Group Title: Department of Computer and Information Science and Engineering Technical Reports
Title: Issues with web-publishable digital objects
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Title: Issues with web-publishable digital objects
Series Title: Department of Computer and Information Science and Engineering Technical Reports
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Language: English
Creator: Fishwick, Paul A.
Affiliation: University of Florida
Publisher: Department of Computer and Information Science and Engineering, University of Florida
Place of Publication: Gainesville, Fla.
Copyright Date: 1998
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Issues with Web-Publishable Digital Objects


P. A. Fl '-1,iL

Computer and Information Science and Engineering Department
University of Florida, Gainesville, FL 32611


ABSTRACT
Our goal is to promote the publication and standardization of digital objects stored on the web to enable model and
object reuse. A digital object is an electronic representation of a '1!, -i 1 object, including models of the object.
There remain i ii ~i challenges and issues regarding the representation and utilization of these objects, since it is not
clear, for example, who will create certain objects, who will maintain the objects, and what levels of abstraction will
be used in each object. This article introduces some of the technical and philosophical issues regarding digital object
publication, with the aim of enumerating technical, sociological and financial problems to be addressed.
Keywords: Digital Object, Multimodeling, Model Abstraction, Object Orientation

1. INTRODUCTION
One of the most critical problems in the field of computer simulation ..I1 is the lack of published models and
I,1! -i1 1 objects within a medium-such as the World \\ ,.I- Web-allowing such distribution. The web represents
the future of information sharing and exchange, and yet it is used primarily for the publication of documents since the
web adopts a "- .... Liii. i/desktop ii. I ,iph.. for knowledge. In the near future, we envision an "-..1.. I I1. 1 ,pl.I-
where a document is one I- i.. of object. A web predicated on digital objects is much more flexible and requires a
knowledge in how to model 1i1! -1i ,1 phenomena at 11 i, -i different scales in space-time.
If a scientist or engineer (i.e., model author) works on a model, places the model inside objects, and constructs
a working simulation, this work occurs most often within a vacuum. Consider a scenario involving an internal
combustion engine in an automobile, where the engine is the '1!, -i 1 object to be simulated. The model author's
task is to simulate the engine given that a new engineering method, involving a change in fuel ill i i. !, for example,
is to be tested. By testing the digital engine and fuel ii,, I i. .1 -1 -1. i11 using simulation, the author can determine the
potential shortfalls and benefits of the new technique. This task is a worthwhile one for simulation, and simulation
as a field has demonstrated its ,I l1 I- for objects such as engines.
Let's ,ii, 1 -- the problems inherent in this example. There is no particular location that will help the author
to create the geometry of the engine and its dynamics. It ii i be that other "ii1 .1..- of the i|il l i have made
similar engine models in the past, and that these models 11i i be partially reused. If this is the case, the model
author is fortunate, but even if such a '. !il. ii- -iil ii ,1 model exists, it ii ,- not be represented in "-11.I1. I .'.1
(ref. Sec 3). There 11i be other model authors who have already constructed pieces that our model author could
use, but there if there is no reuse and no standard mechanism for publishing the model or engine object, then this
is all for naught. The model author iii also be concerned with creating a fast simulation. While algorithms for
speeding simulations are important, by solving the i .,- ,1.1ili- problem, we also partially solve the speed problem
since published !,i i li models of engines will battle in the marketplace for digital parts, and the best engine models
and testing environments-involving very fast and I!tn. i iIl simulation algorithms-will win out in the end. Therefore,
the problem of reuse of engine objects and components lies at the heart of the simulationist's dilemma. Fast, t!!i, ii
and I!i .li- models could be available at some point in the future, but -.1 there is no infrastructure or agreed-upon
standards (ref. Sec. 11) for true digital object engineering.
3'I !i, of the issues surrounding digital objects and their representation can be resolved, at least partially, using
the /.1.,'.,,l metaphor. We ask a question such as II!,. will maintain a digital object? or liI!, ., is the digital
object ...../ and we obtain answers by phrasing the question within the corresponding ,1!. -i il domain, yielding
II!-.r maintains the /1,,'' ,1I object? and II!'. ., are the /1,,'' ,1I objects (. ... ../ The answers to the latter question
Other author information:Email: fishwick(cise.ufl.edu; !. 1.1 ...... 352-392-1414; Fax: 352-392-1414; Supported by the U.S. Air
Force, GRCI, Incorporated, and by the ATLSS Project of the Department of the Interior.










suggests possible answers to the former. This is a simple technique, but fairly powerful in addressing i i, i! of the
issues that we will present. We will proceed to outline problems involving digital objects, first by defining them and
then continuing with issues that surround digital objects and their future. We hope that this paper can serve as a
starting point to debate some of these issues. Some issues were addressed in detail at a recent inaugural conference
on web-based modeling and simulation*.

