Declarative Assembly of Web Applications from Predefined Concepts

Total Page:16

File Type:pdf, Size:1020Kb

Declarative Assembly of Web Applications from Predefined Concepts Declarative assembly of web applications from predefined concepts The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Perez De Rosso, Santiago et al. "Declarative assembly of web applications from predefined concepts." Proceedings of the 2019 ACM SIGPLAN International Symposium on New Ideas, New Paradigms, and Reflections on Programming and Software (Onward! ’19), Athens, Greece, Association for Computing Machinery, 2019. © 2019 Association for Computing Machinery As Published http://dx.doi.org/10.1145/3359591.3359728 Publisher ACM Press Version Author's final manuscript Citable link https://hdl.handle.net/1721.1/126599 Terms of Use Creative Commons Attribution-Noncommercial-Share Alike Detailed Terms http://creativecommons.org/licenses/by-nc-sa/4.0/ Declarative Assembly of Web Applications from Predefined Concepts Santiago Perez De Rosso Daniel Jackson Maryam Archie MIT CSAIL MIT CSAIL MIT CSAIL Cambridge, MA, USA Cambridge, MA, USA Cambridge, MA, USA [email protected] [email protected] [email protected] Czarina Lao Barry A. McNamara III MIT CSAIL MIT CSAIL Cambridge, MA, USA Cambridge, MA, USA [email protected] [email protected] Abstract Keywords application development, web applications, con- A new approach to web application development is pre- cepts, design, software design, modularity sented, in which an application is constructed by configuring ACM Reference Format: and composing concepts drawn from a catalog developed by Santiago Perez De Rosso, Daniel Jackson, Maryam Archie, Czarina experts. Lao, and Barry A. McNamara III. 2019. Declarative Assembly of A concept is a self-contained, reusable increment of func- Web Applications from Predefined Concepts. In Proceedings of the tionality. Each concept includes both front-end and back-end 2019 ACM SIGPLAN International Symposium on New Ideas, New functionality, and exports a collection of components—full- Paradigms, and Reflections on Programming and Software (Onward! stack GUI elements, backed by application logic and database ’19), October 23–24, 2019, Athens, Greece. ACM, New York, NY, USA, storage. 15 pages. https://doi.org/10.1145/3359591.3359728 To build an app, the developer imports concepts from the catalog, tunes them to fit the application’s particular needs via configuration variables, and links concept components 1 Introduction together to create pages. Components of different concepts 1.1 Motivation may be executed independently, or bound together declara- As a user, you might have noticed the fundamental similari- tively with dataflows and synchronization. The instantiation, ties between the many applications you use on a day-to-day configuration, linking and binding of components is allex- basis. Maybe it was the day you were scrolling through your pressed in a simple template language that extends HTML. Facebook news feed and then through your Twitter feed; or The approach has been implemented in a platform called giving a 5-star review to a restaurant on Yelp, and then to Déjà Vu, which we outline and compare to conventional a book on Amazon. And just as you, as a user, experience web application architectures. We describe a case study in the same rating concept in different variants in multiple ap- which a collection of applications previously built as team plications, so the developers of those applications are, for projects for a web programming course were replicated in the most part, implementing that concept afresh as if it had Déjà Vu. Preliminary results validate our hypothesis, sug- never been implemented before. gesting that a variety of non-trivial applications can be built In each of these cases, the developer may be implementing from a repository of generic concepts. something slightly different: a rating of a post in one case, CCS Concepts • Software and its engineering → Ab- and of a user in another. The premise of this paper, however, straction, modeling and modularity; Organizing princi- is that these are merely instantiations of the same generic ples for web applications; Very high level languages; Modules / concept, and that if this genericity could be captured, ap- packages; Designing software. plication development could be recast as a combination of pre-existing concepts in novel ways. This might then allow Onward! ’19, October 23–24, 2019, Athens, Greece applications to be assembled with much less effort, since the © 2019 Copyright held by the owner/author(s). Publication rights licensed core functionality of the individual concepts would not need to ACM. to be repeatedly rebuilt. This is the author’s version of the work. It is posted here for your personal Our paper shows how this can be done in the context use. Not for redistribution. The definitive Version of Record was published in of a new platform called Déjà Vu. An application is con- Proceedings of the 2019 ACM