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1.
This paper describes a software package whose purpose is to provide a tool to be used for identifying the closeness of the each bus and the critical bus which is the most sensitive to the voltage collapse in radial distribution networks. The package also facilitates two optimization algorithms to be used for the optimal placement of DG and shunt capacitors with their optimal size in distribution networks for power system studies. It uses the graphical user interface (GUI) capabilities of Matlab and is called voltage stability and optimization (VS&OP) Package. It is available at http://www.gyte.edu.tr/Dosya/102/power/ and can freely be downloaded.  相似文献   

2.
使用uC/GUI开发图形用户界面   总被引:4,自引:3,他引:4  
用户界面是用户与计算机进行交互的操作方式,它的质量直接影响计算机的推广和用户的使用效率。针对目前嵌入式系统对开发图形用户界面(GUI)应用的迫切需求,介绍了一款提供了丰富的GUI支持,并且对系统资源占用很少的软件。通过使用它,可以实现嵌入式系统上GUI应用的快速开发。  相似文献   

3.
介绍图形用户界面(GUI)自动化软件在研究QSPR/QSAR中的应用。描述使用GUI自动化软件代替研究人员自动完成分子结构优化和描述符计算的原理和方法。为研究人员更加快速准确地进行QSPR/QSAR研究提供了方法和工具。  相似文献   

4.
The UNIX operating system has attained widespread popularity because of its power, flexibility and elegance. However, the common user interfaces (shells) have been criticized as being cryptic and difficult to use, especially for novices. In this paper, we present a user interface server that can be used to provide a graphical shell for UNIX. This shell helps to overcome a number of difficulties faced by both novices and experts. Although it is largely intended to assist novices, it is also designed not to become a hindrance for expert users and does not sacrifice the basic power and flexibility of UNIX. The server is designed to augment rather than replace text-based interfaces and can be used from a variety of different interactive programs in addition to shells.  相似文献   

5.
Hugo J. Strubbe 《Software》1983,13(11):1033-1042
A kernel that facilitates building graphical and responsive user interfaces for application programs has been constructed. A display tree representing the structure of the 2-dimen-sional screen image is defined. Each node contains an input procedure, an output procedure and links to their arguments. This display tree is the only interface between the user and the application program. For viewing purposes, the display tree can be ‘painted’ onto any viewport. The output routines attached to the nodes are invoked to produce the image. The arguments found in the ancestor nodes can be thought of as shared graphical attributes. Upon each input event, the display tree is traversed to determine which node is touched by the cursor. The input procedure attached to that node is then invoked. The use of a library with standard attached procedures (e.g. for screen editing and error checking) leads to a system that behaves uniformly across applications. Some demonstration programs, based on this kernel, show the very dynamic screen communication that can be achieved.  相似文献   

6.
7.
Yi-Bing Lin  Dan Daly 《Software》1995,25(2):193-216
We identify three goals for the graphical user interface (GUI) of a network simulation environment: user friendliness, model re-usability, and application extensibility. We address the user-friendliness issue by proposing a simple yet efficient approach to setup parameters for the simulation models. We address the application extensibility issue with a two-layer GUI architecture. The two layers are loosely coupled, and the first layer can be easily replaced without affecting the other components of the simulation environment. The concept of subnetwork is used to address the model reusability issue. Unlike most existing simulation packages, where a subnetwork is simply a method to group the nodes, the subnetwork construct in our approach is a first-class citizen in the simulation environment (i.e., all operations for a basic node also apply to a subnetwork). The port concept is used to define the I/O relationship between a subnetwork and the outside world. Parameter dialog boxes are used to set up the parameters for a subnetwork conveniently. Finally, a simple stack mechanism is used to measure subnetwork-wide output statistics.  相似文献   

