The temporal logic of reactive and concurrent systems
The temporal logic of reactive and concurrent systems
LSCs: Breathing Life into Message Sequence Charts
Formal Methods in System Design
Come, Let's Play: Scenario-Based Programming Using LSC's and the Play-Engine
Come, Let's Play: Scenario-Based Programming Using LSC's and the Play-Engine
Playing with Time: On the Specification and Execution of Time-Enriched LSCs
MASCOTS '02 Proceedings of the 10th IEEE International Symposium on Modeling, Analysis, and Simulation of Computer and Telecommunications Systems
A distributed object model for the javaTM system
COOTS'96 Proceedings of the 2nd conference on USENIX Conference on Object-Oriented Technologies (COOTS) - Volume 2
Statecharts in the making: a personal account
Proceedings of the third ACM SIGPLAN conference on History of programming languages
Toward Verified Biological Models
IEEE/ACM Transactions on Computational Biology and Bioinformatics (TCBB)
An expressway from agent-oriented models to prototypes
AOSE'07 Proceedings of the 8th international conference on Agent-oriented software engineering VIII
A Compiler for Multimodal Scenarios: Transforming LSCs into AspectJ
ACM Transactions on Software Engineering and Methodology (TOSEM)
Combining state-based and scenario-based approaches in modeling biological systems
CMSB'04 Proceedings of the 20 international conference on Computational Methods in Systems Biology
Communications of the ACM
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We describe InterPlay, a simulation engine coordinator that supports cooperation and interaction of multiple simulation and execution tools, thus helping to scale up the design and development cycle of reactive systems. InterPlay involves a number of related ideas. In the first, we concentrate on the interobject design approach involving live sequence charts (LSCs) and its support tool, the Play-Engine, enabling multiple Play-Engines to run in cooperation. This makes possible the distributed design of large-scale systems by different teams, as well as the refinement of parts of a system using different Play-Engines. The second idea concerns combining the interobject approach with the more conventional intraobject approach, involving, for example, statecharts and Rhapsody. InterPlay makes it possible to run the Play-Engine in cooperation with Rhapsody, and is very useful when some system objects have clear and distinct internal behavior, or in an iterative development process where the design is implementation-oriented and the ultimate goal is to end up with an intraobject implementation. Finally, we have expanded the Play-Engine's ability to delegate some of the system's functionality to complex GUIs. This enables beneficial interaction with "smart” GUIs that have built-in behavior of their own, and which are more naturally implemented in code.