SIGPLAN International Symposium on New Ideas, New Paradigms, and Reflections on Programming and Software (Onward! ’19), structed by assembling concepts that are implemented as October 23–24, 2019, Athens, Greece, https://doi.org/10.1145/3359591.3359728. reusable, full-stack modules. The assembly requires no pro- cedural code: concept components are glued together by Onward! ’19, October 23–24, 2019, Athens, Greece Santiago Perez De Rosso, Daniel Jackson, Maryam Archie, Czarina Lao, and Barry A. McNamara III declarative bindings that ensure appropriate synchroniza- Low-Code Tools. A third option is to use a low-code devel- tion and dataflow. These bindings are expressed in a simple opment platform (e.g., Microsoft Power Apps5), or one of the HTML-like template language, augmenting conventional lay- many tools and languages for end-user programming of data- out declarations that determine which user interface widgets centric apps (e.g., [19, 30]). These tools typically offer a visual from which concepts are used, and how they are placed on interface and domain-specific languages to specify a schema, the page. The net result, as we demonstrate through a case queries, updates, and views. For standard CRUD (create- study, is that fairly complex applications can be built with read-update-delete) functionality, these platforms can work little effort. well, and they allow arbitrary customization of queries and updates (which our Déjà Vu platform does not). Code for 1.2 Building Web Apps: The Status Quo handling the mechanics of GUI elements, data storage, server Suppose you wanted a simple clone of Hacker News1, called requests, etc., is provided and hidden, and this is a great help. Slacker News (SN), in which registered users can post links, But unlike Déjà Vu, which provides implementations of rich comment on posts, and upvote posts or comments. How behavior, a low-code approach will still require each new would you build such an app? concept to be implemented anew. Moreover, functionality that is not expressible in the language—because it involves General-Purpose Tools. You might use general-purpose pro- some algorithmic complexity, or a more complex user in- gramming languages, coupled with a web framework, some terface widget—must be provided by pre-built plug-ins. For web libraries and a database. Even if you are an advanced web example, SN might require posts to be recommended to users developer, it would take days to build such an app. You could based on the preferences they expressed in their upvoting perhaps save time by using full-stack components provided of other posts; this might be provided as a machine learning 2 by a web API service. For example, you could use Disqus to plug-in. As with CMSs, such plug-ins can only be composed implement comments. If the commenting functionality were in ad hoc ways, and may require complex glue code. isolated from the rest of the app’s functionality, this could be done with very little effort (usually by just including some 1.3 Déjà Vu’s Approach JavaScript and writing a little HTML). But SN intertwines Concept as Modules. In our approach, concepts are the commenting with upvoting and posting: you want Disqus’s building blocks of applications. A concept is a self-contained, users to be the same users that can post links, and you want reusable increment of functionality that is motivated by a users to be able to upvote comments as well as posts. Even purpose defined in terms of the needs of an end user[17]. if the API were flexible enough for you to be able to pull For example, a comment concept manages the creation and off such an integration, it would likely require you toopen display of comments, and a scoring concept lets users as- up the full-stack black box, and write server-side code. For sign scores to items. Concepts are more fine-grained than example, you might need to create a notification hook so traditional plug-ins or microservices, which would likely, for that your app is notified when a comment is created, so that example, treat all the concepts associated with user review- it can be given an initial score. ing (such as scoring, comments and recommendations) as Content Management Systems. Another option would be part of a single plug-in or service. to use a content management system (CMS) such as Drupal3 Full-Stack Modules. A Déjà Vu application is a set of con- or WordPress4. A CMS supports the creation of websites cept instances that run in parallel. Each instance is a full- whose functionality primarily involves reading and writing stack service in its own right, with front-end GUI compo- content. Many CMSs provide a large suite of plug-ins that nents, a back-end server and data storage, and all the code allow a website to be extended with new features. Like our necessary to coordinate them.6 By default, these services concepts, these plug-ins are full-stack, and importing and run entirely independently of one another, in complete iso- configuring them is usually straightforward.
