evo framework | my app

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Evo Framework 1. Introduction Copyright © Massimiliano Pizzola The neuron is the unit cell that constitutes the nervous tissue. Evo Framework

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Page 1: Evo framework | my app

Evo Framework

1. Introduction

Copyright © Massimiliano Pizzola

The neuron is the unit cell that constitutes the nervous tissue.

Evo Framework

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2. Evo Framework

Neuron cell (wikipedia)

Thanks to its peculiar chemical and physiological properties is able to receive, integrate and transmit nerveimpulses, as well as to produce substances called neuro secreted. From the cell body origin have cytoplasmicextensions, said neurites, which are the dendrites and the axon. The dendrites, which have branches like a tree,receive signals from afferent neurons and propagate centripetally. The complexity of the dendritic tree representsone of the main determinants of neuronal morphology and of the number of signals received from the neuron.Unlike the axon dendrites are not good conductors of nerve signals which tend to decrease in intensity. In addition,the dendrites become thinner to the end point and contain polyribosomes. The axon conducts instead the signal toother cells in a centrifugal direction. It has a uniform diameter and is an excellent conductor thanks to the layers ofmyelin. In the axon of certain neuronal protein synthesis may occur in neurotransmitters, proteins andmitochondrial cargo. The final part of the axon is an expansion of said button terminal. Through an axon terminalbuttons can contact the dendrites or cell bodies of other neurons so that the nerve impulse is propagated along aneuronal circuit.

The Evo (lution) Framework is a logical structure of the media on which software can be designed andimplemented which takes its inspiration from the structure of a neuronal cell.

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Evo Neuron

The purpose of the framework is to provide a collection of basic entities ready for use, or reuse of code, avoidingthe programmer having to rewrite every time the same functions or data structures and thus facilitatingmaintenance operations. This feature is therefore part of the wider context of the calling code within programs andapplications and is present in almost all languages.The main advantages of using this approach are manifold.It can separate the programming logic of a certain application from that required for the resolution of specificproblems, such as the management of collections of information transmission and reception through differentcommunication channels.The entities defined in a given library can be reused by multiple applications

The central part of the information model defined entity operates, the entity shallenclosed by a layer called control, which manages and controls the flow of information open object-orientedframework.The ability to reuse modules and classes reduce application development time and increases reliability becauseusually the reused code has been previously proven, tested and corrected by bugs.The surface layer is called graphic whose job is to display and present the information contained in the The states mediator and foundation managing the storage and retrieval of entity.Il framework has branches like atree you can receive and send messages to systems in the field through the layer bridge.

The Evo Framework is based on different programming paradigms:

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3. Architecture

4 Software architecture

4.1.Multi language

• modular programming,• object-oriented programming,• planning events,• aspect-oriented programming.

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Evo Framework

The Evo Framework is divided into individual modules each of which performs specific functions in an autonomousway and that can cooperate with each other.The goal is to simplify development, testing and maintenance of large programs that involve one or moredevelopers.

The Evo Framework can be implemented in any language that supports object-oriented programming.

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4.2.Multi platform

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Multi language

The Evo Framework is portable and platform can be used:

• in a desktop environment• server environment• on mobile devices• on video game consoles• for web platforms

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5. Network architecture

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Multi Platform

The Evo Framework is structured so as to be able to use different types of network architecture.

• Stand-alone is capable of functioning alone or independently from other objects or software, which mightotherwise interact with.• Client-server client code contacts the server for data, which formats and displays to the user. The input data tothe client are sent to the server when they are given a permanent basis.• Architecture 3-tier th system moves the intelligence of the client at an intermediate level so that the clientwithout state can be used. This simplifies the movement of applications. Most web applications are 3-Tier.• N-Tier Architecture – N-Tier refers typically to web applications that send their requests to other services.• Tight-coupled (clustered) – It usually refers to a cluster of machines working together running a shared processin parallel.• The task is divided into parts that are processed individually by each and then sent back together to form the

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6. Software Architecture

final result.• Peer-to-peer networks – architecture where there are special machines that provide a service or manage thenetwork resources. Instead all responsibilities are uniformly divided among all machines known as peers. The peercan act both as a client and a server.• Space-based – Refers to a structure that creates the illusion (virtualization) of a single address space. The data isreplicated according to application requirements.

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Network Architecture

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6.1.Control

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Evo Architecture

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CObject

The objects Control manage business logic, application logic necessary for the operation of the applicationsoftware.They manage the flow of the application by sending and receiving notifications by coordinating the differentmodules.The classes inherit from the Control class CObject, incoming messages are stored in the output data inmapInMessage Map Map mapOutMessage.The method DoNotify (EMessage eMessage) notification message to all objects Control to listen to that message.The exchange of messages can be:

• aynchronous communication: the Control sends the message and continues to carry out its operations• synchronous communication: the Control sends the message and waits until the receiver has not received themessage,the response prepared and sent to the caller control.

• remote invocation: the Control waits for the receiver is ready to receive, and only after the receiver has dataavailable to receive the sender sends the message.

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6.2.Entity

6.3.Mediator

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Control

The Entity is the container of information, the information can be set and retrieved.The Entity can be linked together by relations of type association,aggregation, composition inheritance.A covered entity is characterized by a unique identifier, the iD, and a time stamp that indicates when the object waslast modified.The methods and ToMap FromMap (Map map) are used for the serialization.