2. DIGITAL OBJECTS
Before enumerating the problems that will face the model author, we will state our goal, which is to provide a
representation for digital objects on the web. A "l--.1,1 ( ,1l. I is the digital counterpart to the 1i'1- -i1 1 object.
Therefore, the digital object contains attributes and methods, where some of these will be models. Two prominent
models are the geometry model and the dynamic model since these models capture the shape and behavior of an
object. For the engine, we might publish a geometry model based on NURBS (\ ..! -Uniform Rational B-Splines),
and for the dynamics, we might create a set of equations representing the transportation of gasoline through the
pipelines involved in fL. -ii. i. Gi These two models are components of the specific engine object and could also be
components in an Engine class from which an engine object is created.
Who will initiate the process of storing digital objects? Where is the incentive? This is less of a technical
consideration and more a question of whether or not we should deliberate on digital objects. In the remainder of
the paper, we'll present arguments for the deliberation issue. In terms of incentive to create digital objects, the
marketplace will 1i1 a key role. Those industries that plan to sell their products will find their sales increased if
they offer their customers an opp,. Il iLi to test digital products prior to ',L iii- the real ones. Currently, some
companies on the web offer pictorial and technical specifications for their products, but these are not a complete
substitute for digital objects. We feel that the federal government will i'1 i a !! '.i.i ., role in the adoption of standards
and digital object proliferation. In particular, during DoD acquisition phases, a stipulation can be put in place where
vendors must deliver bids with an ; *.!!!I !! i',- digital object specification.
For the remainder of the article we will often refer to different components such as models, objects and classes.
Objects can theoretically be defined without an associated class; however, it is most useful to create a corresponding
class when creating ,!!- object. This fosters reuse and inheritance and makes it possible to create similar objects
from the class. Models reside inside classes and objects.

3. MODEL VERSUS CODE
In ii ,- cases, the model (defined as an abstract, and often visual, representation of the engine's behavior), i, i
not be surfaced at all. Instead, there 1!! i be a large program whose simulation yields the object's behavior. The
model author for the engine, once coding is complete, i !! speak of having generated a "--!!!..i I", when in I. l1i
there is no model except in the model author's mind or sketched on a notepad. The cognitive, notepad-style, model
is what is required to be surfaced where it serves as the human-computer interface. In this sense, a "-ii. ..'. and a
"-I i !1, 1 -computer ii,. it ,,. are inseparable. The model serves as the interface which is compiled into target code
with which the author need not be concerned. Unfortunately, program code is not a good substitute for a model
even though it could potentially be seen as one in the extreme. The -"!!!. ... must be abstract and must represent
a close match to the model author's cognitive map of the engine. Programs tend to obscure these maps by focusing
on detailed semantics rather than a more abstract syntax. Most model authors tend to like visual representations of
phenomena, and the author of the engine model is no exception. Some of the models that the author will use will
be equational in representation, and other models will be graphical.
In addition to graphically oriented cognitive representations that require surfacing, it is also critically important
to have an ,1I. 1 i,- formal semantics for each model that can be accessed to resolve ambiguities and disputes. The
more abstract the representation, the more easily it can fall victim to issues involving semantics. So, it is necessary
to maintain a chain of translation from high level abstract model to the semantics that are defined to a level of detail
so that execution of the model is unique and unambiguous.
*An online version of these I ....... .. is available through the web page http://www.cise.ufl.edu/~fishwick/webconf.html.










