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L'ingénierie du logiciel s'intéresse, entre autres, à trois aspects du développement des systèmes interactifs (SI) : la liaison entre les données sources et leurs présentations cibles ; la conception de la facette interactive ; l'exécution d'un même SI sur différentes plates-formes d'exécution. Les différentes évolutions du web et des données, la diversification des plates-formes d'exécution, ainsi que les techniques d'interactions modernes amènent à revoir la manière de traiter ces trois aspects. L'ingénierie des modèles (IDM) apporte une solution à l'exécution multi-plateforme en échelonnant la conception d'un SI sur différents niveaux d'abstraction. C'est sur ce principe que nos travaux se fondent. Nous avons tout d'abord défini un langage de correspondance, appelé Malan, dédié au lien entre les données sources d'un SI et leurs présentations cibles. Malan a pour avantages de : s'abstraire des plate-forme de données et d'IHM utilisées ; pouvoir réaliser des calculs complexes pour la disposition des éléments d'une présentation ; avoir été développé spécialement pour la liaison données-présentations, contrairement aux langages de transformations classiques. Nous avons ensuite conçu un modèle conceptuel d'interaction, appelé Malai, réunissant les caractéristiques majeures des principaux modèles d'interactions. Malai vise à : faciliter la conception du feed-back intérimaire des instruments ; réutiliser des interactions déjà définies ; considérer une action comme un objet à part entière ; décrire des interactions classiques et modernes ; générer du code pour une plate-forme d'exécution donnée.
L'OBJECTIF DE CE TRAVAIL EST DE DEVELOPPER UNE APPROCHE PERMETTANT LA SPECIALISATION D'UN SYSTEME INTERACTIF GENERAL EN DIRECTION D'UN DOMAINE D'APPLICATION PARTICULIER, ET CE, SANS AUCUNE PROGRAMMATION EXPLICITE. UNE TELLE SPECIALISATION NECESSITE, D'UNE PART, L'AJOUT AU NOYAU FONCTIONNEL DES ACTIONS DE CREATION ET DE MANIPULATION DES OBJETS SPECIFIQUES DU DOMAINE VISE, ET, D'AUTRE PART, LA MODIFICATION DE L'INTERFACE POUR PERMETTRE A L'UTILISATEUR D'ACCEDER A CES FONCTIONNALITES. LE CONTENU DE CETTE THESE COMPORTE DONC DEUX PARTIES : 1. L'ETUDE ET LA REALISATION D'OUTILS DE DEFINITION DE L'INTERFACE PERMETTANT D'INTEGRER DE NOUVELLES FONCTIONNALITES DEFINIES DE MANIERE INTERACTIVE (I.E. SANS PROGRAMMATION EXPLICITE), 2. LA CONCEPTION ET L'UTILISATION D'UN MODELE POUR LA DEFINITION INTERACTIVE DE NOUVELLES CLASSES D'OBJETS SPECIFIQUES D'UN DOMAINE D'APPLICATION. CONCERNANT LE PREMIER ASPECT, NOUS PROPOSONS LA NOTION DE DIAGET (DIALOG GADGET). IL S'AGIT D'UNE BOITE A OUTILS COMPOSEE DE REIFICATIONS D'ELEMENTS DE DESCRIPTION DU DIALOGUE. CELLE-CI PERMET A UN CONCEPTEUR D'INTERFACE DE DECRIRE LE CONTROLEUR DE DIALOGUE D'UNE APPLICATION A L'AIDE DES DIAGETS DE LA MEME MANIERE QUE LA PRESENTATION A L'AIDE DE WIDGETS. COMME LES WIDGETS, LES DIAGETS PEUVENT ETRE INSTANCIES DYNAMIQUEMENT ET AINSI PERMETTRE L'INTEGRATION DYNAMIQUE DE NOUVELLES CLASSES D'OBJETS DECRITES INTERACTIVEMENT PAR L'UTILISATEUR. CONCERNANT LE DEUXIEME ASPECT, NOUS PROPOSONS UNE APPROCHE PERMETTANT NON SEULEMENT DE DEFINIR LE CONSTRUCTEUR D'UNE CLASSE A PARTIR DE LA DESCRIPTION D'UNE DE CES INSTANCES MAIS AUSSI DE SPECIFIER CES ATTRIBUTS. CETTE APPROCHE CONSISTE A SEPARER LA SPECIFICATION SYNTAXIQUE DES PROGRAMMES (NOM ET PARAMETRES) DE LEUR IMPLEMENTATION (ENREGISTREE SOUS FORME D'UN ARBRE DE CONSTRUCTION DE GEOMETRIE PARAMETRIQUE). LES NOUVELLES CLASSES PEUVENT ENSUITE ETRE DIRECTEMENT INTERPRETEES (INTEGRATION DYNAMIQUE), OU COMPILEES APRES GENERATION DE CODE C++ (INTEGRATION STATIQUE).
