El documento describe cuatro plantas diferentes, proporcionando detalles sobre sus hojas, flores, tallos y frutos. Para cada planta, ofrece una o dos oraciones sobre sus características distintivas.
Close encounters in MDD: when Models meet Codelbergmans
Model-Driven Development (MDD) promises a number of advantages, which include the ability to work at higher abstraction levels, static reasoning about models, and generation of platform-specific code. To achieve this, generally a transformation-based approach is adopted, which generates code from models. In this presentation we discuss –in addition to the potential advantages– a number of possible misunderstandings and risks of MDD.
In particular, we address the risks of transformation-based software development, such as:
• It is rarely possible to generate the full functionality of a (sub-)system from models; as a result, it is necessary to either do additional ‘manual coding’ –a challenge to integrate with the generated code– or annotate the model with small or larger fragments of executable code, which has several restrictions and practical consequences: for instance it mingles abstraction levels, and reduces maintainability of code and models.
• MDD is particularly effective when various different models can be used, each optimized for a specific domain. However, when using transformation techniques, de combination of multiple models in an integrated application is far from trivial.
In this talk we propose –as a low-threshold approach–, ‘bottom-up’ model-driven development. This means that the focus on domain-specific abstractions remains, as well as the separation of platform-specific and platform-independent software. This approach, which is related to Domain-Driven Design and domain-specific languages (DSLs), aims to exploit the advantages of modeling in terms of abstractions, while at the same time reducing the gap between models and code. This can be achieved by specifying the models in code, while separating platform-specific code from the model code. An important issue is the capability to combine several different models, without getting into technical difficulties: we discuss existing as well as a novel approach, entitled Co-op, which aim to address this problem.
Close Encounters in MDD: when models meet codelbergmans
“Close encounters in MDD: when Models meet Code”
Model-Driven Development (MDD) promises a number of advantages, which include the ability to work at higher abstraction levels, static reasoning about models, and generation of platform-specific code. To achieve this, generally a transformation-based approach is adopted, which generates code from models. In this presentation we discuss –in addition to the potential advantages– a number of possible misunderstandings and risks of MDD.
In particular, we address the risks of transformation-based software development, such as:
• It is rarely possible to generate the full functionality of a (sub-)system from models; as a result, it is necessary to either do additional ‘manual coding’ –a challenge to integrate with the generated code– or annotate the model with small or larger fragments of executable code, which has several restrictions and practical consequences: for instance it mingles abstraction levels, and reduces maintainability of code and models.
• MDD is particularly effective when various different models can be used, each optimized for a specific domain. However, when using transformation techniques, de combination of multiple models in an integrated application is far from trivial.
In this talk we propose –as a low-threshold approach–, ‘bottom-up’ model-driven development. This means that the focus on domain-specific abstractions remains, as well as the separation of platform-specific and platform-independent software. This approach, which is related to Domain-Driven Design and domain-specific languages (DSLs), aims to exploit the advantages of modeling in terms of abstractions, while at the same time reducing the gap between models and code. This can be achieved by specifying the models in code, while separating platform-specific code from the model code. An important issue is the capability to combine several different models, without getting into technical difficulties: we discuss existing as well as a novel approach, entitled Co-op, which aim to address this problem.
Finally, we discuss how the presented approach fits with the ‘scalable design’ approach for developing software that is scalable with respect to evolving requirements.
Software development effort reduction with Co-oplbergmans
This talks explains the motivations for the Co-op technology: what are the challenges it addresses, in particular focusing on reducing accidental complexity, where it comes from, and a general vision on how to resolve it. Then we continue to show practical application of Co-op, including experience figures from large-scale application of a previous generation of this technology. Show a little bit about its realization, and conclude with an evaluation of the technology.
Close encounters in MDD: when Models meet Codelbergmans
Model-Driven Development (MDD) promises a number of advantages, which include the ability to work at higher abstraction levels, static reasoning about models, and generation of platform-specific code. To achieve this, generally a transformation-based approach is adopted, which generates code from models. In this presentation we discuss –in addition to the potential advantages– a number of possible misunderstandings and risks of MDD.
In particular, we address the risks of transformation-based software development, such as:
• It is rarely possible to generate the full functionality of a (sub-)system from models; as a result, it is necessary to either do additional ‘manual coding’ –a challenge to integrate with the generated code– or annotate the model with small or larger fragments of executable code, which has several restrictions and practical consequences: for instance it mingles abstraction levels, and reduces maintainability of code and models.
• MDD is particularly effective when various different models can be used, each optimized for a specific domain. However, when using transformation techniques, de combination of multiple models in an integrated application is far from trivial.
In this talk we propose –as a low-threshold approach–, ‘bottom-up’ model-driven development. This means that the focus on domain-specific abstractions remains, as well as the separation of platform-specific and platform-independent software. This approach, which is related to Domain-Driven Design and domain-specific languages (DSLs), aims to exploit the advantages of modeling in terms of abstractions, while at the same time reducing the gap between models and code. This can be achieved by specifying the models in code, while separating platform-specific code from the model code. An important issue is the capability to combine several different models, without getting into technical difficulties: we discuss existing as well as a novel approach, entitled Co-op, which aim to address this problem.
Close Encounters in MDD: when models meet codelbergmans
“Close encounters in MDD: when Models meet Code”
Model-Driven Development (MDD) promises a number of advantages, which include the ability to work at higher abstraction levels, static reasoning about models, and generation of platform-specific code. To achieve this, generally a transformation-based approach is adopted, which generates code from models. In this presentation we discuss –in addition to the potential advantages– a number of possible misunderstandings and risks of MDD.
