|
Aspect |
Domain |
Type |
Description of Aspect |
Source |
Page |
|
Access Control |
General |
Development |
Access control enables an authority to
control access to areas and resources in
a given physical facility or
computer-based information system. |
TAOSD 2008
TAOSD 2009 |
|
|
Authentication |
General |
Production |
In many applications clients need to
authenticate themselves before accessing
the resources. This aspect modularizes
the authentication concern. |
TAOSD 2003
TAOSD 2008
TAOSD 2009 |
|
|
Authorization |
General |
Production |
Authorization, is a process that
establishes whether an authenticated
user has sufficient permissions to
access certain resources. |
TAOSD 2003
TAOSD 2008
TAOSD 2009 |
|
|
Checking pre and post conditions |
General,
Constraint-based systems |
Enforcement |
In many applications the execution of
operations is bound to the pre and post
conditions check. |
TAOSD 2008 |
|
|
Checking in/Checking out |
Configuration Management, Versioning
Management |
Production |
In configuration management and revision
control systems one developer at a time
has write access to the central
repository copies of those files. Once
one developer "checks out" a file,
others can read that file, but no one
else is allowed to change that file
until that developer "checks in" the
updated version (or cancels the
checkout). |
TAOSD 2003 |
|
|
Collision Detection |
Gaming |
Production |
In gaming applications multiple objects
can move. This aspect detects the
collision of objects in the game. |
TAOSD 2008 |
|
|
Connection Setting |
Resource Management, Database Systems |
Production |
A Database connection is a facility that
allows client software to communicate
with database server software, whether
on the same machine or not. A connection
is required to send commands and receive
answers.
|
TAOSD 2003
TAOSD 2009 |
|
|
Constraint Checking |
General, Constraint-based systems |
Production |
When changing the behavior or state of
an object usually some constraints need
to be checked. This aspect captures the
locations of these situations and
defines the constraint handling |
TAOSD 2003 |
|
|
Command Execution Constraints |
General, Constraint-based systems |
Production |
For different applications different
graph models might be required with
specific constraints. In order to
introduce those constraints many graph
visualization commands in the base code |
TAOSD 2008 |
|
|
Cost wrapping aspect |
General |
Production |
an aspect that defines cost sensitive
techniques to classification algorithms |
TAOSD 2003 |
|
|
Creation of Objects |
General |
Production |
Creation of objects can be scattered
over an application. |
TAOSD 2008 |
|
|
Check creation and deletion of Game
Objects |
Gaming, General |
Development |
In game applications many different
objects are created and or deleted. The
creation and deletion of these objects
might be spread over the entire
application. This aspect localizes this
creation and deletion. |
TAOSD 2008 |
|
|
Checking Threshold Identification |
General, Constraint-Checking |
Production |
Checking threshold constraint in
simulations. the user is offered to
identify the constants
of the simulation for each execution. |
TAOSD 2003 |
|
|
Communication Protocol |
General |
Production |
a communications protocol is the set of
standard rules for data representation,
signaling, authentication and error
detection required to send information
over a communications channel. |
TAOSD 2009 |
|
|
Data Representation |
General |
|
|
TAOSD 2003 |
|
|
Debugging |
|
Development |
Debugging
is a methodical process of finding and
reducing the number of bugs, or defects,
in programs making it behave as
expected.
|
TAOSD 2003 |
|
|
Design Pattern Implementations |
General |
Production, Enforcement |
Application of patterns might be easily
scattered over the application.
Different aspect implementations can be
provided to localize the implementation
of patterns. |
TAOSD 2008 |
|
|
Encryption |
Cryptography, General |
Production |
Encryption is the process of
transforming information (referred to as
plaintext) using an algorithm (called
cipher) to make it unreadable to anyone
except those possessing special
knowledge, usually referred to as a key.
The result of the process is encrypted
information. |
TAOSD 2008 |
|
|
Error Detection |
General |
Development |
Error detection is the ability to detect
the presence of errors. |
TAOSD 2003 |
|
|
Error Correction |
General |
Development |
Error correction is the additional
ability to reconstruct the original,
error-free data. |
|
|
|
Fault Injection |
Testing |
Development |
In software testing, fault injection is
a technique for improving the coverage
of a test by introducing faults to test
code paths. It is often used with stress
testing and is widely considered to be
an important part of developing robust
software. |
|
|
|
Input Injection |
Testing |
Development |
During the evolution of the
classification algorithm
it may be desirable to inject some
example instances
to the classification algorithm and see
intermediate results.
In order to do this, algorithm developer
should
interfere with the algorithm’s inner
structure. |
TAOSD 2003 |
|
|
Layout Profiling |
Graph Visualization, General |
Development |
In graph visualization approaches the
layout algorithm development is a long
and difficult process which requires
comprehensive profiling in order to
increase performance of the layout. The
developer needs to fulfill many
requirements such as decreasing method
call count and detecting and solving
method hotspots. |
TAOSD 2008 |
|
License
Checking |
General |
|
A software license is a legal instrument
governing the usage or redistribution of
software. A typical software license
grants an end-user permission to use one
or more copies of software. |
TAOSD 2003 |
|
|
Logging |
General |
|
Logging is the activity of recording
events in order to provide an audit
trail that can be used to understand the
activity of the system and to diagnose
problems. |
TAOSD 2003 |
|
|
Failure Detection |
General |
Production |
Fault detection and isolation concerns
monitoring a system, identifying when a
fault has occurred and pinpoint the type
of fault and its location.
