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Evo Framework
1. Introduction
Copyright © Massimiliano Pizzola
The neuron is the unit cell that constitutes the nervous tissue.
Evo Framework
2. Evo Framework
Neuron cell (wikipedia)
Thanks to its peculiar chemical and physiological properties is able to receive, integrate and tran
impulses, as well as to produce substances called neuro secreted. From the cell body origin have
extensions, said neurites, which are the dendrites and the axon. The dendrites, which have branc
receive signals from afferent neurons and propagate centripetally. The complexity of the dendrit
one of the main determinants of neuronal morphology and of the number of signals received from
Unlike the axon dendrites are not good conductors of nerve signals which tend to decrease in int
the dendrites become thinner to the end point and contain polyribosomes. The axon conducts in
other cells in a centrifugal direction. It has a uniform diameter and is an excellent conductor than
myelin. In the axon of certain neuronal protein synthesis may occur in neurotransmitters, protein
mitochondrial cargo. The final part of the axon is an expansion of said button terminal. Through a
buttons can contact the dendrites or cell bodies of other neurons so that the nerve impulse is pro
neuronal circuit.
The Evo (lution) Framework is a logical structure of the media on which software can be designe
implemented which takes its inspiration from the structure of a neuronal cell.
(http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-alle-
00.09.08.png)
Evo Neuron
The purpose of the framework is to provide a collection of basic entities ready for use, or reuse o
the programmer having to rewrite every time the same functions or data structures and thus fac
maintenance operations. This feature is therefore part of the wider context of the calling code w
applications 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 resoluti
problems, such as the management of collections of information transmission and reception thro
communication 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 shall
enclosed by a layer called control, which manages and controls the flow of information open obje
framework.
The ability to reuse modules and classes reduce application development time and increases reli
usually 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
The states mediator and foundation managing the storage and retrieval of entity.Il framework h
tree you can receive and send messages to systems in the field through the layer bridge.
The Evo Framework is based on different programming paradigms:
3. Architecture
4 Software architecture
4.1.Multi language
• modular programming,
• object-oriented programming,
• planning events,
• aspect-oriented programming.
(http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-alle-
00.18.49.png)
Evo Framework
The Evo Framework is divided into individual modules each of which performs specific functions
way and that can cooperate with each other.
The goal is to simplify development, testing and maintenance of large programs that involve one
developers.
The Evo Framework can be implemented in any language that supports object-oriented program
4.2.Multi platform
(http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-alle-
00.28.49.png)
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
5. Network architecture
(http://my-team.it/wp-content/uploads/2014/10/Schermata-2014-10-27-alle-
00.29.13.png)
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, w
otherwise interact with.
• Client-server client code contacts the server for data, which formats and displays to the user. T
the 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 th
without state can be used. This simplifies the movement of applications. Most web applications a
• N-Tier Architecture – N-Tier refers typically to web applications that send their requests to ot
• Tight-coupled (clustered) – It usually refers to a cluster of machines working together running
in parallel.
• The task is divided into parts that are processed individually by each and then sent back togeth
6. Software Architecture
final result.
• Peer-to-peer networks – architecture where there are special machines that provide a service
network resources. Instead all responsibilities are uniformly divided among all machines known
can act both as a client and a server.
• Space-based – Refers to a structure that creates the illusion (virtualization) of a single address
replicated according to application requirements.
(http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-alle-
00.29.23.png)
Network Architecture
6.1.Control
(http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-
alle-00.28.05.png)
Evo Architecture
(http://my-team.it/wp-
content/uploads/2014/11/Schermata-2014-10-27-alle-
00.29.45.png)
CObject
The objects Control manage business logic, application logic necessary for the operation of the a
software.
They manage the flow of the application by sending and receiving notifications by coordinating t
modules.
The classes inherit from the Control class CObject, incoming messages are stored in the output d
mapInMessage Map Map mapOutMessage.
The method DoNotify (EMessage eMessage) notification message to all objects Control to listen
The exchange of messages can be:
• aynchronous communication: the Control sends the message and continues to carry out its op
• synchronous communication: the Control sends the message and waits until the receiver has
message,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 rec
available to receive the sender sends the message.
