Universal Systems Language

Last updated

Universal Systems Language (USL) is a systems modeling language and formal method for the specification and design of software and other complex systems. It was designed by Margaret Hamilton based on her experiences writing flight software for the Apollo program. [1] The language is implemented through the 001 Tool Suite software by Hamilton Technologies, Inc. [2] USL evolved from 001AXES which in turn evolved from AXES all of which are based on Hamilton's axioms of control. The 001 Tool Suite uses the preventive concept of Development Before the Fact (DBTF) for its life-cycle development process. DBTF eliminates errors as early as possible during the development process removing the need to look for errors after-the-fact.

Contents

Philosophy

USL was inspired by Hamilton's recognition of patterns or categories of errors occurring during Apollo software development. Errors at the interfaces between subsystem boundaries accounted for the majority of errors and were often the most subtle and most difficult to find. Each interface error was placed into a category identifying the means to prevent it by way of system definition. This process led to a set of six axioms, forming the basis for a mathematical constructive logical theory of control for designing systems that would eliminate entire classes of errors just by the way a system is defined. [3] [4]

Certain correctness guarantees are embedded in the USL grammar. In contrast to reactive approaches to program verification, testing for errors late into the life cycle, USL's development-before-the-fact philosophy is preventive, not allowing errors in the first place. A USL definition models both its application (for example, an avionics or banking system) and properties of control into its own life cycle. [5] Providing a mathematical framework within which objects, their interactions, and their relationships can be captured, USL – a metalanguage – has "metamechanisms" for defining systems. USL's philosophy is that all objects are recursively reusable and reliable; reliable systems are defined in terms of reliable systems; only reliable systems are used as building blocks; and only reliable systems are used as mechanisms to integrate these building blocks to form a new system. Designers can then use the new system, along with more primitive ones, to define (and build) more comprehensive reliable systems. If a system is reliable, all the objects in all its levels and layers are reliable.

USL is regarded by some users as more user-friendly than other formal systems. [6] It is not only a formalism for software, but also defines ontologies for common elements of problem domains, such as physical space and event timing.

Formalism for a theory of control

A systems philosophy formalism for representing the logic of the control of systems, USL is based on a set of axioms of a general systems control theory with formal rules for its application. At the base of every USL system is a set of six axioms and the assumption of a universal set of objects. [7] [8] The axioms provide the formal foundation for a USL "hierarchy" – referred to as a map, which is a tree of control that spans networks of relations between objects.
Explicit rules for defining a map have been derived from the axioms, where – among other things – structure, behavior, and their integration are captured.
Each axiom defines a relation of immediate domination of a parent over its children.
The union of these relations is control. Among other things, the axioms establish the relationships of an object for invocation in time and space, input and output (domain and codomain), input access rights and output access rights (domain access rights and codomain access rights), error detection and recovery, and ordering during its developmental and operational states. Every system can ultimately be defined in terms of three primitive control structures, each of which is derived from the six axioms – resulting in a universal semantics for defining systems.

All representations of a system are defined in terms of a function map (FMap) and a type map (TMap). With USL, all functions in a system and their relationships are defined with a set of FMaps. Similarly, all types in a system and their relationships are defined with a set of TMaps. FMaps represent the dynamic (doing) world of action by capturing functional and temporal (including priority) characteristics. TMaps represent the static (being) world of objects by capturing spatial characteristics – for example, containment of one object by another or relationships between locations of objects in space. FMaps are inherently integrated with TMaps. Three universal primitive structures derived from the set of axioms and non-primitive structures derived ultimately in terms of the primitive structures specify each map. Primitive structures are universal in that they are able to be used to derive new abstract universal structures, functions or types. The process of deriving new objects (i.e., structures, types and functions) is equivalent to the process of deriving new types in a constructive type theory. Primitive functions, corresponding to primitive operations on types defined in a TMap, reside at the bottom nodes of an FMap. Primitive types, each defined by its own set of axioms, reside at the bottom nodes of a TMap. Each primitive function (or type) can be realized as a top node of a map on a lower (more concrete) layer of the system. Resident at every node on a map is the same kind of object (for example, a function on every node of an FMap and a type on a TMap). The object at each node plays multiple roles; for example, the object can serve as a parent (in control of its children) or a child (being controlled by its parent). Whereas each function on an FMap has a mapping from its input to output (domain to codomain), each type on a TMap has a relation between its domain and codomain. A structure relates each parent and its children according to the set of rules derived from the axioms of control. A primitive structure provides a relationship of the most primitive form (finest grain) of control. All maps are defined ultimately in terms of the primitive structures and therefore abide by the rules associated with each structure: A parent controls its children to have a dependent (Join), independent (Include), or decision-making relationship (Or).

