Come, let's play: scenario based programming using LSCs and the play engine:
Gespeichert in:
Hauptverfasser: | , |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Berlin [u.a.]
Springer
2003
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | XVIII, 382 S. Ill., graph. Darst. 1 CD-ROM (12 cm) |
ISBN: | 3540007873 |
Internformat
MARC
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Datensatz im Suchindex
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adam_text | DAVID HAREL RAMI MARELLY COME, LET S PLAY: SCENARIO-BASED PROGRAMMING
USING LSCS AND THE PLAY-ENGINE WITH 185 FIGURES AND CD-ROM SPRINGER
CONTENTS PART I. PRELUDE 1. INTRODUCTION 3 1.1 WHAT ARE WE TALKING
ABOUT? 3 1.2 WHAT ARE WE TRYING TO DO? 6 1.3 WHAT S IN THE BOOK? 7 2.
SETTING THE STAGE 9 2.1 MODELING AND CODE GENERATION 9 2.2 REQUIREMENTS
12 2.3 INTER-OBJECT VS. INTRA-OBJECT BEHAVIOR 14 2.4 LIVE SEQUENCE
CHARTS (LSCS) 16 2.5 TESTING, VERIFICATION AND SYNTHESIS 17 2.6 THE
PLAY-IN/PLAY-OUT APPROACH 21 3. AN EXAMPLE-DRIVEN OVERVIEW 25 3.1 THE
SAMPLE SYSTEM 25 3.2 PLAYING IN 26 3.3 PLAYING OUT 39 3.4 USING PLAY-OUT
FOR TESTING 43 3.5 TRANSITION TO DESIGN 44 3.6 TIME 46 3.7 SMART
PLAY-OUT 47 PART II. FOUNDATIONS 4. THE MODEL: OBJECT SYSTEMS 55 4.1
APPLICATION TYPES 55 4.2 OBJECT PROPERTIES 56 4.3 AND A BIT MORE
FORMALLY 58 XIV CONTENTS 5., THE LANGUAGE: LIVE SEQUENCE CHARTS (LSCS)
59 5.1 CONSTANT LSCS 60 5.2 PLAYING IN 62 5.3 THE GENERAL PLAY-OUT
SCHEME 65 5.4 PLAYING OUT 68 5.5 COMBINING LOCATIONS AND MESSAGES 71 5.6
AND A BIT MORE FORMALLY 73 5.7 BIBLIOGRAPHIC NOTES 81 6. THE TOOL: THE
PLAY-ENGINE 83 6.1 BIBLIOGRAPHIC NOTES 87 PART III. BASIC BEHAVIOR 7.
VARIABLES AND SYMBOLIC MESSAGES 91 7.1 SYMBOLIC SCENARIOS 91 7.2
ENRICHING THE PARTIAL ORDER 94 7.3 PLAYING OUT 97 7.4 AND A BIT MORE
FORMALLY 99 7.5 BIBLIOGRAPHIC NOTES 103 8. ASSIGNMENTS AND IMPLEMENTED
FUNCTIONS 105 8.1 USING IMPLEMENTED FUNCTIONS 105 8.2 ASSIGNMENTS 108
8.3 PLAYING OUT ILL 8.4 AND A BIT MORE FORMALLY 114 9. CONDITIONS 119
9.1 COLD CONDITIONS 119 9.2 HOT CONDITIONS 120 9.3 PLAYING IN 121 9.4
PLAYING OUT 126 9.5 AND A BIT MORE FORMALLY 128 9.6 BIBLIOGRAPHIC NOTES
132 10. BRANCHING AND SUBCHARTS 133 10.1 THE IF-THEN-ELSE CONSTRUCT 133
10.2 SUBCHARTS 134 10.3 NONDETERMINISTIC CHOICE 135 10.4 PLAYING IN 136
10.5 PLAYING OUT 138 CONTENTS XV 10.6 AND A BIT MORE FORMALLY 141 10.7
BIBLIOGRAPHIC NOTES 146 PART IV. ADVANCED BEHAVIOR: MULTIPLE CHARTS 11.
EXECUTING MULTIPLE CHARTS 14 9 11.1 SIMULTANEOUS ACTIVATION OF MULTIPLE
CHARTS 149 11.2 OVERLAPPING CHARTS 154 11.3 AND A BIT MORE FORMALLY 157
12. TESTING WITH EXISTENTIAL CHARTS 159 12.1 SPECIFYING TEST SCENARIOS
159 12.2 MONITORING LSCS 160 12.3 RECORDING AND REPLAYING 163 12.4
ON-LINE TESTING 164 12.5 EXECUTING AND MONITORING LSCS IN THE
PLAY-ENGINE 165 12.6 AND A BIT MORE FORMALLY 166 12.7 BIBLIOGRAPHIC
NOTES 171 PART V. ADVANCED BEHAVIOR: RICHER CONSTRUCTS 13. LOOPS 175
13.1 USING LOOPS 175 13.2 PLAYING IN 176 13.3 PLAYING OUT 178 13.4 USING
VARIABLES WITHIN LOOPS 179 13.5 EXECUTING AND MONITORING DYNAMIC LOOPS
181 13.6 AND A BIT MORE FORMALLY 183 13.7 BIBLIOGRAPHIC NOTES 187 14.
