Testing is one of the costliest aspects of commercial software development. Model-based testing is a promising approach addressing these deficits. At Microsoft, model-based testing technology developed by the Foundations of Software Engineering group in Microsoft Research has been used since 2003. The second generation of this tool set, Spec Explorer, deployed in 2004, is now used on a daily basis by Microsoft product groups for testing operating system components, .NET framework components and other areas. This chapter provides a comprehensive survey of the concepts of the tool and their foundations.
Abstract. We present work on a tool environment for model-based testing with the Abstract State Machine Language (AsmL). Our environment supports semiautomatic parameter generation, call sequence generation and conformance testing. We outline the usage of the environment by an example, discuss its underlying technologies, and report on some applications conducted in the Microsoft environment.
Monadic predicates play a prominent role in many decidable cases, including decision procedures for symbolic automata. We are here interested in discovering whether a formula can be rewritten into a Boolean combination of monadic predicates. Our setting is quantifier-free formulas whose satisfiability is decidable, such as linear arithmetic. Here we develop a semidecision procedure for extracting a monadic decomposition of a formula when it exists.
We show how to improve the Sugiyama scheme by edge bundling. Our method modifies the layout produced by the Sugiyama scheme by bundling some of the edges together. The bundles are created by a new algorithm based on minimizing the total ink needed to draw the graph edges. We give several implementations that vary in quality of the resulting layout and execution time. To diminish the number of edge crossings inside of the bundles we apply a metroline crossing minimization technique. The method preserves the Sugiyama style of the layout and creates a more readable view of the graph.
Abstract. We propose a new approach to edge bundling. At the first stage we route the edge paths so as to minimize a weighted sum of the total length of the paths together with their ink. As this problem is NP-hard, we provide an efficient heuristic that finds an approximate solution. The second stage then separates edges belonging to the same bundle. To achieve this, we provide a new and efficient algorithm that solves a variant of the metro-line crossing minimization problem. The method creates aesthetically pleasing edge routes that give an overview of the global graph structure, while still drawing each edge separately, without intersecting graph nodes, and with few crossings.
This paper deals with testing of nondeterministic software systems. We assume that a model of the nondeterministic system is given by a directed graph with two kind of vertices: states and choice points. Choice points represent the nondeterministic behaviour of the implementation under test (IUT). Edges represent transitions. They have costs and probabilities. Test case generation in this setting amounts to generation of a game strategy. The two players are the testing tool (TT) and the IUT. The game explores the graph. The TT leads the IUT by selecting an edge at the state vertices. At the choice points the control goes to the IUT. A game strategy decides which edge should be taken by the TT in each state. This paper presents three novel algorithms 1) to determine an optimal strategy for the bounded reachability game, where optimality means maximizing the probability to reach any of the given final states from a given start state while at the same time minimizing the costs of traversal; 2) to determine a winning strategy for the bounded reachability game, which guarantees that given final vertices are reached, regardless how the IUT reacts; 3) to determine a fast converging edge covering strategy, which guarantees that the probability to cover all edges quickly converges to 1 if TT follows the strategy.
Algorithms for laying out large graphs have seen significant progress in the past decade. However, browsing large graphs remains a challenge. Rendering thousands of graphical elements at once often results in a cluttered image, and navigating these elements naively can cause disorientation. To address this challenge we propose a method called GraphMaps, mimicking the browsing experience of online geographic maps. GraphMaps creates a sequence of layers, where each layer refines the previous one. During graph browsing, GraphMaps chooses the layer corresponding to the zoom level, and renders only those entities of the layer that intersect the current viewport. The result is that, regardless of the graph size, the number of entities rendered at each view does not exceed a predefined threshold, yet all graph elements can be explored by the standard zoom and pan operations. GraphMaps preprocesses a graph in such a way that during browsing, the geometry of the entities is stable, and the viewer is responsive. Our case studies indicate that GraphMaps is useful in gaining an overview of a large graph, and also in exploring a graph on a finer level of detail.
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