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===Extreme prototyping===
Extreme prototyping as a development process is used especially for developing web applications. Basically, it breaks down web development into three phases, each one based on the preceding one. The first phase is a static prototype that consists mainly of HTML pages. In the second phase, the screens are programmed and fully functional using a simulated services layer. In the third phase, the services are implemented.
:"The process is called Extreme Prototyping to draw attention to the second phase of the process, where a fully functional UI is developed with very little regard to the services other than their contract." <ref>{{cite web | url=https://web.archive.org/web/20161206150207/http://www.onjava.com/pub/a/onjava/2006/11/15/reshaping-it-project-delivery-through-extreme-prototyping.html?page=1 |title=Reshaping IT Project Delivery Through Extreme Prototyping |last=Komatineni |first= Satya|archive-url=https://web.archive.org/web/20161206150207/http://www.onjava.com/pub/a/onjava/2006/11/15/reshaping-it-project-delivery-through-extreme-prototyping.html?page=1 |archive-date=2016-12-06 }}</ref>
 
==Advantages of prototyping==
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The associated tool set is CAPS (Computer Aided Prototyping System).<ref>{{cite journal|last=Luqi|author2=Ketabchi |title=A Computer-Aided Prototyping System|journal=IEEE Software|date=March 1988|volume=5|issue=2|pages=66–72|doi=10.1109/52.2013|hdl=10945/43616 }}</ref>
Prototyping software systems with hard real-time requirements is challenging because timing constraints introduce implementation and hardware dependencies.
PSDL addresses these issues by introducing control abstractions that include declarative timing constraints. CAPS uses this information to automatically generate code and associated real-time schedules, monitor timing constraints during prototype execution, and simulate execution in proportional real time relative to a set of parameterized hardware models. It also provides default assumptions that enable execution of incomplete prototype descriptions, integrates prototype construction with a software reuse repository for rapidly realizing efficient implementations, and provides support for rapid evolution of requirements and designs.<ref>{{cite journal|last=Luqi|title=Software Evolution through Rapid Prototyping|journal=IEEE Computer|date=May 1989|volume=22|issue=5|pages=13–25|doi=10.1109/2.27953|hdl=10945/43610|url=https://zenodo.org/record/1232144}}</ref>
 
==Notes==