Recommended publications
  • Development of an Entity Component System Architecture for Realtime Simulation
    Fachbereich 4: Informatik Development of an Entity Component System Architecture for Realtime Simulation Bachelorarbeit zur Erlangung des Grades Bachelor of Science (B.Sc.) im Studiengang Computervisualistik vorgelegt von Trevor Hollmann Erstgutachter: Prof. Dr.-Ing. Stefan Müller (Institut für Computervisualistik, AG Computergraphik) Zweitgutachter: Kevin Keul, M.Sc. (Institut für Computervisualistik, AG Computergraphik) Koblenz, im September 2019 Erklärung Ich versichere, dass ich die vorliegende Arbeit selbständig verfasst und keine anderen als die angegebenen Quellen und Hilfsmittel benutzt habe. Ja Nein Mit der Einstellung der Arbeit in die Bibliothek bin ich einverstanden. .................................................................................... (Ort, Datum) (Unterschrift) Abstract The development of a game engine is considered a non-trivial problem. [3] The architecture of such simulation software must be able to manage large amounts of simulation objects in real-time while dealing with “crosscutting concerns” [3, p. 36] between subsystems. The use of object oriented paradigms to model simulation objects in class hierar- chies has been reported as incompatible with constantly changing demands dur- ing game development [2, p. 9], resulting in anti-patterns and eventual, messy re-factoring. [13] Alternative architectures using data oriented paradigms re- volving around object composition and aggregation have been proposed as a result. [13, 9, 1, 11] This thesis describes the development of such an architecture with the explicit goals to be simple, inherently compatible with data oriented design, and to make reasoning about performance characteristics possible. Concepts are for- mally defined to help analyze the problem and evaluate results. A functional implementation of the architecture is presented together with use cases common to simulation software. Zusammenfassung Die Entwicklung einer Spiele-Engine wird als nichttriviales Problem betrach- tet.
    [Show full text]
  • Immersive Exploration of Hierarchical Networks in VR
    Immersive Exploration of Hierarchical Networks in VR BACHELORARBEIT zur Erlangung des akademischen Grades Bachelor of Science im Rahmen des Studiums Medieninformatik und Visual Computing eingereicht von Manuel Eiweck Matrikelnummer 01633012 an der Fakultät für Informatik der Technischen Universität Wien Betreuung: Univ.Ass. Dr.techn. Manuela Waldner, MSc. Mitwirkung: Dipl.-Ing. Dr.techn. Johannes Sorger Dipl.-Ing. Wolfgang Knecht Wien, 16 April, 2021 Manuel Eiweck Manuela Waldner Technische Universität Wien A-1040 Wien Karlsplatz 13 Tel. +43-1-58801-0 www.tuwien.at Immersive Exploration of Hierarchical Networks in VR BACHELOR’S THESIS submitted in partial fulfillment of the requirements for the degree of Bachelor of Science in Media Informatics and Visual Computing by Manuel Eiweck Registration Number 01633012 to the Faculty of Informatics at the TU Wien Advisor: Univ.Ass. Dr.techn. Manuela Waldner, MSc. Assistance: Dipl.-Ing. Dr.techn. Johannes Sorger Dipl.-Ing. Wolfgang Knecht Vienna, 16th April, 2021 Manuel Eiweck Manuela Waldner Technische Universität Wien A-1040 Wien Karlsplatz 13 Tel. +43-1-58801-0 www.tuwien.at Erklärung zur Verfassung der Arbeit Manuel Eiweck Hiermit erkläre ich, dass ich diese Arbeit selbständig verfasst habe, dass ich die verwendeten Quellen und Hilfsmittel vollständig angegeben habe und dass ich die Stellen der Arbeit – einschließlich Tabellen, Karten und Abbildungen –, die anderen Werken oder dem Internet im Wortlaut oder dem Sinn nach entnommen sind, auf jeden Fall unter Angabe der Quelle als Entlehnung kenntlich gemacht habe. Wien, 16 April, 2021 Manuel Eiweck v Danksagung Einen besonderen Dank möchte ich den Betreuern dieser Arbeit Johannes Sorger, Wolfgang Knecht sowie Manuela Waldner aussprechen welche mich in der Entwick- lungsphase dieser Bachelorarbeit tatkräftig unterstützt haben.
