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1.
Scenarios are often constructed for illustrating example runs through reactive system. Scenarios that describe possible interactions between a system and its environment are widely used in requirement engineering, as a means for users to communicate their functional requirements. Various software development methods use scenarios to define user requirements, but often lack tool support. Existing tools are graphical editors rather than tool support for design. This paper presents a service creation environment for elicitation, integration, verification and validation of scenarios. A semi-formal language is defined for user oriented scenario representation, and a prototype tool implementing an algorithm that integrates them for formal specification generation. This specification is then used to automatically find and report inconsistencies in the scenarios.  相似文献   

2.
随着嵌入式系统的发展,嵌入式系统GUI成为一个新的研究热点.QTE/Qtopia是一套十分完善的嵌入式图形系统解决方案,它采用frambuffer作为底层图形引擎.QTE是底层的核心库,提供了图形界面编程接口,Qtopia是专门针对嵌入式产品的可定制和开发的用户界面系统.文中分别介绍了它们的结构和框架,并给出了它们的移植方案,包括交叉编译环境建立,文件修改,编译参数设置.  相似文献   

3.
杜恩宽  冯建华  赵嫣 《计算机工程》2007,33(15):246-248
RTS这类游戏世界结构复杂、表现难度大、性能要求高。为了降低开发难度、提高开发效率,该文采用Flash作为图形引擎,在此基础上通过OOP编程技术和OOD动画设计的结合,进行软件的设计和研究开发。基于Flash的游戏实现策略,构建了一个RTS游戏原型。研究表明,Flash作为图形引擎应用于大型游戏开发是可行的。  相似文献   

4.
介绍了计算机游戏动画原理和实现方法。从应用程序访问图形硬件方式、游戏引擎结构、视频游戏动画的原理、游戏动画的显示模型、纹理映射等方面,对游戏动画作了一个全面的综述。重点描述了追求高速度的游戏引擎在编程中对宏和内联函数的使用,提出了有待研究的游戏动画面缓存技术。  相似文献   

5.
Abstract

This paper presents an enhancement of the CARESS system—A Constraint Approximative Reasoning System Support—introduced in (Popescu and Roventa, 1994). CARESS is an experimental system with primarily two objectives:

(1)knowledge representation and manipulation techniques and to implement them in PROLOG III, and

(2) to develop a knowledge programming environment for building expert systems. We discuss here the use of meta-programming, constraint logic programming and approximate reasoning for the design of expert systems

It has already been proven that meta-programming and logic programming are powerful techniques for expert system design. Fuzzy logic can be used to model one kind of uncertainty. Constraint logic programming is useful for dealing with the constraints given by operations using fuzzy sets.  相似文献   

6.
Text editors designed for interactive use on visual display units offer significant advantages, particularly in simplicity of use, but non-visual editors can provide facilities which are difficult to incorporate into a VDU editor without undermining these advantages. This paper describes a text editing system which offers both a visual and non-visual mode of use, via two user interfaces to a common set of editing primitives, and allows the user to switch freely between modes during the course of an edit. The visual editing interface consists of a set of single-key control functions which require no unusual VDU characteristics, while non-visual editing is provided by a set of context editing commands which both duplicate these control functions and offer extra facilities, particularly for repetitive editing.  相似文献   

7.
The focus of this paper is on identification of typical graphical user interface (GUI) programming concerns. As opposed to some other proposals available in the literature that indicate GUI programming concerns by simple intuition, we have conducted a systematic empirical analysis to derive our proposal. It included an analysis of an existing application programming interface (API), its use in industrial projects, and an analysis of the requirements and issues reported during software maintenance. In addition, we have evaluated more than 50 GUI frameworks and APIs and proved usefulness and generality of our classification of concerns. As an additional proof of applicability of the proposed classification, we have refactored the inheritance hierarchy of the selected GUI API using concern-oriented interfaces. We have implemented a supporting tool that complements the developed API and supports its concern-oriented use. The evaluation of the refactored API showed positive effects on API usability.  相似文献   

