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1.
Aspect-oriented modeling (AOM) emerged as a promising paradigm for handling crosscutting concerns, such as security, at the software modeling level. Most existing AOM contributions are presented from a practical perspective and lack formal syntax and semantics. In this paper, we present a practical and formal AOM framework for software security hardening. Our contributions are threefold. First, we define an AOM approach for the specification of security aspects at the unified modeling language (UML) design level. Second, we design and implement the matching and the weaving processes into UML design models. Third, we elaborate formal specifications for aspect matching and weaving in UML activity diagrams. Finally, we demonstrate the viability and the relevance of our propositions using a case study. The proposed framework is supported by a tool built on top of IBM-Rational Software Modeler.  相似文献   

2.
A highly interactive programming system is presented which supports hierarchical and modular program development with abstraction mechanisms. By taking advantage of abstraction mechanisms, the system provides a "truly modular" environment, in which modules are constructed, debugged, verified, and compiled in a module-by-module fashion. Such an environment naturally requires system management of the information concerning ongoing program development, in the form of module databases. As a result, further problems arise as to how to modify the information in efficient and consistent ways. This paper discusses design objectives for modular programming systems by focusing on such issues as information management, interactive construction and modification of modules, separate processing, specification and verification, and supports for cooperative program development.  相似文献   

3.
先进分布仿真系统仿真语言规范研究   总被引:1,自引:0,他引:1       下载免费PDF全文
随着分布式交互仿真应用的不断扩展,研究先进分布式仿真系统仿真语言规范已成为当务之急。本文在介绍国内外有关研究的基础上,给出了先进分布仿真系统仿真语言规范研究需考虑的主要内容、设计原则及需解决的关键问题。  相似文献   

4.
Interactive Design of 3D Computer-Animated Legged Animal Motion   总被引:11,自引:0,他引:11  
A visually interactive approach to the design of 3D computer-animated legged animal motion in the context of the PODA computer animation system is presented. The design process entails the interactive specification of parameters that drive a computational model for animal movement. The animator incrementally modifies a framework for establishing desired limb and body motion as well as the constraints imposed by physical dynamics (Newtonian mechanical properties) and temporal restrictions. PODA uses the desired motion and constraints specified by the animator to produce motion through an idealized model of the animal's adaptive dynamic control strategies.  相似文献   

5.
Design is one of the most important stages in the manufacturing cycle and influences all the subsequent stages of product development. In the context of today’s iterative design methodology, the modification of any design is a process involving many evaluations and improvements to the solutions chosen in earlier stages. For this purpose, in the most recent decade, 3D computer simulations have become common tools used within industry. Whilst virtual reality (VR) technology is seen as the interaction technology of the future, much of the current research in this area is carried out to explore the potential benefits and added value brought by the integration of this into standard software technologies currently used at various stages in manufacturing life cycle. A lot of attention has been given to exploring the usability and benefits of interactive VR for assembly planning, knowledge elicitation and design and simulation. However, little research has focussed on the analytical aspects of the design process, for example in the use of VR as an interface for simulation software in finite element methods and multi-body systems. This paper introduces research focussing on applications of virtual environments (VEs) for interactive design evaluation and modification adapted and used with standard simulation software. The use of such interactive visualisation offers the engineer more realistic real-time representations of the design and advanced facilities to interact with the model during the design process. While design evaluation is based mainly on visualisation; design modification requires interactive changes of the model during the simulation, and the interfaces described here highlights such applications. In this work, two software prototypes have been developed using VR technology. First, a software tool called design evaluation in virtual environments is presented together with an application in civil engineering to illustrate the mode of operation and added value of the use of an interactive visualisation environment. Linking the simulation software with the VE provides real time bi-directional communication of graphical information which can be successfully achieved even within the limits of current computer technology. The tool includes a suite of software modules and a user interface to facilitate the link between the simulation results and the VE. The second tool facilitates the design modification in virtual environments system by providing real time dynamic simulation. Two dynamic approaches are investigated in order to study the real time simulation issues in the context of design modification and system performance: the classic approach based on rigid interconnected bodies, and a new and novel approach developed by the authors based on particles dynamics. Both implementations have been tested and compared on a mechanism application under the same computing conditions. The research applications presented demonstrate the practicality, flexibility and versatility of the visualisation in virtual environment in design evaluation and modification. However, the computer efficiency whilst carrying out real time dynamic simulation is limiting the range of applications to models of moderate size; however, this is an improvement on previous similar applications.  相似文献   

