988 resultados para Pattern Language


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Previous work has established the value of goal-oriented approaches to requirements engineering. Achieving clarity and agreement about stakeholders’ goals and assumptions is critical for building successful software systems and managing their subsequent evolution. In general, this decision-making process requires stakeholders to understand the implications of decisions outside the domains of their own expertise. Hence it is important to support goal negotiation and decision making with description languages that are both precise and expressive, yet easy to grasp. This paper presents work in progress to develop a pattern language for describing goal refinement graphs. The language has a simple graphical notation, which is supported by a prototype editor tool, and a symbolic notation based on modal logic.

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This paper presents a formal but practical approach for defining and using design patterns. Initially we formalize the concepts commonly used in defining design patterns using Object-Z. We also formalize consistency constraints that must be satisfied when a pattern is deployed in a design model. Then we implement the pattern modeling language and its consistency constraints using an existing modeling framework, EMF, and incorporate the implementation as plug-ins to the Eclipse modeling environment. While the language is defined formally in terms of Object-Z definitions, the language is implemented in a practical environment. Using the plug-ins, users can develop precise pattern descriptions without knowing the underlying formalism, and can use the tool to check the validity of the pattern descriptions and pattern usage in design models. In this work, formalism brings precision to the pattern language definition and its implementation brings practicability to our pattern-based modeling approach.

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Les structures avec des lieurs sont très communes en informatique. Les langages de programmation et les systèmes logiques sont des exemples de structures avec des lieurs. La manipulation de lieurs est délicate, de sorte que l’écriture de programmes qui ma- nipulent ces structures tirerait profit d’un soutien spécifique pour les lieurs. L’environ- nement de programmation Beluga est un exemple d’un tel système. Nous développons et présentons ici un compilateur pour ce système. Parmi les programmes pour lesquels Beluga est spécialement bien adapté, plusieurs peuvent bénéficier d’un compilateur. Par exemple, les programmes pour valider les types (les "type-checkers"), les compilateurs et les interpréteurs tirent profit du soutien spécifique des lieurs et des types dépendants présents dans le langage. Ils nécessitent tous également une exécution efficace, que l’on propose d’obtenir par le biais d’un compilateur. Le but de ce travail est de présenter un nouveau compilateur pour Beluga, qui emploie une représentation interne polyvalente et permet de partager du code entre plusieurs back-ends. Une contribution notable est la compilation du filtrage de Beluga, qui est particulièrement puissante dans ce langage.

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Users of safety-critical systems are expected to effectively control or monitor complex systems, with errors potentially leading to catastrophe. For such systems, safety is of paramount importance and must be designed into the human-machine interface. While many case studies show how inadequate design practice led to poor safety and usability, concrete guidance on good design practices is scarce. The paper argues that the pattern language paradigm, widely used in the software design community, is a suitable means of documenting appropriate design strategies. We discuss how typical usability-related properties (e.g., flexibility) need some adjustment to be used for assessing safety-critical systems, and document a pattern language, based on corresponding "safety-usability" principles

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The thesis offers the foundation of a design pattern language for urban gardening, as well as a prototype mobile storytelling platform through which urban gardeners can share gardening experiences. This study examined three urban agriculture communities – a city farm, a permaculture movement, and residential gardeners – in order to better understand some of the challenges in their food growing practices. The city is increasingly being rediscovered by gardeners, food activists, and local governments as an under-utilised opportunity space for land cultivation and local food production, and the findings of this research were analysed with a view to consider interactive technology and design interventions in response.

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Urban agriculture is practiced in many forms within urban spaces, ranging from large organised community gardens to individuals with a backyard or balcony. We present the synthesis of findings from three studies exploring different types of urban agriculture: city farms, residential gardeners, and a grassroots group that supports local communities. Where the findings of individual studies are used to justify a design approach, there are often difficulties encountered because of different context of the original study. Through our understanding and synthesis of multiple studies, we propose a set of design patterns. The proposed patterns can be utilised concurrently depending on the scale and context of both the physical garden, and community. The relationships between the patterns and their concurrent use are discussed, and the resulting links provided the foundation for a pattern language. The eight initial patterns provide a foundation on which we would encourage other researchers to contribute, in order to develop a pattern language to holistically consider urban agriculture beyond the scope of our experiences in Brisbane, and to enrich the patterns with a variety of gardening practices.