|
TAOSD 2008 |
|
|
Model Property Settings |
General, Patterns |
Production |
In frameworks that are based on MVC
pattern such as GEF, any changes to the
model properties must be propagated to
the controller. However, this results in
scattering of the controller
notification concern in the entire graph
model classes. |
TAOSD 2008 |
|
|
Monitoring |
Monitoring |
Production |
Monitoring of behavior |
TAOSD 2003 |
|
|
Notification Sound |
Gaming |
Production |
One of the most important features of a
chat application is to play several
notification sounds to provide a
friendlier user interface. Alerts can be
used when a client signs in or receives
a private message for example. However,
this concern can be scattered across the
application. |
TAOSD 2008 |
|
|
Null Check |
Resource Management, Database Systems |
Enforcement |
In database systems one of the key
constraints is that the primary key is
not null. This aspect implements this
behavior. |
TAOSD 2008 |
|
|
Out-of-Frame Checking |
Gaming |
Production |
In gaming application usually objects
have to move within a given frame. This
aspect checks whether some objects are
moving out of the frame. |
TAOSD 2008 |
|
|
Observer Pattern |
General |
Development |
The observer pattern is a software
design pattern in which an object,
called the subject, maintains a list of
its dependents, called observers, and
notifies them automatically of any state
changes, usually by calling one of their
methods. It is mainly used to implement
distributed event handling systems. |
TAOSD 2009 |
|
|
Performance Monitoring |
General |
Production |
In algorithm testing,
performance of the algorithm can be
evaluated with
respect to many concerns, such as time,
space, precision,
etc. And these evaluation metrics can be
repeatedly
measured in certain stages of the
algorithm. This
is also the case with the classifier
testing mechanism. |
TAOSD 2003 |
|
|
Persistence |
Resource Management |
Production |
Persistence refers to the characteristic
of data that outlives the execution of
the program that created it. This aspect
localizes the behavior for persistence.
The aspect implementation might change
with respect to initialization,
accessing, updating or deleting
entities. |
TAOSD 2008 |
|
|
Playing Sound |
Gaming, General |
Production |
Different sound effects are used in game
applications; such as for specific
actions like a crash, shooting an enemy
object etc. In addition, background
music might be required during the game. |
TAOSD 2008 |
|
|
Plugin |
General |
Production |
a plug-in (also called add-on) consists
of a computer program that interacts
with a host application to provide a
certain, usually very specific, function
"on demand". |
TAOSD |
|
|
Profiling |
General |
Development |
Profiling a system means collecting the
information about the time spent by each
operation in the system. |
TAOSD 2008
TAOSD 2003 |
|
|
Redo |
General
Database Systems |
Production |
Redo reverts the effects of the undo
action. |
TAOSD 2009 |
|
|
Refresh |
Database Systems |
Production |
Refresh operation in database systems is
required to retrieve the latest
consistent state. This aspect localizes
this behavior. |
TAOSD 2008 |
|
|
Rendering |
Graphical Applications |
Production |
Client GUI is updated when a change
occurs on the client model. Only the
related panel of the GUI is updated for
a certain change, not the whole GUI is
refreshed after a single change. |
TAOSD 2009 |
|
|
Resource Pooling |
Database Systems |
Production |
Pooling is a resource management term
that refers to the grouping together of
resources (assets, equipment, effort,
etc.) for the purposes of maximizing
advantage and/or minimizing risk to the
users. |
TAOSD 2008 |
|
|
Simulation Rules |
Simulation Systems, Rule-based Systems |
Production |
Simulation systems have to deal with
multiple rules including rules for
initiating the simulation, running
simulations and terminating simulations |
TAOSD 2008 |
|
|
Testing |
General |
Development |
Testing checks the output for a
specified set of input that usually
covers a sufficient range of possible
options. |
TAOSD 2003 |
|
|
Timer |
General |
Production
Development |
For many applications the duration of
processes might be required. The aspect
can be applied both as a production and
a development aspect |
TAOSD 2009 |
|
|
Tracing |
General, Development |
Development |
Tracing is a specialized use of logging
to record information about a program's
execution. Very often this includes
logging the entry and exit of selected
methods. The logged information is
typically used by programmers for
debugging and problem diagnosis
purposes, and additionally, depending on
the type and detail of information
contained in a trace log. |
TAOSD 2008 |
|
|
Throwing Bombs / Shooting |
Gaming |
Production |
Many game applications include some
behavior such as shooting or throwing
bombs.
|
TAOSD 2008 |
|
|
Transaction property |
Atomic Transactions |
Production |
Transactions ensure that operations are
executed atomically and prevent
inconsistencies. This aspect implements
the required transaction concerns. |
TAOSD 2008 |
|
|
Undo |
General
Database Systems |
Production |
Undo is an operation in software
programs to erase the last change done
to the document, reverting it to an
older state. |
TAOSD 2009 |
|
|
Validation |
General |
Production
Enforcement |
Validation checks
"Are you building the right product? |
TAOSD 2009 |
|
|
Verificiation |
General |
Production
Enforcement |
Verification checks whether an item
meets the specifications
"Are you building the product right?" |
TAOSD 2009 |
|
|
View Checking |
Graphical User Interface Design |
Production |
Every subject must provide a subject
manager which keeps track of views
Notify its view when a subject data
changes. Every view must
provide a view manager which listens the
corresponding view; provide methods for
updating itself.
|
TAOSD 2003 |
|
|
View Updating |
Graphical User Interface Design |
Production |
Updating the GUI elements according to
the state of the application and display
notification indicators when necessary |
TAOSD 2008
TAOSD 2003 |
|