TRANSITION TO DESIGN 189 14.1 THE DESIGN PHASE 189 14.2 INCORPORATING
INTERNAL OBJECTS 190 14.3 CALLING OBJECT METHODS 193 14.4 PLAYING OUT
196 14.5 EXTERNAL OBJECTS 198 14.6 AND A BIT MORE FORMALLY 201 14.7
BIBLIOGRAPHIC NOTES 205 XVI CONTENTS 15. CLASSES AND SYMBOLIC INSTANCES
209 15.1 SYMBOLIC INSTANCES 209 15.2 CLASSES AND OBJECTS 210 15.3
PLAYING WITH SIMPLE SYMBOLIC INSTANCES 212 15.4 SYMBOLIC INSTANCES IN
THE MAIN CHART 213 15.5 QUANTIFIED BINDING 215 15.6 REUSING A SCENARIO
PREFIX 216 15.7 SYMBOLIC INSTANCES IN EXISTENTIAL CHARTS 218 15.8 AN
ADVANCED EXAMPLE: NETPHONE 218 15.9 AND A BIT MORE FORMALLY 221 15.10
BIBLIOGRAPHIC NOTES 227 16. TIME AND REAL-TIME SYSTEMS 229 16.1 AN
EXAMPLE 229 16.2 ADDING TIME TO LSCS 230 16.3 HOT TIMING CONSTRAINTS 231
16.4 COLD TIMING CONSTRAINTS 234 16.5 TIME EVENTS 235 16.6 PLAYING IN
236 16.7 PLAYING OUT 237 16.8 UNIFICATION OF CLOCK TICKS 239 16.9 THE
TIME-ENRICHED NETPHONE EXAMPLE 240 16.10 AND A BIT MORE FORMALLY 242
16.11 BIBLIOGRAPHIC NOTES 247 17. FORBIDDEN ELEMENTS 251 17.1 EXAMPLE: A
CRUISE CONTROL SYSTEM 251 17.2 FORBIDDEN MESSAGES 252 17.3 GENERALIZED
FORBIDDEN MESSAGES 255 17.4 SYMBOLIC INSTANCES IN FORBIDDEN A LESSAGES
256 17.5 FORBIDDEN CONDITIONS 258 17.6 SCOPING FORBIDDEN ELEMENTS 262
17.7 PLAYING OUT 264 17.8 USING FORBIDDEN ELEMENTS WITH TIME 266 17.9 A
TOLERANT SEMANTICS FOR LSCS 267 17.10 AND A BIT MORE FORMALLY 268 17.11
BIBLIOGRAPHIC NOTES 277 CONTENTS XVII PART VI. ENHANCING THE PLAY-ENGINE
18. SMART PLAY-OUT (WITH H. KUGLER) 281 18.1 INTRODUCTION 281 18.2 BEING
SMART HELPS 283 18.3 THE GENERAL APPROACH 287 18.4 THE TRANSLATION 289
18.5 CURRENT LIMITATIONS 299 18.6 SATISFYING EXISTENTIAL CHARTS 301 18.7
BIBLIOGRAPHIC NOTES 307 19. INSIDE AND OUTSIDE THE PLAY-ENGINE 309 19.1
THE ENGINE S ENVIRONMENT 309 19.2 PLAYING IN 310 19.3 PLAYING OUT 311
19.4 RECORDING RUNS AND CONNECTING EXTERNAL APPLICATIONS 313 19.5
ADDITIONAL PLAY-ENGINE FEATURES 313 20. A PLAY-ENGINE AWARE GUI EDITOR
317 20.1 WHO NEEDS A GUI EDITOR? 317 20.2 GUIEDIT IN VISUAL BASIC 318
20.3 WHAT DOES GUIEDIT DO? 318 20.4 INCORPORATING CUSTOM CONTROLS 321
20.5 GUIEDIT AS A PROOF OF CONCEPT 321 20.6 BIBLIOGRAPHIC NOTES 322 21.
FUTURE RESEARCH DIRECTIONS 323 21.1 OBJECT REFINEMENT AND COMPOSITION
323 21.2 OBJECT MODEL DIAGRAMS. INHERITANCE AND INTERFACES 325 21.3
DYNAMIC CREATION AND DESTRUCTION OF OBJECTS 326 21.4 STRUCTURED
PROPERTIES AND TYPES 327 21.5 LINKING MULTIPLE ENGINES 328 PART VII.