4. REUSABILITY AND SPEED
The author for the engine i ,- find it frustrating to have to reinvent the wheel by constructing a new model. This is
where the expense of simulation raises its head. Simulation, as a method, is expensive because of the lack of available
digital objects and models that can be reused. While it is true that this particular author ii ,- have a new set of
questions to be asked of the model, the author could benefit from reuse with modification of the model to fit the
author's specific questions to be answered from the simulation.
There is much research into the problems of speeding up model executions. The engine author ii ~ well wait
hours for results from the simulation. This is unfortunate and costly in terms of hours and machine time. As a
simulation .' !.![i, I- we need fast algorithms, but without well-published digital objects and their component
models, the speed issue resolves problems for only one i ..i ,, rI and one model author. \\ i I! published digital objects,
representing test environments for fast simulation, authors can spend less time -, ii i.!! about speed and more time
focusing on model structure and design. The web-based marketplace of objects will be fundamental in solving the
speed problem just as the '11! -i1 ,1 marketplaces does for the survival of only the most ItI. iI objects.
What is to be reused? Certainly, objects will be reused just as i 1! -i1 1 objects are reused in the form of "-'!'- and
S techiques used to construct 1 r li'_ from engines to houses. However, the models inside the objects should
be reused and the classes, from which n ii,- objects will be created, serve as a vehicle for i. ,l- 11i '1 Therefore,
reusable components are class, object and object structure in the form of individual models.

5. INTERFACE AND COUPLING
How might we mix and match components for an engine? Since the fuel ii, P i, r'!. delivery pipelines 1,1! -i 11 i- meet
the gasoline tank, the digital equivalents must perform a similar .!!in li. l i. The interface to a digital object must
be specified to ensure that the data l- I, at the very least, match. We let an object have three l- I, of ports:
input, output, and input/output. Objects can connect to one another via these ports. A line that extends from port
3 on Object A to port 1 on Object B must carry the same I i,.- of signal, and the data structure associated with
the output on port 3/Object A must match the input on port I/Object B. There !1 i~ be additional constraints that
can be specified for minimizing problems. These constraints can be specified in a formal constraint language or the
language of predicate calculus.

6. AUTHORING AND MAINTENANCE
Who will create the digital objects? I ..ih1 there be one repository for a specific i.- of object or should we
compete in the marketplace of objects with multiple authors? A reasonable 1 1, -_ is to let the marketplace dictate
which authors are most successful. Some authors !1 i~ be interested in their own particular object and internal
models, whereas others 11i i have alternate motives (ref. Sec. 9). There are !1 i !! potential strategies for locating
digital objects. One -i ,.I -_ suggests that digital objects be located where their ,1!. -i' '1 object counterparts are
manufactured. Therefore, the author the ii !I creating the automobile engine will create the digital automobile
engine, and the '. .i.!!I, making the piston rings will create the digital piston rings. We will term this -i i -_
developer-based colocation. Reuse can be created at every level so that even the engine author can reuse objects since it
is doubtful that all engine subcomponents are manufactured by the automobile '* *-!i !'. While the developer-based
-li i 1 _- is appropriate for engineered objects, we must concern ourselves with natural phenomena as well. What
about a representation of the Everglades National Park for ecological studies? The management-based colocation
-1 1 1 suggests that the Department of the Interior, which is responsible for this piece of land and its -1... host
the site where the digital Everglades models2 can be easily accessed. The Department of the Interior can likewise
create contracts for industries to compete for the right to carry the objects on their sites, or for a more generally
accessible site controlled by the Department. A more arbitrary approach suggests that digital objects can be located
I,1, -1, ,11 ;,i1 -1; I!.. on the web. Experts in automotive design at a University might host a site containing digital
engines or subcomponents.

7. MODEL ABSTRACTION, COMPLETENESS AND REUSE
Let's - that our model author finds an engine that contains fuel ii. '. Ir geometry and dynamics. Is this particular
object appropriate for the model author's simulation requirements and goals? This is a particularly acute problem
and one that is central to 1!! i!! issues concerning digital objects. I i -I we must acknowledge that the author ii










