936 resultados para software design pattern


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L'informatica, assieme alle sue innovazioni tecnologiche, offre al mondo d'oggi uno scenario in continuo sviluppo evolutivo che permette di facilitare alcune necessità dell'essere umano. Con la nascita di internet e dei nuovi dispositivi cellulari, la comunicazione è stata resa più malleabile e immediata. Tuttavia, le nuove tecnologie utilizzano infrastrutture complesse che non sempre sono ampiamente sfruttate a causa delle loro esigenze quali scalabilità, risposte in tempo reale, o tolleranza. Per far fronte a queste caratteristiche, una nuova tendenza del software è quella di fornire autonomia e pro-attività alle entità nel sistema in modo da incrementare la loro interazione. Queste caratteristiche permettono di responsabilizzare i soggetti rendendo il sistema auto-organizzato, con una migliore scalabilità,robustezza, e quindi riducendo le esigenze di calcolo di ciascuna entità. Lo studio dei sistemi auto-organizzanti è stato ispirato alla natura, e in particolare, ai sistemi biologici. Questi sistemi mostrano le caratteristiche interessanti per gli scenari pervasivi, poichè sono robusti e resistenti, in grado di adattarsi al contesto ambientale e quindi reagiscono a determinate modifiche che si verificano nell'ambiente comportandosi di conseguenza. L'ingegneria dell'auto-organizzazione ha il compito di simulare e testare questi comportamenti presentando uno schema progettuale completo che permetta di presentare soluzioni ricorrenti a problemi noti. Tale schema è definito in termini informatici design pattern. Le entità, definite agenti, per interagire e comunicare tra di loro hanno bisogno di coordinarsi tramite un modello specifico. Nel nostro caso è stato scelto TuCSoN, poichè riesce a separare uno spazio dedicato allo scambio di informazioni da uno spazio dedicato alle specifiche che permette di descrivere delle politiche di comportamento per sistemi MAS implementati nell'opportuno linguaggio di programmazione ReSpecT.

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Retrieving large amounts of information over wide area networks, including the Internet, is problematic due to issues arising from latency of response, lack of direct memory access to data serving resources, and fault tolerance. This paper describes a design pattern for solving the issues of handling results from queries that return large amounts of data. Typically these queries would be made by a client process across a wide area network (or Internet), with one or more middle-tiers, to a relational database residing on a remote server. The solution involves implementing a combination of data retrieval strategies, including the use of iterators for traversing data sets and providing an appropriate level of abstraction to the client, double-buffering of data subsets, multi-threaded data retrieval, and query slicing. This design has recently been implemented and incorporated into the framework of a commercial software product developed at Oracle Corporation.

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L'obbiettivo della seguente tesi è quello di analizzare quali sono ad oggi i migliori framework per lo sviluppo di software in Mixed Reality e studiare i design pattern più utili ad uno sviluppatore in questo ambito. Nel primo capitolo vengono introdotti i concetti di realtà estesa, virtuale, aumentata e mista con le relative differenze. Inoltre vengono descritti i diversi dispositivi che consentono la realtà mista, in particolare i due visori più utilizzati: Microsoft Hololens 2 e Magic Leap 1. Nello stesso capitolo vengono presentati anche gli aspetti chiave nello sviluppo in realtà mista, cioè tutti gli elementi che consentono un'esperienza in Mixed Reality. Nel secondo capitolo vengono descritti i framework e i kit utili per lo sviluppo di applicazioni in realtà mista multi-piattaforma. In particolare vengono introdotti i due ambienti di sviluppo più utilizzati: Unity e Unreal Engine, già esistenti e non specifici per lo sviluppo in MR ma che diventano funzionali se integrati con kit specifici come Mixed Reality ToolKit. Nel terzo capitolo vengono trattati i design pattern, comuni o nativi per applicazioni in realtà estesa, utili per un buono sviluppo di applicazioni MR. Inoltre, vengono presi in esame alcuni dei principali pattern più utilizzati nella programmazione ad oggetti e si verifica se e come sono implementabili correttamente su Unity in uno scenario di realtà mista. Questa analisi risulta utile per capire se l'utilizzo dei framework di sviluppo, metodo comunemente più utilizzato, comporta dei limiti nella libertà di sviluppo del programmatore.

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Software for pattern recognition of the larvae of mosquitoes Aedes aegypti and Aedes albopictus, biological vectors of dengue and yellow fever, has been developed. Rapid field identification of larva using a digital camera linked to a laptop computer equipped with this software may greatly help prevention campaigns.

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In this session we look at some of the basics of good code design, including avoiding duplication and designing for loose coupling and high cohesion.