Figure. 1 The three primitive control structures and their rules form a universal foundation for constructing maps in the domains of time and space as FMaps and TMaps Ucs rules.png
Figure. 1 The three primitive control structures and their rules form a universal foundation for constructing maps in the domains of time and space as FMaps and TMaps

Any system can be defined completely using only primitive structures, but less primitive structures defined by and derived from the primitive structures – and therefore governed by the control axioms – accelerate the definition and understanding of a system. The defined structure, a form of template-like reuse, provides a mechanism to define a map without explicitly defining some of its elements. An FMap structure has placeholders for variable functions; a TMap structure has placeholders for variable types; a universal structure has placeholders for functions or types. Async is an example of a real-time, distributed, communicating FMap structure with both asynchronous and synchronous behavior. An example of a TMap structure is TreeOf, a collection of the same type of objects ordered using a tree indexing system. Each TMap structure assumes its own set of possible relations for its parent and children types. Abstract types decomposed with the same TMap structure inherit the same primitive operations and therefore the same behavior (each of which is available to FMaps that have access to members of each of its TMap's types).

Implementation

The process of developing a software system with USL together with its automation, the 001 Tool Suite (001), is as follows: define the system with USL, automatically analyze the definition with 001's analyzer to ensure that USL was used correctly, automatically generate much of the design and all of the implementation code with 001's generator. [9] [10] [11] [12] USL can be used to lend its formal support to other languages. [13]

See also

Related Research Articles

In object-oriented programming, a class is an extensible program-code-template for creating objects, providing initial values for state and implementations of behavior. In many languages, the class name is used as the name for the class, the name for the default constructor of the class, and as the type of objects generated by instantiating the class; these distinct concepts are easily conflated. Although, to the point of conflation, one could argue that is a feature inherent in a language because of its polymorphic nature and why these languages are so powerful, dynamic and adaptable for use compared to languages without polymorphism present. Thus they can model dynamic systems more easily.

First-order logic—also known as predicate logic, quantificational logic, and first-order predicate calculus—is a collection of formal systems used in mathematics, philosophy, linguistics, and computer science. First-order logic uses quantified variables over non-logical objects, and allows the use of sentences that contain variables, so that rather than propositions such as "Socrates is a man", one can have expressions in the form "there exists x such that x is Socrates and x is a man", where "there exists" is a quantifier, while x is a variable. This distinguishes it from propositional logic, which does not use quantifiers or relations; in this sense, propositional logic is the foundation of first-order logic.

Pascal (programming language) Programming language

Pascal is an imperative and procedural programming language, designed by Niklaus Wirth as a small, efficient language intended to encourage good programming practices using structured programming and data structuring. It is named in honour of the French mathematician, philosopher and physicist Blaise Pascal.

<i>Principia Mathematica</i> Book on the foundations of mathematics

The Principia Mathematica is a three-volume work on the foundations of mathematics written by the mathematicians Alfred North Whitehead and Bertrand Russell and published in 1910, 1912, and 1913. In 1925–1927, it appeared in a second edition with an important Introduction to the Second Edition, an Appendix A that replaced ✸9 and all-new Appendix B and Appendix C. PM is not to be confused with Russell's 1903 The Principles of Mathematics. PM was originally conceived as a sequel volume to Russell's 1903 Principles, but as PM states, this became an unworkable suggestion for practical and philosophical reasons: "The present work was originally intended by us to be comprised in a second volume of Principles of Mathematics... But as we advanced, it became increasingly evident that the subject is a very much larger one than we had supposed; moreover on many fundamental questions which had been left obscure and doubtful in the former work, we have now arrived at what we believe to be satisfactory solutions."