8.
Online information repositories commonly provide keyword search facilities through textual query languages based on Boolean logic. However, there is evidence to suggest that the syntactic demands of such languages can lead to user errors and adversely affect the time that it takes users to form queries. Users also face difficulties because of the conflict in semantics between AND and OR when used in Boolean logic and English language. Analysis of usage logs for the New Zealand Digital Library (NZDL) show that few Boolean queries contain more than three terms, use of the intersection operator dominates and that query refinement is common. We suggest that graphical query languages, in particular Venn-like diagrams, can alleviate the problems that users experience when forming Boolean expressions with textual languages. A study of the utility of Venn diagrams for query specification indicates that with little or no training users can interpret and form Venn-like diagrams in a consistent manner which accurately correspond to Boolean expressions. We describe VQuery, a Venn-diagram based user interface to the New Zealand Digital Library (NZDL). In a study which compared VQuery with a standard textual Boolean interface, users took significantly longer to form queries and produced more erroneous queries when using VQuery. We discuss the implications of these results and suggest directions for future work. Received: 15 December 1997 / Revised: June 1999  相似文献   

9.
This paper explores some design possibilities and constraints for 3D enhancements of graphical user interfaces (GUIs). This is done with the aim of conveying more information in less screen space, while avoiding visual clutter. Design elements include the use of ‘slapped‐back’ windows obtained by projecting windows and icons into three dimensions; ‘trays’, an alternative to folders or piles; the use of transparent ‘beams’ for indicating hierarchy; and the use of ‘periphs’ for a form of fisheye projection on window borders. In addition we employ shading and shadows to enhance the interface, and automatic placement algorithms to prevent visually confusing occlusion. By considering these approaches together, rather than in isolation, the interactions between the different modifications are made explicit. Copyright © 1999 John Wiley & Sons, Ltd.  相似文献   

10.
Numerous engineering application systems have been developed over the past twenty years, and many of these applications will continue to be used for many years to come. Examples of such applications include CAD Systems, finite-element analysis packages and inspection systems. Because many of these applications were developed before graphical workstations became available, they often have simple command-line user interfaces. Thus, there is a need for a graphical user interface management system (UIMS) that can be used to build point-and-click style interfaces for these existing engineering applications. In this paper we describe such a UIMS, and discuss its implementation using an object-oriented database tool. This UIMS allows users to create and modify user interfaces by editing graphical representations of the interfaces, thus eliminating the need to write code to build or modify an interface. The UIMS is implemented using an object-oriented database tool to take advantage of the data manipulation and storage management capabilities it provides. This approach reduces both the quantity and complexity of the code needed to implement the UIMS. It also allowed the UIMS to be implemented in a minimal amount of time.  相似文献   

11.
针对GUI开发方式存在规范化和标准化程度低,代码复用性差等问题,提出了一种轻量级嵌入式图形用户界面LIGUI (lightweight embedded GUI)系统.系统采用分层结构和模块化设计思想,通过输入输出抽象层屏蔽底层设备的不一致,采用双向链表组织窗口结构,在应用接口层提供配置选项,支持系统裁剪和扩展.实际应用表明,该系统占用资源少,适用于低端配置的应用环境、系统可移植、易裁剪和配置,可以满足嵌入式环境应用需求.  相似文献   

12.
Rigden  C. 《Computer》2002,35(7):104-105
Accounting for color vision deficiency in user interface designs would cost little and benefit many users. By following a few basic guidelines, it's possible to ensure that Web browsers and other interfaces do not put color-blind users at a disadvantage. Developers can accomplish this easily and without compromising the designs' wider qualities  相似文献   

13.
Simulation is perhaps the best way to study any nontrivial real world material handling system. But approaches offered in most conventional simulation languages, discrete event simulation, network simulation and continuous simulation lack a natural way of simulation modeling. It is believed that object-oriented simulation may overcome the intrinsic limitations of conventional simulation languages. Object-oriented Simulation (OOS) provides a more natural way of modeling complex phenomenon and a higher productivity during the incremental phase of development but it is not a panacea.

In this paper, the authors relate their experiment with SmallTalk-80, an object-oriented language which gained popularity in the last few years. More specifically, the article begins with a few historical developments that lead to object-oriented programming. We will also present some characteristics of an object-oriented simulation product specialized in material handling system design that is currently under development. The product called CAD/MHS (Computed Aided Design for Material Handling Systems) is in its early phase of development but it is already very promising. CAD/MHS is being written in SmallTalk-80 on a Sun SparkStation, it features windowing capabilities, integrated graphics an code portability, three fundamental aspects that are considered essential in todays very fast changing market. We will also discuss the ergonomically designed interface and some of its components. The modeling aspects of certain material handling devices, the potential of such an environment and future developments to be included will also be discussed.  相似文献   