    [Show full text]
  • Procedural Generation of Content in Video Games
    Bachelor Thesis Sven Freiberg Procedural Generation of Content in Video Games Fakultät Technik und Informatik Faculty of Engineering and Computer Science Studiendepartment Informatik Department of Computer Science PROCEDURALGENERATIONOFCONTENTINVIDEOGAMES sven freiberg Bachelor Thesis handed in as part of the final examination course of studies Applied Computer Science Department Computer Science Faculty Engineering and Computer Science Hamburg University of Applied Science Supervisor Prof. Dr. Philipp Jenke 2nd Referee Prof. Dr. Axel Schmolitzky Handed in on March 3rd, 2016 Bachelor Thesis eingereicht im Rahmen der Bachelorprüfung Studiengang Angewandte Informatik Department Informatik Fakultät Technik und Informatik Hochschule für Angewandte Wissenschaften Hamburg Betreuender Prüfer Prof. Dr. Philipp Jenke Zweitgutachter Prof. Dr. Axel Schmolitzky Eingereicht am 03. März, 2016 ABSTRACT In the context of video games Procedrual Content Generation (PCG) has shown interesting, useful and impressive capabilities to aid de- velopers and designers bring their vision to life. In this thesis I will take a look at some examples of video games and how they made used of PCG. I also discuss how PCG can be defined and what mis- conceptions there might be. After this I will introduce a concept for a modular PCG workflow. The concept will be implemented as a Unity plugin called Velvet. This plugin will then be used to create a set of example applications showing what the system is capable of. Keywords: procedural content generation, software architecture, modular design, game development ZUSAMMENFASSUNG Procedrual Content Generation (PCG) (prozedurale Generierung von Inhalten) im Kontext von Videospielen zeigt interessante und ein- drucksvolle Fähigkeiten um Entwicklern und Designern zu helfen ihre Vision zum Leben zu erwecken.
    [Show full text]
  • Overload Journal
    “The magazines” The ACCU's C Vu and Overload magazines are published every two months, and contain relevant, high quality articles written by programmers for programmers. “The conferences” Our respected annual developers' conference is an excellent way to learn from the industry experts, and a great opportunity to meet other programmers who care about writing good code. “The community” The ACCU is a unique organisation, run by members for members. There are many ways to get involved. Active forums flow with programmer discussion. Mentored developers projects provide a place for you to learn new skills from other programmers. “The online forums” Our online forums provide an excellent place for discussion, to ask questions, and to meet like minded programmers. There are job posting forums, and special interest groups. Members also have online access to the back issue library of ACCU magazines, through the ACCU web site. Invest in your skills. Improve your join:join: inin code. Share your knowledge. accuaccu || Join a community of people who care about code. Join the ACCU. Use our online registration form at professionalism in programming www.accu.org. www.accu.org Design: Pete Goodliffe Pete Design: OVERLOAD CONTENTS OVERLOAD 144 Overload is a publication of the ACCU April 2018 For details of the ACCU, our publications and activities, ISSN 1354-3172 visit the ACCU website: www.accu.org Editor 4 No News is Good News Frances Buontempo [email protected] Paul Floyd uses Godbolt’s compiler explorer to see what happens when you use ‘new’. Advisors Andy Balaam 8 Monitoring: Turning Noise into Signal [email protected] Chris Oldwood shows the benefits of structured Balog Pal logging.