indeed find that the engine that he obtains on the web i!ii answer a certain percentage of the questions he wants
answered, - 75%. Second, another engine i! i' be available that is il, 1i !I from the first model, and yet contains
some extra model semantics which will allow for answering another 20% of the remaining questions. At first, it
i1 appear impossible to provide the functionality in a digital object that will satisfy ... This is true. No
single object will satisfy i !. however, there are key considerations and steps toward meaningful digital objects.
1 i -, we note that objects should be created, as in the 1,1- -i. ,1 world, with the ability to accept input while not
dictating the exact nature of that input. I 1iiii.- element programs and programs based on Newtonian ,1!. -i. are
able to simulate a very large class of -- -I. in This is because, for instance, forces that affect an object !!! come
from an infinite number of sources, but the source 1I. i i I- is not relevant if the object's input is a force or a vector
field of forces. The manifold for an automobile engine i! be affected by a wide i- I, of I,1! -ii ,1 objects, but the
il. ,i 1- of these objects does not affect the 1i1! -1. since one is concerned with an impressed, generalized force. The
manifold is unconcerned whether the applied force eminates from a person's hand, a wrench or gas expansion. If this
invariance to input did not exist, f ,I1 ,- '- engineering software would be severely limited.
Through multiple inheritance, it is possible to inherit all necessary components to create a new i1 1,Il1 class.
The model author, once finished with the simulation, 1 !! decide to publish this 1i- 11 Il class, thereby augmenting
the base set of digital objects on the web. Dynamic models and methods incorporating finite element calculations
can be combined with point-mass calculations through multiple inheritance, and need not necessarily be located in
one monolithic class structure. Also, some of the models required i i,! be located in fundamentally 1ill i I objects
that have the similar methods to what is required. The broader the dynamic or geometric model, the greater the
1 ..--. il1 I- for the author to locate models instead of just objects that match the existing requirements. The author
i, ,i also find that he needs to create some new models that he cannot locate either in class, object or model form.
At the very least, the author has minimized wheel reinvention through a comprehensive search of the web for classes,
objects and components. There is also the option of accepting a component that answers all the critical questions
to the required level. There are conscious tradeoffs to be considered. We make these same tradeoffs when ',,L ii,-
I,1! -i. ,1 objects that i, i- solve most of our needs but not all of them.
Most objects will contain multiple abstraction levels. The abstraction levels presented ii ,- not exactly match
what is required, but through a search process and through reuse, we can create new levels if they are needed. It
is probably unrealistic to imagine that published digital objects will behave in every way, and at every abstraction
level, that the 1i1- -1. ,1 objects behave. This suggests that model authors who do publish objects be careful about
stating up front the constraints of their objects-what they can do and what their limitations are. Over time, and
given a free market for digital objects, we estimate that objects will improve over time to yield better and more
accurate results that appeal to greater numbers of model authors. Moreover, the taxonomy of objects in the form of
class hierarchies will improve in structure to maximize the benefits of., i. i.,r' and inheritance.

8. ACCESS
Given that the author of the engine needs to find objects and components, how is he to locate and access them?
The most straightforward idea is that model search can be seen as similar to text-based search in modern web search
engines. To find an engine, search for the keywords -" I. .'i. .II,!.I engine." The result should be a conceptual model
consisting of classes and relations. The class from which a specific object is created can be highlighted and .1 -i i. 1
with its immediate class context. This is similar in concept to the way that Yahoo organizes its 111i. I taxonomy,
except that our tree is concept/class-based. Other search methods include picture-based search and an immersive
3D-based search for objects.
Model repositories will contain class hierarchies and embedded geometry and dynamic models, and we envision
that model repositories will proliferate over the web to support the model author. Along with the need for repositories,
will be the need for model bases to support concurrent access, protected model information, !IL.i i, i and caching of
model structure. One of the most significant changes to accessing will be based on a new metaphor for the web based
on objects and classes, instead of on documents. Documents will still retain their importance, but will be viewed as
one I- I"- of I.1! -i. 1 object rather than as the overriding metaphor for representing all forms of information.
thttp://www.yahoo.com.