6.2.Entity
6.3.Mediator
(http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-alle-
00.29.37.png)
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 inhe
A covered entity is characterized by a unique identifier, the iD, and a time stamp that indicates w
last 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
An object Mediator can receive notifications, and respond both synchronously and asynchronou
The method OnSet (EQuery eQuery) is used to store or update an entity object in memory. The o
sends a notification if an error containing the exception and the entity iD.
(http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-
alle-00.29.57.png)
Mediator OnSet
The method OnGet (EQuery eQuery) returns a collection of objects of type entities that meet the se
the query object eQuery.
6.4.Foundation
(http://my-team.it/wp-content/uploads/2014/10/Schermata-2014-10-27-
alle-00.30.03.png)
Mediator OnGet
The method OnDel (EQuery eQuery) is used for the removal of an entity object from memory. T
mediator 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 t
memory.
An object Foundation can receive notifications, and respond both synchronously and asynchron
The method OnSet (EQuery eQuery) is used to store or update an entity object in memory. The o
sends a notification if an error containing the exception and the iD the entity.
(http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-alle-
00.30.09.png)
Foundation OnSet
The object control the Entity stores even in the Mediator so as not to question later the persistent st
The control checks for correct synchronization between the Mediator and foundation and after rive
synchronization occurred queries the Mediator. The method OnGet (EQuery eQuery) returns a colle
type entities that meet the selection criteria in the query object eQuery.
(http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-alle-
00.30.15.png)
Foundation OnGet
The method OnDel (EQuery eQuery) is used for the removal of an object from the entity memor
persistent.
The object Mediator sends a notification if an error containing the exception and the iD the Enti
6.5.Bridge
(http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-alle-
00.30.25.png)
Foundation OnDel
The module provides a service of transferring information, through common functions of transm
receiving on one or more communication channels, to a population of systems on a more or less w
offers the possibility to make use of distributed computing through the distributed system in wh
part of it, can arise.
(http://my-team.it/wp-content/uploads/2014/10/Schermata-2014-11-11-
alle-16.58.13.png)
Bridge
You can communicate in an encrypted using symmetric encryption algorithms or asymmetric.
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 messag
listening
Graphic objects are used to realize the graphical interface that allows the user direct interaction
the display.
They manage the flow visualization sending and receiving notifications to other objects or object
control.
Graphic classes inherit from GObject class, incoming messages are stored in the output data in m
Map Map mapOutMessage.
The method DoNotify (EMessage eMessage) notification message to all objects in the Presentat
listening 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.
7.Utility
7.1. Structure
(http://my-team.it/wp-content/uploads/2014/11/Schermata-
2014-10-27-alle-00.30.40.png)
Graphic
The utility module contains utilities used by the controller classes for managing the flow of the fr
In the general form of utility UtilityName is the class that contains the methods IuUtilityName ac
outside of the package.
The utility classes are UUtilityName singleton classes and have visibility only
​inside the package UtilityName.
7.2.Message
(http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-alle-00.30.49.png)
The form of utility Message has an important role in the Evo Framework since it deals with the m
notifications.
7.3.Serialize
The module uses the Observer design pattern of behavior
Control 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.
(http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-alle-00.31.02.png)
L’utility Serialize gestisce la serializzazione e della serializzazione delle entity per poter essere ar
trasmesse ai diversi canali di memorizzazione.
7.4.Log
(http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-alle-00.31.27.png)
The utility Log is a form used to:
• the analysis of the fault,
• the production of statistics for the year, recovery situations
8. Use
(http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-alle-00.31.34.png)
previous
analysis of the changes made ​​in the database
• the analysis of the transactions made ​​and those responsible for these operations • a summary
in a given period of time
The Evo Framework was used for the realization of mobile applications and desktop application
following advantages:
• Rapid development: using the evolution framework, a significantly shorter development time,
inherently more competitive, being able to offer customers the shorter development times and,
lower development costs.