    [Show full text]
  • Objective Employment History
    Michael T. Mayers Santa Cruz, CA 95062 email: [email protected] www: http://www.tweakoz.com/portfolio/ github: http://github.com/tweakoz OBJECTIVE Seeking a position at a software/hardware engineering, entertainment or multimedia production company. Looking for a firm which will offer a challenging environment and which thrives upon creativity and cutting edge technology. EMPLOYMENT HISTORY Aug 2017 - Present TANZLE SCOTTS VALLEY, CA Principal Systems Architect Designing and engineering Tanzle’s distributed hardware and software visualization platform, employing technologies such as spatial tracking, 3d rendering, Infiniband networking, OpenGL, OpenCV, CUDA, etc.. Brought up company’s cross platform (Linux,MacOs,Windows) build and development environment. Mar 2015 - Aug 2017 MZ (aka MACHINE ZONE) PALO ALTO, CA Lead Rendering Engineer Working on MZ’s new engine. I work closely with the graphics team in Germany defining requirements for the rendering engine. I am also responsible for bringing up the ECS (Entity Component System) simulation layer that acts as the liaison between Lua and the rendering engine. Oct 2014 - Mar 2015 NVIDIA SANTA CLARA, CA Sr. SW Engineer Worked on bringing up the Linux Graphics Debugger. Oct 2013 - Sep 2014 BLUESCAPE REDWOOD SHORES, CA Principal SW Engineer, Architect : Wall Systems Continued work on the Bluescape wall platform started at Obscura. Jul 2012 - Oct 2013 OBSCURA DIGITAL SAN FRANCISCO, CA Head of Software Engineering Lead software engineer and software architect of the Bluescape wall platform, a multi-user and multi-touchscreen cloud enabled collaborative operating system. (see www.bluescape.com). Apr 2010 - Jul 2012 APPLE INC CUPERTINO, CA GPU Developer Technologies Software Engineer Worked on internal OpenGL command stream processing tools for OpenGL/OpenGLes driver/hardware testing and validation on OSX and iOS platforms.
    [Show full text]
  • Konzeption Und Evaluation Eines Entity-Component-Systems Anhand Eines Rundenbasierten Videospiels
    Bachelorarbeit Michael Hanisch Konzeption und Evaluation eines Entity-Component-Systems anhand eines rundenbasierten Videospiels Fakultät Technik und Informatik Faculty of Engineering and Computer Science Studiendepartment Informatik Department of Computer Science Michael Hanisch Konzeption und Evaluation eines Entity-Component-Systems anhand eines rundenbasierten Videospiels Bachelorarbeit eingereicht im Rahmen der Bachelorprüfung im Studiengang Bachelor of Science Angewandte Informatik am Department Informatik der Fakultät Technik und Informatik der Hochschule für Angewandte Wissenschaften Hamburg Betreuender Prüfer: Prof. Dr. Philipp Jenke Zweitgutachter: Dr.-Ing. Sabine Schumann Eingereicht am: 23. September 2016 Michael Hanisch Thema der Arbeit Konzeption und Evaluation eines Entity-Component-Systems anhand eines rundenbasierten Videospiels Stichworte Ashley, Freebooter’s Fate, Videospiel, ECS, LibGDX, Java Kurzzusammenfassung Dieses Arbeit behandelt den Aufbau eines Videospiels mithilfe des Entity-Component-Systems (ECS) Ashley. Als Vorlage dient das Tabletop Strategiespiel Freebooter’s Fate, welches auf Runden und abwechselnden Zügen basiert. Thematisiert wird die Nutzung eines Zustandsautomaten innerhalb eines ECS. Ergebnis ist ein leicht zu erweiterndes Videospiel. Michael Hanisch Title of the paper Conception and evaluation of an entity component system on the basis of a turn based video game Keywords ashley, Freebooter’s Fate, video games, ECS, libGDX, java Abstract This thesis shows the implementation of a video game, using entity component system (ECS) Ashley. Original is miniature wargaming Freebooter’s Fate, which is based on rounds and alternating turns. Picked out as a central theme is the usage of a nite state machine inside an ECS. The result is an easy to expand video game. Inhaltsverzeichnis 1 Einleitung1 1.1 Motivation . .1 1.2 Darstellung der Problemstellung .
    [Show full text]
  • Authoring Interactive Media : a Logical & Temporal Approach Jean-Michael Celerier
    Authoring interactive media : a logical & temporal approach Jean-Michael Celerier To cite this version: Jean-Michael Celerier. Authoring interactive media : a logical & temporal approach. Computation and Language [cs.CL]. Université de Bordeaux, 2018. English. NNT : 2018BORD0037. tel-01947309 HAL Id: tel-01947309 https://tel.archives-ouvertes.fr/tel-01947309 Submitted on 6 Dec 2018 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. THÈSE DE DOCTORAT DE l’UNIVERSITÉ DE BORDEAUX École doctorale Mathématiques et Informatique Présentée par Jean-Michaël CELERIER Pour obtenir le grade de DOCTEUR de l’UNIVERSITÉ DE BORDEAUX Spécialité Informatique Sujet de la thèse : Une approche logico-temporelle pour la création de médias interactifs soutenue le 29 mars 2018 devant le jury composé de : Mme. Nadine Couture Présidente M. Jean Bresson Rapporteur M. Stéphane Natkin Rapporteur Mme. Myriam Desainte-Catherine Directrice de thèse M. Jean-Michel Couturier Examinateur M. Miller Puckette Examinateur Résumé La question de la conception de médias interactifs s’est posée dès l’apparition d’ordinateurs ayant des capacités audio-visuelles. Un thème récurrent est la question de la spécification tem- porelle d’objets multimédia interactifs : comment peut-on créer des présentations multimédia dont le déroulé prend en compte des événements extérieurs au système.