6.
Long hours of static work with awkward posture at traditionally designed looms can cause high prevalence of musculoskeletal disorders (MSDs) among carpet weavers. A comprehensive study was conducted in this industry with the objectives of determination of MSDs symptoms prevalence; identification of major factors associated with MSDs symptoms in carpet weaving occupation; and development of guidelines for weaving workstation design. In the present paper, this ergonomics study is presented. The study consisted of two phases. In the first phase, MSDs symptoms in nine Iranian provinces were surveyed by questionnaire among 1439 randomly selected weavers. Working posture and weaving workstations were ergonomically assessed as well. The results of this phase revealed that symptoms from the musculoskeletal system occurred in high rate among weavers with the prevalence significantly higher than that of the general Iranian population (P<0.001). It was found that the majority of ergonomics shortcomings originated from ill-designed weaving workstation. Based on the findings, some general guidelines for workstation design were presented. In the second phase, considering the general guidelines, an adjustable workstation was designed and constructed. To develop quantitative guidelines for optimizing workstation set-up, in the laboratory, nine sets of experimental conditions were tested, and working posture and weavers' perceptions were measured. The results of this lab work showed that working posture was acceptable for both the researchers and the weavers when the weaving height was adjusted 20 cm above the elbow height and a high seat with forward slope was used. By combining the results of the two phases, guidelines for weaving workstation design were presented. In this ergonomics-oriented workstation, loom is vertical. Seat, loom and weaving heights are adjustable. There is enough leg room under the loom. The seat with 10 degrees forward slope is adjusted 15 cm above the popliteal height of the weaver. Weaving height is set at 20 cm above the elbow height. It is believed that the recommended workstation improves working posture and results in reduced postural stress on weavers' bodies and, consequently, reduced prevalence of MSDs symptoms.  相似文献   

7.
面向图纸自动输入与交互设计的数字图象处理系统—IMCAD   总被引:5,自引:0,他引:5  
李新友  唐泽圣 《计算机学报》1994,17(11):866-871
本文介绍一个基于数字图象处理技术的图纸自动输入与交互设计系统,这个系统以数字图象方式对扫描读入的图纸信息进行交互修改和再设计,避免了矢量化工作;可与Foxbase数据库联结,对图纸进行管理;还提供与二维CAD系统AUTOCAD11.0的接口,使图形与图有同地结合直,该系统已在HP400系列图形工作站上MOTIF图形环境下实现,可直接应用于工程图纸的录入,存档,编辑,修改,再设计和管理,现已移植到微  相似文献   

8.
The process of weaving is a great model for making beautiful patterns. The basic ideas are conceptually simple, and the resulting fabrics can be lovely to see. In Part 1 of this series I talked about the basics of looms and drafts, and I showed how to model the basic weaving process mathematically. I also showed a few examples from my digital loom, which implements those ideas. This time I talk about how we can run the weaving process backward and deduce the draft from a fabric sample. I also discuss a language that helps us create and explore complex woven patterns.  相似文献   

9.
This article presents an original method using high level Petri nets for the specification and design of interactive systems. We suggest an agent oriented architecture based on the classic components of an interactive application (application, dialogue control, interface with the application). Our approach is validated via the specification and design of a human–machine interface used in the supervision of a land-based transport system (bus/tramway).  相似文献   

10.
In this paper, we propose a novel aspect-oriented approach based on GIMPLE, a language-independent and a tree-based representation generated by the GNU Compiler Collection (GCC), for the systemization of application security hardening. The security solutions are woven into GIMPLE representations in a systematic way, eliminating the need for manual hardening that might generate a considerable number of errors. To achieve this goal, we present a formal specification for GIMPLE weaving and the implementation strategies of the proposed weaving semantics. Syntax for a common aspect-oriented language that is abstract and multi-language support together with syntax for a core set for GIMPLE constructs are presented to express the weaving semantics. GIMPLE weaving accompanied by a common aspect-oriented language (1) allows security experts providing security solutions using this common language, (2) lets developers focus on the main functionality of programs by relieving them from the burden of security issues, (3) unifies the matching and the weaving processes for mainstream languages, and (4) facilitates introducing new security features in AOP languages. We handle the correctness and the completeness of GIMPLE weaving in two different ways. In the first approach, we prove them according to the rules and algorithms provided in this paper. In the second approach, we accommodate Kniesel's discipline that ensures that security solutions specified by our approach are applied at all and only the required points in source code, taking into consideration weaving interactions and interferences. Finally, we explore the viability and the relevance of our propositions by applying the defined approach for systematic security hardening to develop case studies.  相似文献   

11.
Woven cloth is so common these days that many of us take it for granted. But even a moment's examination of an everyday cloth like denim reveals some beautiful patterns. Weavers create cloth on a mechanical device called a loom. I describe the basics of weaving. My motivation is to discover new ways to create attractive visual patterns. Of course, nothing can beat actually going out and creating real, woven fabrics. The goal isn't to replace weaving, but to use the ideas of weaving to create software tools for making patterns.  相似文献   