The Mediator objects are used to store and retrieve a single entity or collection of entities in the volatile memory.An object Mediator can receive notifications, and respond both synchronously and asynchronouslyThe method OnSet (EQuery eQuery) is used to store or update an entity object in memory. The object sends a notification if an error containing the exception and the entity iD.

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Mediator OnSet

The method OnGet (EQuery eQuery) returns a collection of objects of type entities that meet the selection criteria inthe query object eQuery.

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6.4.Foundation

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Mediator OnGet

The method OnDel (EQuery eQuery) is used for the removal of an entity object from memory. The object sends amediator I notified when an error occurs containing the exception and the entity iD

The Foundation objects are used to store and retrieve a single entity or collection of entities in the persistentmemory.An object Foundation can receive notifications, and respond both synchronously and asynchronously.The method OnSet (EQuery eQuery) is used to store or update an entity object in memory. The object sends a notification if an error containing the exception and the iD the entity.

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Foundation OnSet

The object control the Entity stores even in the Mediator so as not to question later the persistent storage.The control checks for correct synchronization between the Mediator and foundation and after rivevuto messagesynchronization occurred queries the Mediator. The method OnGet (EQuery eQuery) returns a collection of objects oftype entities that meet the selection criteria in the query object eQuery.

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Foundation OnGet

The method OnDel (EQuery eQuery) is used for the removal of an object from the entity memory is volatile andpersistent.

The object Mediator sends a notification if an error containing the exception and the iD the Entity

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6.5.Bridge

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Foundation OnDel

The module provides a service of transferring information, through common functions of transmitting andreceiving on one or more communication channels, to a population of systems on a more or less wide and alsooffers the possibility to make use of distributed computing through the distributed system in which the network, orpart of it, can arise.

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Bridge

You can communicate in an encrypted using symmetric encryption algorithms or asymmetric.

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6.6.Graphic

Bridge Certificate

To send a message, the object bridge should explain who is receiving it.The bridge can send the message to a specific recipient identified by its identifier, or send messages to all receiverslistening

Graphic objects are used to realize the graphical interface that allows the user direct interaction with the layer ofthe display.They manage the flow visualization sending and receiving notifications to other objects or objects of presentationcontrol.

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Graphic classes inherit from GObject class, incoming messages are stored in the output data in mapInMessageMap Map mapOutMessage.

The method DoNotify (EMessage eMessage) notification message to all objects in the Presentation Control orlistening to that message.The method OnView (EMessage eMessage) is invoked to display presentation object.The method OnHide (EMessage eMessage) is invoked when the object is hidden presentation.

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7.Utility

7.1. Structure

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Graphic

The utility module contains utilities used by the controller classes for managing the flow of the framework.In the general form of utility UtilityName is the class that contains the methods IuUtilityName accessible publicoutside of the package.The utility classes are UUtilityName singleton classes and have visibility only inside the package UtilityName.

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7.2.Message

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The form of utility Message has an important role in the Evo Framework since it deals with the management ofnotifications.

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7.3.Serialize

The module uses the Observer design pattern of behaviorControl objects are recorded and put into listening to eMessage transmitted.In the event of receiving a message is called the callback object to listen to that message.

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L’utility Serialize gestisce la serializzazione e della serializzazione delle entity per poter essere archiviate otrasmesse ai diversi canali di memorizzazione.

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7.4.Log

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The utility Log is a form used to:• the analysis of the fault,• the production of statistics for the year, recovery situations

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8. Use

(http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-alle-00.31.34.png)previousanalysis of the changes made in the database• the analysis of the transactions made and those responsible for these operations • a summary of what happenedin a given period of time

The Evo Framework was used for the realization of mobile applications and desktop applications, with thefollowing advantages:

• Rapid development: using the evolution framework, a significantly shorter development time, which makes itinherently more competitive, being able to offer customers the shorter development times and, consequently,lower development costs.• Reusability: just a snippet of code developed using the evolution framework, can be easily reused in anotherproject with very few changes;Do not waste time “reinventing the wheel”: do not waste time to resolve any project issues already addressed andresolved for some time,maybe by dozens of developers, arriving at a solution widely accepted and shared• Standards compliance: Using Evo Framework makes it easy to share and maintainable by third parties also itssource code standardizing the syntax and the required adoption of best practices that by the time you have beencreated;Division of labor. There is a natural distribution of the workload, which gives the possibility for each developer tofocus on individual components, independently from the rest of the application.• Focus on the real objective of the project by not having to invest part of their time to settle ancillary problems,

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you can maximize its efforts on the analysis of the issues for which the application is being developed, perhapsinvesting some time in research of some algorithm particularly efficient or innovative to the problem in question,being

(http://my-team.it/wp-content/uploads/2014/10/Schermata-2014-11-11-alle-17.33.37.png)(http://my-team.it/wp-content/uploads/2014/10/Schermata-2014-11-11-alle-17.33.37.png)(http://my-team.it/wp-content/uploads/2014/10/Schermata-2014-10-28-alle-17.47.41.png)divided into independent modules, it is easier apportarne of these changes are corrective or perfective.• Optimization debugging phase: the evolution framework is structured to be able to manage the debugging bothduring the testing phase of the program, that is when this is still under development and has not yet been declaredready to be used by the end user, both during production or release. The flow of the application software isrecorded in a log file. The debug module is used for:

• identification of the bugs• identification of the component that has the bug• designing a fix for the bug• Implementation and testing of the correction

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