In object-oriented programming and software engineering, the visitor design pattern is a way of separating an algorithm from an object structure on which it operates. A practical result of this separation is the ability to add new operations to existing object structures without modifying the structures. It is one way to follow the open/closed principle.

Universal algebra is the field of mathematics that studies algebraic structures themselves, not examples ("models") of algebraic structures. For instance, rather than take particular groups as the object of study, in universal algebra one takes the class of groups as an object of study.

Data type Attribute of data

In computer science and computer programming, a data type or simply type is an attribute of data which tells the compiler or interpreter how the programmer intends to use the data. Most programming languages support basic data types of integer numbers, floating-point numbers, characters and Booleans. A data type constrains the values that an expression, such as a variable or a function, might take. This data type defines the operations that can be done on the data, the meaning of the data, and the way values of that type can be stored. A data type provides a set of values from which an expression may take its values.

In mathematics, an algebraic structure consists of a nonempty set A, a collection of operations on A of finite arity, and a finite set of identities, known as axioms, that these operations must satisfy.

In formal logic and related branches of mathematics, a functional predicate, or function symbol, is a logical symbol that may be applied to an object term to produce another object term. Functional predicates are also sometimes called mappings, but that term has additional meanings in mathematics. In a model, a function symbol will be modelled by a function.

In programming languages, a type system is a logical system comprising a set of rules that assigns a property called a type to the various constructs of a computer program, such as variables, expressions, functions or modules. These types formalize and enforce the otherwise implicit categories the programmer uses for algebraic data types, data structures, or other components. The main purpose of a type system is to reduce possibilities for bugs in computer programs by defining interfaces between different parts of a computer program, and then checking that the parts have been connected in a consistent way. This checking can happen statically, dynamically, or as a combination of both. Type systems have other purposes as well, such as expressing business rules, enabling certain compiler optimizations, allowing for multiple dispatch, providing a form of documentation, etc.

In computer science, a list or sequence is an abstract data type that represents a finite number of ordered values, where the same value may occur more than once. An instance of a list is a computer representation of the mathematical concept of a tuple or finite sequence; the (potentially) infinite analog of a list is a stream. Lists are a basic example of containers, as they contain other values. If the same value occurs multiple times, each occurrence is considered a distinct item.

ABAP is a high-level programming language created by the German software company SAP SE. It is currently positioned, alongside Java, as the language for programming the SAP NetWeaver Application Server, which is part of the SAP NetWeaver platform for building business applications.

Plessey System 250, also known as PP250, was the first operational computer to implement capability-based addressing, to check and balance the computation as a pure Church–Turing machine. Plessey built the systems for a British Army message routing project.

In computer science, a tagged union, also called a variant, variant record, choice type, discriminated union, disjoint union, sum type or coproduct, is a data structure used to hold a value that could take on several different, but fixed, types. Only one of the types can be in use at any one time, and a tag field explicitly indicates which one is in use. It can be thought of as a type that has several "cases", each of which should be handled correctly when that type is manipulated. This is critical in defining recursive datatypes, in which some component of a value may have the same type as the value itself, for example in defining a type for representing trees, where it is necessary to distinguish multi-node subtrees and leaves. Like ordinary unions, tagged unions can save storage by overlapping storage areas for each type, since only one is in use at a time.

Visual programming language Programming language written graphically by a user

In computing, a visual programming language is any programming language that lets users create programs by manipulating program elements graphically rather than by specifying them textually. A VPL allows programming with visual expressions, spatial arrangements of text and graphic symbols, used either as elements of syntax or secondary notation. For example, many VPLs are based on the idea of "boxes and arrows", where boxes or other screen objects are treated as entities, connected by arrows, lines or arcs which represent relations.