8.
针对现有移动教育游戏无法满足快速增长的移动教育需求这个问题,利用领域工程的方法和最终用户编程(EUP)的技术,研究和设计了一种最终用户编程语言Kids。首先通过对移动平台儿童教育领域进行分析识别出儿童教育游戏的游戏元素,在此基础上对该领域进行特征的提取,得到该领域的特征模型。Kids语言以特征模型为基础进行设计,能够允许老师和家长为学龄前的儿童编写移动教育游戏。同时,开发了一个Kids的编程工具,包括可视化编辑器和代码生成引擎。该工具能够支持用户更加有效地使用Kids进行可视化编程,并自动生成Android代码。实验结果表明,Kids相比其他通用语言更加简洁,大部分最终用户能够很好地利用Kids开发工具开发出简单的儿童教育游戏。  相似文献   

9.
现有移动设备测试自动化框架大多是侵入性的,故而难以用于一些系统封闭的设备.非侵入式测试可以大大扩展自动测试技术的应用范围.由此,提出了一种基于二维运动机械臂的新型移动设备测试自动化技术.该技术使用可视化脚本表达测试动作,提出视觉引擎驱动二维运动机械臂自动对移动设备进行非侵入性的测试.案例研究表明该框架具有较高的测试执行准确度和速度,有良好的实用价值.  相似文献   

10.
游戏开发过程中涉及很多关键技术,好的技术应用可以为复杂功能和卓越性能提供保障。该文以一款具体的捕鱼游戏设计为例,分析了游戏中的各种功能实现及优化技术,包括资源优化技术、压缩加密技术、碰撞检测技术、绘制优化策略、粒子系统、基于自由路径的鱼群算法、基于编辑器的路径生成技术等。通过运用这些技术,得到了较好的游戏结果。  相似文献   

11.
陈军成  薛云志  陶秋铭  赵琛 《软件学报》2015,26(8):1871-1885
GUI测试用例集约简是降低GUI软件测试成本的有效手段.GUI软件的消息循环机制以及事件驱动特性,导致传统的基于控制流和数据流的测试用例集约简技术难以直接应用于GUI测试用例集约简.如何在尽可能保持原有测试用例集缺陷发现能力的基础上,尽可能地降低GUI测试用例集规模,是GUI测试用例集约简的一个挑战.以事件处理函数为核心,结合控制流和数据流技术,根据事件处理函数代码结构特征以及事件处理函数之间的数据依赖关系定义测试冗余规则,制定并实现了3种测试用例集约简技术.实验结果表明:与已有技术相比,其中两种根据事件处理函数之间的数据依赖关系制定的测试用例集约简技术达到了较好的约简效果.  相似文献   

12.
HOMED: a homologous sequence editor   总被引:3,自引:0,他引:3  
The alignment of homologous sequences with each other and their display has proved a difficult task, despite a frequent requirement for this process. HOMED enables related sequences to be edited and listed in parallel with each other. The editor function uses a full screen editor which emulates the text editors KED and EDT (on PDP-11 and VAX-11 respectively) and which can be adapted to emulate other text editors. This emulation has been adopted to simplify user learning of editing functions. HOMED provides functions for listing the sequences in a variety of formats and for generating a consensus sequence as well as providing a series of tools for maintenance of the sequence database. HOMED has been implemented in Pascal in a modular fashion to enhance portability.  相似文献   

13.
针对游戏机器人开发平台在图形编程过程中可能出现的错误,提出了一种基于契约式设计思想的程序设计语言扩展方式.它为Java语言提供了契约式设计的支持,能帮助本平台的用户发现程序中存在的逻辑上或者设计上的错误,提供改正错误的手段.  相似文献   

14.
针对函数式程序模板元编程的通用性问题,以应用类型系统ATS(Applied Type System)为例,提出了一种基于元建模的模板元编程实现方法。基于ATS模板元编程给出从枚举类型Datatype到Function的生成实例;通过元建模构造了包含Datatype与Function定义的ATS元模型;详细描述了Datatype模型到Function模型的转换;最后以一个基于元建模的ATS模板元编程为例,讨论了该方法的使用效果。实验结果表明该方法可以提高ATS模板元编程的通用性。  相似文献   