9. INTELLECTUAL PROPERTY AND ECONOMICS
If an author creates a digital engine object, then why should this author publish it? Isn't there a conflict with
intellectual and industrial patent and **1, i!-l assumptions? And should the digital object be free or should a
' !I i! charge for the object? We see the need for both commercial and public-domain digital objects. This would
reflect the way that software is currently marketed over the web. A free version ii ,- be a i" i. 1 i -1 ,i with the
full version being sold for profit.
Could a digital engine maker disclose ii !'" secrets? This key issue is not only a concern to industry, but to
all model builders. A model, and its enclosing object, reflects intellectual property similar to what is published in
a technical paper. There are two concerns that we can address. The first deals with industrial objects. Industrial
objects can be reverse engineered to see "-- i makes them tick." Therefore, releasing a certain amount of information
in a published digital object ii' be reasonable given that it is information that can be easily obtained through other
means. However, the reverse engineering of hardware i be expensive in terms of equipment and time, and so the
manufacturer will want to ensure that a similar cost is levied against the purchaser for the digital equivalent.
It it possible to publish public information while securing private information, so that an automobile engine's
overall performance can be modeled without exposing the internals of the dynamics and the parameter estimates.
This can be done through "Id! I,. .-. approaches where the input-output behavior for a digital object is published,
but the internal structure is obscured. Moreover, a '!iil' ii can make it impossible to see :i,, model structure
while allowing the model author to access the web site by providing input to its object. There is a wide range of
possibilities from allowing others to copy the digital object and all of its internal models, to allowing users to copy
only the highest level behavior, to allowing users to access only the behavior of the digital object without allowing
:I,, structural model access. Ultimately, the practice of a free marketplace will drive down the cost of digital objects
and make them more accessible to i ,,.

10. QUALITY CONTROL
What if the model author of the engine creates a digital engine that operates l!l.i i. II l than the actual one? The
automobile "iii i!' could provide full access to an invalid model. We must have !iL 1i I control measures in place
to help us with this situation. The 1,1i -1i ,1 metaphor provides some help. I i! consumer groups and institutions
exist to protect consumers from bad products. Digital products will require similar groups and testing procedures.
If a '*! iii 1 knowingly markets a bad digital product, they will ultimately |' for this error in the marketplace.
The digital object must be treated with the same level of !,L ,1-i control as the I,1! -1 i1, counterpart. In some cases,
a ,*,!ii| i"' might make a mistake in production and a part or entire vehicle must be recalled. This i"' of recall
is made easier with the digital product. It behooves the model authors to create valid, !'L ,1i'- objects. It ,i, be
that ;,, i,.. can publish a digital object but this is true of id! -1i ,1 objects as well. The situation is somewhat more
acute with a digital automobile since to create an automobile in the first place, one must have invested a fair amount
of time and resources; however, a digital engine could be created by the neighbor down the street. One must learn
to trust certain sources more than others based on past performance of prior digital objects. Also, we must have
ways of if' i,_- our sources, developers and producers with methods such as digital signatures, watermarks and


11. EXISTING STANDARDS
!i ,,, ,, !1- are what make the post-industrial revolution work. \\ !I ,I., standards for digital objects, we will be in
the same situation as the rifle makers of the 19th century who made individual pieces without an assembly line or the
benefits of reuse. There are no current standards for digital objects; however, there are movements in this direction.
The Unified Modeling Language (UML3 5) is a potential standard for representing object oriented software
components, not necessarily 1! -i ,1 -1 -1. ii- Due to its breadth in an attempt to address software in general,
it is missing dynamic and geometric specifications for ,1!. -i, 1 objects. The basic approach in UML with visual
class structures is fruitful, however, and represents an excellent step in representing and visualizing class and object
structure.
The High Level Architecture (HLA'), created by the Department of Defense, is a detailed specification supporting
distributed execution of simulation code. Code ii' be legacy code or could have been generated from models. What
is missing from HLA is ;,,i description of dynamic or geometric models. HLA's focus is on I- i, together a set of










heterogeneous components, each of which ii represent a 1i1i -1, 1 simulator, personal computer or a simulation
with human participants. Therefore, i. ii- ,1l1ill- is at the code level for software components, without an attempt to
provide a standard for create the software from models. Reuse of software is a tremendous help to those who are
looking for large-scale objects to plug into their simulations, but software reuse does not help the model author to
construct the dynamics of an object itself.
The VLSI Hardware Definition Language (VHDL7) is a structural and behavioral language for representing
integrated circuits. There is room in a VHDL specification for structure and 11 ,-.il as well as for behavior. It is
made specifically for electronic applications, and does not attempt a broader purpose. We can look at the benefits
and issues raised within the VHDL .,i ii n,!! to determine how these might affect digital object i, ,l- i l.i 1, ..i~l
the VLSI domain.

