从动态拓扑系统的场景建模到场景编程

Joel Greenyer, D. Gritzner, F. König, Jannik Dahlke, Jianwei Shi, Eric Wete
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引用次数: 4

摘要

软件密集型系统通常由协作的响应组件组成。在移动和可重构的系统中,它们的拓扑结构在运行时发生变化,这会影响组件必须如何协作。场景建模语言(SML)提供了一种正式的方法,用于指定反应性行为,例如与人类如何构思和交流行为需求相一致的系统。模拟和正式检查可以及早发现规范缺陷。我们提出了一个基于场景的编程(SBP)框架,它反映了Java中SML的概念,并使场景建模方法可用于编程。SBP代码也可以从SML生成,并使用特定于平台的代码进行扩展,从而简化了从设计到实现的过渡。作为一个例子,服务于汽车到x通信系统。演示视频和工件:http://scenariotools.org/esecfse-2017-tool-demo/
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From scenario modeling to scenario programming for reactive systems with dynamic topology
Software-intensive systems often consist of cooperating reactive components. In mobile and reconfigurable systems, their topology changes at run-time, which influences how the components must cooperate. The Scenario Modeling Language (SML) offers a formal approach for specifying the reactive behavior such systems that aligns with how humans conceive and communicate behavioral requirements. Simulation and formal checks can find specification flaws early. We present a framework for the Scenario-based Programming (SBP) that reflects the concepts of SML in Java and makes the scenario modeling approach available for programming. SBP code can also be generated from SML and extended with platform-specific code, thus streamlining the transition from design to implementation. As an example serves a car-to-x communication system. Demo video and artifact: http://scenariotools.org/esecfse-2017-tool-demo/
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