14.
Formal models for user interface design artefacts   总被引:1,自引:1,他引:0  
There are many different ways of building software applications and of tackling the problems of understanding the system to be built, designing that system and finally implementing the design. One approach is to use formal methods, which we can generalise as meaning we follow a process which uses some formal language to specify the behaviour of the intended system, techniques such as theorem proving or model-checking to ensure the specification is valid (i.e., meets the requirements and has been shown, perhaps by proof or other means of inspection, to have the properties the client requires of it) and a refinement process to transform the specification into an implementation. Conversely, the approach we take may be less structured and rely on informal techniques. The design stage may involve jotting down ideas on paper, brainstorming with users etc. We may use prototyping to transform these ideas into working software and get users to test the implementation to find problems. Formal methods have been shown to be beneficial in describing the functionality of systems, what we may call application logic, and underlying system behaviour. Informal techniques, however, have also been shown to be useful in the design of the user interface to systems. Given that both styles of development are beneficial to different parts of the system we would like to be able to use both approaches in one integrated software development process. Their differences, however, make this a challenging objective. In this paper we describe models and techniques which allow us to incorporate informal design artefacts into a formal software development process.  相似文献   

15.
针对应用于国防领域的国内某特种车辆对显控系统的具体功能需求,讨论了在嵌入式实时操作系统vxWorks的基础上利用Motif库作为工具开发图形用户界面的相关技术。从建立基于Tornado的嵌入式应用软件交叉开发环境入手,总结出了X Window/Motif程序接口及其代码的调试框架,研究了在嵌入式图形用户界面实际开发过程中所遇到的具体技术难题,并通过解决这些技术问题,最终实现了对VxWorks在图形用户界面开发方面的功能扩展。  相似文献   

16.
17.
The purpose of this research is introduce the design of an improved graphical user interface (GUI) and verifies the operational efficiency of the proposed interface. Until now, clicking the toolbar with the mouse is the usual way to operate software functions. In our research, we designed an improved graphical user interface - a tool ball that is operated by a mouse wheel to perform software functions. Several experiments are conducted to measure the time needed to operate certain software functions with the traditional combination of "mouse click + tool button" and the proposed integration of "mouse wheel + tool ball". The results indicate that the tool ball design can accelerate the speed of operating software functions, decrease the number of icons on the screen, and enlarge the applications of the mouse wheel.  相似文献   

18.
《Ergonomics》2012,55(11):1483-1498
Systems analysis and design methods (SADMs), such as Jackson system development (JSD), have been proposed as a means of improving software quality. This is contrasted with the role of improving software usability proposed for human factors (HF). The paper argues the need for an explicit user interface specification stage in system development to ensure the usability of proposed systems. It is suggested that JSD supplemented by the specialist knowledge of HF can support such a specification stage. For HF and JSD to be successfully integrated, contributions from both need to be appropriately timed and structured. A model of the system development process that incorporates HF contributions is proposed. A means by which the HF contributions, in the form of a user interface specification, can be integrated with the JSD specification is developed and illustrated through examples.  相似文献   

19.
This paper presents a set of design guidelines for the construction of complex, real-world problem-solving systems using a hybrid object-oriented deductive formalism. These guidelines address implementation issues in a multi-paradigm environment. Examples are provided in the context of a large-scale knowledge based system (KBS)  相似文献   

20.
Bay S  Ziefle M 《Human factors》2005,47(1):158-168
Differences in cellular phones' complexity and their impact on children's performance are under study in this experiment. Twenty children (age 9-14 years) solved tasks on two phones that were simulated according to existing models on a PC with a touch screen, holding constant display size, fonts, and colors. Actions were logged and analyzed regarding execution time, detour steps, and specific errors. Results show that children using the Siemens C35i with 25% higher complexity (with regard to number of required production rules) spent double the time solving tasks and undertook three times as many detour steps as children using the less complex Nokia 3210. A detailed analysis of user actions revealed that the number of production rules to be learned fails to account for most difficulties. Instead, ambiguous naming, poor categorization of functions, and unclear functionality of keys undermined performance. Actual or potential applications of this research include guidelines to improve the usability of all devices with small displays and hierarchical menu structures, such as cellular phones.  相似文献   

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