Electronic Communications of the EASST (European Association of Software Science and Technology)
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    887 research outputs found

    Selbstorganisierendes Service Level Management basierend auf Mechanismus-Design

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    Immer komplexere IT-Infrastrukturen führen zu immer komplexeren IT-Managementsystemen. Selbstorganisierende Systeme stellen einen möglichen Ansatz zum Umgang mit der zunehmenden Komplexität dar. Solche Systeme konfigurieren sich selbst, optimieren automatisch die Leistung des Systems und reduzieren dadurch die sonst nötigen manuellen Eingriffe. In diesem Beitrag wird basierend auf Mechanismus-Design, eine Teildisziplin der Spieltheorie, ein selbstorganisierendes Managementsystem für Service-orientierte Systeme beschrieben. Das beschriebene, sogenannte SLO-Spiel, wird theoretisch sowie mit Hilfe von Simulationen untersucht und bewertet. Die Ergebnisse zeigen eine prinzipielle Eignung des Mechanismus für das Management, wobei allerdings weitere Verbesserungen für den realen Einsatz untersucht werden müssen

    Intelligente Wechselbrückensteuerung für die Logistik von Morgen

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    Die Logistik ist einer der wichtigsten Zweige der Volkswirtschaft. Die effiziente Gestaltung der in sie involvierten Prozesse ist daher, gerade angesichts des zu erwartenden Rückgangs der Ölfördermenge sowie des bekanntermaßen schädlichen Einflusses von CO2 auf das Klima, von hoher Wichtigkeit. Dennoch gibt es auf diesem Bereich viele bisher nur unzureichend gelöste Probleme. In diesem Beitrag wird das INWEST-System vorgestellt, das sowohl eine praktische Transportplanung als auch ein Informationssystem, welche alle an der Transportkette beteiligte Nutzer und Komponenten verbindet, zur Verfügung stellt

    Verification of Architectural Refactorings: Rule Extraction and Tool Support

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    Software in use needs to be adapted to changing requirements, otherwise it becomes obsolete. Often, this involves changing the architecture of the system. To avoid the introduction of unwanted or removal of desired behaviour, these changes need verification. While verifying large systems consumes considerable resources, the verification of only the changed parts can, under certain conditions, give the required assurance. This opens the possibility of creating formally verified, reusable refactoring patterns. However, a mechanism for extracting such patterns is needed. To address this problem, a theoretical framework is presented that allow to formally reason about the rule extraction process. In order to harness the theoretical results, a visual editor and tool chain are introduced to aid developers in extracting refactoring rules and prove their behavioural correctness

    Context-Aware Adaptation in DySCAS

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    DySCAS is a dynamically self-configuring middleware for automotive control systems. The addition of autonomic, context-aware dynamic configuration to automotive control systems brings a potential for a wide range of benefits in terms of robustness, flexibility, upgrading etc. However, the automotive systems represent a particularly challenging domain for the deployment of autonomics concepts, having a combination of real-time performance constraints, severe resource limitations, safety-critical aspects and cost pressures. For these reasons current systems are statically configured. This paper describes the dynamic run-time configuration aspects of DySCAS and focuses on the extent to which context-aware adaptation has been achieved in DySCAS, and the ways in which the various design and implementation challenges are met

    Preface

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    A Meta-Model-Based Approach for Specification of Graphical Representations

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    Meta-models are widely used for the specification of the international structure of graph modelling languages, and well-established standards (e.g. MOF) exist for this. For the graphical representation there is not the same agreement and no related standards. This paper presents a new meta-langauge for an independent specification of graphical representations. A diagram from the domain-specific language Service is used as a running example to show how this meta-model-based approach is appropriate for specifying the graphical representation in a precise way, but still on a high level of abstraction

    Implementation of a User-Centric Context-Aware Playground

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    Since the introduction of the ubiquitous computing vision by Mark Weiser, we observed quite some research from various R&D projects as well as groups that focused on different aspects in the area of context-awareness. However, there is yet no result which we can easily apply in a real environment. The context-aware service development and deployment process seldom focused on reusability and realistic implementation issues. We believe these issues can be tackled by proposing a complete context-aware system package. In this package both developers and users will be supported. This idea is realised at our department as a context-aware playground. This paper explains the observation on current work and the shortcomings, and proposes how the context-aware playground approach can be a solution

    High-level Proofs about Low-level Programs

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    Functional verification of low-level code requires abstractions over the memory model to be effective, since the number of side-conditions induced by byte-addressed memory is prohibitive even with modern automated reasoners. We propose a flexible solution to this challenge: assertions contain explicit memory layouts which carry the necessary side-conditions as invariants. The memory-related proof obligations arising during verification can then be solved using specialized automatic proof procedures. The remaining verification conditions about the content of data structures directly reflect a developer's understanding. The development is formalized in Isabelle/HOL

    On a General Notion of Transformation for Multiagent Systems and its Implementation

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    The focus of this contribution is on the construction of a transformation system for Multiagent Systems (MAS) based on categorical notions. Based on former work on the categorical modeling of MAS the category MAS of all Multiagent Systems is introduced. A transformation system over this category is established using the Double Pushout Approach. For illustration we present a simple example. First steps of implementational work are described

    Flowstream Architectures

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    The Internet has seen a proliferation of specialized middlebox devices that carry out crucial network functionality such as load balancing, packet inspection or intrusion detection, amongst others. Traditionally, high performance network devices have been built on custom multi-core, specialized memory hierarchies, architectures which are well suited to packet processing. Recently, commodity PC hardware has experienced a move to multiple multi-core chips, as well as the routine inclusion of multiple memory hierarchies in the so-called NUMA architectures. While a PC architecture is obviously not specifically targeted to network applications, it nevertheless provides high performance cheaply. Furthermore, a few commodity switch technologies have recently emerged offering the possibility to control the switching of flows in a rather fine grained manner. Put together, these new technologies offer a new network commodity platform enabling new flow processing and forwarding at an unprecedented flexibility and low cost

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    Electronic Communications of the EASST (European Association of Software Science and Technology)
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