While a typical software component has a clearly specified (static) interface in terms of the methods and the input/output types they support, information about the correct sequencing of method calls the client must invoke is usually undocumented. In this paper, we propose a novel solution for automatically extracting such temporal specifications for Java classes. Given a Java class, and a safety property such as "the exception E should not be raised", the corresponding (dynamic) interface is the most general way of invoking the methods in the class so that the safety property is not violated. Our synthesis method first constructs a symbolic representation of the finite state-transition system obtained from the class using predicate abstraction. Constructing the interface then corresponds to solving a partial-information two-player game on this symbolic graph. We present a sound approach to solve this computationally-hard problem approximately using algorithms for learning finite automata and symbolic model checking for branching-time logics. We describe an implementation of the proposed techniques in the tool JIST-Java Interface Synthesis Tool-and demonstrate that the tool can construct interfaces accurately and efficiently for sample Java2SDK library classes. ABSTRACTWhile a typical software component has a clearly specified (static) interface in terms of the methods and the input/output types they support, information about the correct sequencing of method calls the client must invoke is usually undocumented. In this paper, we propose a novel solution for automatically extracting such temporal specifications for Java classes. Given a Java class, and a safety property such as "the exception E should not be raised", the corresponding (dynamic) interface is the most general way of invoking the methods in the class so that the safety property is not violated. Our synthesis method first constructs a symbolic representation of the finite state-transition system obtained from the class using predicate abstraction. Constructing the interface then corresponds to solving a partial-information two-player game on this symbolic graph. We present a sound approach to solve this computationally-hard problem approximately using algorithms for learning finite automata and symbolic model checking for branching-time logics. We describe an implementation of the proposed techniques in the tool JIST-Java Interface Synthesis Tool-and demonstrate that the tool can construct interfaces accurately and efficiently for sample Java2SDK library classes.
We introduce streaming data string transducers that map input data strings to output data strings in a single left-to-right pass in linear time. Data strings are (unbounded) sequences of data values, tagged with symbols from a finite set, over a potentially infinite data domain that supports only the operations of equality and ordering. The transducer uses a finite set of states, a finite set of variables ranging over the data domain, and a finite set of variables ranging over data strings. At every step, it can make decisions based on the next input symbol, updating its state, remembering the input data value in its data variables, and updating data-string variables by concatenating data-string variables and new symbols formed from data variables, while avoiding duplication. We establish PSPACE bounds for the problems of checking functional equivalence of two streaming transducers, and of checking whether a streaming transducer satisfies pre/post verification conditions specified by streaming acceptors over input/output data-strings. We identify a class of imperative and a class of functional programs, manipulating lists of data items, which can be effectively translated to streaming data-string transducers. The imperative programs dynamically modify a singly-linked heap by changing next-pointers of heap-nodes and by adding new nodes. The main restriction specifies how the next-pointers can be used for traversal. We also identify an expressively equivalent fragment of functional programs that traverse a list using syntactically restricted recursive calls. Our results lead to algorithms for assertion checking and for checking functional equivalence of two programs, written possibly in different programming styles, for commonly used routines such as insert, delete, and reverse.
We propose a general framework of secrecy and preservation of secrecy for labeled transition systems. Our definition of secrecy is parameterized by the distinguishing power of the observer, the properties to be kept secret, and the executions of interest, and captures a multitude of definitions in the literature. We define a notion of secrecy preserving refinement between systems by strengthening the classical trace-based refinement so that the implementation leaks a secret only when the specification also leaks it. We show that secrecy is in general not definable in µ-calculus, and thus not expressible in specification logics supported by standard model-checkers. However, we develop a simulation-based proof technique for establishing secrecy preserving refinement. This result shows how existing refinement checkers can be used to show correctness of an implementation with respect to a specification.Abstract. We propose a general framework of secrecy and preservation of secrecy for labeled transition systems. Our definition of secrecy is parameterized by the distinguishing power of the observer, the properties to be kept secret, and the executions of interest, and captures a multitude of definitions in the literature. We define a notion of secrecy preserving refinement between systems by strengthening the classical trace-based refinement so that the implementation leaks a secret only when the specification also leaks it. We show that secrecy is in general not definable in µ-calculus, and thus not expressible in specification logics supported by standard model-checkers. However, we develop a simulation-based proof technique for establishing secrecy preserving refinement. This result shows how existing refinement checkers can be used to show correctness of an implementation with respect to a specification.
We introduce streaming data string transducers that map input data strings to output data strings in a single left-to-right pass in linear time. Data strings are (unbounded) sequences of data values, tagged with symbols from a finite set, over a potentially infinite data domain that supports only the operations of equality and ordering. The transducer uses a finite set of states, a finite set of variables ranging over the data domain, and a finite set of variables ranging over data strings. At every step, it can make decisions based on the next input symbol, updating its state, remembering the input data value in its data variables, and updating data-string variables by concatenating data-string variables and new symbols formed from data variables, while avoiding duplication. We establish that the problems of checking functional equivalence of two streaming transducers, and of checking whether a streaming transducer satisfies pre/post verification conditions specified by streaming acceptors over input/output data-strings, are in Pspace. We identify a class of imperative and a class of functional programs, manipulating lists of data items, which can be effectively translated to streaming data-string transducers. The imperative programs dynamically modify a singly-linked heap by changing next-pointers of heapnodes and by adding new nodes. The main restriction specifies how the next-pointers can be used for traversal. We also identify an expressively equivalent fragment of functional programs that traverse a list using syntactically restricted recursive calls. Our results lead to algorithms for assertion checking and for checking functional equivalence of two programs, written possibly in different programming styles, for commonly used routines such as insert, delete, and reverse.
We present an algorithmic method for the synthesis of concurrent programs that are optimal with respect to quantitative performance measures. The input consists of a sequential sketch, that is, a program that does not contain synchronization constructs, and of a parametric performance model that assigns costs to actions such as locking, context switching, and idling. The quantitative synthesis problem is to automatically introduce synchronization constructs into the sequential sketch so that both correctness is guaranteed and worst-case (or average-case) performance is optimized. Correctness is formalized as race freedom or linearizability.We show that for worst-case performance, the problem can be modeled as a 2-player graph game with quantitative (limit-average) objectives, and for average-case performance, as a 2 1 2 -player graph game (with probabilistic transitions). In both cases, the optimal correct program is derived from an optimal strategy in the corresponding quantitative game. We prove that the respective game problems are computationally expensive (NP-complete), and present several techniques that overcome the theoretical difficulty in cases of concurrent programs of practical interest.We have implemented a prototype tool and used it for the automatic synthesis of programs that access a concurrent list. For certain parameter values, our method automatically synthesizes various classical synchronization schemes for implementing a concurrent list, such as fine-grained locking or a lazy algorithm. For other parameter values, a new, hybrid synchronization style is synthesized, which uses both the lazy approach and coarse-grained locks (instead of standard fine-grained locks). The trade-off occurs because while fine-grained locking tends to decrease the cost that is due to waiting for locks, it increases cache size requirements.
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