Interface uniformity is regarded as one of the most distinctive features of the REST architectural style among other networkbased styles, because of the specific set of restrictions it imposes on the behavior paradigms of interacting components. However, in practice conforming to the REST's uniform interface constraint in Web-based services most often proves to be a difficult task, as identified by a number of researchers and practitioners. This implementation and conformance difficulty can be partly attributed to the lack of a systematic conceptual framework that could be used to interpret abstract architectural restrictions of interface uniformity to practical design decisions and strategies being generalized as interface design criteria. These criteria could be then mapped to domain-specific techniques that provide the context for guiding and/or examining the level of uniformity of a REST-based API. In this paper, we discuss such a conceptual framework and a collection of criteria that can be used to assess in a practical way as to whether a specific REST-based API conforms to the uniform interface constraint. As a proof of concept, we evaluated the proposed framework and its associated methodology by applying it to a collection of indicative public Web service APIs.
This work presents an efficient and fast method for achieving cyclic animation using Partial Differential Equations (PDEs). The boundary-value nature associated with elliptic PDEs offers a fast analytic solution technique for setting up a framework for this type of animation. The surface of a given character is thus created from a set of pre-determined curves, which are used as boundary conditions so that a number of PDEs can be solved. Two different approaches to cyclic animation are presented here. The first consists of using attaching the set of curves to a skeletal system holding the animation for cyclic motions linked to a set mathematical expressions, the second one exploits the spine associated with the analytic solution of the PDE as a driving mechanism to achieve cyclic animation, which is also manipulated mathematically. The first of these approaches is implemented within a framework related to cyclic motions inherent to human-like characters, whereas the spine-based approach is focused on modelling the undulatory movement observed in fish when swimming. The proposed method is fast and accurate. Additionally, the animation can be either used in the PDE-based surface representation of the model or transferred to the original mesh model by means of a point to point map. Thus, the user is offered with the choice of using either of these two animation representations of the same object, the selection depends on the computing resources such as storage and memory capacity associated with each particular application.
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