• Reusability: just a snippet of code developed using the evolution framework, can be easily reus
project with very few changes;
Do not waste time “reinventing the wheel”: do not waste time to resolve any project issues alrea
resolved 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
source code standardizing the syntax and the required adoption of best practices that by the tim
created;
Division of labor. There is a natural distribution of the workload, which gives the possibility for e
focus 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 an
you can maximize its efforts on the analysis of the issues for which the application is being develo
investing some time in research of some algorithm particularly efficient or innovative to the prob
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 perf
• Optimization debugging phase: the evolution framework is structured to be able to manage th
during the testing phase of the program, that is when this is still under development and has not
ready to be used by the end user, both during production or release. The flow of the application s
recorded 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
Evo framework | my app

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Evo framework | my app

  • 1. Evo Framework 1. Introduction Copyright © Massimiliano Pizzola The neuron is the unit cell that constitutes the nervous tissue. Evo Framework
  • 2. 2. Evo Framework Neuron cell (wikipedia) Thanks to its peculiar chemical and physiological properties is able to receive, integrate and tran impulses, as well as to produce substances called neuro secreted. From the cell body origin have extensions, said neurites, which are the dendrites and the axon. The dendrites, which have branc receive signals from afferent neurons and propagate centripetally. The complexity of the dendrit one of the main determinants of neuronal morphology and of the number of signals received from Unlike the axon dendrites are not good conductors of nerve signals which tend to decrease in int the dendrites become thinner to the end point and contain polyribosomes. The axon conducts in other cells in a centrifugal direction. It has a uniform diameter and is an excellent conductor than myelin. In the axon of certain neuronal protein synthesis may occur in neurotransmitters, protein mitochondrial cargo. The final part of the axon is an expansion of said button terminal. Through a buttons can contact the dendrites or cell bodies of other neurons so that the nerve impulse is pro neuronal circuit. The Evo (lution) Framework is a logical structure of the media on which software can be designe implemented which takes its inspiration from the structure of a neuronal cell.
  • 3. (http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-alle- 00.09.08.png) Evo Neuron The purpose of the framework is to provide a collection of basic entities ready for use, or reuse o the programmer having to rewrite every time the same functions or data structures and thus fac maintenance operations. This feature is therefore part of the wider context of the calling code w applications 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 resoluti problems, such as the management of collections of information transmission and reception thro communication 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 shall enclosed by a layer called control, which manages and controls the flow of information open obje framework. The ability to reuse modules and classes reduce application development time and increases reli usually 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 The states mediator and foundation managing the storage and retrieval of entity.Il framework h tree you can receive and send messages to systems in the field through the layer bridge. The Evo Framework is based on different programming paradigms:
  • 4. 3. Architecture 4 Software architecture 4.1.Multi language • modular programming, • object-oriented programming, • planning events, • aspect-oriented programming. (http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-alle- 00.18.49.png) Evo Framework The Evo Framework is divided into individual modules each of which performs specific functions way and that can cooperate with each other. The goal is to simplify development, testing and maintenance of large programs that involve one developers. The Evo Framework can be implemented in any language that supports object-oriented program
  • 5. 4.2.Multi platform (http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-alle- 00.28.49.png) 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
  • 6. 5. Network architecture (http://my-team.it/wp-content/uploads/2014/10/Schermata-2014-10-27-alle- 00.29.13.png) 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, w otherwise interact with. • Client-server client code contacts the server for data, which formats and displays to the user. T the 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 th without state can be used. This simplifies the movement of applications. Most web applications a • N-Tier Architecture – N-Tier refers typically to web applications that send their requests to ot • Tight-coupled (clustered) – It usually refers to a cluster of machines working together running in parallel. • The task is divided into parts that are processed individually by each and then sent back togeth
  • 7. 6. Software Architecture final result. • Peer-to-peer networks – architecture where there are special machines that provide a service network resources. Instead all responsibilities are uniformly divided among all machines known can act both as a client and a server. • Space-based – Refers to a structure that creates the illusion (virtualization) of a single address replicated according to application requirements. (http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-alle- 00.29.23.png) Network Architecture
  • 9. (http://my-team.it/wp- content/uploads/2014/11/Schermata-2014-10-27-alle- 00.29.45.png) CObject The objects Control manage business logic, application logic necessary for the operation of the a software. They manage the flow of the application by sending and receiving notifications by coordinating t modules. The classes inherit from the Control class CObject, incoming messages are stored in the output d mapInMessage Map Map mapOutMessage. The method DoNotify (EMessage eMessage) notification message to all objects Control to listen The exchange of messages can be: • aynchronous communication: the Control sends the message and continues to carry out its op • synchronous communication: the Control sends the message and waits until the receiver has message,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 rec available to receive the sender sends the message.