12. MOOSE8 AND RELATED WORK
Our goal is to create a formal specification for digital objects with class hierarchies, objects, geometric and dynamic
models. There is no limitation as to the domain of application. The Multimodeling Object Oriented Simulation
Environment (MOOSEI) is a software implementation that accepts a specification in the form of a Distributed
Modeling Markup Language (DMML). We have created our own Conceptual Modeling Language (CML) and Dynamic
Modeling Language (DML) based on the multimodeling ii. !I, 1. .1. ._-, and we plan to use the Virtual P. Hli- Markup
Language (VI:., IlL9) specification for the geometric models. Regarding CML, both the HLA Object Model Template
and UML class definitions suggest starting points for the CML grammar. Related work in the representation of
classes, objects and models has been done by several groups. For example, Hill'o focuses on the role of objects
for simulation. Also, Zeigler's group at the University of Arizona11'12 and Mattsson at the Lund Institute of
T1 1I, ,,- in S-. i,' i have published widely in the area of object-oriented structures for simulation and control.

13. SUMMARY
If simulation is to make significant steps on the web, and in cost reduction, we need to move toward a digital object
view of knowledge. If we take our telescopes and try to look into the future of modeling, we might be put off by the
. iit 1 -!.1 i of what lies ahead for digital objects. The idea that scientists and engineers will forever want to create
their own models and simulations, without the 1 .il to Il,1 -- i'i-i,1 ,~ with digital objects represents an unfortunate
situation. The model author might feel that no existing web objects can possibly match his requirements, however,
we have demonstrated concrete steps that can be taken to alleviate the problems of reuse. Reusing digital objects
i! ,i be a more profitable enterprise than for software components since digital objects bear a one-to-one relation
with their 1!- -i- 1 cousins, and these 1i1i -i1 ,1 objects have been already demonstrated in the marketplace to have
real value. We feel that we must take proactive steps in making digital objects and their web-based representations
a Hi ,ii- if simulation is to progress as a field. Nothing will happen overnight, but we need to seek out the really
hard problems and then address them one by one.

ACKNOWLEDGMENTS
I would first like to thank all of the students who make MOOSE a i. ,li' These students have contributed very
significant amounts of time toward the digital object ii i .1.. 1 and its implementation. Robert Cubert, Gyooseok
Kim Youngsup Kim, and Kangsun Lee are all Ph.D. candidates-and core members comprising the MOOSE team-
in the ('IS. Department within the Uiii- i -il of Florida. I would like to thank the following funding sources
that have contributed towards our study of modeling and implementation of the MOOSE multimodeling simulation
environment: GRCI Incorporated (Gregg Liming) and Rome Laboratory (S. -. Farr) for web-based simulation
and modeling, as well as Rome Laboratory (Al Sisti) for multimodeling and model abstraction. We also thank
the Department of the Interior under a contract under the ATLSS Project (Don DeAngelis, U!- i -il of Miami).
\\ i !1 ,[I their help and encouragement, our research would not be possible.
+http://ww. cise. ufl. edu/-fishwick/moose.html.
Ref. http://www-ais.ece.arizona.edu/.
http: //www. control. Ith. se/-cace/.










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2. P. A. I i-l1- I- !: J. G. Sanderson, and W. F. \ ,tI!!, "A Multimodeling Basis for Across-Trophic-Level F ..-- -I. in
Modeling: The Florida Everglades Example," SCS I ....!....I .I... on Simulation 1997. To be published.
3. P.-A. Muller, Instant UML, Wrox Press, Ltd., Olton, Birmingham, England, 1997.
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6. "DoD High Level Architecture (HLA)," 1998. http://hla.dmso.mil/.
7. J. Bhasker, A VHDL Primer: Revised Edition, Prentice Hall, 1995.
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9. B. Roehl, J. Couch, C. Reed-Ballreich, T. Rohaly, and G. Brown, Late Night VRML 2.0 with Java, Ziff-Davis
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10. D. R. C. Hill, Object-Oriented .1...,., and Simulation, Addison-WA -1. 1996.
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12. B. P. Zeigler, Objects and S.,.i. ... Principled Design with Implementations in C++ and Java, Springer Verlag,
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14. S. E. Mattsson, "Towards a New 1 i,,I !,[I for Modelling and Simulation Tools," in ,!.11 ., Applied Simu-
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Scandinavian Simulation Society, c/o M i' 11.1 Automatic Control, (Trondheim, Norway), June 1993. Invited
paper.




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