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1. Distance sampling is a widely used technique for estimating the size or density of biological populations. Many distance sampling designs and most analyses use the software Distance. 2. We briefly review distance sampling and its assumptions, outline the history, structure and capabilities of Distance, and provide hints on its use. 3. Good survey design is a crucial prerequisite for obtaining reliable results. Distance has a survey design engine, with a built-in geographic information system, that allows properties of different proposed designs to be examined via simulation, and survey plans to be generated. 4. A first step in analysis of distance sampling data is modeling the probability of detection. Distance contains three increasingly sophisticated analysis engines for this: conventional distance sampling, which models detection probability as a function of distance from the transect and assumes all objects at zero distance are detected; multiple-covariate distance sampling, which allows covariates in addition to distance; and mark–recapture distance sampling, which relaxes the assumption of certain detection at zero distance. 5. All three engines allow estimation of density or abundance, stratified if required, with associated measures of precision calculated either analytically or via the bootstrap. 6. Advanced analysis topics covered include the use of multipliers to allow analysis of indirect surveys (such as dung or nest surveys), the density surface modeling analysis engine for spatial and habitat-modeling, and information about accessing the analysis engines directly from other software. 7. Synthesis and applications. Distance sampling is a key method for producing abundance and density estimates in challenging field conditions. The theory underlying the methods continues to expand to cope with realistic estimation situations. In step with theoretical developments, state-of- the-art software that implements these methods is described that makes the methods accessible to practicing ecologists.

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The new generation of multicore processors opens new perspectives for the design of embedded systems. Multiprocessing, however, poses new challenges to the scheduling of real-time applications, in which the ever-increasing computational demands are constantly flanked by the need of meeting critical time constraints. Many research works have contributed to this field introducing new advanced scheduling algorithms. However, despite many of these works have solidly demonstrated their effectiveness, the actual support for multiprocessor real-time scheduling offered by current operating systems is still very limited. This dissertation deals with implementative aspects of real-time schedulers in modern embedded multiprocessor systems. The first contribution is represented by an open-source scheduling framework, which is capable of realizing complex multiprocessor scheduling policies, such as G-EDF, on conventional operating systems exploiting only their native scheduler from user-space. A set of experimental evaluations compare the proposed solution to other research projects that pursue the same goals by means of kernel modifications, highlighting comparable scheduling performances. The principles that underpin the operation of the framework, originally designed for symmetric multiprocessors, have been further extended first to asymmetric ones, which are subjected to major restrictions such as the lack of support for task migrations, and later to re-programmable hardware architectures (FPGAs). In the latter case, this work introduces a scheduling accelerator, which offloads most of the scheduling operations to the hardware and exhibits extremely low scheduling jitter. The realization of a portable scheduling framework presented many interesting software challenges. One of these has been represented by timekeeping. In this regard, a further contribution is represented by a novel data structure, called addressable binary heap (ABH). Such ABH, which is conceptually a pointer-based implementation of a binary heap, shows very interesting average and worst-case performances when addressing the problem of tick-less timekeeping of high-resolution timers.

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The article introduces the E-learning Circle, a tool developed to assure the quality of the software design process of e-learning systems, considering pedagogical principles as well as technology. The E-learning Circle consists of a number of concentric circles which are divided into three sectors. The content of the inner circles is based on pedagogical principles, while the outer circle specifies how the pedagogical principles may be implemented with technology. The circle’s centre is dedicated to the subject taught, ensuring focus on the specific subject’s properties. The three sectors represent the student, the teacher and the learning objectives. The strengths of the E-learning Circle are the compact presentation combined with the overview it provides, as well as the usefulness of a design tool dealing with complexity, providing a common language and embedding best practice. The E-learning Circle is not a prescriptive method, but is useful in several design models and processes. The article presents two projects where the E-learning Circle was used as a design tool.

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For years, the Human Computer Interaction (HCI) community has crafted usability guidelines that clearly define what characteristics a software system should have in order to be easy to use. However, in the Software Engineering (SE) community keep falling short of successfully incorporating these recommendations into software projects. From a SE perspective, the process of incorporating usability features into software is not always straightforward, as a large number of these features have heavy implications in the underlying software architecture. For example, successfully including an “undo” feature in an application requires the design and implementation of many complex interrelated data structures and functionalities. Our work is focused upon providing developers with a set of software design patterns to assist them in the process of designing more usable software. This would contribute to the proper inclusion of specific usability features with high impact on the software design. Preliminary validation data show that usage of the guidelines also has positive effects on development time and overall software design quality.

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Final report, January 1979.

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Interaction engineering is fundamental for agent based systems. In this paper we will present a design pattern for the core of a multi-agent platform - the message communication and behavior activation mechanisms - using language features of C#. An agent platform is developed based on the pattern structure, which is legiti- mated through experiences of using JADE in real applications. Results of the communication model are compared against the popular JADE platform.