    [Show full text]
  • Unified Patterns for Realtime Interactive Simulation in Games
    Unified Patterns for Realtime Interactive Simulation in Games and Digital Storytelling Dieter Schmalstieg Graz University of Technology Abstract—This paper discusses the state of the art in realtime interactive simulation patterns, which are essential in the development of game engines, digital storytelling, and many other graphical applications. We show how currently popular patterns have evolved from equivalent, or, at least, very similar concepts, and are deeply related. We show that game engines do not need to choose a particular pattern, but can easily combine all desired properties with little or no overhead. Realtime interactive simulations, such as simulation should be flexible in accommodating computer games or cosimulations,1 typically use new entities and new tasks. entities and tasks as their building blocks. A Contemporary game engines, such as Uni- game world or other graphical environment is ty3D, favor the entity/component/system (ECS) populated by entities such as creatures or treas- pattern,2 which makes it easy to extend enti- ures. Many entities coexist, over longer periods ties and tasks independently. ECS decouples of time, and the digital narrative emerges as a entities and tasks, which is often seen as a consequence of their simulated interactions. major advantage over traditional object-ori- The challenge from a programming point of view ented programming techniques. However, it is scalability: We want to make it convenient for does not support communication between the programmer to express the desired simula- 3 entity groups. Mercury has recently shown tion in terms of entities and tasks, and the how Unity3D can be extended with group com- munication based on dataflow, but Mercury still requires to know communication patterns in advance.
    [Show full text]
  • Game and Engine Architecture Tvorba a Dizajn Počítačových Hier Návrh a Vývoj Počítačových Hier Game Development Is Software Development
    06 Game and Engine Architecture Tvorba a dizajn počítačových hier Návrh a vývoj počítačových hier Game development is software development •Use of well-defined design patterns •Relatively strict structure of a game and game engine •Not only graphics and physics •Although lots of concepts are borrowed/required from these fields 2 Game architecture •What are all the parts a game consists of? •How do they fit together? •Relying on established standards will make your life easier •You will create maintainable and reusable software pieces •Instead of doing something that immediately works, you need to think about the one constant in software development •Going against the stream might pay off in terms of efficiency •But the results might be harder to comprehend by others 3 What’s the only constant thing in software development? Change Game architecture layers • Architecture with lots of layers (think TCP/IP) • Every subsystem can be put into one of these categories: • Application layer • Deals with the hardware and the operating system • This is usually handled by the game engine • Game logic layer • Manages your game state and how it changes over time • Game view layer • Presents the game state with graphics and sound • Similar to the well-known design pattern Model-View-Controller • Changes in hardware should not affect the game logic or game view layers • Just like MVC 6 Game logic layer •This is your game – all its mechanics • Without input systems, rendering & audio playback… •Contains subsystems that manage the game world state •Communicating
    [Show full text]
  • An Object-Oriented Software Framework for Immersive Virtual Reality Exergames
    AN OBJECT-ORIENTED SOFTWARE FRAMEWORK FOR IMMERSIVE VIRTUAL REALITY EXERGAMES By Yifan Wang M.Eng. A thesis submitted in fulfilment of the requirements for the degree of Doctor of Philosophy School of Electrical and Information Engineering The University of Sydney March 2020 Faculty of Engineering The University of Sydney, Australia Authorship Attribution Statement Chapter 3, 4 and 5 of this thesis are published as Wang, Y., Ijaz, K., & Calvo, R. A. (2017). A software application framework for developing immersive virtual reality experiences in health domain. In 2017 IEEE Life Sciences Conference (pp. 27–30). IEEE. Wang, Y., Yuan, D., Ijaz, K., & Calvo, R. A. (2020). VR-Rides: An object-oriented application framework for immersive virtual reality exergames. Software - Practice and Experience. 1-20. I designed and developed this framework, extracted and analysed the data and wrote the drafts of the MS. Chapter 6 of this thesis contains part of the data that published as Ijaz, K., Ahmadpour, N., Wang, Y., & Calvo, R. A. (2020). Player experience of needs satisfaction (PENS) in an immersive virtual reality exercise platform describes motivation and enjoyment. International Journal of Human-Computer Interaction. 1-10. Ijaz, K., Wang, Y., Ahmadpour, N., & Calvo, R. A. (2017). Physical activity enjoyment on an immersive VR exergaming platform. In 2017 IEEE Life Sciences Conference (pp. 59– 62). IEEE. Ijaz, K., Wang, Y., Ahmadpour, N., & Calvo, R. A. (2019). Immersive VR exergames for health and wellbeing. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (p. INT043). ACM. Ijaz, K., Wang, Y., Milne, D., & Calvo, R.