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Esta dissertação pretende contribuir para a investigação em design, validando a interpretação como método em design aplicada a meta-projectos de cenários de equipamentos no século XXI. A análise e a avaliação dos dois conceitos - interpretação e cenário - como reflexo da maneira de pensar da contemporaneidade são a base para a estruturação de um meta-projecto aplicado na epiderme da cidade, sustentado pela metodologia projectual da hermenêutica e pela competência da semiótica. Este projecto de investigação organiza-se em duas partes; cada uma desenvolvida ao longo de três capítulos. No primeiro capítulo da primeira parte averigua-se o relacionamento entre a metodologia projectual aplicada por projectistas, desde o séc. XVII até aos nossos dias, e o pensamento filosófico para fundamentar a interpretação como método em design. No segundo capítulo analisa-se o cenário enquanto superfície vertical da cidade definida por um sistema de equipamentos. Por um lado, verifica-se que o equipamento ( équipement , Le Corbusier) é a proposta de ordem construtiva dos anos 20 e que a pattern ( pattern language , Alexander) é a ordem construtiva a partir dos anos 70. Por outro lado, averigua-se que hoje a superfície da cidade é constituída por várias camadas e que a camada superior é a epiderme. Enquanto película de sistema de patterns, a epiderme revela-se apta a deixar-se afectar pela mudança e, consequentemente, a ser trabalhada pelo design. O terceiro capítulo analisa a história da cultura da superfície dos edifícios no contexto ocidental, da Grécia Clássica aos nossos dias, para interpretar a proposta do design da epiderme. Para caracterizar a complexidade do período compreendido entre a acção metodológica de Le Corbusier nos anos 20 e o séc. XXI são comentados cinco momentos temáticos distintos. No primeiro capítulo da segunda parte escolhe-se o exercício do meta-projecto como instrumento de reflexão projectual dialéctico, definidor de uma metodologia projectual. O meta-projecto é analisado na realidade ocidental diacrónica e sincronicamente para fundamentar o conceito de junkspace como nova ordem. Neste sentido, são interpretados conceitos relativos à vivência urbana, reivindicando-lhes uma nova existência: a iluminação, a zona verde como pulmão da cidade, a energia interpretada como competência do cenário envolvente e o junkspace como nova ordem arquitectónica. No segundo capítulo define-se uma estratégia meta-projectual narrativa aplicada ao projecto da epiderme da cidade, destacando a particular importância do relacionamento entre a investigação em design e as empresas como fonte de inovação e de conhecimento. O terceiro capítulo defende um exercício experimental na área do projecto da epiderme dos edifícios como uma oportunidade para desenvolver diferentes propostas, partindo do mesmo brief. São apresentados resultados dos workshops inter-disciplinares entre o contexto académico e a realidade empresarial que alimentam o meta-projecto enquanto processo dialéctico, contínuo e inovador. Conclui-se com o argumento de que o design é uma disciplina com uma participação fundamental na valorização e na transformação das cidades do século XXI.

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This paper investigates the use of explicit structures of information in architectural design. Particularly, it approaches the use of diagrams related to cybernetics and information theory in experimental practices in the 1960’s and 1970’s. It analyses the diagram of cybernetic control proposed by the cybernetician Gordon Pask for the Fun Palace, the diagrams produced by the utopian architect Yona Friedman in the conceptual description of the Flatwriter program and Christopher Alexander’s diagrams and his theories of Synthesis of Form and Pattern Language. Finally it establishes a brief parallel between current domestication and use of dataflow programming with the cybernetic diagrams, highlighting differences in their complexity approach.

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Enterprise Application Integration (EAI) is a challenging area that is attracting growing attention from the software industry and the research community. A landscape of languages and techniques for EAI has emerged and is continuously being enriched with new proposals from different software vendors and coalitions. However, little or no effort has been dedicated to systematically evaluate and compare these languages and techniques. The work reported in this paper is a first step in this direction. It presents an in-depth analysis of a language, namely the Business Modeling Language, specifically developed for EAI. The framework used for this analysis is based on a number of workflow and communication patterns. This framework provides a basis for evaluating the advantages and drawbacks of EAI languages with respect to recurrent problems and situations.

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Genome sequences contain a number of patterns that have biomedical significance. Repetitive sequences of various kinds are a primary component of most of the genomic sequence patterns. We extended the suffix-array based Biological Language Modeling Toolkit to compute n-gram frequencies as well as n-gram language-model based perplexity in windows over the whole genome sequence to find biologically relevant patterns. We present the suite of tools and their application for analysis on whole human genome sequence.

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Muestra a los profesores cómo pueden utilizar escribir poesía para enseñar y reforzar el vocabulario, la estructura y las partes de la oración, la puntuación, así como otras reglas de la gramática y la escritura. Para cualquier edad o nivel de fluidez, puede ser utilizado como lengua extranjera, o para maestros bilingües como un complemento a su programa de escritura. La primera parte del libro se centra en la metodología y ofrece sugerencias para la forma de integrar la poesía escrita con el plan de estudios. La segunda parte del libro contiene veinticinco modelos de poemas y muestras de poesía escritos por estudiantes de diversos idiomas y edades. La tercera parte del libro ofrece un índice y un glosario de términos gramaticales.