• Title/Summary/Keyword: Mock Object

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A Method of Integration Testing for Federation using Mock Object Patterns (모형 객체 패턴을 이용한 Federation 통합시험 방법)

  • Shim, Jun-Yong;Lee, Young-Heon;Lee, Seung-Young;Kim, Seh-Hwan
    • Journal of the Korea Society for Simulation
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    • v.20 no.4
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    • pp.41-48
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    • 2011
  • The act of writing a unit test is more an act of design than of verification. It is also more an act of documentation than of verification. The act of writing a unit test closes a remarkable number of feedback loops, the least of which is the one pertaining to verification of function. Unit testing is a fundamental practice in Extreme Programming, but most non-trivial code is difficult to test in isolation. Normal unit testing is hard because It is trying to test the code from outside. On the other hand, developing unit tests with Mock Objects leads to stronger tests and to better structure of both domain and test code. In this paper, I first describe how Mock Objects are used for unit testing of federation integration. Then I describe the benefits and costs of Mock Objects when writing unit tests and code. Finally I describe a design of Mock federate for using Mock objects.

Articulated Rotor/Aerodynamics Co-Simulation Using FMI Standard (FMI 표준을 활용한 관절형 로터/공력 연계시뮬레이션)

  • Paek, Seung-Kil;Park, Joongyong
    • Journal of Aerospace System Engineering
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    • v.9 no.4
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    • pp.1-7
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    • 2015
  • The purpose of this research is to develop co-simulation methodology of codes developed in different modeling and simulation environment. We develop aerodynamic FMU(Functional Mock-up Unit) meeting FMI(Functional Mock-up Interface) specification version2 utilizing Legacy FORTRAN aerodynamic code based on unsteady vortex lattice method. It is concluded that making FMU is possible utilizing Legacy code made in any language which can be compiled and linked with object in FMI API coded in C language. This paper explains QTronic's method of using FMU SDK(Software Development Kit) and suggestion for using FORTRAN properly. Finally, we make articulated rotor/aerodynamics co-simulation by integrating aerodynamics FMU and rotor FMU developed by Modelica.

Unification of neural network with a hierarchical pattern recognition

  • Park, Chang-Mock;Wang, Gi-Nam
    • Proceedings of the ESK Conference
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    • 1996.10a
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    • pp.197-205
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    • 1996
  • Unification of neural network with a hierarchical pattern recognition is presented for recognizing large set of objects. A two-step identification procedure is developed for pattern recognition: coarse and fine identification. The coarse identification is designed for finding a class of object while the fine identification procedure is to identify a specific object. During the training phase a course neural network is trained for clustering larger set of reference objects into a number of groups. For training a fine neural network, expert neural network is also trained to identify a specific object within a group. The presented idea can be interpreted as two step identification. Experimental results are given to verify the proposed methodology.

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A Study of Mock Objects Generator for Applying XPwith Special Attention to C (C환경에서의 XP적용을 위한 모크객체생성기에 관한 연구)

  • Jung Young Mok;Park Jae Won;Lee Nam Yong
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.1 s.33
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    • pp.15-26
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    • 2005
  • As one of the lightweight software development methodology, the XP (Extreme Programming) is the practical means to improve the productivity and qualify of software through the pursuit of 4 values - communication, simplicity, feedback, and courage. It appears, however, the TDD (Test Driven Development). one of the practices of in. has a problem. which is the unavailability of the test driven development in case of the prolonged period of testing or the failure of securing the independency of the test cases. This results in the emphasis on the importance of the Mock Objects recently. The Mock Objects, the one imitating the faulty real code, has the fundamentals of simplicity allowing even manual script but. due to the inefficiency of manual script of the Mock Objects in a real life, it is implemented the Mock Objects Generator such as Mockotjects, EasyMock in Java. It Is found difficult, however to apply the Mock Objects in C language due to its object -oriented Premise as well as the absence of mock objects generators for C language. Therefore, in this Paper it is presented the CMock, a Mock Objects generator fer C language which allows the easy creation of the Mock Objects, and the study is performed to verify the efficiency accordingly.

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Implementation of 3D Object Model considering Recycle-Design of PSC Box Girder (PSC 박스 거더의 Recycle-Design을 고려한 3차원 객체 모델 구현)

  • Cho, Sung-Hoon;Park, Jae-Guen;Lee, Heon-Min;Shin, Hyun-Mock
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.23 no.3
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    • pp.325-330
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    • 2010
  • In the fields of design within civil engineering, BIM based Utilization of 3D object model is still far from commercialization. In this paper, BIM based 3D object model is composed for PSC box girder, super structure of railway bridge. The basic unit of the model is part model. The part model is the minimum unit model. And it has hierarchy to reflect the characteristics of structures. Change orders of structural designer must be reflected quickly in the 3D object model. Repetitive change orders are occurred in actual construction process. To prepare that, we classified design variables to parameters. Change orders of structural designer can be reflected quickly in the 3D object model because those parameters are related with information of 3D object model. In this paper, we studied various benefits of BIM based design method with 3D object model in the fields of design within civil engineering, and proposed the efficient application method of 3D object model for PSC box girder.