15.
16.
Jeff Kramer  Keng Ng 《Software》1988,18(8):749-774
Requirements analysis has been recognized as one of the most critical and difficult tasks in software engineering. The need for tool support is essential. This paper reports some work done to provide such support for interpretation and validation of requirements specifications by animation. The Animator provides facilities for the selection and execution of a transaction to reflect the specified behaviour of a particular scenario specified in the requirements specification. Actions are described in terms of input-output mappings and or functions with pattern matching. Simple rules can be specified to control the triggering of actions. In addition, facilities are provided to replay and interact with transactions. User interaction during animation includes the ability to change data values or role play selected actions as desired. A full graphical interface is supported. The approach has been tested by the provision of an Animator for the requirements analysis method CORE and an associated ‘Analyst Workstation’. Animation has been tested on a number of small examples and a major case study. This paper describes the Animator, justifies the approach taken and discusses experience and future work.  相似文献   

17.
Mobile learning with a mobile game: design and motivational effects   总被引:2,自引:0,他引:2  
Abstract Mobile technologies offer the opportunity to embed learning in a natural environment. This paper describes the design of the MobileGame prototype, exploring the opportunities to support learning through an orientation game in a university setting. The paper first introduces the scenario and then describes the general architecture of the prototype. The main part of the paper focuses on the evaluation of design issues and the effects observed in two trials. Design issues include: Supporting work on the move poses difficult interface questions, the accuracy of current outdoor, and indoor positioning systems is still problematic and the game requires near real-time response time. The evaluation of the effects shows that features such as ‘map-navigation’ and ‘hunting and hiding’ lead to excitement and fun. The participants immerse into a mixed reality that augments both physical and social space. The game success is based on the motivating design of the game itself. The paper concludes with open issues for future research, especially with the need to thoroughly evaluate the learning benefits.  相似文献   

18.
Research has identified a significant gender gap on the online encyclopedia, Wikipedia. The current research used a mixed experimental (type of feedback) and quasi-experimental (gender) design to examine the editing behaviors of college students during a public, collaborative editing task to identify potential factors underlying the Wikipedia gender gap. Overall, women edited more than men. However, in the editing condition most akin to Wikipedia, wherein female peer editors were underrepresented in the essay edits and feedback from peers was neutral, men trended towards adding more content than woman. Women added more content than men in this male-dominated essay condition when peer editors modeled constructive feedback. Although the type of edits from peer editors was counterbalanced, participants typically viewed an anonymous peer editor as male. Women viewed the anonymous editor as more critical of the participant's own work when compared with a gender-neutral peer editor. These results suggest that visible female editors on Wikipedia and broader encouragement of the use of constructive feedback may begin to alleviate the Wikipedia gender gap. Furthermore, the relatively high proportion of anonymous editors may exacerbate the Wikipedia gender gap, as anonymity may often be perceived as male and more critical.  相似文献   

19.
Java是面向对象的编程语言,可以实现GUI的扫雷游戏需要设计不同的类,在此就如何运用Java实现图形界面下的扫雷游戏浅谈简单的算法与事件处理的基本实现.  相似文献   

20.
There is a general consensus on the importance of good Requirements Engineering (RE) for achieving high quality software. The modeling and analysis of requirements have been the main challenges during the development of complex systems. Although semi-formal, scenario driven approaches have raised the awareness and use of requirement engineering techniques, mostly because of their intuitive representation. Scenarios are a well established approach to describe functional requirements, uncovering hidden requirements and trade-offs, as well as validating and verifying requirements.The ability to perform quantitative analysis at the requirements level supports the detection of design errors during the early stages of a software development life cycle, and helps reduce the cost of later redesign activities. In order to achieve this goal, non-functional aspects and in particular time-related aspects have to be incorporated at the software requirement phase. This is essential in order to correctly model and analyze time dependent applications at early stages in system development.The widespread interest in time modeling and analysis techniques provides the major motivation for our paper. The objective of the article is to provide readers with sufficient knowledge about existing timed scenario approaches to guide them in making informed decisions to when and how time aspects can be incorporated in their development process. In order to support this process, we present a comprehensive classification, evaluation and comparison of time-based scenario notations. In order to evaluate these existing notations, we introduce a set of eleven time-related criteria and apply them to categorize and compare forty seven scenario construction approaches.  相似文献   

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