In particular, we address the risks of transformation-based software development, such as:
• It is rarely possible to generate the full functionality of a (sub-)system from models; as a result, it is necessary to either do additional ‘manual coding’ –a challenge to integrate with the generated code– or annotate the model with small or larger fragments of executable code, which has several restrictions and practical consequences: for instance it mingles abstraction levels, and reduces maintainability of code and models.
• MDD is particularly effective when various different models can be used, each optimized for a specific domain. However, when using transformation techniques, de combination of multiple models in an integrated application is far from trivial.
In this talk we propose –as a low-threshold approach–, ‘bottom-up’ model-driven development. This means that the focus on domain-specific abstractions remains, as well as the separation of platform-specific and platform-independent software. This approach, which is related to Domain-Driven Design and domain-specific languages (DSLs), aims to exploit the advantages of modeling in terms of abstractions, while at the same time reducing the gap between models and code. This can be achieved by specifying the models in code, while separating platform-specific code from the model code. An important issue is the capability to combine several different models, without getting into technical difficulties: we discuss existing as well as a novel approach, entitled Co-op, which aim to address this problem.
Finally, we discuss how the presented approach fits with the ‘scalable design’ approach for developing software that is scalable with respect to evolving requirements.
Software development effort reduction with Co-oplbergmans
This talks explains the motivations for the Co-op technology: what are the challenges it addresses, in particular focusing on reducing accidental complexity, where it comes from, and a general vision on how to resolve it. Then we continue to show practical application of Co-op, including experience figures from large-scale application of a previous generation of this technology. Show a little bit about its realization, and conclude with an evaluation of the technology.
Managing Complexity and Change with Scalable Software Designlbergmans
This is a presentation I gave to a group of IT managers. It explains what 'scalable design' is about, discusses its motivations by a number of facts and figures about software development, and illustrates the approach through a real-world case.
The presentation of IRIS project current status. OpenIRIS is an Openflow-based Controller Platform, developed by SDN Technology Research Section, ETRI. This presentation is for IDG-CDC2014 workshop.
No one says it aloud, but let it ring true, I am nothing without you. Designers and engineers are truly the heart and soul of the user experience. Let’s bring the best of each other out through communication, collaboration and embracing our common goals. A casual discussion on working together.
Slides by Justin Gravante
Slides/Talk by Justin Gravante + Henken Bean
Onboarding: "the experience a customer has when they become oriented to a product or service." Experiences included in the Onboarding phase could be a self install kit, a getting started guide, a first time user experience, or contextual help mid-use. After a few months of working on a new Onboarding experience for Comcast, I came to the conclusion that designing for this phase in the user experience is more psychological than other kinds of interface design. It's about tying into the emotional state of the user: like playing a game or having a conversation. This talk provides a core set of principles for designing Onboarding experiences that tie into this psychological approach.
Este es uno de los trabajos presentados y calificados por nuestra Comisión, con los 10 puntos del Programa " ambiente un sano consejo". Cabe felicitar a los alumnos y profesores del Profesorado Mariano Moreno y Escuela Normal, por tan elevado estudio presentado.-
Managing Complexity and Change with Scalable Software Designlbergmans
This is a presentation I gave to a group of IT managers. It explains what 'scalable design' is about, discusses its motivations by a number of facts and figures about software development, and illustrates the approach through a real-world case.
The presentation of IRIS project current status. OpenIRIS is an Openflow-based Controller Platform, developed by SDN Technology Research Section, ETRI. This presentation is for IDG-CDC2014 workshop.
No one says it aloud, but let it ring true, I am nothing without you. Designers and engineers are truly the heart and soul of the user experience. Let’s bring the best of each other out through communication, collaboration and embracing our common goals. A casual discussion on working together.
Slides by Justin Gravante
Slides/Talk by Justin Gravante + Henken Bean
Onboarding: "the experience a customer has when they become oriented to a product or service." Experiences included in the Onboarding phase could be a self install kit, a getting started guide, a first time user experience, or contextual help mid-use. After a few months of working on a new Onboarding experience for Comcast, I came to the conclusion that designing for this phase in the user experience is more psychological than other kinds of interface design. It's about tying into the emotional state of the user: like playing a game or having a conversation. This talk provides a core set of principles for designing Onboarding experiences that tie into this psychological approach.
Este es uno de los trabajos presentados y calificados por nuestra Comisión, con los 10 puntos del Programa " ambiente un sano consejo". Cabe felicitar a los alumnos y profesores del Profesorado Mariano Moreno y Escuela Normal, por tan elevado estudio presentado.-
Un libro sin recetas, para la maestra y el maestro Fase 3.pdfsandradianelly
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ROMPECABEZAS DE ECUACIONES DE PRIMER GRADO OLIMPIADA DE PARÍS 2024. Por JAVIE...JAVIER SOLIS NOYOLA
El Mtro. JAVIER SOLIS NOYOLA crea y desarrolla el “ROMPECABEZAS DE ECUACIONES DE 1ER. GRADO OLIMPIADA DE PARÍS 2024”. Esta actividad de aprendizaje propone retos de cálculo algebraico mediante ecuaciones de 1er. grado, y viso-espacialidad, lo cual dará la oportunidad de formar un rompecabezas. La intención didáctica de esta actividad de aprendizaje es, promover los pensamientos lógicos (convergente) y creativo (divergente o lateral), mediante modelos mentales de: atención, memoria, imaginación, percepción (Geométrica y conceptual), perspicacia, inferencia, viso-espacialidad. Esta actividad de aprendizaje es de enfoques lúdico y transversal, ya que integra diversas áreas del conocimiento, entre ellas: matemático, artístico, lenguaje, historia, y las neurociencias.
Instrucciones del procedimiento para la oferta y la gestión conjunta del proceso de admisión a los centros públicos de primer ciclo de educación infantil de Pamplona para el curso 2024-2025.