APPENDICES A. FORMAL SEMANTICS OF LSCS 333 A.I SYSTEM MODEL AND EVENTS
333 A.2 LSC SPECIFICATION 336 A.3 OPERATIONAL SEMANTICS 342 XVIII
CONTENTS B. XML DESCRIPTION OF A GUI APPLICATION 357 C. THE PLAY-ENGINE
INTERFACE 361 C.I VISUAL BASIC CODE 361 D. THE GUI APPLICATION INTERFACE
36 3 D.I VISUAL BASIC CODE 364 E. THE STRUCTURE OF A (RECORDED) RUN 367
REFERENCES 369 INDEX 375
|
any_adam_object | 1 |
author | Harel, David 1950- Marelly, Rami |
author_GND | (DE-588)109527992 |
author_facet | Harel, David 1950- Marelly, Rami |
author_role | aut aut |
author_sort | Harel, David 1950- |
author_variant | d h dh r m rm |
building | Verbundindex |
bvnumber | BV023793528 |
classification_rvk | ST 230 ST 231 ST 232 |
ctrlnum | (OCoLC)249034820 (DE-599)BVBBV023793528 |
dewey-full | 005.1 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 005 - Computer programming, programs, data, security |
dewey-raw | 005.1 |
dewey-search | 005.1 |
dewey-sort | 15.1 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
format | Book |
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illustrated | Illustrated |
indexdate | 2024-07-09T21:36:56Z |
institution | BVB |
isbn | 3540007873 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-017435734 |
oclc_num | 249034820 |
open_access_boolean | |
owner | DE-634 |
owner_facet | DE-634 |
physical | XVIII, 382 S. Ill., graph. Darst. 1 CD-ROM (12 cm) |
publishDate | 2003 |
publishDateSearch | 2003 |
publishDateSort | 2003 |
publisher | Springer |
record_format | marc |
spelling | Harel, David 1950- Verfasser (DE-588)109527992 aut Come, let's play: scenario based programming using LSCs and the play engine David Harel ; Rami Marelly Berlin [u.a.] Springer 2003 XVIII, 382 S. Ill., graph. Darst. 1 CD-ROM (12 cm) txt rdacontent n rdamedia nc rdacarrier Reaktives System (DE-588)4637514-4 gnd rswk-swf Systementwurf (DE-588)4261480-6 gnd rswk-swf Graphische Benutzeroberfläche (DE-588)4275084-2 gnd rswk-swf Objektorientierte Programmiersprache (DE-588)4172311-9 gnd rswk-swf Graphische Programmiersprache (DE-588)4207656-0 gnd rswk-swf Reaktives System (DE-588)4637514-4 s Systementwurf (DE-588)4261480-6 s Graphische Programmiersprache (DE-588)4207656-0 s Objektorientierte Programmiersprache (DE-588)4172311-9 s Graphische Benutzeroberfläche (DE-588)4275084-2 s DE-604 Marelly, Rami Verfasser aut HEBIS Datenaustausch Darmstadt application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=017435734&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Harel, David 1950- Marelly, Rami Come, let's play: scenario based programming using LSCs and the play engine Reaktives System (DE-588)4637514-4 gnd Systementwurf (DE-588)4261480-6 gnd Graphische Benutzeroberfläche (DE-588)4275084-2 gnd Objektorientierte Programmiersprache (DE-588)4172311-9 gnd Graphische Programmiersprache (DE-588)4207656-0 gnd |
subject_GND | (DE-588)4637514-4 (DE-588)4261480-6 (DE-588)4275084-2 (DE-588)4172311-9 (DE-588)4207656-0 |
title | Come, let's play: scenario based programming using LSCs and the play engine |
title_auth | Come, let's play: scenario based programming using LSCs and the play engine |
title_exact_search | Come, let's play: scenario based programming using LSCs and the play engine |
title_full | Come, let's play: scenario based programming using LSCs and the play engine David Harel ; Rami Marelly |
title_fullStr | Come, let's play: scenario based programming using LSCs and the play engine David Harel ; Rami Marelly |
title_full_unstemmed | Come, let's play: scenario based programming using LSCs and the play engine David Harel ; Rami Marelly |
title_short | Come, let's play: scenario based programming using LSCs and the play engine |
title_sort | come let s play scenario based programming using lscs and the play engine |
topic | Reaktives System (DE-588)4637514-4 gnd Systementwurf (DE-588)4261480-6 gnd Graphische Benutzeroberfläche (DE-588)4275084-2 gnd Objektorientierte Programmiersprache (DE-588)4172311-9 gnd Graphische Programmiersprache (DE-588)4207656-0 gnd |
topic_facet | Reaktives System Systementwurf Graphische Benutzeroberfläche Objektorientierte Programmiersprache Graphische Programmiersprache |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=017435734&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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