scholarly journals Modeling and Validation of Object-Oriented Test Case through Finite State Machine

2013 ◽  
Vol 73 (2) ◽  
pp. 44-47
Author(s):  
Taskeen Zaidi ◽  
Vipin Saxena
Complexity ◽  
2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Yanqiu Zhu ◽  
Qixing Chen ◽  
Jing Liu ◽  
Xiaoying Tian

On the premise of ensuring the animation effect and real-time performance, it is of great significance and value for large-scale group character animation synthesis how to reduce the disaster coincidence degree among various models of fast adaptive character animation synthesis. The realization method of object-oriented finite state machine is studied in detail. Finite state machine (FSM) is an efficient behavior modeling method, which can describe the behavioral decisions of fast adaptive character animation synthesis in a complex virtual environment. Based on the implementation defects of the finite state machine in the traditional structure, using object-oriented thinking, combined with the state design mode, we further studied a finite state machine implementation method based on object-oriented technology. This achieves code reuse and simple program maintenance. The effect is extensible and effectively overcomes the shortcomings of traditional character animation synthesis. Secondly, the multipath matching tracking algorithm of the greedy algorithm is studied to generate multiple candidate sets through multiple paths, and finally, the candidate set with the minimum residual error is selected as the estimated support set, so as to improve the reconstruction performance. Further, based on the idea of multipath, using the regularization method of the ROMP algorithm, the regularized multipath matching tracking RMSP algorithm is proposed. It uses the regularized subset method to generate multiple paths and chooses the path with the fastest residual reduction as the support set of this iteration. The simulation results show that the RMSP algorithm has better reconstruction performance than the SP algorithm.


Author(s):  
Penpicha Suphapala ◽  
Umaporn Leelanuntakul ◽  
Nuchakorn Ngamsaowaroj ◽  
Peraphon Sophatsathit

Testing is an essential activity in software development process. Testers and developers alike are facing a formidable expectation of delivery bug-free software. Certifying bug-free with exhaustive test is commonly known to be impossible. Numerous efforts have been attempted to arrive at a plausible test scenario wherein thorough coverage can be attained. Conventional approaches usually require large amount of test data (or input domain) to generate necessary test cases at premium expenses which, in many cases, end up to be a recalcitrant test process. This paper proposes a straightforward, yet practical algorithmic method to reduce all relevant test cases. The central idea rests upon identifying the relationships among category partition of input specifications and program constraints that are subsequently employed to construct a finite state machine. As such, all paths connecting the start and end states represent the required test cases. Reduction on the number of generated test frames based on the proposed method in comparison with conventional approaches proves to be quite significant.


Author(s):  
N. V. Brovka ◽  
P. P. Dyachuk ◽  
M. V. Noskov ◽  
I. P. Peregudova

The problem and the goal.The urgency of the problem of mathematical description of dynamic adaptive testing is due to the need to diagnose the cognitive abilities of students for independent learning activities. The goal of the article is to develop a Markov mathematical model of the interaction of an active agent (AA) with the Liquidator state machine, canceling incorrect actions, which will allow mathematically describe dynamic adaptive testing with an estimated feedback.The research methodologyconsists of an analysis of the results of research by domestic and foreign scientists on dynamic adaptive testing in education, namely: an activity approach that implements AA developmental problem-solving training; organizational and technological approach to managing the actions of AA in terms of evaluative feedback; Markow’s theory of cement and reinforcement learning.Results.On the basis of the theory of Markov processes, a Markov mathematical model of the interaction of an active agent with a finite state machine, canceling incorrect actions, was developed. This allows you to develop a model for diagnosing the procedural characteristics of students ‘learning activities, including: building axiograms of total reward for students’ actions; probability distribution of states of the solution of the problem of identifying elements of the structure of a complex object calculate the number of AA actions required to achieve the target state depending on the number of elements that need to be identified; construct a scatter plot of active agents by target states in space (R, k), where R is the total reward AA, k is the number of actions performed.Conclusion.Markov’s mathematical model of the interaction of an active agent with a finite state machine, canceling wrong actions allows you to design dynamic adaptive tests and diagnostics of changes in the procedural characteristics of educational activities. The results and conclusions allow to formulate the principles of dynamic adaptive testing based on the estimated feedback.


2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Mustofa Mustofa ◽  
Sidiq Sidiq ◽  
Eva Rahmawati

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara


2013 ◽  
Vol 18 (2-3) ◽  
pp. 49-60 ◽  
Author(s):  
Damian Dudzńiski ◽  
Tomasz Kryjak ◽  
Zbigniew Mikrut

Abstract In this paper a human action recognition algorithm, which uses background generation with shadow elimination, silhouette description based on simple geometrical features and a finite state machine for recognizing particular actions is described. The performed tests indicate that this approach obtains a 81 % correct recognition rate allowing real-time image processing of a 360 X 288 video stream.


2013 ◽  
Vol 33 (1) ◽  
pp. 149-152
Author(s):  
Jianjun LI ◽  
Yixiang JIANG ◽  
Jie QIAN ◽  
Wei LI ◽  
Yu LI

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