12.
A computer program developed for teaching flexural design of shafts to students taking machine design courses is described. The program utilizes conversational mode interaction via a storage tube graphics terminal and it includes interactive facilities for problem definition, analysis, evaluation and modification. Some experience in using this program is also presented.  相似文献   

13.
This paper shows an environment which supports the development of multi-thread dialogue interactive systems.The environment includes several tools and run-time support programs for the design and implementation of the user interface of an interactive system.First,methods of user interface specification with Elementary Nets are discussed.Then,the syntax of a user interface specification language based on Elementary Nets and the pre-compiler for the language as well as a graphic editor for Elementary Nets construction are described.Finally,an example is given to illustrate the design process of a user interface.  相似文献   

14.
Designers generally implement embedded controllers for reactive real-time applications as mixed software-hardware systems. In our formal methodology for specifying, modeling, automatically synthesizing, and verifying such systems, design takes place within a unified framework that prejudices neither hardware nor software implementation. After interactive partitioning, this approach automatically synthesizes the entire design, including hardware-software interfaces. Maintaining a finite-state machine model throughout, it preserves the formal properties of the design. It also allows verification of both specification and implementation, as well as the use of specification refinement through formal verification  相似文献   

15.
16.
This paper proposes an interactive rendering method of cloth fabrics under environment lighting. The outgoing radiance from cloth fabrics in the microcylinder model is calculated by integrating the product of the distant environment lighting, the visibility function, the weighting function that includes shadowing/masking effects of threads, and the light scattering function of threads. The radiance calculation at each shading point of the cloth fabrics is simplified to a linear combination of triple product integrals of two circular Gaussians and the visibility function, multiplied by precomputed spherical Gaussian convolutions of the weighting function. We propose an efficient calculation method of the triple product of two circular Gaussians and the visibility function by using the gradient of signed distance function to the visibility boundary where the binary visibility changes in the angular domain of the hemisphere. Our GPU implementation enables interactive rendering of static cloth fabrics with dynamic viewpoints and lighting. In addition, interactive editing of parameters for the scattering function (e.g. thread's albedo) that controls the visual appearances of cloth fabrics can be achieved.  相似文献   

17.
面向方面的规范描述在软件体系结构建模和分析中起着重要的作用,但目前已有的方法不能对体系结构方面及其编织逻辑的详细描述提供足够的支持,也缺乏行之有效的方法对方面的编织逻辑进行推理和评价。本文以Petri网作为行为描述和结构描述的统一基础,提出了一种描述软件体系结构方面及其编织逻辑的形式化方法,并通过实例对相关的概念和模型进行了说明。应用研究表明,该方法描述能力强,不仅能描述复杂的方面结构、行为以及相应的编织逻辑,还可对编织效果进行推理和评价。  相似文献   

18.
We present the development of a procedural method for texturing and modeling different kinds of woven canvas used to support easel paintings. The detailed macro- and microgeometry of textiles and different weaving patterns found in woven fabrics is conveniently simulated by procedural displacement and surface shading. The common varieties of canvas used in art production since the Italian Renaissance period are presented and recreated. The anatomy of an oil-based painting is briefly introduced and a visual simulation of decay presented. We also apply our texturing and shading techniques to a simple geometric representation of painting to help visualize the changing characteristics developed during the aging process of a canvas support kept in uncontrolled environmental conditions.  相似文献   

19.
获取上下文无关文法的一种交互式算法   总被引:4,自引:0,他引:4  
董韫美 《计算机学报》1996,19(3):168-173
本文提出一种交互式的上下文无关语言的学习算法,该算法是专门为SAQ系统设计的,所得到的文法能够自然地反映句子的内部结构,从而很容易刻划句子的含义(语义)。  相似文献   

20.
交互式用户界面的形式化描述与性质验证   总被引:2,自引:0,他引:2  
朱军  张高  华庆一  戴国忠 《软件学报》1999,10(11):1163-1168
随着人机交互技术的发展,计算机和用户之间的接口越来越自然,但用户界面管理系统内部的复杂度却大大地增加了.目前提出的新一代用户界面的模型大都停留在概念模型阶段,缺乏对模型的严格描述和证明.该文结合对基于自然交互方式的用户界面的研究成果,归纳出了一个交互式用户界面的通用模型.为了保证系统设计的正确性,文章讨论了如何使用形式化描述语言LOTOS(language of temporal ordering specification)和基于动作的时序逻辑ACTL(action based temporal log  相似文献   

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