Implementation of Background Scene in the Virtual Reality Ship Simulator (가상현실 선박 시뮬레이터의 배경 구현)

  • 임정빈
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.6 no.1
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    • pp.11-22
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    • 2000
  • The paper describes creation methods of background scenes to implement realistic virtual environments in the VRSS (Virtual Reality Ship Simulator). VRSS is next-generation system constructed with virtual tools in a virtual space. Thus, it could have many benefits compared to conventional ship simulators composed with heavy bridge mock-up system and wide visual presentations. In this work, we developed effective 3D object modeling techniques, and constructed virtual harbor scene by using 3D-Webmaster authoring tool. The virtual harbor was built with object-oriented 3D objects modeled to interact with user's action. With the immersion-type VR system, we created virtual harbor environments in a virtual space, and discussed on the naturalness of the scene with test results of SDMPA (Semantic Differential Method for Psychophysical Assessment) by 10 subjects. As the results of subject assessment, all of the participants could felt natural-like harbor. Therefore, we found that the proposed creation methods and procedures of background scene are enabling to fit to the full mission VRSS construction.

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An Implementation of Product Data Management System for Design of Ship Propulsion System (선박 추진시스템 설계를 위한 PDM 구현)

  • Suh, Sung-Bu
    • Journal of Navigation and Port Research
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    • v.35 no.6
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    • pp.489-494
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    • 2011
  • Present study introduces an implementation of product data management (PDM) that can be applied to the design of ship propulsion system. The PDM system is developed based on both object oriented software development environment and Open Scene Graph (OSG) library while the system architecture is modeled by the unified modeling language (UML). Suggested PDM system also integrates the modeling & simulation components required to estimate the performance of ship propulsion system as the product information is represented based on the 3-dimensional digital mock-up (DMU). Finally, functions of the implemented PDM system that is integrated with the M&S softwares are illustrated in order to suggest a practical guidance for the efficient design of ship propulsion system.

Design a Platform for Balancing Mutual Values between Objects (객체들 간의 상호 가치 균형을 위한 플랫폼 설계)

  • Kim, Bong-Han
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.241-248
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    • 2017
  • There are various problems in the process of developing the game. Especially, there is a lot of problems in testing the balance of the value of each object. This causes problems such as an increase in development cost and a delay in development time. Therefore, if there is a tool or simulator that can test the mutual value balance of each object in advance, this problem can be solved. However, currently there are few simulators, tools, and platforms that can analyze and evaluate the mutual value balance between these objects. In this paper, I designed a platform to evaluate and test the mutual value balance between these objects based on mock battle. The designed platform tests and evaluates the abilities of each object according to their attack and defense strengths. So, this reduces development costs and shortens development time.

3-D Information Model for High-speed Railway Infrastructures (고속철도시설물을 위한 3차원정보모델)

  • Shim, Chang-Su;Kim, Deok-Won;Youn, Nu-Ri
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2008.04a
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    • pp.241-246
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    • 2008
  • Design of a high-speed railway line requires collaboration of heterogeneous application systems and of engineers with different background. Object-based 3D models with metadata can be a shared information model for the effective collaborative design. In this paper, railway infrastructure information model is proposed to enable integrated and inter-operable works throughout the life-cycle of the railway infrastructures, from planning to maintenance. In order to develop the model, object-based 3-D models were built for a 10km railway among Korea high-speed railway lines. The model has basically three information layers for designers, contractors and an owner, respectively. Prestressed concrete box-girders are the most common superstructure of bridges. The design information layer has metadata on requirements, design codes, geometry, analysis and so on. The construction layer has data on drawings, real data for material and products, schedules and so on. The maintenance layer for the owner has the final geometry, material data, products and their suppliers and so on. These information has its own data architecture which is derived from similar concept of product breakdown structure(PBS) and work breakdown structure(WBS). The constructed RIIM for the infrastructures of the high-speed railway was successfully applied to various areas such as design check, structural analysis, automated estimation, construction simulation, virtual viewing, and digital mock-up. The integrated information model can realize virtual construction system for railway lines and dramatically increase the productivity of the whole engineering process.

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Design of Interface between 3D Object Model and Structure Analysis Program (3D 객체 모델과 구조해석 프로그램의 인터페이스 설계)

  • Park, Jae-Geun;Kim, Min-Hee;Lee, Kwang-Myong;Choi, Jung-Ho;Shin, Hyun-Mock
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.21 no.3
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    • pp.247-252
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    • 2008
  • Recently, the virtual construction system in which project participants efficiently share and control the information throughout the life-cycle of construction project using 3D object models is being developed all over the world. In this paper, a design of interface between 3D object model of structures and structural analysis system that is essential for the analysis and design of civil structures in the virtual space is treated. The relation parametric modeling technique that is needed to make the 3D object models and the construction method of product breakdown structure(PBS) that considers the several parameters for the structural analysis are presented. PBS is built so that it is possible to extract needed attribute information from 3D object model and to apply it to the structural analysis. Design methodology for interface program is proposed that several numerical values determined by the cooperative work same as structural analysis are delivered to 3D object models without additional work. An interface program between 3D object models and structural analysis system developed based on the proposed method would be effectively used to develop virtual construction system.