The Go Programming Language is the authoritative resource for any programmer who wants to learn Go. It shows how to write clear and idiomatic Go to solve real-world problems. The book does not assume prior knowledge of Go nor experience with any specific language, so you’ll find it accessible whether you’re most comfortable with JavaScript, Ruby, Python, Java, or C++. The first chapter is a tutorial on the basic concepts of Go, introduced through programs for file I/O and text processing, simple graphics, and web clients and servers. Early chapters cover the structural elements of Go programs: syntax, control flow, data types, and the organization of a program into packages, files, and functions. The examples illustrate many packages from the standard library and show how to create new ones of your own. Later chapters explain the package mechanism in more detail, and how to build, test, and maintain projects using the go tool. The chapters on methods and interfaces introduce Go’s unconventional approach to object-oriented programming, in which methods can be declared on any type and interfaces are implicitly satisfied. They explain the key principles of encapsulation, composition, and substitutability using realistic examples. Two chapters on concurrency present in-depth approaches to this increasingly important topic. The first, which covers the basic mechanisms of goroutines and channels, illustrates the style known as communicating sequential processes for which Go is renowned. The second covers more traditional aspects of concurrency with shared variables. These chapters provide a solid foundation for programmers encountering concurrency for the first time. The final two chapters explore lower-level features of Go. One covers the art of metaprogramming using reflection. The other shows how to use the unsafe package to step outside the type system for special situations, and how to use the cgo tool to create Go bindings for C libraries. The book features hundreds of interesting and practical examples of well-written Go code that cover the whole language, its most important packages, and a wide range of applications. Each chapter has exercises to test your understanding and explore extensions and alternatives. Source code is freely available for download from http://gopl.io/ and may be conveniently fetched, built, and installed using the go get command.
This book examines how the computer, as we currently know it, will be replaced by a new generation of technologies, moving computing off the desktop and ultimately integrating it with real world objects and everyday environments. It provides a unique combination of concepts, methods and prototypes of ubiquitous and pervasive computing reflecting the current interest in smart environments and ambient intelligence.
It is estimated that literally billions of residents in urban and peri-urban areas of Africa, Asia, and Latin America are served by onsite sanitation systems (e.g. various types of latrines and septic tanks). Until recently, the management of faecal sludge from these onsite systems has been grossly neglected, partially as a result of them being considered temporary solutions until sewer-based systems could be implemented. However, the perception of onsite or decentralized sanitation technologies for urban areas is gradually changing, and is increasingly being considered as long-term, sustainable options in urban areas, especially in low- and middle-income countries that lack sewer infrastructures. This is the first book dedicated to faecal sludge management. It compiles the current state of knowledge of the rapidly evolving field of faecal sludge management, and presents an integrated approach that includes technology, management, and planning based on Sandecs 20 years of experience in the field. Faecal Sludge Management: Systems Approach for Implementation and Operation addresses the organization of the entire faecal sludge management service chain, from the collection and transport of sludge, and the current state of knowledge of treatment options, to the final end use or disposal of treated sludge. The book also presents important factors to consider when evaluating and upscaling new treatment technology options. The book is designed for undergraduate and graduate students, and engineers and practitioners in the field who have some basic knowledge of environmental and/or wastewater engineering.
Jonathan Sterne shows that understanding the historical meaning of the MP3, the world's most common format for recorded audio, involves rethinking the place of digital technologies in the broader universe of twentieth-century communication history.
Introduction. Architectural styles. Case studies. Shared information systems. Architectural design guidance. Formal models and specifications. Linguistics issues. Tools for architectural design. Education of software architects.
Malware analysis is big business, and attacks can cost a company dearly. When malware breaches your defenses, you need to act quickly to cure current infections and prevent future ones from occurring. For those who want to stay ahead of the latest malware, Practical Malware Analysis will teach you the tools and techniques used by professional analysts. With this book as your guide, you'll be able to safely analyze, debug, and disassemble any malicious software that comes your way. You'll learn how to: –Set up a safe virtual environment to analyze malware –Quickly extract network signatures and host-based indicators –Use key analysis tools like IDA Pro, OllyDbg, and WinDbg –Overcome malware tricks like obfuscation, anti-disassembly, anti-debugging, and anti-virtual machine techniques –Use your newfound knowledge of Windows internals for malware analysis –Develop a methodology for unpacking malware and get practical experience with five of the most popular packers –Analyze special cases of malware with shellcode, C++, and 64-bit code Hands-on labs throughout the book challenge you to practice and synthesize your skills as you dissect real malware samples, and pages of detailed dissections offer an over-the-shoulder look at how the pros do it. You'll learn how to crack open malware to see how it really works, determine what damage it has done, thoroughly clean your network, and ensure that the malware never comes back. Malware analysis is a cat-and-mouse game with rules that are constantly changing, so make sure you have the fundamentals. Whether you're tasked with securing one network or a thousand networks, or you're making a living as a malware analyst, you'll find what you need to succeed in Practical Malware Analysis.
Young people around the world are increasingly able to access English language media online for leisure purposes and interact with other users of English. This book examines the extent of these phenomena, their effect on language acquisition and their implications for the teaching of English in the 21st century.
Report presents a series of analyses and recommendations for fostering the role of culture for sustainable development. Drawing on a global survey implemented with nine regional partners and insights from scholars, NGOs and urban thinkers, the report offers a global overview of urban heritage safeguarding, conservation and management, as well as the promotion of cultural and creative industries, highlighting their role as resources for sustainable urban development. Report is intended as a policy framework document to support governments in the implementation of the 2030 Agenda for Sustainable Urban Development and the New Urban Agenda.