    [Show full text]
  • OSS Scripting System for Game Development in Rust Pablo Silva, Rodrigo Campos, Carla Rocha
    OSS Scripting System for Game Development in Rust Pablo Silva, Rodrigo Campos, Carla Rocha To cite this version: Pablo Silva, Rodrigo Campos, Carla Rocha. OSS Scripting System for Game Development in Rust. 17th IFIP International Conference on Open Source Systems (OSS), May 2021, Lathi/virtual event, Finland. pp.51-58, 10.1007/978-3-030-75251-4_5. hal-03254065 HAL Id: hal-03254065 https://hal.inria.fr/hal-03254065 Submitted on 8 Jun 2021 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Distributed under a Creative Commons Attribution| 4.0 International License OSS Scripting System for Game Development in Rust Pablo Diego Silva da Silva, Rodrigo Oliveira Campos, and Carla Rocha1 University of Bras´ılia(UnB), Bras´ılia,Brasil [email protected] [email protected] [email protected] Abstract. Software development for electronic games has remarkable performance and portability requirements, and the system and low-level languages usually provide those. This ecosystem became homogeneous at commercial levels around C and C++, both for open source or pro- prietary solutions. However, innovations brought other possibilities that are still growing in this area, including Rust and other system languages.
    [Show full text]
  • An Entity-Component-System Based Co-Simulation Framework Larsi
    Simulation Modelling Practice and Theory 108 (2021) 102243 Contents lists available at ScienceDirect Simulation Modelling Practice and Theory journal homepage: www.elsevier.com/locate/simpat Vico: An entity-component-system based co-simulation framework LarsI. Hatledal a,<, Yingguang Chu b, Arne Styve c, Houxiang Zhang a a Department of Ocean Operations and Civil Engineering, Norwegian University of Science and Technology, Larsgårdsvegen 2, 6009 Ålesund, Norway b SINTEF Ålesund, Borgundvegen 340, 6009 Ålesund, Norway c Department of ICT and Natural Sciences, Norwegian University of Science and Technology, Larsgårdsvegen 2, 6009 Ålesund, Norway ARTICLEINFO ABSTRACT Keywords: This paper introduces a novel co-simulation framework running on the Java Virtual Machine Co-simulation built on a software architecture known as the Entity-Component-System. Popularised by games, Continuous-time simulation this architecture favours composition over inheritance, allowing for greater flexibility. Rather Entity-component-system than using a fixed inheritance tree, an entity is defined by its traits, which can be seamlessly Functional mock-up interface changed during simulation. The framework supports the Functional Mock-up Interface standard System structure and parameterisation for co-simulation, as well as the System Structure and Parameterisation standard for defining the system structure. Furthermore, the employed architecture allows users to seamlessly integrate physics engines, plotting, 3D visualisation, co-simulation masters and other types of systems into the framework in a modular way. To show its effectiveness, this paper compares the framework to four similar open-source co-simulation frameworks by simulating a quarter-truck system defined using the System Structure and Parameterisation standard. 1. Introduction This paper introduces Vico, a novel high-level co-simulation framework, which is founded on a software architecture based on the Entity-Component-System (ECS) architecture [1–4].
    [Show full text]