Come, Let's Play
Scenario-Based Programming Using LSCs and the Play-Engine
(Sprache: Englisch)
This book does not tell a story. Instead, it is about stories. Or rather, in technical terms, it is about scenarios. Scenarios of system behavior. It con centrates on reactive systems, be they software or hardware, or combined computer-embedded systems,...
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Klappentext zu „Come, Let's Play “
This book does not tell a story. Instead, it is about stories. Or rather, in technical terms, it is about scenarios. Scenarios of system behavior. It con centrates on reactive systems, be they software or hardware, or combined computer-embedded systems, including distributed and real-time systems. We propose a different way to program such systems, centered on inter object scenario-based behavior. The book describes a language, two tech niques, and a supporting tool. The language is a rather broad extension of live sequence charts (LSCs), the original version of which was proposed in 1998 by W. Damm and the first-listed author of this book. The first of the two techniques, called play-in, is a convenient way to 'play in' scenario based behavior directly from the system's graphical user interface (QUI). The second technique, play-out, makes it possible to execute, or 'play out', the behavior on the QUI as if it were programmed in a conventional intra object state-based fashion. All this is implemented in full in our tool, the Play-Engine. The book can be viewed as offering improvements in some ofthe phases of known system development life cycles, e.g., requirements capture and anal ysis, prototyping, and testing. However, there is a more radical way to view the book, namely, as proposing an alternative way to program reactivity, which, being based on inter-object scenarios, is a lot closer to how people think about systems and their behavior.
Inhaltsverzeichnis zu „Come, Let's Play “
I. Prelude; 1. Background and Context 2. The Play-in/Play-out Approach - An Overview II. Foundations; 3. The Model: Object Systems 4. The Language: LSCs 5. The Tool: The Play-Engine III. Basic Behavior; 6. Variables and Symbolic Messages 7. Assignments and Implemented Functions 8. Conditions 9. Branching and Subcharts IV. Advanced Behavior: Multiple Charts; 10. Executing Multiple Charts 11. Testing with Existential Charts V. Advanced Behavior: Richer Constructs; 12. Loops 13. Transition to Design 14. Classes and Symbolic Instances 15. Time and Real-Time Systems 16. Forbidden Elements VI. Enhancing the Play-Engine; 17. Inside th Play-Engine 18. A Play-Engine Aware GUI Editor VII. Appendices; A. Formal Semantics of LSCs; B. XML Description of a GUI Application; C. The Play-Engine-Interface; D. The GUI Application Interface; E. The Structure of a (Recorded) Run; F. The Play-Engine Software Modules. Index.
Bibliographische Angaben
- Autoren: David Harel , Rami Marelly
- 2012, Softcover reprint of the original 1st ed. 2003., 382 Seiten, Maße: 25,4 cm, Kartoniert (TB), Englisch
- Verlag: Springer
- ISBN-10: 3642624162
- ISBN-13: 9783642624162
Sprache:
Englisch
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