ActionScript Object-oriented programming language

ActionScript is an object-oriented programming language originally developed by Macromedia Inc.. It is influenced by HyperTalk, the scripting language for HyperCard. It is now an implementation of ECMAScript, though it originally arose as a sibling, both being influenced by HyperTalk.

Structured analysis

In software engineering, structured analysis (SA) and structured design (SD) are methods for analyzing business requirements and developing specifications for converting practices into computer programs, hardware configurations, and related manual procedures.

Margaret Hamilton (software engineer) United States software engineer

Margaret Heafield Hamilton is an American computer scientist, systems engineer, and business owner. She was director of the Software Engineering Division of the MIT Instrumentation Laboratory, which developed on-board flight software for NASA's Apollo program. She later founded two software companies—Higher Order Software in 1976 and Hamilton Technologies in 1986, both in Cambridge, Massachusetts.

Parametric design Engineering design method

Parametric design is a design method where features are shaped according to algorithmic processes, in contrast to being designed directly. In this method, parameters and rules determine the relationship between design intent and design response. The term parametric refers to input parameters fed into the algorithms.

This glossary of computer science is a list of definitions of terms and concepts used in computer science, its sub-disciplines, and related fields, including terms relevant to software, data science, and computer programming.

References

  1. M. Hamilton and W. R. Hackler, "Universal Systems Language: Lessons Learned from Apollo", IEEE Computer, Dec. 2008.
  2. 001 Tool Suite (1986-2020)
  3. Margaret H. Hamilton, Hamilton Technologies (September 27, 2012). ""Universal Systems Language and its Automation, the 001 Tool Suite, for Designing and Building Systems and Software" Lockheed Martin/IEEE Computer Society Webinar Series".
  4. Hamilton, Margaret H. (2018). "What the Errors Tell Us". IEEE Software . 35 (5): 32–37. doi: 10.1109/MS.2018.290110447 . ISSN   0740-7459. S2CID   52896962.
  5. Dolha, Steve, Chiste, Dave, "A Remote Query System for the Web: Managing the Development of Distributed Systems.", Chapter 32, Internet Management, Editor Jessica Keyes, Auerbach, 2000.
  6. Krut, Jr., B., "Integrating 001 Tool Support in the Feature-Oriented Domain Analysis Methodology" (CMU/SEI-93-TR-11, ESC-TR-93-188), Pittsburgh, SEI, Carnegie Mellon University, 1993.
  7. Hamilton, M., "Inside Development Before the Fact", cover story, Special Editorial Supplement, 8ES-24ES. Electronic Design, Apr. 1994.
  8. Hamilton, M., "001: A FULL LIFE CYCLE SYSTEMS ENGINEERING AND SOFTWARE DEVELOPMENT ENVIRONMENT Development Before The Fact In Action", cover story, Special Editorial Supplement, 8ES-24ES. Electronic Design, Apr. 1994.
  9. Ouyang, M., Golay, M.W. 1995, An Integrated Formal Approach for Developing High Quality Software of Safety-Critical Systems , Massachusetts Institute of Technology, Cambridge, Massachusetts, Report No. MIT-ANP-TR-035.
  10. Software Productivity Consortium, (SPC) (1998), Object-Oriented Methods and Tools Survey, Herndon, VA.SPC-98022-MC, Version 02.00.02, December 1998.
  11. Max Schindler (1990) Computer Aided Software Design, John Wiley & Sons, 1990.
    • Department of Defense (1992). Software engineering tools experiment-Final report, Vol. 1, Experiment Summary, Table 1, p. 9. Strategic Defense Initiative, Washington, D.C.
  12. Hamilton, M. Hackler, W.R., "A Formal Universal Systems Semantics for SysML, 17th Annual International Symposium, INCOSE 2007, San Diego, CA, June 2007.

Further reading