GameX — Event-Based Programming with XML Technology

Author(s):  
Marouane Sayih ◽  
Martin Kuhn ◽  
Anne Brüggemann-Klein

GameX, a student project at Technische Universität München, is a 'serious' browser game that is intended to further systemic thinking in players. GameX is implemented almost exclusively with XML technology, which makes the game essentially platform independent. XML lends itself to involving domain experts in all phases of development, and to the model-driven designs which can adapt easily to changing requirements. Browser games, however, are quintessentially event-driven, reactive systems — how can such applications be built using the XML technology stack? GameX uses XForms, SVG, XProc, XSLT, and XQuery, as well as the native HTML DOM to put the event-driven programming paradigm into practice on an implementation platform of XML technology.

2015 ◽  
Vol 14 (4) ◽  
pp. 1-27 ◽  
Author(s):  
Jian-Min Jiang ◽  
Huibiao Zhu ◽  
Qin Li ◽  
Yongxin Zhao ◽  
Lin Zhao ◽  
...  
Keyword(s):  

Author(s):  
Siamak Farshidi ◽  
Slinger Jansen ◽  
Sven Fortuin

AbstractModel-driven development platforms shift the focus of software development activity from coding to modeling for enterprises. A significant number of such platforms are available in the market. Selecting the best fitting platform is challenging, as domain experts are not typically model-driven deployment platform experts and have limited time for acquiring the needed knowledge. We model the problem as a multi-criteria decision-making problem and capture knowledge systematically about the features and qualities of 30 alternative platforms. Through four industry case studies, we confirm that the model supports decision-makers with the selection problem by reducing the time and cost of the decision-making process and by providing a richer list of options than the enterprises considered initially. We show that having decision knowledge readily available supports decision-makers in making more rational, efficient, and effective decisions. The study’s theoretical contribution is the observation that the decision framework provides a reliable approach for creating decision models in software production.


2010 ◽  
Vol 29 (4) ◽  
pp. 171 ◽  
Author(s):  
Alessio Malizia ◽  
Paolo Bottoni ◽  
S. Levialdi

The design and development of a digital library involves different stakeholders, such as: information architects, librarians, and domain experts, who need to agree on a common language to describe, discuss, and negotiate the services the library has to offer. To this end, high-level, language-neutral models have to be devised. Metamodeling techniques favor the definition of domainspecific visual languages through which stakeholders can share their views and directly manipulate representations of the domain entities. This paper describes CRADLE (Cooperative-Relational Approach to Digital Library Environments), a metamodel-based framework and visual language for the definition of notions and services related to the development of digital libraries. A collection of tools allows the automatic generation of several services, defined with the CRADLE visual language, and of the graphical user interfaces providing access to them for the final user. The effectiveness of the approach is illustrated by presenting digital libraries generated with CRADLE, while the CRADLE environment has been evaluated by using the cognitive dimensions framework.


Author(s):  
Cindy Michiels ◽  
Monique Snoeck ◽  
Wilfried Lemahieu ◽  
Frank Goethals ◽  
Guido Dedene

Author(s):  
Amal Khalil ◽  
Fernando Hernandez Leiva ◽  
Akinkunmi Shonibare ◽  
Evan Marcel Arsenault ◽  
Laura Turner ◽  
...  

2020 ◽  
Vol 19 (6) ◽  
pp. 1483-1517
Author(s):  
Bence Graics ◽  
Vince Molnár ◽  
András Vörös ◽  
István Majzik ◽  
Dániel Varró

Abstract The increasing complexity of reactive systems can be mitigated with the use of components and composition languages in model-driven engineering. Designing composition languages is a challenge itself as both practical applicability (support for different composition approaches in various application domains), and precise formal semantics (support for verification and code generation) have to be taken into account. In our Gamma Statechart Composition Framework, we designed and implemented a composition language for the synchronous, cascade synchronous and asynchronous composition of statechart-based reactive components. We formalized the semantics of this composition language that provides the basis for generating composition-related Java source code as well as mapping the composite system to a back-end model checker for formal verification and model-based test case generation. In this paper, we present the composition language with its formal semantics, putting special emphasis on design decisions related to the language and their effects on verifiability and applicability. Furthermore, we demonstrate the design and verification functionality of the composition framework by presenting case studies from the cyber-physical system domain.


Author(s):  
T. BOURKE ◽  
A. SOWMYA

Simulink is widely used within the industry for simulation and model-driven development, and reactive behaviors are often modeled using an add-on called Stateflow. Argos is one of the synchronous languages that have been proposed for the specification, validation and implementation of reactive systems. It is a rigorously defined graphical notation which, though not as powerful as Stateflow, is much less complicated. This paper describes the implementation of an Argos block for Simulink.


2015 ◽  
Vol 39 (4) ◽  
pp. 30-48 ◽  
Author(s):  
Vesa Norilo

Kronos is a signal-processing programming language based on the principles of semifunctional reactive systems. It is aimed at efficient signal processing at the elementary level, and built to scale towards higher-level tasks by utilizing the powerful programming paradigms of “metaprogramming” and reactive multirate systems. The Kronos language features expressive source code as well as a streamlined, efficient runtime. The programming model presented is adaptable for both sample-stream and event processing, offering a cleanly functional programming paradigm for a wide range of musical signal-processing problems, exemplified herein by a selection and discussion of code examples.


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