of these findings we defined a new type of heterotic effect denoted as augmented dominance effect di* that comprises the dominance effect at each QTL minus half the sum of additive x additive interactions with all other QTL. We demonstrate that genotypic expectations of QTL effects obtained from analyses with the design III using testcrosses of recombinant inbred lines and composite-interval mapping precisely equal genotypic expectations of midparent heterosis, thus identifying genomic regions relevant for expression of heterosis. The theory for QTL mapping of multiple traits is extended to the simultaneous mapping of newly defined genetic effects to improve the power of QTL detection and distinguish between dominance and overdominance.
Resumo:
The objective for this thesis is to outline a Performance-Based Engineering (PBE) framework to address the multiple hazards of Earthquake (EQ) and subsequent Fire Following Earthquake (FFE). Currently, fire codes for the United States are largely empirical and prescriptive in nature. The reliance on prescriptive requirements makes quantifying sustained damage due to fire difficult. Additionally, the empirical standards have resulted from individual member or individual assembly furnace testing, which have been shown to differ greatly from full structural system behavior. The very nature of fire behavior (ignition, growth, suppression, and spread) is fundamentally difficult to quantify due to the inherent randomness present in each stage of fire development. The study of interactions between earthquake damage and fire behavior is also in its infancy with essentially no available empirical testing results. This thesis will present a literature review, a discussion, and critique of the state-of-the-art, and a summary of software currently being used to estimate loss due to EQ and FFE. A generalized PBE framework for EQ and subsequent FFE is presented along with a combined hazard probability to performance objective matrix and a table of variables necessary to fully implement the proposed framework. Future research requirements and summary are also provided with discussions of the difficulties inherent in adequately describing the multiple hazards of EQ and FFE.
Resumo:
Mainstream IDEs generally rely on the static structure of a software project to support browsing and navigation. We propose HeatMaps, a simple but highly configurable technique to enrich the way an IDE displays the static structure of a software system with additional kinds of information. A heatmap highlights software artifacts according to various metric values, such as bright red or pale blue, to indicate their potential degree of interest. We present a prototype system that implements heatmaps, and we describe an initial study that assesses the degree to which different heatmaps effectively guide developers in navigating software.
Resumo:
Wireless Mesh Networks (WMN) have proven to be a key technology for increased network coverage of Internet infrastructures. The development process for new protocols and architectures in the area of WMN is typically split into evaluation by network simulation and testing of a prototype in a test-bed. Testing a prototype in a real test-bed is time-consuming and expensive. Irrepressible external interferences can occur which makes debugging difficult. Moreover, the test-bed usually supports only a limited number of test topologies. Finally, mobility tests are impractical. Therefore, we propose VirtualMesh as a new testing architecture which can be used before going to a real test-bed. It provides instruments to test the real communication software including the network stack inside a controlled environment. VirtualMesh is implemented by capturing real traffic through a virtual interface at the mesh nodes. The traffic is then redirected to the network simulator OMNeT++. In our experiments, VirtualMesh has proven to be scalable and introduces moderate delays. Therefore, it is suitable for predeployment testing of communication software for WMNs.
Resumo:
eLearning supports the education in certain disciplines. Here, we report about novel eLearning concepts, techniques, and tools to support education in Software Engineering, a subdiscipline of computer science. We call this "Software Engineering eLearning". On the other side, software support is a substantial prerequisite for eLearning in any discipline. Thus, Software Engineering techniques have to be applied to develop and maintain those software systems. We call this "eLearning Software Engineering". Both aspects have been investigated in a large joint, BMBF-funded research project, termed MuSofT (Multimedia in Software Engineering). The main results are summarized in this paper.
Resumo:
In this paper the software architecture of a framework which simplifies the development of applications in the area of Virtual and Augmented Reality is presented. It is based on VRML/X3D to enable rendering of audio-visual information. We extended our VRML rendering system by a device management system that is based on the concept of a data-flow graph. The aim of the system is to create Mixed Reality (MR) applications simply by plugging together small prefabricated software components, instead of compiling monolithic C++ applications. The flexibility and the advantages of the presented framework are explained on the basis of an exemplary implementation of a classic Augmented Realityapplication and its extension to a collaborative remote expert scenario.
Resumo:
We describe the use of log file analysis to investigate whether the use of CSCL applications corresponds to its didactical purposes. Exemplarily we examine the use of the web-based system CommSy as software support for project-oriented university courses. We present two findings: (1) We suggest measures to shape the context of CSCL applications and support their initial and continuous use. (2) We show how log files can be used to analyze how, when and by whom a CSCL system is used and thus help to validate further empirical findings. However, log file analyses can only be interpreted reasonably when additional data concerning the context of use is available.
Resumo:
Simbrain is a visually-oriented framework for building and analyzing neural networks. It emphasizes the analysis of networks which control agents embedded in virtual environments, and visualization of the structures which occur in the high dimensional state spaces of these networks. The program was originally intended to facilitate analysis of representational processes in embodied agents, however it is also well suited to teaching neural networks concepts to a broader audience than is traditional for neural networks courses. Simbrain was used to teach a course at a new university, UC Merced, in its inaugural year. Experiences from the course and sample lessons are provided.
Resumo:
After 20 years of silence, two recent references from the Czech Republic (Bezpečnostní softwarová asociace, Case C-393/09) and from the English High Court (SAS Institute, Case C-406/10) touch upon several questions that are fundamental for the extent of copyright protection for software under the Computer Program Directive 91/25 (now 2009/24) and the Information Society Directive 2001/29. In Case C-393/09, the European Court of Justice held that “the object of the protection conferred by that directive is the expression in any form of a computer program which permits reproduction in different computer languages, such as the source code and the object code.” As “any form of expression of a computer program must be protected from the moment when its reproduction would engender the reproduction of the computer program itself, thus enabling the computer to perform its task,” a graphical user interface (GUI) is not protected under the Computer Program Directive, as it does “not enable the reproduction of that computer program, but merely constitutes one element of that program by means of which users make use of the features of that program.” While the definition of computer program and the exclusion of GUIs mirror earlier jurisprudence in the Member States and therefore do not come as a surprise, the main significance of Case C-393/09 lies in its interpretation of the Information Society Directive. In confirming that a GUI “can, as a work, be protected by copyright if it is its author’s own intellectual creation,” the ECJ continues the Europeanization of the definition of “work” which began in Infopaq (Case C-5/08). Moreover, the Court elaborated this concept further by excluding expressions from copyright protection which are dictated by their technical function. Even more importantly, the ECJ held that a television broadcasting of a GUI does not constitute a communication to the public, as the individuals cannot have access to the “essential element characterising the interface,” i.e., the interaction with the user. The exclusion of elements dictated by technical functions from copyright protection and the interpretation of the right of communication to the public with reference to the “essential element characterising” the work may be seen as welcome limitations of copyright protection in the interest of a free public domain which were not yet apparent in Infopaq. While Case C-393/09 has given a first definition of the computer program, the pending reference in Case C-406/10 is likely to clarify the scope of protection against nonliteral copying, namely in how far the protection extends beyond the text of the source code to the design of a computer program and where the limits of protection lie as regards the functionality of a program and mere “principles and ideas.” In light of the travaux préparatoires, it is submitted that the ECJ is also likely to grant protection for the design of a computer program, while excluding both the functionality and underlying principles and ideas from protection under the European copyright directives.