  • 10. 6.2.Entity 6.3.Mediator (http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-alle- 00.29.37.png) 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 inhe A covered entity is characterized by a unique identifier, the iD, and a time stamp that indicates w last 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 An object Mediator can receive notifications, and respond both synchronously and asynchronou The method OnSet (EQuery eQuery) is used to store or update an entity object in memory. The o sends a notification if an error containing the exception and the entity iD.
  • 11. (http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27- alle-00.29.57.png) Mediator OnSet The method OnGet (EQuery eQuery) returns a collection of objects of type entities that meet the se the query object eQuery.
  • 12. 6.4.Foundation (http://my-team.it/wp-content/uploads/2014/10/Schermata-2014-10-27- alle-00.30.03.png) Mediator OnGet The method OnDel (EQuery eQuery) is used for the removal of an entity object from memory. T mediator 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 t memory. An object Foundation can receive notifications, and respond both synchronously and asynchron The method OnSet (EQuery eQuery) is used to store or update an entity object in memory. The o sends a notification if an error containing the exception and the iD the entity.
  • 13. (http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-alle- 00.30.09.png) Foundation OnSet The object control the Entity stores even in the Mediator so as not to question later the persistent st The control checks for correct synchronization between the Mediator and foundation and after rive synchronization occurred queries the Mediator. The method OnGet (EQuery eQuery) returns a colle type entities that meet the selection criteria in the query object eQuery. (http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-alle- 00.30.15.png) Foundation OnGet The method OnDel (EQuery eQuery) is used for the removal of an object from the entity memor persistent. The object Mediator sends a notification if an error containing the exception and the iD the Enti
  • 14. 6.5.Bridge (http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-alle- 00.30.25.png) Foundation OnDel The module provides a service of transferring information, through common functions of transm receiving on one or more communication channels, to a population of systems on a more or less w offers the possibility to make use of distributed computing through the distributed system in wh part of it, can arise.
  • 16. 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 messag listening Graphic objects are used to realize the graphical interface that allows the user direct interaction the display. They manage the flow visualization sending and receiving notifications to other objects or object control.
  • 17. Graphic classes inherit from GObject class, incoming messages are stored in the output data in m Map Map mapOutMessage. The method DoNotify (EMessage eMessage) notification message to all objects in the Presentat listening 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.
  • 18. 7.Utility 7.1. Structure (http://my-team.it/wp-content/uploads/2014/11/Schermata- 2014-10-27-alle-00.30.40.png) Graphic The utility module contains utilities used by the controller classes for managing the flow of the fr In the general form of utility UtilityName is the class that contains the methods IuUtilityName ac outside of the package. The utility classes are UUtilityName singleton classes and have visibility only ​inside the package UtilityName.
  • 19. 7.2.Message (http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-alle-00.30.49.png) The form of utility Message has an important role in the Evo Framework since it deals with the m notifications.
  • 20. 7.3.Serialize The module uses the Observer design pattern of behavior Control 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. (http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-alle-00.31.02.png) L’utility Serialize gestisce la serializzazione e della serializzazione delle entity per poter essere ar trasmesse ai diversi canali di memorizzazione.
  • 21. 7.4.Log (http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-alle-00.31.27.png) The utility Log is a form used to: • the analysis of the fault, • the production of statistics for the year, recovery situations
  • 22. 8. Use (http://my-team.it/wp-content/uploads/2014/11/Schermata-2014-10-27-alle-00.31.34.png) previous analysis of the changes made ​​in the database • the analysis of the transactions made ​​and those responsible for these operations • a summary in a given period of time The Evo Framework was used for the realization of mobile applications and desktop application following advantages: • Rapid development: using the evolution framework, a significantly shorter development time, inherently more competitive, being able to offer customers the shorter development times and, lower development costs. • Reusability: just a snippet of code developed using the evolution framework, can be easily reus project with very few changes; Do not waste time “reinventing the wheel”: do not waste time to resolve any project issues alrea resolved 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 source code standardizing the syntax and the required adoption of best practices that by the tim created; Division of labor. There is a natural distribution of the workload, which gives the possibility for e focus 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 an
  • 23. you can maximize its efforts on the analysis of the issues for which the application is being develo investing some time in research of some algorithm particularly efficient or innovative to the prob 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 perf • Optimization debugging phase: the evolution framework is structured to be able to manage th during the testing phase of the program, that is when this is still under development and has not ready to be used by the end user, both during production or release. The flow of the application s recorded 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